smsvn -> ssc-hg glue: rearrange directory structure
This commit is contained in:
@@ -0,0 +1,864 @@
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#include "global.h"
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#include "GameCommand.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "GameManager.h"
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#include "GameState.h"
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#include "AnnouncerManager.h"
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#include "PlayerOptions.h"
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#include "ProfileManager.h"
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#include "Profile.h"
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#include "StepMania.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "Game.h"
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#include "Style.h"
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#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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#include "GameSoundManager.h"
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#include "PlayerState.h"
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#include "SongManager.h"
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#include "Song.h"
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#include "UnlockManager.h"
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#include "LocalizedString.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "ScreenPrompt.h"
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static LocalizedString COULD_NOT_LAUNCH_BROWSER( "GameCommand", "Could not launch web browser." );
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REGISTER_CLASS_TRAITS( GameCommand, new GameCommand(*pCopy) );
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void GameCommand::Init()
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{
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m_bApplyCommitsScreens = true;
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m_sName = "";
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m_sText = "";
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m_bInvalid = true;
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m_iIndex = -1;
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m_MultiPlayer = MultiPlayer_Invalid;
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m_pStyle = NULL;
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m_pm = PlayMode_Invalid;
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m_dc = Difficulty_Invalid;
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m_CourseDifficulty = Difficulty_Invalid;
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m_sPreferredModifiers = "";
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m_sStageModifiers = "";
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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 = SortOrder_Invalid;
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m_sSoundPath = "";
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m_vsScreensToPrepare.clear();
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m_iWeightPounds = -1;
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m_iGoalCalories = -1;
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m_GoalType = GoalType_Invalid;
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m_sProfileID = "";
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m_sUrl = "";
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m_bInsertCredit = false;
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m_bClearCredits = false;
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m_bStopMusic = false;
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m_bApplyDefaultOptions = false;
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}
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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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{
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FOREACH_HumanPlayer( pn )
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if( !DescribesCurrentMode(pn) )
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return false;
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return true;
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}
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bool GameCommand::DescribesCurrentMode( PlayerNumber pn ) const
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{
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if( m_pm != PlayMode_Invalid && GAMESTATE->m_PlayMode != m_pm )
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return false;
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if( m_pStyle && GAMESTATE->GetCurrentStyle() != m_pStyle )
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return false;
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// HACK: don't compare m_dc if m_pSteps is set. This causes problems
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// in ScreenSelectOptionsMaster::ImportOptions if m_PreferredDifficulty
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// doesn't match the difficulty of m_pCurSteps.
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if( m_pSteps == NULL && m_dc != Difficulty_Invalid )
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{
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// Why is this checking for all players?
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FOREACH_HumanPlayer( pn )
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if( GAMESTATE->m_PreferredDifficulty[pn] != m_dc )
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return false;
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}
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if( m_sAnnouncer != "" && m_sAnnouncer != ANNOUNCER->GetCurAnnouncerName() )
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return false;
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if( m_sPreferredModifiers != "" )
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{
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PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred();
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SongOptions so = GAMESTATE->m_SongOptions.GetPreferred();
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po.FromString( m_sPreferredModifiers );
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so.FromString( m_sPreferredModifiers );
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if( po != GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred() )
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return false;
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if( so != GAMESTATE->m_SongOptions.GetPreferred() )
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return false;
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}
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if( m_sStageModifiers != "" )
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{
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PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetStage();
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SongOptions so = GAMESTATE->m_SongOptions.GetStage();
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po.FromString( m_sStageModifiers );
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so.FromString( m_sStageModifiers );
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if( po != GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetStage() )
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return false;
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if( so != GAMESTATE->m_SongOptions.GetStage() )
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return false;
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}
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if( m_pSong && GAMESTATE->m_pCurSong.Get() != m_pSong )
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return false;
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if( m_pSteps && GAMESTATE->m_pCurSteps[pn].Get() != m_pSteps )
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return false;
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if( m_pCharacter && GAMESTATE->m_pCurCharacters[pn] != m_pCharacter )
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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 )
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return false;
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if( !m_sSongGroup.empty() && GAMESTATE->m_sPreferredSongGroup != m_sSongGroup )
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return false;
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if( m_SortOrder != SortOrder_Invalid && GAMESTATE->m_PreferredSortOrder != m_SortOrder )
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return false;
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if( m_iWeightPounds != -1 && PROFILEMAN->GetProfile(pn)->m_iWeightPounds != m_iWeightPounds )
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return false;
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if( m_iGoalCalories != -1 && PROFILEMAN->GetProfile(pn)->m_iGoalCalories != m_iGoalCalories )
