mirror of https://github.com/AxioDL/metaforce.git
117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
#include "CMainFlow.hpp"
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#include "MP1.hpp"
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#include "CArchitectureQueue.hpp"
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#include "CMFGame.hpp"
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#include "CPlayMovie.hpp"
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#include "CResFactory.hpp"
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#include "CFrontEndUI.hpp"
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#include "GameGlobalObjects.hpp"
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#include "Character/CCharLayoutInfo.hpp"
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#include "CSaveGameScreen.hpp"
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#include "CCredits.hpp"
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#include "CPreFrontEnd.hpp"
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#include "CStateSetterFlow.hpp"
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#include "CNESEmulator.hpp"
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#include "CQuitGameScreen.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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void CMainFlow::AdvanceGameState(CArchitectureQueue& queue)
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{
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switch (x14_gameState)
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{
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case EClientFlowStates::Game:
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SetGameState(EClientFlowStates::GameExit, queue);
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break;
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case EClientFlowStates::PreFrontEnd:
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SetGameState(EClientFlowStates::FrontEnd, queue);
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break;
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case EClientFlowStates::FrontEnd:
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SetGameState(EClientFlowStates::Game, queue);
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break;
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case EClientFlowStates::GameExit:
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{
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MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
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if (main->GetFlowState() != EFlowState::None &&
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main->GetFlowState() != EFlowState::StateSetter)
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main->SetX30(true);
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}
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case EClientFlowStates::Unspecified:
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SetGameState(EClientFlowStates::PreFrontEnd, queue);
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break;
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}
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}
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void CMainFlow::SetGameState(EClientFlowStates state, CArchitectureQueue& queue)
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{
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x14_gameState = state;
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MP1::CMain* main = static_cast<MP1::CMain*>(g_Main);
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switch (state)
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{
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case EClientFlowStates::GameExit:
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{
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switch (main->GetFlowState())
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{
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CCredits>()));
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break;
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case EFlowState::LoseGame:
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CPlayMovie>(CPlayMovie::EWhichMovie::LoseGame)));
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break;
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default: break;
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}
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break;
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}
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case EClientFlowStates::PreFrontEnd:
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{
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if (main->GetFlowState() == EFlowState::None)
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return;
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11,
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std::make_shared<CPreFrontEnd>()));
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break;
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}
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case EClientFlowStates::FrontEnd:
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{
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std::shared_ptr<CIOWin> nextIOWin;
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switch (main->GetFlowState())
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{
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case EFlowState::StateSetter:
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nextIOWin = std::make_shared<CStateSetterFlow>();
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break;
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case EFlowState::WinBad:
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case EFlowState::WinGood:
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case EFlowState::WinBest:
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case EFlowState::LoseGame:
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case EFlowState::Default:
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nextIOWin = std::make_shared<CFrontEndUI>();
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break;
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default: return;
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}
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 12, 11, std::move(nextIOWin)));
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break;
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}
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case EClientFlowStates::Game:
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{
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g_GameState->GameOptions().EnsureSettings();
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main->SetFlowState(EFlowState::Default);
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queue.Push(MakeMsg::CreateCreateIOWin(EArchMsgTarget::IOWinManager, 10, 1000,
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std::make_shared<CMFGameLoader>()));
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break;
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}
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default: break;
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}
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}
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}
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}
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