Use enums for sound effects

This adds an anonymous enum for sound effects and replaces all calls to
music.playef that use integer literals.

This is not a named enum (that can be used for strict typechecking)
because sound effect IDs are essentially part of the API of the game -
many custom levels use these numbers. This is just to make the source
code more readable without needing a comment to denote what number is
what sound.
This commit is contained in:
Misa
2023-06-03 15:29:02 -07:00
parent cdeca65be7
commit 4058975ce9
8 changed files with 367 additions and 335 deletions

View File

@@ -1110,7 +1110,7 @@ void Game::updatestate(void)
if(INBOUNDS_VEC(i, obj.entities) && obj.entities[i].tile == 0)
{
obj.entities[i].tile = 144;
music.playef(2);
music.playef(Sound_CRY);
}
setstate(0);
break;
@@ -1509,7 +1509,7 @@ void Game::updatestate(void)
break;
case 50:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Help! Can anyone hear this message?"), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1517,7 +1517,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 51:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Verdigris? Are you out there? Are you ok?"), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1525,7 +1525,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 52:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Please help us! We've crashed and need assistance!"), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1533,7 +1533,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 53:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Hello? Anyone out there?"), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1541,7 +1541,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 54:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("This is Doctor Violet from the D.S.S. Souleye! Please respond!"), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1549,7 +1549,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 55:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Please... Anyone..."), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1557,7 +1557,7 @@ void Game::updatestate(void)
setstatedelay(100);
break;
case 56:
music.playef(15);
music.playef(Sound_VIOLET);
graphics.createtextbox(loc::gettext("Please be alright, everyone..."), 5, 8, TEXT_COLOUR("purple"));
graphics.textboxcommsrelay();
graphics.textboxtimer(60);
@@ -1668,7 +1668,7 @@ void Game::updatestate(void)
obj.removetrigger(85);
//Init final stretch
incstate();
music.playef(9);
music.playef(Sound_FLASH);
music.play(Music_POSITIVEFORCE);
obj.flags[72] = true;
@@ -1761,7 +1761,7 @@ void Game::updatestate(void)
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onroof > 0 && gravitycontrol == 1)
{
gravitycontrol = 0;
music.playef(1);
music.playef(Sound_UNFLIP);
}
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onground > 0)
{
@@ -1787,14 +1787,14 @@ void Game::updatestate(void)
graphics.createtextbox("Captain! I've been so worried!", 60, 90, 164, 255, 164);
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(12);
music.playef(Sound_VERDIGRIS);
}
break;
case 104:
graphics.createtextbox("I'm glad you're ok!", 135, 152, TEXT_COLOUR("cyan"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
case 106:
@@ -1804,7 +1804,7 @@ void Game::updatestate(void)
graphics.addline("around in circles...");
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(2);
music.playef(Sound_CRY);
graphics.textboxactive();
int i = obj.getcompanion();
if (INBOUNDS_VEC(i, obj.entities))
@@ -1819,7 +1819,7 @@ void Game::updatestate(void)
graphics.addline("teleporter key!");
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
case 110:
@@ -1834,7 +1834,7 @@ void Game::updatestate(void)
graphics.createtextbox("Follow me!", 185, 154, TEXT_COLOUR("cyan"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
}
@@ -1891,7 +1891,7 @@ void Game::updatestate(void)
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onground > 0 && gravitycontrol == 0)
{
gravitycontrol = 1;
music.playef(1);
music.playef(Sound_UNFLIP);
}
if (INBOUNDS_VEC(i, obj.entities) && obj.entities[i].onroof > 0)
{
@@ -1916,7 +1916,7 @@ void Game::updatestate(void)
graphics.createtextbox("Captain! You're ok!", 60-10, 90-40, TEXT_COLOUR("yellow"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(14);
music.playef(Sound_VITELLARY);
break;
}
case 124:
@@ -1925,7 +1925,7 @@ void Game::updatestate(void)
graphics.addline("I can't get it to go anywhere...");
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(2);
music.playef(Sound_CRY);
graphics.textboxactive();
break;
}
@@ -1933,7 +1933,7 @@ void Game::updatestate(void)
graphics.createtextbox("I can help with that!", 125, 152-40, TEXT_COLOUR("cyan"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
case 128:
@@ -1941,7 +1941,7 @@ void Game::updatestate(void)
graphics.addline("codex for our ship!");
