Clean up some messages. I'm not too crazy about this; we should have parameters

to messages, and unify them with actor messages instead of having two major,
distinct, functionally similar messaging systems.   This is an improvement over
a chunk of messages that are handled differently than all other messages, though.
This commit is contained in:
Glenn Maynard
2006-02-23 23:50:32 +00:00
parent e63cfef561
commit af7fb8a25c
5 changed files with 30 additions and 30 deletions
+5
View File
@@ -6,6 +6,11 @@
#include "Actor.h"
#include "PlayerNumber.h"
#include "RageSound.h"
#include "ScreenMessage.h"
AutoScreenMessage( SM_BattleDamageLevel1 );
AutoScreenMessage( SM_BattleDamageLevel2 );
AutoScreenMessage( SM_BattleDamageLevel3 );
class PlayerState;
+15
View File
@@ -12,6 +12,7 @@
#include "AttackDisplay.h"
#include "NoteData.h"
#include "ControllerStateDisplay.h"
#include "ScreenMessage.h"
class ScoreDisplay;
class LifeMeter;
@@ -22,6 +23,20 @@ class RageTimer;
class NoteField;
class PlayerStageStats;
AutoScreenMessage( SM_100Combo );
AutoScreenMessage( SM_200Combo );
AutoScreenMessage( SM_300Combo );
AutoScreenMessage( SM_400Combo );
AutoScreenMessage( SM_500Combo );
AutoScreenMessage( SM_600Combo );
AutoScreenMessage( SM_700Combo );
AutoScreenMessage( SM_800Combo );
AutoScreenMessage( SM_900Combo );
AutoScreenMessage( SM_1000Combo );
AutoScreenMessage( SM_ComboStopped );
AutoScreenMessage( SM_ComboContinuing );
AutoScreenMessage( SM_MissComboAborted );
class Player: public ActorFrame
{
public:
+3
View File
@@ -5,10 +5,13 @@
#include "ScoreKeeper.h"
#include "Attack.h"
#include "ScreenMessage.h"
class Steps;
class Song;
struct RadarValues;
AutoScreenMessage( SM_PlayToasty );
class ScoreKeeperNormal: public ScoreKeeper
{
int m_iScoreRemainder;
+7 -7
View File
@@ -82,6 +82,10 @@ AutoScreenMessage( SM_DoNextScreen )
AutoScreenMessage( SM_StartHereWeGo )
AutoScreenMessage( SM_StopHereWeGo )
AutoScreenMessage( SM_BattleTrickLevel1 );
AutoScreenMessage( SM_BattleTrickLevel2 );
AutoScreenMessage( SM_BattleTrickLevel3 );
static Preference<float> g_fNetStartOffset( "NetworkStartOffset", -3.0 );
@@ -2485,13 +2489,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
{
int iTrickLevel = SM-SM_BattleTrickLevel1+1;
PlayAnnouncer( ssprintf("gameplay battle trick level%d",iTrickLevel), 3 );
switch( SM )
{
case SM_BattleTrickLevel1: m_soundBattleTrickLevel1.Play(); break;
case SM_BattleTrickLevel2: m_soundBattleTrickLevel2.Play(); break;
case SM_BattleTrickLevel3: m_soundBattleTrickLevel3.Play(); break;
default: ASSERT(0);
}
if( SM == SM_BattleTrickLevel1 ) m_soundBattleTrickLevel1.Play();
else if( SM == SM_BattleTrickLevel2 ) m_soundBattleTrickLevel2.Play();
else if( SM == SM_BattleTrickLevel3 ) m_soundBattleTrickLevel3.Play();
}
else if( SM >= SM_BattleDamageLevel1 && SM <= SM_BattleDamageLevel3 )
{
-23
View File
@@ -18,29 +18,6 @@ enum ScreenMessage {
SM_Success,
SM_Failure,
// messages sent by Combo
SM_PlayToasty,
SM_100Combo,
SM_200Combo,
SM_300Combo,
SM_400Combo,
SM_500Combo,
SM_600Combo,
SM_700Combo,
SM_800Combo,
SM_900Combo,
SM_1000Combo,
SM_ComboStopped,
SM_ComboContinuing,
SM_MissComboAborted,
SM_BattleTrickLevel1,
SM_BattleTrickLevel2,
SM_BattleTrickLevel3,
SM_BattleDamageLevel1,
SM_BattleDamageLevel2,
SM_BattleDamageLevel3,
SM_User,
SM_Invalid = 999999