move Character stuff out of messy GAMESTATE and into CHARMAN

This commit is contained in:
Chris Danford
2005-08-14 12:06:40 +00:00
parent 70d1f0eadb
commit e50a401341
16 changed files with 315 additions and 177 deletions
+5 -4
View File
@@ -11,6 +11,7 @@
#include "PrefsManager.h"
#include "RageTextureManager.h"
#include "Command.h"
#include "CharacterManager.h"
#define TITLE_ON_COMMAND( p ) THEME->GetMetricA("ScreenSelectCharacter",ssprintf("TitleP%dOnCommand",p+1))
@@ -58,7 +59,7 @@ void ScreenSelectCharacter::Init()
ScreenWithMenuElements::Init();
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
CHARMAN->GetCharacters( apCharacters );
if( apCharacters.empty() )
{
this->PostScreenMessage( SM_GoToNextScreen, 0 );
@@ -240,7 +241,7 @@ void ScreenSelectCharacter::AfterValueChange( PlayerNumber pn )
case CHOOSING_HUMAN_CHARACTER:
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
CHARMAN->GetCharacters( apCharacters );
Character* pChar = apCharacters[ m_iSelectedCharacter[pnAffected] ];
m_sprCard[pnAffected].UnloadTexture();
m_sprCard[pnAffected].Load( pChar->GetCardPath() );
@@ -307,7 +308,7 @@ void ScreenSelectCharacter::Move( PlayerNumber pn, int deltaValue )
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
CHARMAN->GetCharacters( apCharacters );
m_iSelectedCharacter[pnAffected] += deltaValue;
wrap( m_iSelectedCharacter[pnAffected], apCharacters.size() );
AfterValueChange(pn);
@@ -350,7 +351,7 @@ void ScreenSelectCharacter::MenuStart( PlayerNumber pn )
FOREACH_PlayerNumber( p )
{
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
CHARMAN->GetCharacters( apCharacters );
Character* pChar = apCharacters[ m_iSelectedCharacter[p] ];
GAMESTATE->m_pCurCharacters[p] = pChar;
}