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itgmania212121/stepmania/src/CharacterManager.cpp
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#include "global.h"
#include "CharacterManager.h"
#include "Character.h"
#include "GameState.h"
#include "Foreach.h"
#define CHARACTERS_DIR "/Characters/"
CharacterManager* CHARMAN = NULL; // global object accessable from anywhere in the program
CharacterManager::CharacterManager()
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
SAFE_DELETE( m_pCharacters[i] );
m_pCharacters.clear();
CStringArray as;
GetDirListing( CHARACTERS_DIR "*", as, true, true );
StripCvs( as );
bool FoundDefault = false;
for( unsigned i=0; i<as.size(); i++ )
{
CString sCharName, sDummy;
splitpath(as[i], sDummy, sCharName, sDummy);
sCharName.MakeLower();
if( sCharName.CompareNoCase("default")==0 )
FoundDefault = true;
Character* pChar = new Character;
if( pChar->Load( as[i] ) )
m_pCharacters.push_back( pChar );
else
delete pChar;
}
if( !FoundDefault )
RageException::Throw( "'Characters/default' is missing." );
// If FoundDefault, then we're not empty. -Chris
// if( m_pCharacters.empty() )
// RageException::Throw( "Couldn't find any character definitions" );
}
CharacterManager::~CharacterManager()
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
SAFE_DELETE( m_pCharacters[i] );
}
void CharacterManager::GetCharacters( vector<Character*> &apCharactersOut )
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
if( !m_pCharacters[i]->IsDefaultCharacter() )
apCharactersOut.push_back( m_pCharacters[i] );
}
Character* CharacterManager::GetRandomCharacter()
{
vector<Character*> apCharacters;
GetCharacters( apCharacters );
if( apCharacters.size() )
return apCharacters[rand()%apCharacters.size()];
else
return GetDefaultCharacter();
}
Character* CharacterManager::GetDefaultCharacter()
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
{
if( m_pCharacters[i]->IsDefaultCharacter() )
return m_pCharacters[i];
}
/* We always have the default character. */
ASSERT(0);
return NULL;
}
void CharacterManager::DemandGraphics()
{
FOREACH( Character*, m_pCharacters, c )
(*c)->DemandGraphics();
}
void CharacterManager::UndemandGraphics()
{
FOREACH( Character*, m_pCharacters, c )
(*c)->UndemandGraphics();
}
Character* CharacterManager::GetCharacterFromID( CString sCharacterID )
{
for( unsigned i=0; i<m_pCharacters.size(); i++ )
{
if( m_pCharacters[i]->m_sCharacterID == sCharacterID )
return m_pCharacters[i];
}
return NULL;
}
// lua start
#include "LuaBinding.h"
class LunaCharacterManager: public Luna<CharacterManager>
{
public:
LunaCharacterManager() { LUA->Register( Register ); }
static int GetCharacter( T* p, lua_State *L )
{
Character *pCharacter = p->GetCharacterFromID(SArg(1));
if( pCharacter != NULL )
pCharacter->PushSelf( L );
else
lua_pushnil( L );
return 1;
}
static void Register(lua_State *L)
{
ADD_METHOD( GetCharacter );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( CHARMAN )
{
lua_pushstring(L, "CHARMAN");
CHARMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
LUA_REGISTER_CLASS( CharacterManager )
// lua end
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/