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itgmania212121/stepmania/src/GameCommand.cpp
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#include "global.h"
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#include "GameCommand.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "GameManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "PlayerOptions.h"
#include "ProfileManager.h"
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#include "Profile.h"
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#include "StepMania.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
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#include "Game.h"
#include "Style.h"
#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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#include "GameSoundManager.h"
#include "PlayerState.h"
#include "SongManager.h"
#include "song.h"
#include "UnlockManager.h"
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void GameCommand::Init()
{
m_bApplyCommitsScreens = true;
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m_sName = "";
m_sText = "";
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m_bInvalid = true;
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m_iIndex = -1;
m_MultiPlayer = MultiPlayer_INVALID;
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m_pGame = NULL;
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m_pStyle = NULL;
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m_pm = PLAY_MODE_INVALID;
m_dc = DIFFICULTY_INVALID;
m_CourseDifficulty = DIFFICULTY_INVALID;
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m_sModifiers = "";
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m_sAnnouncer = "";
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m_sScreen = "";
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m_LuaFunction.Unset();
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m_pSong = NULL;
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m_pSteps = NULL;
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m_pCourse = NULL;
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m_pTrail = NULL;
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m_pCharacter = NULL;
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m_SortOrder = SORT_INVALID;
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m_iUnlockEntryID = -1;
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m_sSoundPath = "";
m_vsScreensToPrepare.clear();
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m_iWeightPounds = -1;
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m_iGoalCalories = -1;
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m_GoalType = GOAL_INVALID;
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m_sProfileID = "";
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m_bInsertCredit = false;
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m_bStopMusic = false;
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m_bApplyDefaultOptions = false;
}
class SongOptions;
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bool CompareSongOptions( const SongOptions &so1, const SongOptions &so2 );
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bool GameCommand::DescribesCurrentModeForAllPlayers() const
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{
FOREACH_HumanPlayer( pn )
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if( !DescribesCurrentMode(pn) )
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return false;
return true;
}
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bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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{
if( m_pGame != NULL && m_pGame != GAMESTATE->m_pCurGame.Get() )
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return false;
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if( m_pm != PLAY_MODE_INVALID && GAMESTATE->m_PlayMode != m_pm )
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return false;
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if( m_pStyle && GAMESTATE->m_pCurStyle.Get() != m_pStyle )
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return false;
// HACK: don't compare m_dc if m_pSteps is set. This causes problems
// in ScreenSelectOptionsMaster::ImportOptions if m_PreferredDifficulty
// doesn't match the difficulty of m_pCurSteps.
if( m_pSteps == NULL && m_dc != DIFFICULTY_INVALID )
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{
// Why is this checking for all players?
FOREACH_HumanPlayer( pn )
if( GAMESTATE->m_PreferredDifficulty[pn] != m_dc )
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return false;
}
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if( m_sAnnouncer != "" && m_sAnnouncer != ANNOUNCER->GetCurAnnouncerName() )
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return false;
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if( m_sModifiers != "" )
{
/* Apply modifiers. */
PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions;
SongOptions so = GAMESTATE->m_SongOptions;
po.FromString( m_sModifiers );
so.FromString( m_sModifiers );
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if( po != GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions )
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return false;
if( so != GAMESTATE->m_SongOptions )
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return false;
}
if( m_pSong && GAMESTATE->m_pCurSong.Get() != m_pSong )
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return false;
if( m_pSteps && GAMESTATE->m_pCurSteps[pn].Get() != m_pSteps )
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return false;
if( m_pCharacter && GAMESTATE->m_pCurCharacters[pn] != m_pCharacter )
return false;
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if( m_pCourse && GAMESTATE->m_pCurCourse.Get() != m_pCourse )
