rename: ActorCommand -> Command

Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
This commit is contained in:
Chris Danford
2004-12-03 05:19:46 +00:00
parent abb6a73e4b
commit ed19821e09
67 changed files with 592 additions and 581 deletions
+14 -14
View File
@@ -94,15 +94,15 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
m_sprTitle[p].Load( THEME->GetPathToG("ScreenSelectCharacter title 2x2") );
m_sprTitle[p].SetState( GAMESTATE->IsHumanPlayer(p) ? p : 2+p );
m_sprTitle[p].StopAnimating();
m_sprTitle[p].Command( TITLE_ON_COMMAND(p) );
m_sprTitle[p].RunCommands( TITLE_ON_COMMAND(p) );
this->AddChild( &m_sprTitle[p] );
m_sprCard[p].Command( CARD_ON_COMMAND(p) );
m_sprCard[p].RunCommands( CARD_ON_COMMAND(p) );
this->AddChild( &m_sprCard[p] );
m_sprCardArrows[p].Load( THEME->GetPathToG("ScreenSelectCharacter card arrows") );
m_sprCardArrows[p].Command( CARD_ARROWS_ON_COMMAND(p) );
m_sprCardArrows[p].RunCommands( CARD_ARROWS_ON_COMMAND(p) );
this->AddChild( &m_sprCardArrows[p] );
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
@@ -116,7 +116,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
m_sprAttackFrame[p].Load( THEME->GetPathToG("ScreenSelectCharacter attack frame 1x2") );
m_sprAttackFrame[p].StopAnimating();
m_sprAttackFrame[p].SetState( p );
m_sprAttackFrame[p].Command( ATTACK_FRAME_ON_COMMAND(p) );
m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_ON_COMMAND(p) );
this->AddChild( &m_sprAttackFrame[p] );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
@@ -125,14 +125,14 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
float fX = ATTACK_ICONS_START_X(p) + ATTACK_ICONS_SPACING_X*j;
float fY = ATTACK_ICONS_START_Y(p) + ATTACK_ICONS_SPACING_Y*i;
m_AttackIcons[p][i][j].SetXY( fX, fY );
m_AttackIcons[p][i][j].Command( ATTACK_ICONS_ON_COMMAND(p) );
m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_ON_COMMAND(p) );
this->AddChild( &m_AttackIcons[p][i][j] );
}
}
}
m_sprExplanation.Load( THEME->GetPathToG("ScreenSelectCharacter explanation") );
m_sprExplanation.Command( EXPLANATION_ON_COMMAND );
m_sprExplanation.RunCommands( EXPLANATION_ON_COMMAND );
this->AddChild( &m_sprExplanation );
@@ -151,7 +151,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].Command( ICONS_ON_COMMAND(p) );
m_sprIcons[p][i].RunCommands( ICONS_ON_COMMAND(p) );
}
TweenOnScreen();
@@ -374,20 +374,20 @@ void ScreenSelectCharacter::TweenOffScreen()
{
FOREACH_PlayerNumber( p )
{
m_sprCard[p].Command( CARD_OFF_COMMAND(p) );
m_sprTitle[p].Command( TITLE_OFF_COMMAND(p) );
m_sprCardArrows[p].Command( CARD_ARROWS_OFF_COMMAND(p) );
m_sprCard[p].RunCommands( CARD_OFF_COMMAND(p) );
m_sprTitle[p].RunCommands( TITLE_OFF_COMMAND(p) );
m_sprCardArrows[p].RunCommands( CARD_ARROWS_OFF_COMMAND(p) );
if(GAMESTATE->m_PlayMode == PLAY_MODE_BATTLE || GAMESTATE->m_PlayMode == PLAY_MODE_RAVE)
{
m_sprAttackFrame[p].Command( ATTACK_FRAME_OFF_COMMAND(p) );
m_sprAttackFrame[p].RunCommands( ATTACK_FRAME_OFF_COMMAND(p) );
for( int i=0; i<NUM_ATTACK_LEVELS; i++ )
for( int j=0; j<NUM_ATTACKS_PER_LEVEL; j++ )
m_AttackIcons[p][i][j].Command( ATTACK_ICONS_OFF_COMMAND(p) );
m_AttackIcons[p][i][j].RunCommands( ATTACK_ICONS_OFF_COMMAND(p) );
}
for( unsigned i=0; i<MAX_CHAR_ICONS_TO_SHOW; i++ )
m_sprIcons[p][i].Command( ICONS_OFF_COMMAND(p) );
m_sprIcons[p][i].RunCommands( ICONS_OFF_COMMAND(p) );
}
m_sprExplanation.Command( EXPLANATION_OFF_COMMAND );
m_sprExplanation.RunCommands( EXPLANATION_OFF_COMMAND );
}
void ScreenSelectCharacter::TweenOnScreen()