mirror of https://github.com/PrimeDecomp/prime.git
60 lines
1.6 KiB
C++
60 lines
1.6 KiB
C++
#ifndef _CGAMESTATE_HPP
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#define _CGAMESTATE_HPP
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#include "types.h"
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#include "rstl/rc_ptr.hpp"
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#include "rstl/reserved_vector.hpp"
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#include "rstl/vector.hpp"
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#include "CGameOptions.hpp"
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#include "CGameState.hpp"
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#include "CHintOptions.hpp"
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#include "CPlayerState.hpp"
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#include "CSystemOptions.hpp"
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#include "CWorldState.hpp"
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#include "CWorldTransManager.hpp"
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#include "TGameTypes.hpp"
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class CGameState {
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public:
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CGameState();
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CGameState(CInputStream& in, int saveIdx);
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CGameState(const CGameState&);
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~CGameState();
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CGameState& operator=(const CGameState&);
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rstl::rc_ptr< CPlayerState >& PlayerState();
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CSystemOptions& SystemOptions() { return xa8_systemOptions; }
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CGameOptions& GameOptions() { return x17c_gameOptions; }
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CHintOptions& HintOptions() { return x1f8_hintOptions; }
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u32& SaveIdx() { return x20c_saveIdx; }
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u64& CardSerial() { return x210_cardSerial; }
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rstl::vector< u8 >& BackupBuf() { return x218_backupBuf; }
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void SetGameOptions(CGameOptions options) {
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x17c_gameOptions = options;
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x17c_gameOptions.EnsureOptions();
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}
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private:
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rstl::reserved_vector< bool, 128 > x0_;
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CAssetId x84_mlvlId;
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rstl::vector< CWorldState > x88_worldStates;
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rstl::rc_ptr< CPlayerState > x98_playerState;
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rstl::rc_ptr< CWorldTransManager > x9c_transManager;
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f64 xa0_playTime;
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CSystemOptions xa8_systemOptions;
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CGameOptions x17c_gameOptions;
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CHintOptions x1f8_hintOptions;
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u32 x20c_saveIdx;
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u64 x210_cardSerial;
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rstl::vector< u8 > x218_backupBuf;
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bool x228_24_hardMode : 1;
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bool x228_25_initPowerupsAtFirstSpawn : 1;
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};
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extern CGameState* gpGameState;
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#endif
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