metaforce/Runtime/MP1/CMainFlow.cpp

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#include "Runtime/MP1/CMainFlow.hpp"
#include "NESEmulator/CNESEmulator.hpp"
#include "Runtime/CArchitectureQueue.hpp"
#include "Runtime/CResFactory.hpp"
#include "Runtime/GameGlobalObjects.hpp"
#include "Runtime/Character/CCharLayoutInfo.hpp"
#include "Runtime/MP1/CCredits.hpp"
#include "Runtime/MP1/CFrontEndUI.hpp"
#include "Runtime/MP1/CMFGame.hpp"
#include "Runtime/MP1/CPlayMovie.hpp"
#include "Runtime/MP1/CPreFrontEnd.hpp"
#include "Runtime/MP1/CQuitGameScreen.hpp"
#include "Runtime/MP1/CSaveGameScreen.hpp"
#include "Runtime/MP1/CStateSetterFlow.hpp"
#include "Runtime/MP1/MP1.hpp"
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namespace metaforce::MP1 {
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void CMainFlow::AdvanceGameState(CArchitectureQueue& queue) {
switch (x14_gameState) {
case EClientFlowStates::Game:
SetGameState(EClientFlowStates::GameExit, queue);
break;
case EClientFlowStates::PreFrontEnd:
SetGameState(EClientFlowStates::FrontEnd, queue);
break;
case EClientFlowStates::FrontEnd:
SetGameState(EClientFlowStates::Game, queue);
break;
case EClientFlowStates::GameExit: {
MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
if (main->GetFlowState() != EClientFlowStates::None && main->GetFlowState() != EClientFlowStates::StateSetter)
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main->SetX30(true);
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[[fallthrough]];
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}
case EClientFlowStates::Unspecified:
SetGameState(EClientFlowStates::PreFrontEnd, queue);
break;
default:
break;
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}
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}
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue) {
x14_gameState = state;
MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
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switch (state) {
case EClientFlowStates::GameExit: {
switch (main->GetFlowState()) {
case EClientFlowStates::WinBad:
case EClientFlowStates::WinGood:
case EClientFlowStates::WinBest:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::make_shared<CCredits>()));
break;
case EClientFlowStates::LoseGame:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
std::make_shared<CPlayMovie>(CPlayMovie::EWhichMovie::LoseGame)));
break;
default:
break;
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}
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break;
}
case EClientFlowStates::PreFrontEnd: {
if (main->GetFlowState() == EClientFlowStates::None)
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return;
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::make_shared<CPreFrontEnd>()));
break;
}
case EClientFlowStates::FrontEnd: {
std::shared_ptr<CIOWin> nextIOWin;
switch (main->GetFlowState()) {
case EClientFlowStates::StateSetter:
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nextIOWin = std::make_shared<CStateSetterFlow>();
break;
case EClientFlowStates::WinBad:
case EClientFlowStates::WinGood:
case EClientFlowStates::WinBest:
case EClientFlowStates::LoseGame:
case EClientFlowStates::Default:
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nextIOWin = std::make_shared<CFrontEndUI>();
break;
default:
return;
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}
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::move(nextIOWin)));
break;
}
case EClientFlowStates::Game: {
g_GameState->GameOptions().EnsureSettings();
auto gameLoader = std::make_shared<CMFGameLoader>();
main->SetFlowState(EClientFlowStates::Default);
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, std::move(gameLoader)));
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break;
}
default:
break;
}
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}
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} // namespace metaforce::MP1