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return false;
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if( m_pTrail && GAMESTATE->m_pCurTrail[pn].Get() != m_pTrail )
return false;
if( !m_sSongGroup.empty() && GAMESTATE->m_sPreferredSongGroup != m_sSongGroup )
return false;
if( m_SortOrder != SORT_INVALID && GAMESTATE->m_PreferredSortOrder != m_SortOrder )
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return false;
if( m_iWeightPounds != -1 && PROFILEMAN->GetProfile(pn)->m_iWeightPounds != m_iWeightPounds )
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return false;
if( m_iGoalCalories != -1 && PROFILEMAN->GetProfile(pn)->m_iGoalCalories != m_iGoalCalories )
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return false;
if( m_GoalType != GOAL_INVALID && PROFILEMAN->GetProfile(pn)->m_GoalType != m_GoalType )
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return false;
if( !m_sProfileID.empty() && ProfileManager::m_sDefaultLocalProfileID[pn].Get() != m_sProfileID )
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return false;
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return true;
}
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void GameCommand::Load( int iIndex, const Commands& cmds )
{
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m_iIndex = iIndex;
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m_bInvalid = false;
m_Commands = cmds;
FOREACH_CONST( Command, cmds.v, cmd )
LoadOne( *cmd );
}
void GameCommand::LoadOne( const Command& cmd )
{
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RString sName = cmd.GetName();
if( sName.empty() )
return;
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RString sValue;
for( unsigned i = 1; i < cmd.m_vsArgs.size(); ++i )
{
if( i > 1 )
sValue += ",";
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sValue += (RString) cmd.GetArg(i);
}
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if( sName == "game" )
{
const Game* pGame = GAMEMAN->StringToGameType( sValue );
if( pGame != NULL )
m_pGame = pGame;
else
m_bInvalid |= true;
}
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else if( sName == "style" )
{
const Style* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, sValue );
if( style )
m_pStyle = style;
else
m_bInvalid |= true;
}
else if( sName == "playmode" )
{
PlayMode pm = StringToPlayMode( sValue );
if( pm != PLAY_MODE_INVALID )
m_pm = pm;
else
m_bInvalid |= true;
}
else if( sName == "difficulty" )
{
Difficulty dc = StringToDifficulty( sValue );
if( dc != DIFFICULTY_INVALID )
m_dc = dc;
else
m_bInvalid |= true;
}
else if( sName == "announcer" )
{
m_sAnnouncer = sValue;
}
else if( sName == "name" )
{
m_sName = sValue;
}
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else if( sName == "text" )
{
m_sText = sValue;
}
else if( sName == "mod" )
{
if( m_sModifiers != "" )
m_sModifiers += ",";
m_sModifiers += sValue;
}
else if( sName == "lua" )
{
m_LuaFunction.SetFromExpression( sValue );
ASSERT_M( !m_LuaFunction.IsNil(), ssprintf("\"%s\" evaluated to nil", sValue.c_str()) );
}
else if( sName == "screen" )
{
m_sScreen = sValue;
}
else if( sName == "song" )
{
m_pSong = SONGMAN->FindSong( sValue );
if( m_pSong == NULL )
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{
m_sInvalidReason = ssprintf( "Song \"%s\" not found", sValue.c_str() );
m_bInvalid |= true;
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}
}
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else if( sName == "steps" )
{
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RString sSteps = sValue;
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/* This must be processed after "song" and "style" commands. */
if( !m_bInvalid )
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{
Song *pSong = (m_pSong != NULL)? m_pSong:GAMESTATE->m_pCurSong;
const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->m_pCurStyle;
if( pSong == NULL || pStyle == NULL )
RageException::Throw( "Must set Song and Style to set Steps" );
Difficulty dc = StringToDifficulty( sSteps );
if( dc != DIFFICULTY_EDIT )
m_pSteps = pSong->GetStepsByDifficulty( pStyle->m_StepsType, dc );
else
m_pSteps = pSong->GetStepsByDescription( pStyle->m_StepsType, sSteps );
if( m_pSteps == NULL )
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{
m_sInvalidReason = "steps not found";
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m_bInvalid |= true;
}
}
}
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else if( sName == "course" )
{
m_pCourse = SONGMAN->FindCourse( sValue );
if( m_pCourse == NULL )
{
m_sInvalidReason = ssprintf( "Course \"%s\" not found", sValue.c_str() );
m_bInvalid |= true;
}
}
else if( sName == "trail" )
{
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RString sTrail = sValue;
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/* This must be processed after "course" and "style" commands. */
if( !m_bInvalid )
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{
Course *pCourse = (m_pCourse != NULL)? m_pCourse:GAMESTATE->m_pCurCourse;
const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->m_pCurStyle;
if( pCourse == NULL || pStyle == NULL )
RageException::Throw( "Must set Course and Style to set Steps" );
const CourseDifficulty cd = StringToCourseDifficulty( sTrail );
ASSERT_M( cd != DIFFICULTY_INVALID, ssprintf("Invalid difficulty '%s'", sTrail.c_str()) );
m_pTrail = pCourse->GetTrail( pStyle->m_StepsType, cd );
if( m_pTrail == NULL )
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{
m_sInvalidReason = "trail not found";
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m_bInvalid |= true;
}
}
}
else if( sName == "setenv" )
{
if( cmd.m_vsArgs.size() == 3 )
m_SetEnv[ cmd.m_vsArgs[1] ] = cmd.m_vsArgs[2];
}
else if( sName == "songgroup" )
{
m_sSongGroup = sValue;
}
