#include "CStateSetterFlow.hpp" #include "CArchitectureMessage.hpp" #include "GameGlobalObjects.hpp" #include "MP1.hpp" namespace urde::MP1 { CStateSetterFlow::CStateSetterFlow() : CIOWin("") {} CIOWin::EMessageReturn CStateSetterFlow::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue) { if (msg.GetType() == EArchMsgType::TimerTick) { MP1::CMain* m = static_cast(g_Main); if (m->m_warpWorldIdx > -1) { CResLoader* loader = g_ResFactory->GetResLoader(); CAssetId worldId; for (const auto& pak : loader->GetPaks()) { if (*(pak->GetPath().end() - 6) == '0' + m->m_warpWorldIdx) { worldId = pak->GetMLVLId(); break; } } if (worldId.IsValid()) { m->ResetGameState(); g_GameState->SetCurrentWorldId(worldId); CWorldLayerState& layers = *g_GameState->StateForWorld(worldId).GetLayerState(); if (m->m_warpAreaId < layers.GetAreaCount()) { g_GameState->StateForWorld(worldId).SetAreaId(m->m_warpAreaId); if (m->m_warpLayerBits) { for (u32 i = 0; i < layers.GetAreaLayerCount(m->m_warpAreaId); ++i) layers.SetLayerActive(m->m_warpAreaId, i, ((m->m_warpLayerBits >> i) & 1) != 0); } } g_GameState->GameOptions().ResetToDefaults(); g_GameState->WriteBackupBuf(); return EMessageReturn::RemoveIOWinAndExit; } } m->RefreshGameState(); return EMessageReturn::RemoveIOWinAndExit; } return EMessageReturn::Exit; } }