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return false;
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if( m_GoalType != GoalType_Invalid && PROFILEMAN->GetProfile(pn)->m_GoalType != m_GoalType )
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return false;
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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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}
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void GameCommand::Load( int iIndex, const Commands& cmds )
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{
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m_iIndex = iIndex;
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m_bInvalid = false;
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m_Commands = cmds;
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FOREACH_CONST( Command, cmds.v, cmd )
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LoadOne( *cmd );
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}
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void GameCommand::LoadOne( const Command& cmd )
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{
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RString sName = cmd.GetName();
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if( sName.empty() )
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return;
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RString sValue;
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for( unsigned i = 1; i < cmd.m_vsArgs.size(); ++i )
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{
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if( i > 1 )
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sValue += ",";
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sValue += cmd.m_vsArgs[i];
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}
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if( sName == "style" )
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{
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const Style* style = GAMEMAN->GameAndStringToStyle( GAMESTATE->m_pCurGame, sValue );
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if( style )
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m_pStyle = style;
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else
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m_bInvalid = true;
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}
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else if( sName == "playmode" )
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{
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PlayMode pm = StringToPlayMode( sValue );
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if( pm != PlayMode_Invalid )
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m_pm = pm;
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else
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m_bInvalid = true;
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}
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else if( sName == "difficulty" )
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{
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Difficulty dc = StringToDifficulty( sValue );
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if( dc != Difficulty_Invalid )
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m_dc = dc;
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else
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m_bInvalid = true;
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}
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else if( sName == "announcer" )
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{
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m_sAnnouncer = sValue;
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}
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else if( sName == "name" )
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{
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m_sName = sValue;
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}
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else if( sName == "text" )
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{
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m_sText = sValue;
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}
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else if( sName == "mod" )
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{
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if( m_sPreferredModifiers != "" )
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m_sPreferredModifiers += ",";
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m_sPreferredModifiers += sValue;
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}
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else if( sName == "stagemod" )
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{
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if( m_sStageModifiers != "" )
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m_sStageModifiers += ",";
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m_sStageModifiers += sValue;
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}
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else if( sName == "lua" )
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{
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m_LuaFunction.SetFromExpression( sValue );
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ASSERT_M( !m_LuaFunction.IsNil(), ssprintf("\"%s\" evaluated to nil", sValue.c_str()) );
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}
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else if( sName == "screen" )
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{
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m_sScreen = sValue;
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}
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else if( sName == "song" )
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{
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m_pSong = SONGMAN->FindSong( sValue );
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if( m_pSong == NULL )
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{
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m_sInvalidReason = ssprintf( "Song \"%s\" not found", sValue.c_str() );
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m_bInvalid |= true;
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}
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}
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else if( sName == "steps" )
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{
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RString sSteps = sValue;
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/* This must be processed after "song" and "style" commands. */
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if( !m_bInvalid )
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{
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Song *pSong = (m_pSong != NULL)? m_pSong:GAMESTATE->m_pCurSong;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->GetCurrentStyle();
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if( pSong == NULL || pStyle == NULL )
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RageException::Throw( "Must set Song and Style to set Steps." );
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Difficulty dc = StringToDifficulty( sSteps );
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if( dc != Difficulty_Edit )
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m_pSteps = SongUtil::GetStepsByDifficulty( pSong, pStyle->m_StepsType, dc );
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else
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m_pSteps = SongUtil::GetStepsByDescription( pSong, pStyle->m_StepsType, sSteps );
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if( m_pSteps == NULL )
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{
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m_sInvalidReason = "steps not found";
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m_bInvalid |= true;
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}
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}
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}
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else if( sName == "course" )
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{
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m_pCourse = SONGMAN->FindCourse( "", sValue );
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if( m_pCourse == NULL )
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{
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m_sInvalidReason = ssprintf( "Course \"%s\" not found", sValue.c_str() );
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m_bInvalid |= true;
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}
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}
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else if( sName == "trail" )
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{
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RString sTrail = sValue;
