#include "Runtime/MP1/CMainFlow.hpp" #include "NESEmulator/CNESEmulator.hpp" #include "Runtime/CArchitectureQueue.hpp" #include "Runtime/Factory/CResFactory.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Character/CCharLayoutInfo.hpp" #include "Runtime/MP1/CCredits.hpp" #include "Runtime/MP1/CFrontEndUI.hpp" #include "Runtime/MP1/CMFGame.hpp" #include "Runtime/MP1/CPlayMovie.hpp" #include "Runtime/MP1/CPreFrontEnd.hpp" #include "Runtime/MP1/CQuitGameScreen.hpp" #include "Runtime/MP1/CSaveGameScreen.hpp" #include "Runtime/MP1/CStateSetterFlow.hpp" #include "Runtime/MP1/MP1.hpp" namespace metaforce::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() != EClientFlowStates::None && main->GetFlowState() != EClientFlowStates::StateSetter) main->SetX30(true); [[fallthrough]]; } case EClientFlowStates::Unspecified: SetGameState(EClientFlowStates::PreFrontEnd, queue); break; default: 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 EClientFlowStates::WinBad: case EClientFlowStates::WinGood: case EClientFlowStates::WinBest: queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::make_shared())); break; case EClientFlowStates::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() == EClientFlowStates::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 EClientFlowStates::StateSetter: nextIOWin = std::make_shared(); break; case EClientFlowStates::WinBad: case EClientFlowStates::WinGood: case EClientFlowStates::WinBest: case EClientFlowStates::LoseGame: case EClientFlowStates::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(); auto gameLoader = std::make_shared(); main->SetFlowState(EClientFlowStates::Default); queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, std::move(gameLoader))); break; } default: break; } } } // namespace metaforce::MP1