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else if( sName == "sort" )
{
m_SortOrder = StringToSortOrder( sValue );
if( m_SortOrder == SORT_INVALID )
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{
m_sInvalidReason = ssprintf( "SortOrder \"%s\" is not valid.", sValue.c_str() );
m_bInvalid |= true;
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}
}
else if( sName == "weight" )
{
m_iWeightPounds = atoi( sValue );
}
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else if( sName == "goalcalories" )
{
m_iGoalCalories = atoi( sValue );
}
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else if( sName == "goaltype" )
{
m_GoalType = StringToGoalType( sValue );
}
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else if( sName == "profileid" )
{
m_sProfileID = sValue;
}
else if( sName == "unlock" )
{
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m_iUnlockEntryID = atoi( sValue );
}
else if( sName == "sound" )
{
m_sSoundPath = sValue;
}
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else if( sName == "preparescreen" )
{
m_vsScreensToPrepare.push_back( sValue );
}
else if( sName == "insertcredit" )
{
m_bInsertCredit = true;
}
else if( sName == "stopmusic" )
{
m_bStopMusic = true;
}
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else if( sName == "applydefaultoptions" )
{
m_bApplyDefaultOptions = true;
}
else
{
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RString sWarning = ssprintf( "Command '%s' is not valid.", cmd.GetOriginalCommandString().c_str() );
LOG->Warn( sWarning );
Dialog::OK( sWarning, "INVALID_GAME_COMMAND" );
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}
}
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int GetNumCreditsPaid()
{
int iNumCreditsPaid = GAMESTATE->GetNumSidesJoined();
// players other than the first joined for free
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if( GAMESTATE->GetPremium() == PREMIUM_JOINT )
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iNumCreditsPaid = min( iNumCreditsPaid, 1 );
return iNumCreditsPaid;
}
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int GetCreditsRequiredToPlayStyle( const Style *style )
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{
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if( GAMESTATE->GetPremium() == PREMIUM_JOINT )
return 1;
switch( style->m_StyleType )
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{
case ONE_PLAYER_ONE_SIDE:
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return 1;
case TWO_PLAYERS_TWO_SIDES:
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return 2;
case ONE_PLAYER_TWO_SIDES:
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return (GAMESTATE->GetPremium() == PREMIUM_DOUBLE) ? 1 : 2;
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default:
ASSERT(0);
return 1;
}
}
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static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
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{
if( style == NULL || pm == PLAY_MODE_INVALID )
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return true;
switch( pm )
{
case PLAY_MODE_BATTLE:
case PLAY_MODE_RAVE:
// Can't play rave if there isn't enough room for two players.
// This is correct for dance (ie, no rave for solo and doubles),
// and should be okay for pump .. not sure about other game types.
// Techno Motion scales down versus arrows, though, so allow this.
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if( style->m_iColsPerPlayer >= 6 && RString(GAMESTATE->m_pCurGame->m_szName) != "techno" )
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return false;
/* Don't allow battle modes if the style takes both sides. */
if( style->m_StyleType==ONE_PLAYER_TWO_SIDES )
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return false;
}
return true;
}
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bool GameCommand::IsPlayable( RString *why ) const
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{
if( m_bInvalid )
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{
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if( why )
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*why = m_sInvalidReason;
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return false;
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}
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if ( m_pStyle )
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{
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int iCredits = GAMESTATE->m_iCoins / PREFSMAN->m_iCoinsPerCredit;
const int iNumCreditsPaid = GetNumCreditsPaid();
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const int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
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switch( GAMESTATE->GetCoinMode() )
{
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case COIN_MODE_HOME:
case COIN_MODE_FREE:
iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */
}
/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must be
* paid. (This means that enough sides must be joined.) Enabled, simply having
* enough credits lying in the machine is sufficient; we'll deduct the extra in
* Apply(). */
int iNumCreditsAvailable = iNumCreditsPaid;
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if( PREFSMAN->m_bDelayedCreditsReconcile )
iNumCreditsAvailable += iCredits;
if( iNumCreditsAvailable < iNumCreditsRequired )
{
if( why )
*why = ssprintf( "need %i credits, have %i", iNumCreditsRequired, iNumCreditsAvailable );
return false;
}
/* If you've paid too much already, don't allow the mode. (If we allow this,
* the credits will be "refunded" in Apply(), but that's confusing.) */
/* Do allow the mode if they've already joined in more credits than
* are required. Otherwise, people who put in two credits to play
* doubles on a doubles-premium machiune will get locked out.
