metaforce/Runtime/MP1/CMainFlow.cpp

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#include "CMainFlow.hpp"
#include "MP1.hpp"
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#include "CArchitectureQueue.hpp"
#include "CMFGame.hpp"
#include "CPlayMovie.hpp"
#include "CResFactory.hpp"
#include "CFrontEndUI.hpp"
#include "GameGlobalObjects.hpp"
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namespace urde
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{
namespace MP1
{
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void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
{
switch (x14_gameState)
{
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case EClientFlowStates::FrontEnd:
CMainFlow::SetGameState(EClientFlowStates::GameLoad, queue);
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break;
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case EClientFlowStates::Unspecified:
case EClientFlowStates::GameLoad:
CMainFlow::SetGameState(EClientFlowStates::MoviePlay, queue);
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break;
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case EClientFlowStates::MoviePlay:
CMainFlow::SetGameState(EClientFlowStates::FrontEnd, queue);
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break;
}
}
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
{
switch (state)
{
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case EClientFlowStates::FrontEnd:
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{
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if (g_main->GetGameplayResult() == EGameplayResult::None)
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{
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g_main->SetGameplayResult(EGameplayResult::Playing);
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break;
}
CResLoader& loader = g_ResFactory->GetLoader();
while (!loader.AreAllPaksLoaded())
loader.AsyncIdlePakLoading();
g_main->LoadAudio();
g_main->RegisterResourceTweaks();
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CFrontEndUI(queue))));
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break;
}
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case EClientFlowStates::GameLoad:
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{
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queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, new CMFGameLoader())));
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break;
}
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case EClientFlowStates::MoviePlay:
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{
switch (g_main->GetGameplayResult())
{
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case EGameplayResult::Win:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::WinGame))));
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break;
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case EGameplayResult::Lose:
queue.Push(std::move(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::LoseGame))));
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break;
default: break;
}
break;
}
default: break;
}
}
}
}