#ifndef _CGAMESTATE #define _CGAMESTATE #include "types.h" #include "MetroidPrime/Player/CGameOptions.hpp" #include "MetroidPrime/Player/CHintOptions.hpp" #include "MetroidPrime/Player/CPlayerState.hpp" #include "MetroidPrime/Player/CSystemOptions.hpp" #include "MetroidPrime/Player/CWorldState.hpp" #include "MetroidPrime/Player/CWorldTransManager.hpp" #include "MetroidPrime/TGameTypes.hpp" #include "rstl/rc_ptr.hpp" #include "rstl/reserved_vector.hpp" #include "rstl/vector.hpp" class CGameState { public: CGameState(); CGameState(CInputStream& in, int saveIdx); rstl::rc_ptr< CPlayerState >& PlayerState(); CAssetId CurrentWorldAssetId(); CSystemOptions& SystemOptions() { return xa8_systemOptions; } CGameOptions& GameOptions() { return x17c_gameOptions; } CHintOptions& HintOptions() { return x1f8_hintOptions; } uint& SaveIdx() { return x20c_saveIdx; } u64& CardSerial() { return x210_cardSerial; } rstl::vector< uchar >& BackupBuf() { return x218_backupBuf; } struct GameFileStateInfo { double x0_playTime; CAssetId x8_mlvlId; float xc_health; uint x10_energyTanks; uint x14_timestamp; uint x18_itemPercent; float x1c_scanPercent; bool x20_hardMode; }; static GameFileStateInfo LoadGameFileState(const uchar* data); private: rstl::reserved_vector< bool, 128 > x0_; CAssetId x84_mlvlId; rstl::vector< CWorldState > x88_worldStates; rstl::rc_ptr< CPlayerState > x98_playerState; rstl::rc_ptr< CWorldTransManager > x9c_transManager; double xa0_playTime; CSystemOptions xa8_systemOptions; CGameOptions x17c_gameOptions; CHintOptions x1f8_hintOptions; uint x20c_saveIdx; u64 x210_cardSerial; rstl::vector< uchar > x218_backupBuf; bool x228_24_hardMode : 1; bool x228_25_initPowerupsAtFirstSpawn : 1; }; extern CGameState* gpGameState; #endif // _CGAMESTATE