smsvn -> ssc-hg glue: rearrange directory structure
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/* GameCommand */
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#ifndef GameCommand_H
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#define GameCommand_H
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#include "GameConstantsAndTypes.h"
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#include "PlayerNumber.h"
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#include "Difficulty.h"
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#include "LuaReference.h"
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#include "Command.h"
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#include <map>
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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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struct lua_State;
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class GameCommand
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{
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public:
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GameCommand() { Init(); }
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void Init();
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void Load( int iIndex, const Commands& cmds );
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void LoadOne( const Command& cmd );
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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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bool DescribesCurrentMode( PlayerNumber pn ) const;
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bool DescribesCurrentModeForAllPlayers() const;
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bool IsPlayable( RString *why = NULL ) const;
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bool IsZero() const;
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/* If true, Apply() will apply m_sScreen. If false, it won't, and you need
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* to do it yourself. */
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void ApplyCommitsScreens( bool bOn ) { m_bApplyCommitsScreens = bOn; }
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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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RString m_sName; // choice name
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RString m_sText; // display text
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bool m_bInvalid;
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RString m_sInvalidReason;
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int m_iIndex;
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MultiPlayer m_MultiPlayer;
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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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RString m_sAnnouncer;
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RString m_sPreferredModifiers;
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RString m_sStageModifiers;
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RString m_sScreen;
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LuaReference 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<RString,RString> m_SetEnv;
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RString m_sSongGroup;
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SortOrder m_SortOrder;
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RString m_sSoundPath; // "" for no sound
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vector<RString> 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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RString m_sProfileID;
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RString m_sUrl;
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bool m_bInsertCredit;
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bool m_bClearCredits;
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bool m_bStopMusic;
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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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private:
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bool m_bApplyCommitsScreens;
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};
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#endif
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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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