* the refund logic isn't that awkward because you never see the
* credits number jump up - the credits display is hidden if both
* sides are joined. -Chris */
//if( PREFSMAN->m_iCoinMode == COIN_PAY && iNumCreditsPaid > iNumCreditsRequired )
//{
// if( why )
// *why = ssprintf( "too many credits paid (%i > %i)", iNumCreditsPaid, iNumCreditsRequired );
// return false;
//}
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/* If both sides are joined, disallow singles modes, since easy to select them
* accidentally, instead of versus mode. */
if( m_pStyle->m_StyleType == ONE_PLAYER_ONE_SIDE &&
GAMESTATE->GetNumSidesJoined() > 1 )
{
if( why )
*why = "too many players joined for ONE_PLAYER_ONE_CREDIT";
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return false;
}
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}
/* Don't allow a PlayMode that's incompatible with our current Style (if set),
* and vice versa. */
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if( m_pm != PLAY_MODE_INVALID || m_pStyle != NULL )
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{
const PlayMode pm = (m_pm != PLAY_MODE_INVALID) ? m_pm : GAMESTATE->m_PlayMode;
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const Style *style = (m_pStyle != NULL)? m_pStyle: GAMESTATE->m_pCurStyle;
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if( !AreStyleAndPlayModeCompatible( style, pm ) )
{
if( why )
*why = ssprintf("mode %s is incompatible with style %s",
PlayModeToString(pm).c_str(), style->m_szName );
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return false;
}
}
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if( !m_sScreen.CompareNoCase("ScreenEditCoursesMenu") )
{
vector<Course*> vCourses;
SONGMAN->GetAllCourses( vCourses, false );
if( vCourses.size() == 0 )
{
if( why )
*why = "No courses are installed";
return false;
}
}
if( !m_sScreen.CompareNoCase("ScreenJukeboxMenu") ||
!m_sScreen.CompareNoCase("ScreenEditMenu") ||
!m_sScreen.CompareNoCase("ScreenEditCoursesMenu") )
{
if( SONGMAN->GetNumSongs() == 0 )
{
if( why )
*why = "No songs are installed";
return false;
}
}
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if( !m_sModifiers.empty() )
{
// TODO: Split this and check each modifier individually
if( UNLOCKMAN->ModifierIsLocked(m_sModifiers) )
{ if( why )
*why = "Modifier is locked";
return false;
}
}
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return true;
}
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void GameCommand::ApplyToAllPlayers() const
{
vector<PlayerNumber> vpns;
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FOREACH_PlayerNumber( pn )
vpns.push_back( pn );
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Apply( vpns );
}
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void GameCommand::Apply( PlayerNumber pn ) const
{
vector<PlayerNumber> vpns;
vpns.push_back( pn );
Apply( vpns );
}
void GameCommand::Apply( const vector<PlayerNumber> &vpns ) const
{
if( m_Commands.v.size() )
{
// We were filled using a GameCommand from metrics. Apply the options in order.
FOREACH_CONST( Command, m_Commands.v, cmd )
{
GameCommand gc;
gc.m_bInvalid = false;
gc.m_bApplyCommitsScreens = m_bApplyCommitsScreens;
gc.LoadOne( *cmd );
gc.ApplySelf( vpns );
}
}
else
{
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// We were filled by an OptionRowHandler in code. m_Commands isn't filled,
// so just apply the values that are already set in this.
this->ApplySelf( vpns );
}
}
void GameCommand::ApplySelf( const vector<PlayerNumber> &vpns ) const
{
const PlayMode OldPlayMode = GAMESTATE->m_PlayMode;
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if( m_pGame != NULL )
GAMESTATE->SetCurGame( m_pGame );
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if( m_pm != PLAY_MODE_INVALID )
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GAMESTATE->m_PlayMode.Set( m_pm );
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if( m_pStyle != NULL )
{
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GAMESTATE->m_pCurStyle.Set( m_pStyle );
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// It's possible to choose a style that didn't have enough
// players joined. If enough players aren't joined, then
// we need to subtract credits for the sides that will be
// joined as a result of applying this option.
