2004-12-02 06:29:20 +00:00
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/* GameCommand */
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2004-05-31 22:42:12 +00:00
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2004-12-02 06:29:20 +00:00
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#ifndef GameCommand_H
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#define GameCommand_H
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2002-11-11 04:53:31 +00:00
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2003-03-02 01:43:33 +00:00
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#include "GameConstantsAndTypes.h"
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2003-07-20 05:53:22 +00:00
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#include "PlayerNumber.h"
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2005-01-22 19:36:39 +00:00
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#include "Difficulty.h"
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2005-02-22 03:34:56 +00:00
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#include "LuaReference.h"
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2005-03-30 00:56:33 +00:00
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#include "Command.h"
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2004-06-13 09:48:36 +00:00
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#include <map>
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2002-11-11 04:53:31 +00:00
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2004-01-25 16:48:09 +00:00
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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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2005-07-07 22:08:05 +00:00
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struct lua_State;
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2004-01-14 05:10:24 +00:00
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2005-07-16 02:59:35 +00:00
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class GameCommand
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{
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public:
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2004-12-02 06:29:20 +00:00
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GameCommand() { Init(); }
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2003-07-20 05:53:22 +00:00
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void Init();
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2005-03-30 00:56:33 +00:00
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void Load( int iIndex, const Commands& cmds );
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void LoadOne( const Command& cmd );
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2005-01-08 09:49:02 +00:00
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2003-09-27 19:23:34 +00:00
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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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2003-09-27 19:23:34 +00:00
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bool DescribesCurrentMode( PlayerNumber pn ) const;
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bool DescribesCurrentModeForAllPlayers() const;
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2003-09-27 03:06:35 +00:00
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bool IsPlayable( CString *why = NULL ) const;
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2003-09-29 08:56:33 +00:00
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bool IsZero() const;
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2005-04-26 05:39:12 +00:00
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CString GetAndClearScreen();
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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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2005-07-14 20:13:14 +00:00
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CString m_sName; // choice name
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CString m_sText; // display text
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bool m_bInvalid;
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CString m_sInvalidReason;
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int m_iIndex;
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MultiPlayer m_MultiPlayer;
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const Game* m_pGame;
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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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CString m_sAnnouncer;
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2003-09-27 08:01:17 +00:00
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CString m_sModifiers;
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CString m_sScreen;
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LuaExpression 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<CString,CString> m_SetEnv;
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CString m_sSongGroup;
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SortOrder m_SortOrder;
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2004-12-05 11:54:43 +00:00
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int m_iUnlockIndex; // -1 for no unlock
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CString m_sSoundPath; // "" for no sound
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vector<CString> m_vsScreensToPrepare;
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int m_iWeightPounds; // -1 == none specified
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int m_iGoalCalories; // -1 == none specified
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GoalType m_GoalType;
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CString m_sProfileID;
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bool m_bClearBookkeepingData;
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bool m_bClearMachineStats;
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bool m_bClearMachineEdits;
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bool m_bFillMachineStats; // for testing
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bool m_bTransferStatsFromMachine;
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bool m_bTransferStatsToMachine;
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bool m_bCopyEditsFromMachine;
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bool m_bCopyEditsToMachine;
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bool m_bInsertCredit;
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bool m_bResetToFactoryDefaults;
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bool m_bStopMusic;
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2005-01-04 10:51:25 +00:00
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bool m_bApplyDefaultOptions;
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// Lua
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void PushSelf( lua_State *L );
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2002-11-11 04:53:31 +00:00
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};
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2002-11-16 08:07:38 +00:00
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#endif
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2004-05-31 22:42:12 +00:00
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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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