#include "CMFGame.hpp" #include "CArchitectureQueue.hpp" #include "GameGlobalObjects.hpp" #include "CGameState.hpp" #include "CStateManager.hpp" #include "World/CPlayer.hpp" #include "MP1.hpp" #include "Character/CCharLayoutInfo.hpp" namespace urde { namespace MP1 { CMFGame::CMFGame(const std::weak_ptr& stateMgr, const std::weak_ptr& guiMgr, const CArchitectureQueue&) : CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock()), x2a_25_(true) { //g_Main->x160_25_ = true; } CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { return EMessageReturn::Normal; } void CMFGame::Draw() const { } CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader") { switch (g_Main->GetFlowState()) { case CMain::EFlowState::Five: case CMain::EFlowState::Six: { ResId mlvlId = g_GameState->CurrentWorldAssetId(); // g_GameState->WorldTransitionManager()-> // g_MemoryCardSys-> } default: { } } } void CMFGameLoader::MakeLoadDependencyList() { } CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { std::shared_ptr wtMgr = g_GameState->GetWorldTransitionManager(); switch (msg.GetType()) { case EArchMsgType::TimerTick: { const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg); float dt = tick.x4_parm; if (!x2c_24_initialized) { if (x1c_.empty()) MakeLoadDependencyList(); wtMgr->StartTransition(); } else { wtMgr->Update(dt); } } default: break; } return EMessageReturn::Exit; } void CMFGameLoader::Draw() const { g_GameState->GetWorldTransitionManager()->Draw(); } void CMFGameLoader::Touch() { x14_stateMgr->TouchSky(); x14_stateMgr->TouchPlayerActor(); x14_stateMgr->Player()->Touch(); } } }