mirror of https://github.com/AxioDL/metaforce.git
75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
#include "CMFGame.hpp"
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#include "CArchitectureQueue.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CGameState.hpp"
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#include "CStateManager.hpp"
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#include "World/CPlayer.hpp"
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#include "MP1.hpp"
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#include "Character/CCharLayoutInfo.hpp"
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namespace urde
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{
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namespace MP1
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{
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CMFGame::CMFGame(const std::weak_ptr<CStateManager>& stateMgr, const std::weak_ptr<CInGameGuiManager>& guiMgr,
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const CArchitectureQueue&)
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: CMFGameBase("CMFGame"), x14_stateManager(stateMgr.lock()), x18_guiManager(guiMgr.lock()), x2a_25_(true)
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{
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//g_Main->x160_25_ = true;
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}
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CIOWin::EMessageReturn CMFGame::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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return EMessageReturn::Normal;
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}
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void CMFGame::Draw() const
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{
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}
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CMFGameLoader::CMFGameLoader() : CMFGameLoaderBase("CMFGameLoader")
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{
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switch (g_Main->GetFlowState())
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{
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case CMain::EFlowState::Five:
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case CMain::EFlowState::Six:
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{
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ResId mlvlId = g_GameState->CurrentWorldAssetId();
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// g_GameState->WorldTransitionManager()->
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// g_MemoryCardSys->
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}
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default:
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{
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}
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}
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}
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CIOWin::EMessageReturn CMFGameLoader::OnMessage(const CArchitectureMessage& msg, CArchitectureQueue& queue)
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{
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std::shared_ptr<CWorldTransManager> wtMgr = g_GameState->GetWorldTransitionManager();
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switch (msg.GetType())
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{
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case EArchMsgType::TimerTick:
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{
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const CArchMsgParmReal32& tick = MakeMsg::GetParmTimerTick(msg);
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}
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default:
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break;
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}
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return EMessageReturn::Exit;
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}
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void CMFGameLoader::Draw() const { g_GameState->GetWorldTransitionManager()->Draw(); }
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void CMFGameLoader::Touch()
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{
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x14_stateMgr->TouchSky();
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x14_stateMgr->TouchPlayerActor();
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x14_stateMgr->Player()->Touch();
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}
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}
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}
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