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/* This must be processed after "course" and "style" commands. */
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if( !m_bInvalid )
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{
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Course *pCourse = (m_pCourse != NULL)? m_pCourse:GAMESTATE->m_pCurCourse;
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const Style *pStyle = m_pStyle ? m_pStyle : GAMESTATE->GetCurrentStyle();
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if( pCourse == NULL || pStyle == NULL )
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RageException::Throw( "Must set Course and Style to set Steps." );
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const CourseDifficulty cd = StringToDifficulty( sTrail );
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ASSERT_M( cd != Difficulty_Invalid, ssprintf("Invalid difficulty '%s'", sTrail.c_str()) );
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m_pTrail = pCourse->GetTrail( pStyle->m_StepsType, cd );
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if( m_pTrail == NULL )
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{
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m_sInvalidReason = "trail not found";
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m_bInvalid |= true;
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}
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}
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}
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else if( sName == "setenv" )
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{
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if( cmd.m_vsArgs.size() == 3 )
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m_SetEnv[ cmd.m_vsArgs[1] ] = cmd.m_vsArgs[2];
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}
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else if( sName == "songgroup" )
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{
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m_sSongGroup = sValue;
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}
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else if( sName == "sort" )
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{
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m_SortOrder = StringToSortOrder( sValue );
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if( m_SortOrder == SortOrder_Invalid )
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{
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m_sInvalidReason = ssprintf( "SortOrder \"%s\" is not valid.", sValue.c_str() );
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m_bInvalid |= true;
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}
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}
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else if( sName == "weight" )
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{
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m_iWeightPounds = atoi( sValue );
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}
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else if( sName == "goalcalories" )
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{
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m_iGoalCalories = atoi( sValue );
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}
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else if( sName == "goaltype" )
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{
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m_GoalType = StringToGoalType( sValue );
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}
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else if( sName == "profileid" )
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{
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m_sProfileID = sValue;
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}
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else if( sName == "url" )
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{
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m_sUrl = sValue;
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}
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else if( sName == "sound" )
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{
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m_sSoundPath = sValue;
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}
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else if( sName == "preparescreen" )
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{
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m_vsScreensToPrepare.push_back( sValue );
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}
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else if( sName == "insertcredit" )
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{
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m_bInsertCredit = true;
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}
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else if( sName == "clearcredits" )
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{
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m_bClearCredits = true;
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}
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else if( sName == "stopmusic" )
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{
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m_bStopMusic = true;
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}
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else if( sName == "applydefaultoptions" )
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{
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m_bApplyDefaultOptions = true;
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}
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else
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{
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RString sWarning = ssprintf( "Command '%s' is not valid.", cmd.GetOriginalCommandString().c_str() );
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LOG->Warn( "%s", sWarning.c_str() );
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Dialog::OK( sWarning, "INVALID_GAME_COMMAND" );
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}
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}
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int GetNumCreditsPaid()
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{
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int iNumCreditsPaid = GAMESTATE->GetNumSidesJoined();
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// players other than the first joined for free
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if( GAMESTATE->GetPremium() == Premium_2PlayersFor1Credit )
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iNumCreditsPaid = min( iNumCreditsPaid, 1 );
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return iNumCreditsPaid;
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}
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int GetCreditsRequiredToPlayStyle( const Style *style )
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{
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if( GAMESTATE->GetPremium() == Premium_2PlayersFor1Credit )
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return 1;
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switch( style->m_StyleType )
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{
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case StyleType_OnePlayerOneSide:
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return 1;
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case StyleType_TwoPlayersSharedSides:
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case StyleType_TwoPlayersTwoSides:
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return 2;
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case StyleType_OnePlayerTwoSides:
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return (GAMESTATE->GetPremium() == Premium_DoubleFor1Credit) ? 1 : 2;
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DEFAULT_FAIL( style->m_StyleType );
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}
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}
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static bool AreStyleAndPlayModeCompatible( const Style *style, PlayMode pm )
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{
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if( style == NULL || pm == PlayMode_Invalid )
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return true;
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switch( pm )
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{
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case PLAY_MODE_BATTLE:
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case PLAY_MODE_RAVE:
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// Can't play rave if there isn't enough room for two players.
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// This is correct for dance (ie, no rave for solo and doubles),
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// and should be okay for pump .. not sure about other game types.