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if( GAMESTATE->GetCoinMode() == COIN_MODE_PAY )
{
int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
int iNumCreditsPaid = GetNumCreditsPaid();
int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid;
GAMESTATE->m_iCoins -= iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit;
LOG->Trace( "Deducted %i coins, %i remaining",
iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins );
}
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// If only one side is joined and we picked a style
// that requires both sides, join the other side.
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switch( m_pStyle->m_StyleType )
{
case ONE_PLAYER_ONE_SIDE:
break;
case TWO_PLAYERS_TWO_SIDES:
case ONE_PLAYER_TWO_SIDES:
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{
FOREACH_PlayerNumber( p )
GAMESTATE->m_bSideIsJoined[p] = true;
}
break;
default:
ASSERT(0);
}
}
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if( m_dc != DIFFICULTY_INVALID )
FOREACH_CONST( PlayerNumber, vpns, pn )
GAMESTATE->ChangePreferredDifficulty( *pn, m_dc );
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if( m_sAnnouncer != "" )
ANNOUNCER->SwitchAnnouncer( m_sAnnouncer );
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if( m_sModifiers != "" )
FOREACH_CONST( PlayerNumber, vpns, pn )
GAMESTATE->ApplyModifiers( *pn, m_sModifiers );
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if( m_LuaFunction.IsSet() )
{
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Lua *L = LUA->Get();
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FOREACH_CONST( PlayerNumber, vpns, pn )
{
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m_LuaFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
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lua_pushnumber( L, *pn ); // 1st parameter
lua_call( L, 1, 0 ); // call function with 1 argument and 0 results
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}
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LUA->Release(L);
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}
if( m_sScreen != "" && m_bApplyCommitsScreens )
SCREENMAN->SetNewScreen( m_sScreen );
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if( m_pSong )
{
GAMESTATE->m_pCurSong.Set( m_pSong );
GAMESTATE->m_pPreferredSong = m_pSong;
}
2004-01-14 05:10:24 +00:00
if( m_pSteps )
FOREACH_CONST( PlayerNumber, vpns, pn )
GAMESTATE->m_pCurSteps[*pn].Set( m_pSteps );
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if( m_pCourse )
{
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GAMESTATE->m_pCurCourse.Set( m_pCourse );
GAMESTATE->m_pPreferredCourse = m_pCourse;
}
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if( m_pTrail )
FOREACH_CONST( PlayerNumber, vpns, pn )
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GAMESTATE->m_pCurTrail[*pn].Set( m_pTrail );
if( m_CourseDifficulty != DIFFICULTY_INVALID )
FOREACH_CONST( PlayerNumber, vpns, pn )
GAMESTATE->ChangePreferredCourseDifficulty( *pn, m_CourseDifficulty );
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if( m_pCharacter )
FOREACH_CONST( PlayerNumber, vpns, pn )
GAMESTATE->m_pCurCharacters[*pn] = m_pCharacter;
2006-01-22 01:00:06 +00:00
for( map<RString,RString>::const_iterator i = m_SetEnv.begin(); i != m_SetEnv.end(); i++ )
{
Lua *L = LUA->Get();
GAMESTATE->m_Environment->PushSelf(L);
lua_pushstring( L, i->first );
lua_pushstring( L, i->second );
lua_settable( L, -3 );
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lua_pop( L, 1 );
LUA->Release(L);
}
if( !m_sSongGroup.empty() )
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GAMESTATE->m_sPreferredSongGroup.Set( m_sSongGroup );
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if( m_SortOrder != SORT_INVALID )
GAMESTATE->m_PreferredSortOrder = m_SortOrder;
2006-01-28 22:08:16 +00:00
if( m_iUnlockEntryID != -1 )
UNLOCKMAN->UnlockEntryID( m_iUnlockEntryID );
2004-12-05 11:54:43 +00:00
if( m_sSoundPath != "" )
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SOUND->PlayOnce( THEME->GetPathS( "", m_sSoundPath ) );
2005-01-31 02:00:00 +00:00
if( m_iWeightPounds != -1 )
FOREACH_CONST( PlayerNumber, vpns, pn )
