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