93 lines
2.3 KiB
C++
93 lines
2.3 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenBranch
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ScreenBranch.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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#include "ScreenManager.h"
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#include "ThemeManager.h"
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#include "Grade.h"
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#include "GameState.h"
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#include "StageStats.h"
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#define CHOICES THEME->GetMetric (m_sName,"Choices")
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#define CONDITION(choice) THEME->GetMetric (m_sName,"Condition"+choice)
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#define NEXT_SCREEN(choice) THEME->GetMetric (m_sName,"NextScreen"+choice)
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bool EvaluateCondition( CString sCondition )
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{
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// For now, empty expresions evaluate to true. Is there a better way to handle this?
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if( sCondition.empty() )
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return true;
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// TODO: Make this a general expression evaluator
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CStringArray as;
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split( sCondition, ",", as, false );
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if( as.size()==3 && as[0].CompareNoCase("topgrade")==0 )
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{
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Grade top_grade = GRADE_E;
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vector<Song*> vSongs;
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StageStats stats;
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GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) )
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top_grade = max( top_grade, stats.GetGrade((PlayerNumber)p) );
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CString &sOp = as[1];
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Grade grade = StringToGrade(as[2]);
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if( sOp == ">=" )
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return top_grade >= grade;
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}
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RageException::Throw( "Condition '%s' is invalid", sCondition.c_str() );
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}
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ScreenBranch::ScreenBranch( CString sClassName ) : Screen( sClassName )
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{
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LOG->Trace( "ScreenBranch::ScreenBranch()" );
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CStringArray as;
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split( CHOICES, ",", as, true );
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for( unsigned i=0; i<as.size(); i++ )
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{
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CString sChoice = Capitalize( as[i] );
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CString sCondition = CONDITION(sChoice);
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if( EvaluateCondition(sCondition) )
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{
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m_sChoice = sChoice;
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HandleScreenMessage( SM_GoToNextScreen );
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return;
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}
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}
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RageException::Throw( "On screen '%s' no conditions are true", sClassName.c_str() );
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}
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void ScreenBranch::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_GoToNextScreen:
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{
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CString sNextScreen = NEXT_SCREEN(m_sChoice);
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LOG->Trace( "Branching to '%s'", sNextScreen.c_str() );
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SCREENMAN->SetNewScreen( sNextScreen );
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}
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break;
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}
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}
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