mirror of https://github.com/PrimeDecomp/prime.git
84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
#ifndef _CGAMESTATE
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#define _CGAMESTATE
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#include "types.h"
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#include "MetroidPrime/Player/CGameOptions.hpp"
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#include "MetroidPrime/Player/CHintOptions.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "MetroidPrime/Player/CSystemState.hpp"
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#include "MetroidPrime/Player/CWorldState.hpp"
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#include "MetroidPrime/Player/CWorldTransManager.hpp"
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#include "MetroidPrime/TGameTypes.hpp"
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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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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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void ReadSystemOptions(CInputStream& in);
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void PutTo(COutputStream& out) const;
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void WriteSystemOptions(COutputStream& out);
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void SetCurrentWorldId(CAssetId);
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rstl::rc_ptr< CPlayerState >& PlayerState();
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CAssetId CurrentWorldAssetId() const;
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void WriteBackupBuf();
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CWorldState& CurrentWorldState();
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void ImportPersistentOptions(const CSystemState&);
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void ExportPersistentOptions(CSystemState&);
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CSystemState& SystemState() { return xa8_systemState; }
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CGameOptions& GameOptions() { return x17c_gameOptions; }
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CHintOptions& HintOptions() { return x1f8_hintOptions; }
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uint& SaveIdx() { return x20c_saveIdx; }
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u64& CardSerial() { return x210_cardSerial; }
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rstl::vector< uchar >& BackupBuf() { return x218_backupBuf; }
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u32 GetFileIdx() const { return x20c_saveIdx; }
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void SetFileIdx(u32 idx) { x20c_saveIdx = idx; }
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void SetCardSerial(u64 serial) { x210_cardSerial = serial; }
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u64 GetCardSerial() const { return x210_cardSerial; }
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bool GetHardMode() const { return x228_24_hardMode; }
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float GetHardModeWeaponMultiplier() const;
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rstl::rc_ptr< CWorldTransManager >& WorldTransitionManager(); // { return x9c_transManager.GetPtr(); }
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struct GameFileStateInfo {
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double x0_playTime;
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CAssetId x8_mlvlId;
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float xc_health;
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uint x10_energyTanks;
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uint x14_timestamp;
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uint x18_itemPercent;
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float x1c_scanPercent;
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bool x20_hardMode;
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};
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static GameFileStateInfo LoadGameFileState(const void* data);
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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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double xa0_playTime;
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CSystemState xa8_systemState;
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CGameOptions x17c_gameOptions;
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CHintOptions x1f8_hintOptions;
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uint x20c_saveIdx;
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u64 x210_cardSerial;
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rstl::vector< uchar > 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 // _CGAMESTATE
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