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itgmania212121/stepmania/src/Difficulty.cpp
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#include "global.h"
#include "Difficulty.h"
#include "GameState.h"
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#include "ThemeMetric.h"
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#include "LuaManager.h"
#include "LuaFunctions.h"
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static const CString DifficultyNames[] = {
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"Beginner",
"Easy",
"Medium",
"Hard",
"Challenge",
"Edit",
};
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XToString( Difficulty, NUM_DIFFICULTIES );
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XToThemedString( Difficulty, NUM_DIFFICULTIES );
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LuaFunction( DifficultyToThemedString, DifficultyToThemedString((Difficulty) IArg(1)) );
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/* We prefer the above names; recognize a number of others, too. (They'l
* get normalized when written to SMs, etc.) */
Difficulty StringToDifficulty( const CString& sDC )
{
CString s2 = sDC;
s2.MakeLower();
if( s2 == "beginner" ) return DIFFICULTY_BEGINNER;
else if( s2 == "easy" ) return DIFFICULTY_EASY;
else if( s2 == "basic" ) return DIFFICULTY_EASY;
else if( s2 == "light" ) return DIFFICULTY_EASY;
else if( s2 == "medium" ) return DIFFICULTY_MEDIUM;
else if( s2 == "another" ) return DIFFICULTY_MEDIUM;
else if( s2 == "trick" ) return DIFFICULTY_MEDIUM;
else if( s2 == "standard" ) return DIFFICULTY_MEDIUM;
else if( s2 == "difficult") return DIFFICULTY_MEDIUM;
else if( s2 == "hard" ) return DIFFICULTY_HARD;
else if( s2 == "ssr" ) return DIFFICULTY_HARD;
else if( s2 == "maniac" ) return DIFFICULTY_HARD;
else if( s2 == "heavy" ) return DIFFICULTY_HARD;
else if( s2 == "smaniac" ) return DIFFICULTY_CHALLENGE;
else if( s2 == "challenge" )return DIFFICULTY_CHALLENGE;
else if( s2 == "expert" ) return DIFFICULTY_CHALLENGE;
else if( s2 == "oni" ) return DIFFICULTY_CHALLENGE;
else if( s2 == "edit" ) return DIFFICULTY_EDIT;
else return DIFFICULTY_INVALID;
}
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static void LuaDifficulty(lua_State* L)
{
FOREACH_Difficulty( d )
{
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CString s = DifficultyToString(d);
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s.MakeUpper();
LUA->SetGlobal( "DIFFICULTY_"+s, d );
}
LUA->SetGlobal( "NUM_DIFFICULTIES", NUM_DIFFICULTIES );
}
REGISTER_WITH_LUA_FUNCTION( LuaDifficulty );
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static const CString CourseDifficultyNames[] =
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{
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"Beginner",
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"Easy",
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"Regular",
"Difficult",
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"Challenge",
"Edit",
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};
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XToString( CourseDifficulty, NUM_DIFFICULTIES );
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XToThemedString( CourseDifficulty, NUM_DIFFICULTIES );
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StringToX( CourseDifficulty );
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LuaFunction( CourseDifficultyToThemedString, CourseDifficultyToThemedString((CourseDifficulty)IArg(1)) );
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CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd )
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{
for( CourseDifficulty d=(CourseDifficulty)(cd+1); d<NUM_DIFFICULTIES; ((int&)d)++ )
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{
if( GAMESTATE->IsCourseDifficultyShown(d) )
return d;
}
return DIFFICULTY_INVALID;
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}
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static void LuaCourseDifficulty(lua_State* L)
{
FOREACH_CourseDifficulty( d )
{
CString s = CourseDifficultyToString(d);
s.MakeUpper();
LUA->SetGlobal( "COURSE_DIFFICULTY_"+s, d );
}
LUA->SetGlobal( "NUM_COURSE_DIFFICULTIES", NUM_COURSE_DIFFICULTIES );
}
REGISTER_WITH_LUA_FUNCTION( LuaCourseDifficulty );
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/*
* (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.
*/