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// 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;
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/* Don't allow battle modes if the style takes both sides. */
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if( style->m_StyleType==StyleType_OnePlayerTwoSides )
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return false;
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}
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return true;
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}
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bool GameCommand::IsPlayable( RString *why ) const
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{
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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;
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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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{
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case CoinMode_Home:
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case CoinMode_Free:
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iCredits = NUM_PLAYERS; /* not iNumCreditsPaid */
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}
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/* With PREFSMAN->m_bDelayedCreditsReconcile disabled, enough credits must be
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* paid. (This means that enough sides must be joined.) Enabled, simply having
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* enough credits lying in the machine is sufficient; we'll deduct the extra in
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* Apply(). */
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int iNumCreditsAvailable = iNumCreditsPaid;
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if( PREFSMAN->m_bDelayedCreditsReconcile )
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iNumCreditsAvailable += iCredits;
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if( iNumCreditsAvailable < iNumCreditsRequired )
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{
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if( why )
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*why = ssprintf( "need %i credits, have %i", iNumCreditsRequired, iNumCreditsAvailable );
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return false;
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}
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/* If you've paid too much already, don't allow the mode. (If we allow this,
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* the credits will be "refunded" in Apply(), but that's confusing.) */
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||||
/* Do allow the mode if they've already joined in more credits than
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* 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;
|
||||
//}
|
||||
|
||||
/* If both sides are joined, disallow singles modes, since easy to select them
|
||||
* accidentally, instead of versus mode. */
|
||||
if( m_pStyle->m_StyleType == StyleType_OnePlayerOneSide &&
|
||||
GAMESTATE->GetNumSidesJoined() > 1 )
|
||||
{
|
||||
if( why )
|
||||
*why = "too many players joined for ONE_PLAYER_ONE_CREDIT";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/* Don't allow a PlayMode that's incompatible with our current Style (if set),
|
||||
* and vice versa. */
|
||||
if( m_pm != PlayMode_Invalid || m_pStyle != NULL )
|
||||
{
|
||||
const PlayMode pm = (m_pm != PlayMode_Invalid) ? m_pm : GAMESTATE->m_PlayMode;
|
||||
const Style *style = (m_pStyle != NULL)? m_pStyle: GAMESTATE->GetCurrentStyle();
|
||||
if( !AreStyleAndPlayModeCompatible( style, pm ) )
|
||||
{
|
||||
if( why )
|
||||
*why = ssprintf("mode %s is incompatible with style %s",
|
||||
PlayModeToString(pm).c_str(), style->m_szName );
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
if( !m_sPreferredModifiers.empty() )
|
||||
{
|
||||
// TODO: Split this and check each modifier individually
|
||||
if( UNLOCKMAN->ModifierIsLocked(m_sPreferredModifiers) )
|
||||
{ if( why )
|
||||
*why = "Modifier is locked";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
if( !m_sStageModifiers.empty() )
|
||||
{
|
||||
// TODO: Split this and check each modifier individually
|
||||
if( UNLOCKMAN->ModifierIsLocked(m_sStageModifiers) )
|
||||
{ if( why )
|
||||
*why = "Modifier is locked";
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GameCommand::ApplyToAllPlayers() const
|
||||
{
|
||||
vector<PlayerNumber> vpns;
|
||||
|
||||
FOREACH_PlayerNumber( pn )
|
||||
vpns.push_back( pn );
|
||||
|
||||
Apply( vpns );
|
||||
}
|
||||
|
||||
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
|
||||
{
|
||||
// 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;
|
||||
|
||||
if( m_pm != PlayMode_Invalid )
|
||||
GAMESTATE->m_PlayMode.Set( m_pm );
|
||||
|
||||
if( m_pStyle != NULL )
|
||||
{
|
||||
GAMESTATE->SetCurrentStyle( m_pStyle );
|
||||
|
||||
// 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.
|
||||
if( GAMESTATE->GetCoinMode() == CoinMode_Pay )
|
||||
{
|
||||
int iNumCreditsRequired = GetCreditsRequiredToPlayStyle(m_pStyle);
|
||||
int iNumCreditsPaid = GetNumCreditsPaid();
|
||||
int iNumCreditsOwed = iNumCreditsRequired - iNumCreditsPaid;
|
||||
GAMESTATE->m_iCoins.Set( GAMESTATE->m_iCoins - iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit );
|
||||
LOG->Trace( "Deducted %i coins, %i remaining",
|
||||
iNumCreditsOwed * PREFSMAN->m_iCoinsPerCredit, GAMESTATE->m_iCoins.Get() );
|
||||
}
|
||||
|
||||
|
||||
// If only one side is joined and we picked a style
|
||||
// that requires both sides, join the other side.
