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https://github.com/AxioDL/metaforce.git
synced 2025-12-10 23:47:44 +00:00
Finish initial CCredits implementation, merge EFlowStates with EClientFlowStates
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@@ -31,13 +31,15 @@ void CMainFlow::AdvanceGameState(CArchitectureQueue& queue) {
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break;
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case EClientFlowStates::GameExit: {
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MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
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if (main->GetFlowState() != EFlowState::None && main->GetFlowState() != EFlowState::StateSetter)
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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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}
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case EClientFlowStates::Unspecified:
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SetGameState(EClientFlowStates::PreFrontEnd, queue);
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break;
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default:
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break;
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}
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}
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@@ -48,12 +50,12 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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switch (state) {
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case EClientFlowStates::GameExit: {
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switch (main->GetFlowState()) {
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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case EClientFlowStates::WinBad:
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case EClientFlowStates::WinGood:
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case EClientFlowStates::WinBest:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::make_shared<CCredits>()));
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break;
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case EFlowState::LoseGame:
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case EClientFlowStates::LoseGame:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CPlayMovie>(CPlayMovie::EWhichMovie::LoseGame)));
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break;
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@@ -63,7 +65,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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break;
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}
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case EClientFlowStates::PreFrontEnd: {
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if (main->GetFlowState() == EFlowState::None)
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if (main->GetFlowState() == EClientFlowStates::None)
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return;
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::make_shared<CPreFrontEnd>()));
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break;
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@@ -71,14 +73,14 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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case EClientFlowStates::FrontEnd: {
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std::shared_ptr<CIOWin> nextIOWin;
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switch (main->GetFlowState()) {
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case EFlowState::StateSetter:
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case EClientFlowStates::StateSetter:
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nextIOWin = std::make_shared<CStateSetterFlow>();
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break;
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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case EFlowState::LoseGame:
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case EFlowState::Default:
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case EClientFlowStates::WinBad:
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case EClientFlowStates::WinGood:
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case EClientFlowStates::WinBest:
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case EClientFlowStates::LoseGame:
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case EClientFlowStates::Default:
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nextIOWin = std::make_shared<CFrontEndUI>();
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break;
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default:
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@@ -91,7 +93,7 @@ void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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case EClientFlowStates::Game: {
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g_GameState->GameOptions().EnsureSettings();
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auto gameLoader = std::make_shared<CMFGameLoader>();
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main->SetFlowState(EFlowState::Default);
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main->SetFlowState(EClientFlowStates::Default);
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, std::move(gameLoader)));
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break;
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}
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