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96 lines
1.8 KiB
C++
96 lines
1.8 KiB
C++
#pragma once
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#ifndef _GAMESTATE_HPP_
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#define _GAMESTATE_HPP_
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#include <glm/glm.hpp>
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#include <string>
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#include <map>
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#include <vector>
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class PlayerController;
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class CutsceneData;
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struct TextDisplayData
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{
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// This is set by the final display text command.
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std::string text;
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glm::vec2 position;
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glm::vec4 colourFG;
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glm::vec4 colourBG;
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};
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struct GameState
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{
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unsigned int maxProgress;
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unsigned int numMissions;
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unsigned int numHiddenPackages;
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unsigned int numHiddenPackagesDiscovered;
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unsigned int numUniqueJumps;
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unsigned int numRampages;
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unsigned int maxWantedLevel;
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PlayerController* player;
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unsigned int currentWeather;
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/**
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* @brief Stores a pointer to script global that stores the on-mission state.
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*/
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unsigned int *scriptOnMissionFlag;
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bool fadeOut;
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float fadeStart;
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float fadeTime;
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bool fadeSound;
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glm::u16vec3 fadeColour;
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std::string currentSplash;
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bool isIntroPlaying;
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CutsceneData* currentCutscene;
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float cutsceneStartTime;
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short hour;
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short minute;
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/// @todo opcodes seem to imply Onscreen text might be queued
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unsigned short osTextStyle;
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std::string osTextString;
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float osTextStart;
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float osTextTime;
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/// Stores the "special" character and cutscene model indices.
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std::map<unsigned short, std::string> specialCharacters;
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std::map<unsigned short, std::string> specialModels;
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TextDisplayData nextText;
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std::vector<TextDisplayData> texts;
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GameState() :
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maxProgress(1),
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numMissions(0),
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numHiddenPackages(0),
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numHiddenPackagesDiscovered(0),
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numUniqueJumps(0),
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numRampages(0),
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maxWantedLevel(0),
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player(nullptr),
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currentWeather(0),
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scriptOnMissionFlag(nullptr),
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fadeOut(true),
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fadeStart(0.f),
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fadeTime(0.f),
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fadeSound(false),
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isIntroPlaying(false),
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currentCutscene(nullptr),
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cutsceneStartTime(-1.f),
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hour(0),
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minute(0),
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osTextStyle(0),
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osTextStart(0.f),
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osTextTime(0.f)
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{}
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};
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#endif
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