2011-03-17 01:47:30 -04:00
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/* GameCommand */
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#ifndef GameCommand_H
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#define GameCommand_H
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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#include "Difficulty.h"
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#include "LuaReference.h"
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#include "Command.h"
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#include <map>
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class Song;
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class Steps;
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class Course;
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class Trail;
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class Character;
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class Style;
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class Game;
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struct lua_State;
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class GameCommand
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{
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public:
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2011-03-19 20:40:35 -04:00
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GameCommand(): m_Commands(), m_sName(""), m_sText(""),
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m_bInvalid(true), m_sInvalidReason(""),
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m_iIndex(-1), m_MultiPlayer(MultiPlayer_Invalid),
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m_pStyle(NULL), m_pm(PlayMode_Invalid),
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m_dc(Difficulty_Invalid),
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m_CourseDifficulty(Difficulty_Invalid),
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m_sAnnouncer(""), m_sPreferredModifiers(""),
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m_sStageModifiers(""), m_sScreen(""), m_LuaFunction(),
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m_pSong(NULL), m_pSteps(NULL), m_pCourse(NULL),
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m_pTrail(NULL), m_pCharacter(NULL), m_SetEnv(),
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m_sSongGroup(""), m_SortOrder(SortOrder_Invalid),
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m_sSoundPath(""), m_vsScreensToPrepare(), m_iWeightPounds(-1),
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m_iGoalCalories(-1), m_GoalType(GoalType_Invalid),
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m_sProfileID(""), m_sUrl(""), m_bUrlExits(true),
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m_bInsertCredit(false), m_bClearCredits(false),
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m_bStopMusic(false), m_bApplyDefaultOptions(false),
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m_bFadeMusic(false), m_fMusicFadeOutVolume(-1),
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m_fMusicFadeOutSeconds(-1), m_bApplyCommitsScreens(true)
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{
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m_LuaFunction.Unset();
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}
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2011-03-17 01:47:30 -04:00
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void Init();
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void Load( int iIndex, const Commands& cmds );
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void LoadOne( const Command& cmd );
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void ApplyToAllPlayers() const;
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void Apply( PlayerNumber pn ) const;
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private:
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void Apply( const vector<PlayerNumber> &vpns ) const;
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void ApplySelf( const vector<PlayerNumber> &vpns ) const;
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public:
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bool DescribesCurrentMode( PlayerNumber pn ) const;
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bool DescribesCurrentModeForAllPlayers() const;
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bool IsPlayable( RString *why = NULL ) const;
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bool IsZero() const;
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/* If true, Apply() will apply m_sScreen. If false, it won't, and you need
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* to do it yourself. */
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void ApplyCommitsScreens( bool bOn ) { m_bApplyCommitsScreens = bOn; }
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// Same as what was passed to Load. We need to keep the original commands
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// so that we know the order of commands when it comes time to Apply.
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Commands m_Commands;
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RString m_sName; // choice name
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RString m_sText; // display text
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bool m_bInvalid;
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RString m_sInvalidReason;
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int m_iIndex;
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MultiPlayer m_MultiPlayer;
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const Style* m_pStyle;
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PlayMode m_pm;
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Difficulty m_dc;
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CourseDifficulty m_CourseDifficulty;
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RString m_sAnnouncer;
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RString m_sPreferredModifiers;
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RString m_sStageModifiers;
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RString m_sScreen;
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LuaReference m_LuaFunction;
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Song* m_pSong;
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Steps* m_pSteps;
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Course* m_pCourse;
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Trail* m_pTrail;
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Character* m_pCharacter;
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std::map<RString,RString> m_SetEnv;
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RString m_sSongGroup;
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SortOrder m_SortOrder;
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RString m_sSoundPath; // "" for no sound
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vector<RString> m_vsScreensToPrepare;
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/**
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* @brief What is the player's weight in pounds?
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*
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* If this value is -1, then no weight was specified. */
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int m_iWeightPounds;
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int m_iGoalCalories; // -1 == none specified
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GoalType m_GoalType;
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RString m_sProfileID;
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RString m_sUrl;
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// sm-ssc adds:
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bool m_bUrlExits; // for making stepmania not exit on url
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bool m_bInsertCredit;
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bool m_bClearCredits;
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bool m_bStopMusic;
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bool m_bApplyDefaultOptions;
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// sm-ssc also adds:
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bool m_bFadeMusic;
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float m_fMusicFadeOutVolume;
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// currently, GameSoundManager uses consts for fade out/in times, so this
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// is kind of pointless, but I want to have it working eventually. -aj
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float m_fMusicFadeOutSeconds;
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// Lua
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void PushSelf( lua_State *L );
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private:
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bool m_bApplyCommitsScreens;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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