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itgmania212121/src/Difficulty.cpp
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2011-03-17 01:47:30 -04:00
#include "global.h"
#include "Difficulty.h"
#include "GameState.h"
#include "ThemeMetric.h"
#include "LuaManager.h"
#include "LocalizedString.h"
#include "GameConstantsAndTypes.h"
#include "GameManager.h"
#include "Steps.h"
#include "Trail.h"
static const char *DifficultyNames[] = {
"Beginner",
"Easy",
"Medium",
"Hard",
"Challenge",
"Edit",
};
XToString( Difficulty );
StringToX( Difficulty );
LuaXType( Difficulty );
/* We prefer the above names; recognize a number of others, too. (They'll get
* normalized when written to SMs, etc.) TODO: Format specific hacks should be
* moved into the file loader for that format. We don't want to carry these
* hacks forward to file formats that don't need them. */
Difficulty DwiCompatibleStringToDifficulty( const RString& sDC )
{
RString 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;
}
const RString &CourseDifficultyToLocalizedString( CourseDifficulty x )
{
static auto_ptr<LocalizedString> g_CourseDifficultyName[NUM_Difficulty];
if( g_CourseDifficultyName[0].get() == NULL )
{
FOREACH_ENUM( Difficulty,i)
{
auto_ptr<LocalizedString> ap( new LocalizedString("CourseDifficulty", DifficultyToString(i)) );
g_CourseDifficultyName[i] = ap;
}
}
return g_CourseDifficultyName[x]->GetValue();
}
LuaFunction( CourseDifficultyToLocalizedString, CourseDifficultyToLocalizedString(Enum::Check<Difficulty>(L, 1)) );
CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd )
{
for( CourseDifficulty d=(CourseDifficulty)(cd+1); d<NUM_Difficulty; enum_add(d, 1) )
{
if( GAMESTATE->IsCourseDifficultyShown(d) )
return d;
}
return Difficulty_Invalid;
}
static ThemeMetric<RString> NAMES("CustomDifficulty","Names");
RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct )
{
/* XXX GAMEMAN->GetStepsTypeInfo( StepsType_Invalid ) will crash. I'm not
* sure what the correct behavior in this case should be. Should we still
* allow custom difficulties? Why do we not allow custom difficulties for
* Couple, Routine, or Edit? - Steve */
// CustomDifficulty for Edit defeats the purpose of the edit's name.
// I don't know the other two. -aj
if( st == StepsType_Invalid )
{
/* This is not totally necessary since DifficultyToString() will
* return "", but the comment there says that the caller should
* really be checking for invalid values. */
if( dc == Difficulty_Invalid )
return RString();
return DifficultyToString( dc );
}
const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( st );
switch( sti.m_StepsTypeCategory )
{
DEFAULT_FAIL(sti.m_StepsTypeCategory);
case StepsTypeCategory_Single:
case StepsTypeCategory_Double:
if( dc == Difficulty_Edit )
{
return "Edit";
}
else
{
// OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting
vector<RString> vsNames;
split( NAMES, ",", vsNames );
FOREACH( RString, vsNames, sName )
{
ThemeMetric<StepsType> STEPS_TYPE("CustomDifficulty",(*sName)+"StepsType");
if( STEPS_TYPE == StepsType_Invalid || st == STEPS_TYPE ) // match
{
ThemeMetric<Difficulty> DIFFICULTY("CustomDifficulty",(*sName)+"Difficulty");
if( DIFFICULTY == Difficulty_Invalid || dc == DIFFICULTY ) // match
{
ThemeMetric<CourseType> COURSE_TYPE("CustomDifficulty",(*sName)+"CourseType");
if( COURSE_TYPE == CourseType_Invalid || ct == COURSE_TYPE ) // match
{
ThemeMetric<RString> STRING("CustomDifficulty",(*sName)+"String");
return STRING.GetValue();
}
}
}
}
// no matching CustomDifficulty, so use a regular difficulty name
if( dc == Difficulty_Invalid )
return RString();
return DifficultyToString( dc );
}
case StepsTypeCategory_Couple:
return "Couple";
case StepsTypeCategory_Routine:
return "Routine";
}
}
LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check<StepsType>(L,1), Enum::Check<Difficulty>(L, 2), Enum::Check<CourseType>(L, 3, true)) );
RString CustomDifficultyToLocalizedString( const RString &sCustomDifficulty )
{
return THEME->GetString( "CustomDifficulty", sCustomDifficulty );
}
LuaFunction( CustomDifficultyToLocalizedString, CustomDifficultyToLocalizedString(SArg(1)) );
RString StepsToCustomDifficulty( const Steps *pSteps )
{
return GetCustomDifficulty( pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid );
}
RString TrailToCustomDifficulty( const Trail *pTrail )
{
return GetCustomDifficulty( pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType );
}
#include "LuaBinding.h"
LuaFunction( StepsToCustomDifficulty, StepsToCustomDifficulty(Luna<Steps>::check(L, 1)) );
LuaFunction( TrailToCustomDifficulty, TrailToCustomDifficulty(Luna<Trail>::check(L, 1)) );
/*
* (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.
*/