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
@@ -1950,7 +1950,7 @@ void Game::updatestate(void)
graphics.createtextbox("Yey! Let's go home!", 60-30, 90-35, TEXT_COLOUR("yellow"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(14);
music.playef(Sound_VITELLARY);
graphics.textboxactive();
int i = obj.getcompanion();
if (INBOUNDS_VEC(i, obj.entities))
@@ -1971,7 +1971,7 @@ void Game::updatestate(void)
case 200:
//Init final stretch
incstate();
music.playef(9);
music.playef(Sound_FLASH);
obj.flags[72] = true;
screenshake = 10;
@@ -2229,7 +2229,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 2501:
//Activating a teleporter 2
@@ -2238,7 +2238,7 @@ void Game::updatestate(void)
flashlight = 5;
screenshake = 0;
//we're done here!
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 2502:
{
@@ -2346,7 +2346,7 @@ void Game::updatestate(void)
graphics.createtextbox("Hello?", 125+24, 152-20, TEXT_COLOUR("cyan"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
case 2512:
@@ -2355,7 +2355,7 @@ void Game::updatestate(void)
graphics.createtextbox("Is anyone there?", 125+8, 152-24, TEXT_COLOUR("cyan"));
graphics.textboxprintflags(PR_FONT_8X8);
incstate();
music.playef(11);
music.playef(Sound_VIRIDIAN);
graphics.textboxactive();
break;
case 2514:
@@ -2374,28 +2374,28 @@ void Game::updatestate(void)
setstatedelay(30);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3001:
//Activating a teleporter 2
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3002:
//Activating a teleporter 2
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3003:
//Activating a teleporter 2
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3004:
//Activating a teleporter 2
@@ -2404,7 +2404,7 @@ void Game::updatestate(void)
flashlight = 5;
screenshake = 0;
//we're done here!
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 3005:
{
@@ -3058,7 +3058,7 @@ void Game::updatestate(void)
setstatedelay(30);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
}
case 3512:
@@ -3066,21 +3066,21 @@ void Game::updatestate(void)
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3513:
//Activating a teleporter 2
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3514:
//Activating a teleporter 2
incstate();
setstatedelay(15);
flashlight = 5;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 3515:
{
@@ -3098,7 +3098,7 @@ void Game::updatestate(void)
}
//we're done here!
music.playef(10);
music.playef(Sound_TELEPORT);
setstatedelay(60);
break;
}
@@ -3158,7 +3158,7 @@ void Game::updatestate(void)
statedelay = 10;
flashlight = 5;
screenshake = 10;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4001:
//Activating a teleporter 2
@@ -3167,7 +3167,7 @@ void Game::updatestate(void)
flashlight = 5;
screenshake = 0;
//we're done here!
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4002:
{
@@ -3203,7 +3203,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4011:
//Activating a teleporter 2
@@ -3211,7 +3211,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4012:
{
@@ -3334,7 +3334,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4021:
//Activating a teleporter 2
@@ -3342,7 +3342,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4022:
{
@@ -3447,7 +3447,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4031:
//Activating a teleporter 2
@@ -3455,7 +3455,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4032:
{
@@ -3560,7 +3560,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4041:
//Activating a teleporter 2
@@ -3568,7 +3568,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4042:
{
@@ -3678,7 +3678,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4051:
//Activating a teleporter 2
@@ -3686,7 +3686,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4052:
{
@@ -3796,7 +3796,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4061:
//Activating a teleporter 2
@@ -3804,7 +3804,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4062:
{
@@ -3912,7 +3912,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4071:
//Activating a teleporter 2
@@ -3920,7 +3920,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4072:
{
@@ -4025,7 +4025,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4081:
//Activating a teleporter 2
@@ -4033,7 +4033,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4082:
{
@@ -4138,7 +4138,7 @@ void Game::updatestate(void)
setstatedelay(15);
flashlight = 5;
screenshake = 90;
music.playef(9);
music.playef(Sound_FLASH);
break;
case 4091:
//Activating a teleporter 2
@@ -4146,7 +4146,7 @@ void Game::updatestate(void)
setstatedelay(0);
flashlight = 5;
screenshake = 0;
music.playef(10);
music.playef(Sound_TELEPORT);
break;
case 4092:
{
@@ -5040,7 +5040,7 @@ void Game::deathsequence(void)
music.nicefade = false;
}
deathcounts++;
music.playef(2);
music.playef(Sound_CRY);
if (INBOUNDS_VEC(i, obj.entities) && !noflashingmode)
{
obj.entities[i].invis = true;