PROFILEMAN->GetProfile(*pn)->m_iWeightPounds = m_iWeightPounds;
2005-02-15 22:08:42 +00:00
if( m_iGoalCalories != -1 )
FOREACH_CONST( PlayerNumber, vpns, pn )
PROFILEMAN->GetProfile(*pn)->m_iGoalCalories = m_iGoalCalories;
2005-02-17 19:36:10 +00:00
if( m_GoalType != GOAL_INVALID )
FOREACH_CONST( PlayerNumber, vpns, pn )
PROFILEMAN->GetProfile(*pn)->m_GoalType = m_GoalType;
2005-07-07 22:08:05 +00:00
if( !m_sProfileID.empty() )
FOREACH_CONST( PlayerNumber, vpns, pn )
ProfileManager::m_sDefaultLocalProfileID[*pn].Set( m_sProfileID );
2005-01-05 03:46:09 +00:00
/* If we're going to stop music, do so before preparing new screens, so we don't
* stop music between preparing screens and loading screens. */
if( m_bStopMusic )
SOUND->StopMusic();
2006-01-22 01:00:06 +00:00
FOREACH_CONST( RString, m_vsScreensToPrepare, s )
SCREENMAN->PrepareScreen( *s );
2004-12-04 23:24:14 +00:00
if( m_bInsertCredit )
{
2005-12-02 01:16:28 +00:00
StepMania::InsertCredit();
2004-12-04 23:24:14 +00:00
}
2005-11-30 04:27:10 +00:00
if( m_bApplyDefaultOptions )
{
FOREACH_PlayerNumber( p )
GAMESTATE->GetDefaultPlayerOptions( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions );
GAMESTATE->GetDefaultSongOptions( GAMESTATE->m_SongOptions );
}
// HACK: Set life type to BATTERY just once here so it happens once and
// we don't override the user's changes if they back out.
2005-04-21 04:27:13 +00:00
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI &&
GAMESTATE->m_PlayMode != OldPlayMode &&
GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BAR )
{
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
2005-04-21 04:27:13 +00:00
}
}
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2004-12-02 06:29:20 +00:00
bool GameCommand::IsZero() const
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{
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if( m_pGame != NULL ||
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m_pm != PLAY_MODE_INVALID ||
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m_pStyle != NULL ||
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m_dc != DIFFICULTY_INVALID ||
m_sAnnouncer != "" ||
m_sModifiers != "" ||
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m_pSong != NULL ||
m_pSteps != NULL ||
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m_pCourse != NULL ||
m_pTrail != NULL ||
m_pCharacter != NULL ||
2004-12-04 22:33:55 +00:00
m_CourseDifficulty != DIFFICULTY_INVALID ||
!m_sSongGroup.empty() ||
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m_SortOrder != SORT_INVALID ||
m_iWeightPounds != -1 ||
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m_iGoalCalories != -1 ||
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m_GoalType != GOAL_INVALID ||
!m_sProfileID.empty()
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)
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return false;
return true;
}
2005-07-07 22:08:05 +00:00
// lua start
#include "LuaBinding.h"
#include "Game.h"
class LunaGameCommand: public Luna<GameCommand>
{
public:
LunaGameCommand() { LUA->Register( Register ); }
static int GetName( T* p, lua_State *L ) { lua_pushstring(L, p->m_sName ); return 1; }
static int GetText( T* p, lua_State *L ) { lua_pushstring(L, p->m_sText ); return 1; }
static int GetIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iIndex ); return 1; }
static int GetMultiPlayer( T* p, lua_State *L ) { lua_pushnumber(L, p->m_MultiPlayer); return 1; }
static int GetProfileID( T* p, lua_State *L ) { lua_pushstring(L, p->m_sProfileID ); return 1; }
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static int GetSong( T* p, lua_State *L ) { if(p->m_pSong==NULL) lua_pushnil(L); else p->m_pSong->PushSelf(L); return 1; }
2005-07-07 22:08:05 +00:00
static void Register(lua_State *L)
{
ADD_METHOD( GetName );
ADD_METHOD( GetText );
ADD_METHOD( GetIndex );
ADD_METHOD( GetMultiPlayer );
ADD_METHOD( GetProfileID );
ADD_METHOD( GetSong );
2005-07-07 22:08:05 +00:00
Luna<T>::Register( L );
}
};
LUA_REGISTER_CLASS( GameCommand )
// lua end
2004-05-31 22:42:12 +00:00
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard
* 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.
*/