add Lua hooks
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@@ -1392,3 +1392,41 @@ bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
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return true;
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}
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bool PlayerIsUsingModifier( PlayerNumber pn, const CString sModifier )
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{
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PlayerOptions po = GAMESTATE->m_PlayerOptions[pn];
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SongOptions so = GAMESTATE->m_SongOptions;
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po.FromString( sModifier );
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so.FromString( sModifier );
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return po == GAMESTATE->m_PlayerOptions[pn] && so == GAMESTATE->m_SongOptions;
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}
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#include "LuaFunctions.h"
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LuaFunction_PlayerNumber( IsHumanPlayer, GAMESTATE->IsHumanPlayer(pn) )
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LuaFunction_NoArgs( IsCourseMode, GAMESTATE->IsCourseMode() )
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LuaFunction_NoArgs( IsDemonstration, GAMESTATE->m_bDemonstrationOrJukebox )
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LuaFunction_NoArgs( StageIndex, GAMESTATE->GetStageIndex() )
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LuaFunction_NoArgs( NumStagesLeft, GAMESTATE->GetNumStagesLeft() )
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LuaFunction_NoArgs( IsFinalStage, GAMESTATE->IsFinalStage() )
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LuaFunction_NoArgs( IsExtraStage, GAMESTATE->IsExtraStage() )
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LuaFunction_NoArgs( IsExtraStage2, GAMESTATE->IsExtraStage2() )
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LuaFunction_NoArgs( CourseSongIndex, GAMESTATE->GetCourseSongIndex() )
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LuaFunction_NoArgs( CurStyle, GAMESTATE->m_CurStyle )
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/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
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* can't easily do if we return pointers. */
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LuaFunction_NoArgs( CurSong, GAMESTATE->m_pCurSong )
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LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurNotes[pn] )
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int LuaFunc_UsingModifier( lua_State *L )
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{
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REQ_ARGS( "UsingModifier", 2 );
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REQ_ARG_NUMBER_RANGE( "UsingModifier", 1, 1, NUM_PLAYERS );
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REQ_ARG( "UsingModifier", 2, string );
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const PlayerNumber pn = (PlayerNumber) (int(lua_tonumber( L, 1 ))-1);
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const CString modifier = lua_tostring( L, 2 );
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LUA_RETURN( PlayerIsUsingModifier( pn, modifier ) );
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}
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LuaFunction( UsingModifier );
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@@ -946,3 +946,50 @@ void SongManager::FreeAllLoadedFromProfiles()
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}
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}
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static bool CheckPointer( const Song *p )
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{
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const vector<Song*> &songs = SONGMAN->GetAllSongs();
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for( unsigned i = 0; i < songs.size(); ++i )
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if( songs[i] == p )
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return true;
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return false;
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}
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#include "LuaFunctions.h"
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#define LuaFunction_Song( func, call ) \
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int LuaFunc_##func( lua_State *L ) { \
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REQ_ARGS( #func, 1 ); \
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REQ_ARG( #func, 1, lightuserdata ); \
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const Song *p = (const Song *) (lua_touserdata( L, -1 )); \
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LUA_ASSERT( CheckPointer(p), ssprintf("%p is not a valid song", p) ); \
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LUA_RETURN( call ); \
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} \
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LuaFunction( func ); /* register it */
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LuaFunction_Str( Song, SONGMAN->FindSong( str ) );
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LuaFunction_Song( SongFullDisplayTitle, p->GetFullDisplayTitle() );
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static bool CheckPointer( const Steps *p )
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{
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const vector<Song*> &songs = SONGMAN->GetAllSongs();
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for( unsigned i = 0; i < songs.size(); ++i )
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{
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for( unsigned j = 0; j < songs.size(); ++j )
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if( songs[i]->m_apNotes[j] == p )
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return true;
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}
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return false;
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}
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#define LuaFunction_Steps( func, call ) \
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int LuaFunc_##func( lua_State *L ) { \
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REQ_ARGS( #func, 1 ); \
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REQ_ARG( #func, 1, lightuserdata ); \
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const Steps *p = (const Steps *) (lua_touserdata( L, -1 )); \
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LUA_ASSERT( CheckPointer(p), ssprintf("%p is not a valid steps", p) ); \
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LUA_RETURN( call ); \
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} \
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LuaFunction( func ); /* register it */
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LuaFunction_Steps( StepsMeter, p->GetMeter() );
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@@ -408,3 +408,83 @@ bool StageStats::FullCombo( PlayerNumber pn ) const
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return ComboStartsAtBeginning && ComboEndsAtEnd;
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}
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static Grade GetBestGrade()
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{
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Grade g = NUM_GRADES;
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for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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g = min( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
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}
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return g;
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}
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static Grade GetWorstGrade()
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{
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Grade g = GRADE_TIER_1;
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for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
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{
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if( !GAMESTATE->IsPlayerEnabled(pn) )
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continue;
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g = max( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
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}
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return g;
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}
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#include "LuaFunctions.h"
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LuaFunction_NoArgs( GetBestGrade, GetBestGrade() );
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LuaFunction_NoArgs( GetWorstGrade, GetWorstGrade() );
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LuaFunction_NoArgs( OnePassed, g_CurStageStats.OnePassed() );
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LuaFunction_PlayerNumber( FullCombo, g_CurStageStats.FullCombo(pn) )
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LuaFunction_PlayerNumber( MaxCombo, g_CurStageStats.GetMaxCombo(pn).cnt )
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LuaFunction_PlayerNumber( GetGrade, g_CurStageStats.GetGrade(pn) )
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LuaFunction_Str( Grade, StringToGrade(str) );
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/* PrevGrade(0) returns the last grade; PrevGrade(1) returns the one before that,
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* and so on. If you go back beyond the first song played, return GRADE_NO_DATA. */
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Grade GetPrevGrade( int n, PlayerNumber pn )
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{
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int stage = int(g_vPlayedStageStats.size()) - n - 1;
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if( stage < 0 || stage >= (int) g_vPlayedStageStats.size() )
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return GRADE_NO_DATA;
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return g_vPlayedStageStats[stage].GetGrade( pn );
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}
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bool OneGotGrade( int n, Grade g )
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{
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for( unsigned pn=0; pn<NUM_PLAYERS; pn++ )
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if( GAMESTATE->IsHumanPlayer((PlayerNumber)pn) )
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if( GetPrevGrade( n, (PlayerNumber)pn ) == g )
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return true;
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return false;
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}
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LuaFunction_IntInt( OneGotGrade, OneGotGrade( a1, (Grade) a2 ) );
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Grade GetFinalGrade( PlayerNumber pn )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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return GRADE_NO_DATA;
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vector<Song*> vSongs;
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StageStats stats;
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GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
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return stats.GetGrade( pn );
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}
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LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade( pn ) );
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Grade GetBestFinalGrade()
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{
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Grade top_grade = GRADE_FAILED;
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vector<Song*> vSongs;
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StageStats stats;
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GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
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for( int p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsHumanPlayer(p) )
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top_grade = min( top_grade, stats.GetGrade((PlayerNumber)p) );
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return top_grade;
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}
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LuaFunction_NoArgs( GetBestFinalGrade, GetBestFinalGrade() );
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