add Lua hooks

This commit is contained in:
Glenn Maynard
2004-02-14 23:26:32 +00:00
parent 6b55d6840c
commit dcd308edb7
3 changed files with 165 additions and 0 deletions
+38
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@@ -1392,3 +1392,41 @@ bool GameState::ChangeCourseDifficulty( PlayerNumber pn, int dir )
return true;
}
bool PlayerIsUsingModifier( PlayerNumber pn, const CString sModifier )
{
PlayerOptions po = GAMESTATE->m_PlayerOptions[pn];
SongOptions so = GAMESTATE->m_SongOptions;
po.FromString( sModifier );
so.FromString( sModifier );
return po == GAMESTATE->m_PlayerOptions[pn] && so == GAMESTATE->m_SongOptions;
}
#include "LuaFunctions.h"
LuaFunction_PlayerNumber( IsHumanPlayer, GAMESTATE->IsHumanPlayer(pn) )
LuaFunction_NoArgs( IsCourseMode, GAMESTATE->IsCourseMode() )
LuaFunction_NoArgs( IsDemonstration, GAMESTATE->m_bDemonstrationOrJukebox )
LuaFunction_NoArgs( StageIndex, GAMESTATE->GetStageIndex() )
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( CurStyle, GAMESTATE->m_CurStyle )
/* Return an integer into SONGMAN->m_pSongs. This lets us do input checking, which we
* can't easily do if we return pointers. */
LuaFunction_NoArgs( CurSong, GAMESTATE->m_pCurSong )
LuaFunction_PlayerNumber( CurSteps, GAMESTATE->m_pCurNotes[pn] )
int LuaFunc_UsingModifier( lua_State *L )
{
REQ_ARGS( "UsingModifier", 2 );
REQ_ARG_NUMBER_RANGE( "UsingModifier", 1, 1, NUM_PLAYERS );
REQ_ARG( "UsingModifier", 2, string );
const PlayerNumber pn = (PlayerNumber) (int(lua_tonumber( L, 1 ))-1);
const CString modifier = lua_tostring( L, 2 );
LUA_RETURN( PlayerIsUsingModifier( pn, modifier ) );
}
LuaFunction( UsingModifier );
+47
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@@ -946,3 +946,50 @@ void SongManager::FreeAllLoadedFromProfiles()
}
}
static bool CheckPointer( const Song *p )
{
const vector<Song*> &songs = SONGMAN->GetAllSongs();
for( unsigned i = 0; i < songs.size(); ++i )
if( songs[i] == p )
return true;
return false;
}
#include "LuaFunctions.h"
#define LuaFunction_Song( func, call ) \
int LuaFunc_##func( lua_State *L ) { \
REQ_ARGS( #func, 1 ); \
REQ_ARG( #func, 1, lightuserdata ); \
const Song *p = (const Song *) (lua_touserdata( L, -1 )); \
LUA_ASSERT( CheckPointer(p), ssprintf("%p is not a valid song", p) ); \
LUA_RETURN( call ); \
} \
LuaFunction( func ); /* register it */
LuaFunction_Str( Song, SONGMAN->FindSong( str ) );
LuaFunction_Song( SongFullDisplayTitle, p->GetFullDisplayTitle() );
static bool CheckPointer( const Steps *p )
{
const vector<Song*> &songs = SONGMAN->GetAllSongs();
for( unsigned i = 0; i < songs.size(); ++i )
{
for( unsigned j = 0; j < songs.size(); ++j )
if( songs[i]->m_apNotes[j] == p )
return true;
}
return false;
}
#define LuaFunction_Steps( func, call ) \
int LuaFunc_##func( lua_State *L ) { \
REQ_ARGS( #func, 1 ); \
REQ_ARG( #func, 1, lightuserdata ); \
const Steps *p = (const Steps *) (lua_touserdata( L, -1 )); \
LUA_ASSERT( CheckPointer(p), ssprintf("%p is not a valid steps", p) ); \
LUA_RETURN( call ); \
} \
LuaFunction( func ); /* register it */
LuaFunction_Steps( StepsMeter, p->GetMeter() );
+80
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@@ -408,3 +408,83 @@ bool StageStats::FullCombo( PlayerNumber pn ) const
return ComboStartsAtBeginning && ComboEndsAtEnd;
}
static Grade GetBestGrade()
{
Grade g = NUM_GRADES;
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
continue;
g = min( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
}
return g;
}
static Grade GetWorstGrade()
{
Grade g = GRADE_TIER_1;
for( unsigned pn=0; pn<NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsPlayerEnabled(pn) )
continue;
g = max( g, g_CurStageStats.GetGrade( (PlayerNumber)pn ) );
}
return g;
}
#include "LuaFunctions.h"
LuaFunction_NoArgs( GetBestGrade, GetBestGrade() );
LuaFunction_NoArgs( GetWorstGrade, GetWorstGrade() );
LuaFunction_NoArgs( OnePassed, g_CurStageStats.OnePassed() );
LuaFunction_PlayerNumber( FullCombo, g_CurStageStats.FullCombo(pn) )
LuaFunction_PlayerNumber( MaxCombo, g_CurStageStats.GetMaxCombo(pn).cnt )
LuaFunction_PlayerNumber( GetGrade, g_CurStageStats.GetGrade(pn) )
LuaFunction_Str( Grade, StringToGrade(str) );
/* PrevGrade(0) returns the last grade; PrevGrade(1) returns the one before that,
* and so on. If you go back beyond the first song played, return GRADE_NO_DATA. */
Grade GetPrevGrade( int n, PlayerNumber pn )
{
int stage = int(g_vPlayedStageStats.size()) - n - 1;
if( stage < 0 || stage >= (int) g_vPlayedStageStats.size() )
return GRADE_NO_DATA;
return g_vPlayedStageStats[stage].GetGrade( pn );
}
bool OneGotGrade( int n, Grade g )
{
for( unsigned pn=0; pn<NUM_PLAYERS; pn++ )
if( GAMESTATE->IsHumanPlayer((PlayerNumber)pn) )
if( GetPrevGrade( n, (PlayerNumber)pn ) == g )
return true;
return false;
}
LuaFunction_IntInt( OneGotGrade, OneGotGrade( a1, (Grade) a2 ) );
Grade GetFinalGrade( PlayerNumber pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
return GRADE_NO_DATA;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
return stats.GetGrade( pn );
}
LuaFunction_PlayerNumber( GetFinalGrade, GetFinalGrade( pn ) );
Grade GetBestFinalGrade()
{
Grade top_grade = GRADE_FAILED;
vector<Song*> vSongs;
StageStats stats;
GAMESTATE->GetFinalEvalStatsAndSongs( stats, vSongs );
for( int p=0; p<NUM_PLAYERS; p++ )
if( GAMESTATE->IsHumanPlayer(p) )
top_grade = min( top_grade, stats.GetGrade((PlayerNumber)p) );
return top_grade;
}
LuaFunction_NoArgs( GetBestFinalGrade, GetBestFinalGrade() );