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