//
// SceneManager.cs
//
// Copyright (c) František Boháček. All rights reserved.
// Licensed under the MIT license. See LICENSE file in the project root for full license information.
using Reloaded.Memory.Sources;
namespace NosSmooth.LocalBinding.Structs;
///
/// Represents nostale scene manager struct.
///
public class SceneManager
{
private readonly IMemory _memory;
private readonly IntPtr _sceneManager;
///
/// Initializes a new instance of the class.
///
/// The memory.
/// The pointer to the scene manager.
public SceneManager(IMemory memory, IntPtr sceneManager)
{
_memory = memory;
_sceneManager = sceneManager;
}
///
/// Gets the player list.
///
public MapObjBaseList PlayerList => new MapObjBaseList(_memory, ReadPtr(_sceneManager + 0xC));
///
/// Gets the monster list.
///
public MapObjBaseList MonsterList => new MapObjBaseList(_memory, ReadPtr(_sceneManager + 0x10));
///
/// Gets the npc list.
///
public MapObjBaseList NpcList => new MapObjBaseList(_memory, ReadPtr(_sceneManager + 0x14));
///
/// Gets the item list.
///
public MapObjBaseList ItemList => new MapObjBaseList(_memory, ReadPtr(_sceneManager + 0x18));
///
/// Gets the entity that is currently being followed by the player.
///
public MapBaseObj? FollowEntity
{
get
{
var ptr = ReadPtr(_sceneManager + 0x48);
if (ptr == IntPtr.Zero)
{
return null;
}
return new MapBaseObj(_memory, ptr);
}
}
private IntPtr ReadPtr(IntPtr ptr)
{
_memory.Read(ptr, out IntPtr read);
return read;
}
}