|
||||
switch( m_pStyle->m_StyleType )
|
||||
{
|
||||
case StyleType_OnePlayerOneSide:
|
||||
break;
|
||||
case StyleType_TwoPlayersTwoSides:
|
||||
case StyleType_OnePlayerTwoSides:
|
||||
case StyleType_TwoPlayersSharedSides:
|
||||
{
|
||||
FOREACH_PlayerNumber( p )
|
||||
GAMESTATE->JoinPlayer( p );
|
||||
}
|
||||
break;
|
||||
default:
|
||||
ASSERT(0);
|
||||
}
|
||||
}
|
||||
if( m_dc != Difficulty_Invalid )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->m_PreferredDifficulty[*pn].Set( m_dc );
|
||||
if( m_sAnnouncer != "" )
|
||||
ANNOUNCER->SwitchAnnouncer( m_sAnnouncer );
|
||||
if( m_sPreferredModifiers != "" )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->ApplyPreferredModifiers( *pn, m_sPreferredModifiers );
|
||||
if( m_sStageModifiers != "" )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->ApplyStageModifiers( *pn, m_sStageModifiers );
|
||||
if( m_LuaFunction.IsSet() )
|
||||
{
|
||||
Lua *L = LUA->Get();
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
{
|
||||
m_LuaFunction.PushSelf( L );
|
||||
ASSERT( !lua_isnil(L, -1) );
|
||||
|
||||
lua_pushnumber( L, *pn ); // 1st parameter
|
||||
lua_call( L, 1, 0 ); // call function with 1 argument and 0 results
|
||||
}
|
||||
LUA->Release(L);
|
||||
}
|
||||
if( m_sScreen != "" && m_bApplyCommitsScreens )
|
||||
SCREENMAN->SetNewScreen( m_sScreen );
|
||||
if( m_pSong )
|
||||
{
|
||||
GAMESTATE->m_pCurSong.Set( m_pSong );
|
||||
GAMESTATE->m_pPreferredSong = m_pSong;
|
||||
}
|
||||
if( m_pSteps )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->m_pCurSteps[*pn].Set( m_pSteps );
|
||||
if( m_pCourse )
|
||||
{
|
||||
GAMESTATE->m_pCurCourse.Set( m_pCourse );
|
||||
GAMESTATE->m_pPreferredCourse = m_pCourse;
|
||||
}
|
||||
if( m_pTrail )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->m_pCurTrail[*pn].Set( m_pTrail );
|
||||
if( m_CourseDifficulty != Difficulty_Invalid )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->ChangePreferredCourseDifficulty( *pn, m_CourseDifficulty );
|
||||
if( m_pCharacter )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
GAMESTATE->m_pCurCharacters[*pn] = m_pCharacter;
|
||||
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 );
|
||||
lua_pop( L, 1 );
|
||||
LUA->Release(L);
|
||||
}
|
||||
if( !m_sSongGroup.empty() )
|
||||
GAMESTATE->m_sPreferredSongGroup.Set( m_sSongGroup );
|
||||
if( m_SortOrder != SortOrder_Invalid )
|
||||
GAMESTATE->m_PreferredSortOrder = m_SortOrder;
|
||||
if( m_sSoundPath != "" )
|
||||
SOUND->PlayOnce( THEME->GetPathS( "", m_sSoundPath ) );
|
||||
if( m_iWeightPounds != -1 )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
PROFILEMAN->GetProfile(*pn)->m_iWeightPounds = m_iWeightPounds;
|
||||
if( m_iGoalCalories != -1 )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
PROFILEMAN->GetProfile(*pn)->m_iGoalCalories = m_iGoalCalories;
|
||||
if( m_GoalType != GoalType_Invalid )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
PROFILEMAN->GetProfile(*pn)->m_GoalType = m_GoalType;
|
||||
if( !m_sProfileID.empty() )
|
||||
FOREACH_CONST( PlayerNumber, vpns, pn )
|
||||
ProfileManager::m_sDefaultLocalProfileID[*pn].Set( m_sProfileID );
|
||||
if( !m_sUrl.empty() )
|
||||
{
|
||||
if( HOOKS->GoToURL( m_sUrl ) )
|
||||
SCREENMAN->SetNewScreen( "ScreenExit" );
|
||||
else
|
||||
ScreenPrompt::Prompt( SM_None, COULD_NOT_LAUNCH_BROWSER );
|
||||
}
|
||||
|
||||
/* 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();
|
||||
|
||||
FOREACH_CONST( RString, m_vsScreensToPrepare, s )
|
||||
SCREENMAN->PrepareScreen( *s );
|
||||
|
||||
if( m_bInsertCredit )
|
||||
{
|
||||
StepMania::InsertCredit();
|
||||
}
|
||||
|
||||
if( m_bClearCredits )
|
||||
StepMania::ClearCredits();
|
||||
|
||||
if( m_bApplyDefaultOptions )
|
||||
{
|
||||
// applying options affects only the current stage
|
||||
FOREACH_PlayerNumber( p )
|
||||
{
|
||||
PlayerOptions po;
|
||||
GAMESTATE->GetDefaultPlayerOptions( po );
|
||||
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.Assign( ModsLevel_Stage, po );
|
||||
}
|
||||
|
||||
SongOptions so;
|
||||
GAMESTATE->GetDefaultSongOptions( so );
|
||||
GAMESTATE->m_SongOptions.Assign( ModsLevel_Stage, so );
|
||||
}
|
||||
// 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.
