remove global Lua function in GameState.cpp

This commit is contained in:
Chris Danford
2006-03-18 22:15:26 +00:00
parent a01e0998d7
commit 036935282e
2 changed files with 16 additions and 39 deletions
@@ -58,7 +58,7 @@ function ScreenPlayerOptionsNext()
end
function GetGameplayScreen()
if IsExtraStage() or IsExtraStage2() then return "ScreenGameplay" end
if GAMESTATE:IsExtraStage() or GAMESTATE:IsExtraStage2() then return "ScreenGameplay" end
return "ScreenGameplay"
end
@@ -137,12 +137,12 @@ function GetGameplayNextScreen()
local Passed = not AllFailed()
Trace( " Passed = "..tostring(Passed) )
Trace( " IsCourseMode = "..tostring(GAMESTATE:IsCourseMode()) )
Trace( " IsExtraStage = "..tostring(IsExtraStage()) )
Trace( " IsExtraStage2 = "..tostring(IsExtraStage2()) )
Trace( " IsExtraStage = "..tostring(GAMESTATE:IsExtraStage()) )
Trace( " IsExtraStage2 = "..tostring(GAMESTATE:IsExtraStage2()) )
Trace( " Event mode = "..tostring(IsEventMode()) )
if Passed or GAMESTATE:IsCourseMode() or
IsExtraStage() or IsExtraStage2()
GAMESTATE:IsExtraStage() or GAMESTATE:IsExtraStage2()
then
Trace( "Go to evaluation screen" )
return SelectEvaluationScreen()
+12 -35
View File
@@ -1851,7 +1851,7 @@ public:
else { lua_pushnil(L); }
return 1;
}
static int GetPreferredDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PreferredDifficulty[IArg(1)] ); return 1; }
static int GetPreferredDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->m_PreferredDifficulty[IArg(1)] ); return 1; }
static int AnyPlayerHasRankingFeats( T* p, lua_State *L ) { lua_pushboolean(L, p->AnyPlayerHasRankingFeats() ); return 1; }
static int IsCourseMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsCourseMode() ); return 1; }
static int IsDemonstration( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bDemonstrationOrJukebox ); return 1; }
@@ -1859,28 +1859,28 @@ public:
static int GetSortOrder( T* p, lua_State *L ) { lua_pushnumber(L, p->m_SortOrder ); return 1; }
static int StageIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->GetStageIndex() ); return 1; }
static int IsGoalComplete( T* p, lua_State *L ) { lua_pushboolean(L, p->IsGoalComplete((PlayerNumber)IArg(1)) ); return 1; }
static int PlayerIsUsingModifier( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerIsUsingModifier((PlayerNumber)IArg(1),SArg(2)) ); return 1; }
static int PlayerIsUsingModifier( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerIsUsingModifier((PlayerNumber)IArg(1),SArg(2)) ); return 1; }
static int GetCourseSongIndex( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCourseSongIndex() ); return 1; }
static int IsFinalStage( T* p, lua_State *L ) { lua_pushboolean(L, p->IsFinalStage() ); return 1; }
static int IsExtraStage( T* p, lua_State *L ) { lua_pushboolean(L, p->IsExtraStage() ); return 1; }
static int IsExtraStage2( T* p, lua_State *L ) { lua_pushboolean(L, p->IsExtraStage2() ); return 1; }
static int GetCurrentStage( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCurrentStage() ); return 1; }
static int IsStagePossible( T* p, lua_State *L ) { lua_pushboolean(L, p->IsStagePossible((Stage)IArg(1)) ); return 1; }
static int HasEarnedExtraStage( T* p, lua_State *L ) { lua_pushboolean(L, p->HasEarnedExtraStage() ); return 1; }
static int GetEasiestStepsDifficulty( T* p, lua_State *L ){ lua_pushnumber(L, p->GetEasiestStepsDifficulty() ); return 1; }
static int IsStagePossible( T* p, lua_State *L ) { lua_pushboolean(L, p->IsStagePossible((Stage)IArg(1)) ); return 1; }
static int HasEarnedExtraStage( T* p, lua_State *L ) { lua_pushboolean(L, p->HasEarnedExtraStage() ); return 1; }
static int GetEasiestStepsDifficulty( T* p, lua_State *L ) { lua_pushnumber(L, p->GetEasiestStepsDifficulty() ); return 1; }
static int IsEventMode( T* p, lua_State *L ) { lua_pushboolean(L, p->IsEventMode() ); return 1; }
static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
static int GetNumPlayersEnabled( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumPlayersEnabled() ); return 1; }
static int GetSongBeat( T* p, lua_State *L ) { lua_pushnumber(L, p->m_fSongBeat ); return 1; }
static int GetGameplayLeadIn( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
static int GetGameplayLeadIn( T* p, lua_State *L ) { lua_pushnumber(L, p->m_bGameplayLeadIn ); return 1; }
static int PlayerUsingBothSides( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayerUsingBothSides() ); return 1; }
static int GetCoins( T* p, lua_State *L ) { lua_pushnumber(L, p->m_iCoins ); return 1; }
static int IsSideJoined( T* p, lua_State *L ) { lua_pushboolean(L, p->m_bSideIsJoined[(PlayerNumber)IArg(1)] ); return 1; }
static int GetCoinsNeededToJoin( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinsNeededToJoin() ); return 1; }
static int GetCoinsNeededToJoin( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinsNeededToJoin() ); return 1; }
static int PlayersCanJoin( T* p, lua_State *L ) { lua_pushboolean(L, p->PlayersCanJoin() ); return 1; }
static int GetNumSidesJoined( T* p, lua_State *L ) { lua_pushnumber(L, p->GetNumSidesJoined() ); return 1; }
static int GetCoinMode( T* p, lua_State *L ) { lua_pushnumber(L, p->GetCoinMode() ); return 1; }
static int GetPremium( T* p, lua_State *L ) { lua_pushnumber(L, p->GetPremium() ); return 1; }
static int GetSongOptionsString( T* p, lua_State *L ) { lua_pushstring(L, p->m_SongOptions.GetString() ); return 1; }
static int GetPremium( T* p, lua_State *L ) { lua_pushnumber(L, p->GetPremium() ); return 1; }
static int GetSongOptionsString( T* p, lua_State *L ) { lua_pushstring(L, p->m_SongOptions.GetString() ); return 1; }
static int IsWinner( T* p, lua_State *L )
{
PlayerNumber pn = (PlayerNumber)IArg(1);
@@ -2021,29 +2021,6 @@ public:
LUA_REGISTER_CLASS( GameState )
// lua end
#include "LuaFunctions.h"
LuaFunction_NoArgs( NumStagesLeft, GAMESTATE->GetNumStagesLeft() )
LuaFunction_NoArgs( IsFinalStage, GAMESTATE->IsFinalStage() )
LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
LuaFunction_NoArgs( CurStyleName, RString( GAMESTATE->m_pCurStyle == NULL ? "none": GAMESTATE->GetCurrentStyle()->m_szName ) )
LuaFunction_NoArgs( GetNumPlayersEnabled, GAMESTATE->GetNumPlayersEnabled() )
LuaFunction_NoArgs( GetEasiestNotesDifficulty, GAMESTATE->GetEasiestStepsDifficulty() )
RString GetStageText()
{
// all lowercase or compatibility with scripts
RString s = StageToString( GAMESTATE->GetCurrentStage() );
s.MakeLower();
return s;
}
LuaFunction_NoArgs( GetStageText, GetStageText() )
/*
* (c) 2001-2004 Chris Danford, Glenn Maynard, Chris Gomez
* All rights reserved.