metaforce/Runtime/MP1/CMainFlow.cpp

82 lines
2.3 KiB
C++

#include "CMainFlow.hpp"
#include "MP1.hpp"
#include "CArchitectureQueue.hpp"
#include "CMFGame.hpp"
#include "CPlayMovie.hpp"
#include "CResFactory.hpp"
#include "CFrontEndUI.hpp"
#include "GameGlobalObjects.hpp"
#include "Character/CCharLayoutInfo.hpp"
namespace urde
{
namespace MP1
{
void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
{
switch (x14_gameState)
{
case EClientFlowStates::Unspecified:
CMainFlow::SetGameState(EClientFlowStates::FrontEnd, queue);
break;
case EClientFlowStates::FrontEnd:
CMainFlow::SetGameState(EClientFlowStates::GameLoad, queue);
break;
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;
}
/* TODO: URDE handling
CResLoader& loader = g_ResFactory->GetLoader();
while (!loader.AreAllPaksLoaded())
loader.AsyncIdlePakLoading();
*/
g_Main->LoadAudio();
g_Main->RegisterResourceTweaks();
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CFrontEndUI(queue)));
break;
}
case EClientFlowStates::GameLoad:
{
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000, new CMFGameLoader()));
break;
}
case EClientFlowStates::MoviePlay:
{
switch (g_Main->GetGameplayResult())
{
case EGameplayResult::Win:
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::WinGame)));
break;
case EGameplayResult::Lose:
queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, new CPlayMovie(CPlayMovie::EWhichMovie::LoseGame)));
break;
default: break;
}
break;
}
default: break;
}
}
}
}