|
||||
if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI &&
|
||||
GAMESTATE->m_PlayMode != OldPlayMode &&
|
||||
GAMESTATE->m_SongOptions.GetStage().m_LifeType == SongOptions::LIFE_BAR )
|
||||
{
|
||||
SO_GROUP_ASSIGN( GAMESTATE->m_SongOptions, ModsLevel_Stage, m_LifeType, SongOptions::LIFE_BATTERY );
|
||||
}
|
||||
}
|
||||
|
||||
bool GameCommand::IsZero() const
|
||||
{
|
||||
if( m_pm != PlayMode_Invalid ||
|
||||
m_pStyle != NULL ||
|
||||
m_dc != Difficulty_Invalid ||
|
||||
m_sAnnouncer != "" ||
|
||||
m_sPreferredModifiers != "" ||
|
||||
m_sStageModifiers != "" ||
|
||||
m_pSong != NULL ||
|
||||
m_pSteps != NULL ||
|
||||
m_pCourse != NULL ||
|
||||
m_pTrail != NULL ||
|
||||
m_pCharacter != NULL ||
|
||||
m_CourseDifficulty != Difficulty_Invalid ||
|
||||
!m_sSongGroup.empty() ||
|
||||
m_SortOrder != SortOrder_Invalid ||
|
||||
m_iWeightPounds != -1 ||
|
||||
m_iGoalCalories != -1 ||
|
||||
m_GoalType != GoalType_Invalid ||
|
||||
!m_sProfileID.empty() ||
|
||||
!m_sUrl.empty() )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
#include "Game.h"
|
||||
|
||||
class LunaGameCommand: public Luna<GameCommand>
|
||||
{
|
||||
public:
|
||||
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 GetStyle( T* p, lua_State *L ) { if(p->m_pStyle==NULL) lua_pushnil(L); else {Style *pStyle = (Style*)p->m_pStyle; pStyle->PushSelf(L);} return 1; }
|
||||
static int GetProfileID( T* p, lua_State *L ) { lua_pushstring(L, p->m_sProfileID ); return 1; }
|
||||
static int GetSong( T* p, lua_State *L ) { if(p->m_pSong==NULL) lua_pushnil(L); else p->m_pSong->PushSelf(L); return 1; }
|
||||
static int GetSongGroup( T* p, lua_State *L ) { lua_pushstring(L, p->m_sSongGroup ); return 1; }
|
||||
|
||||
LunaGameCommand()
|
||||
{
|
||||
ADD_METHOD( GetName );
|
||||
ADD_METHOD( GetText );
|
||||
ADD_METHOD( GetIndex );
|
||||
ADD_METHOD( GetMultiPlayer );
|
||||
ADD_METHOD( GetStyle );
|
||||
ADD_METHOD( GetProfileID );
|
||||
ADD_METHOD( GetSong );
|
||||
ADD_METHOD( GetSongGroup );
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_CLASS( GameCommand )
|
||||
// lua end
|
||||
|
||||
/*
|
||||
* (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.
|
||||
*/
|
||||
Reference in New Issue
Block a user