#include "global.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "RageUtil.h" #include "ThemeMetric.h" #include "EnumHelper.h" #include "Foreach.h" #include "PrefsManager.h" #include "LuaManager.h" #include "GameManager.h" #include static const CString RadarCategoryNames[NUM_RADAR_CATEGORIES] = { "Stream", "Voltage", "Air", "Freeze", "Chaos", "Taps", "Jumps", "Holds", "Mines", "Hands", }; XToString( RadarCategory, NUM_RADAR_CATEGORIES ); XToThemedString( RadarCategory, NUM_RADAR_CATEGORIES ); static void LuaStepsType(lua_State* L) { FOREACH_StepsType( st ) { CString s = GAMEMAN->StepsTypeToString( st ); s.MakeUpper(); s.Replace('-','_'); LUA->SetGlobal( "STEPS_TYPE_"+s, st ); } } REGISTER_WITH_LUA_FUNCTION( LuaStepsType ); static const CString PlayModeNames[NUM_PLAY_MODES] = { "Regular", "Nonstop", "Oni", "Endless", "Battle", "Rave", }; XToString( PlayMode, NUM_PLAY_MODES ); XToThemedString( PlayMode, NUM_PLAY_MODES ); StringToX( PlayMode ); static void LuaPlayMode(lua_State* L) { FOREACH_PlayMode( pm ) { CString s = PlayModeNames[pm]; s.MakeUpper(); LUA->SetGlobal( "PLAY_MODE_"+s, pm ); } LUA->SetGlobal( "NUM_PLAY_MODES", NUM_PLAY_MODES ); } REGISTER_WITH_LUA_FUNCTION( LuaPlayMode ); RankingCategory AverageMeterToRankingCategory( int iAverageMeter ) { if( iAverageMeter <= 3 ) return RANKING_A; else if( iAverageMeter <= 6 ) return RANKING_B; else if( iAverageMeter <= 9 ) return RANKING_C; else return RANKING_D; } static const CString RankingCategoryNames[NUM_RANKING_CATEGORIES] = { "a", "b", "c", "d", }; XToString( RankingCategory, NUM_RANKING_CATEGORIES ); StringToX( RankingCategory ); static const CString CoinModeNames[NUM_COIN_MODES] = { "home", "pay", "free", }; XToString( CoinMode, NUM_COIN_MODES ); static const CString PremiumNames[NUM_PREMIUMS] = { "none", "doubles", "joint", }; XToString( Premium, NUM_PREMIUMS ); static const CString SortOrderNames[NUM_SORT_ORDERS] = { "Preferred", "Group", "Title", "Bpm", "Popularity", "TopGrades", "Artist", "Genre", "EasyMeter", "MediumMeter", "HardMeter", "ChallengeMeter", "ModeMenu", "AllCourses", "Nonstop", "Oni", "Endless", "Roulette", }; XToString( SortOrder, NUM_SORT_ORDERS ); StringToX( SortOrder ); static void LuaSortOrder(lua_State* L) { FOREACH_SortOrder( so ) { CString s = SortOrderToString( so ); // [uppercase] -> _[uppercase] for( unsigned i=0; iSetGlobal( "SORT"+s, so ); } } REGISTER_WITH_LUA_FUNCTION( LuaSortOrder ); static const CString TapNoteScoreNames[NUM_TAP_NOTE_SCORES] = { "None", "HitMine", "AvoidMine", "Miss", "Boo", "Good", "Great", "Perfect", "Marvelous", }; XToString( TapNoteScore, NUM_TAP_NOTE_SCORES ); StringToX( TapNoteScore ); XToThemedString( TapNoteScore, NUM_TAP_NOTE_SCORES ); static const CString HoldNoteScoreNames[NUM_HOLD_NOTE_SCORES] = { "None", "NG", "OK", }; XToString( HoldNoteScore, NUM_HOLD_NOTE_SCORES ); StringToX( HoldNoteScore ); XToThemedString( HoldNoteScore, NUM_HOLD_NOTE_SCORES ); static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = { "ready", "checking", "late", "error", "removed", "none", }; XToString( MemoryCardState, NUM_MEMORY_CARD_STATES ); static const CString PerDifficultyAwardNames[NUM_PER_DIFFICULTY_AWARDS] = { "FullComboGreats", "SingleDigitGreats", "OneGreat", "FullComboPerfects", "SingleDigitPerfects", "OnePerfect", "FullComboMarvelouses", "Greats80Percent", "Greats90Percent", "Greats100Percent", }; XToString( PerDifficultyAward, NUM_PER_DIFFICULTY_AWARDS ); XToThemedString( PerDifficultyAward, NUM_PER_DIFFICULTY_AWARDS ); StringToX( PerDifficultyAward ); // Numbers are intentially not at the front of these strings so that the // strings can be used as XML entity names. // Numbers are intentially not at the back so that "1000" and "10000" don't // conflict when searching for theme elements. static const CString PeakComboAwardNames[NUM_PEAK_COMBO_AWARDS] = { "Peak1000Combo", "Peak2000Combo", "Peak3000Combo", "Peak4000Combo", "Peak5000Combo", "Peak6000Combo", "Peak7000Combo", "Peak8000Combo", "Peak9000Combo", "Peak10000Combo", }; XToString( PeakComboAward, NUM_PEAK_COMBO_AWARDS ); XToThemedString( PeakComboAward, NUM_PEAK_COMBO_AWARDS ); StringToX( PeakComboAward ); #include "LuaFunctions.h" #define LuaXToString(X) \ CString Lua##X##ToString( int n ) \ { return X##ToString( (X) n ); } \ LuaFunction_Int( X##ToString, Lua##X##ToString(a1) ); /* register it */ #define LuaStringToX(X) \ X LuaStringTo##X( CString s ) \ { return (X) StringTo##X( s ); } \ LuaFunction_Str( StringTo##X, LuaStringTo##X(str) ); /* register it */ LuaXToString( Difficulty ); LuaStringToX( Difficulty ); void DisplayBpms::Add( float f ) { vfBpms.push_back( f ); } float DisplayBpms::GetMin() const { float fMin = FLT_MAX; FOREACH_CONST( float, vfBpms, f ) { if( *f != -1 ) fMin = min( fMin, *f ); } if( fMin == FLT_MAX ) return 0; else return fMin; } float DisplayBpms::GetMax() const { float fMax = 0; FOREACH_CONST( float, vfBpms, f ) { if( *f != -1 ) fMax = max( fMax, *f ); } return fMax; } bool DisplayBpms::BpmIsConstant() const { return fabsf( GetMin() - GetMax() ) < 0.001f; } bool DisplayBpms::IsSecret() const { FOREACH_CONST( float, vfBpms, f ) { if( *f == -1 ) return true; } return false; } static const CString StyleTypeNames[NUM_STYLE_TYPES] = { "OnePlayerOneSide", "TwoPlayersTwoSides", "OnePlayerTwoSides", }; XToString( StyleType, NUM_STYLE_TYPES ); StringToX( StyleType ); static const CString MenuDirNames[NUM_MENU_DIRS] = { "Up", "Down", "Left", "Right", "Auto", }; XToString( MenuDir, NUM_MENU_DIRS ); static const CString GoalTypeNames[NUM_GOAL_TYPES] = { "Calories", "Time", "None", }; XToString( GoalType, NUM_GOAL_TYPES ); StringToX( GoalType ); static void LuaGoalType(lua_State* L) { FOREACH_GoalType( gt ) { CString s = GoalTypeNames[gt]; s.MakeUpper(); LUA->SetGlobal( "GOAL_"+s, gt ); } } REGISTER_WITH_LUA_FUNCTION( LuaGoalType ); #include "LuaFunctions.h" LuaFunction_NoArgs( CoinMode, CoinModeToString(PREFSMAN->m_CoinMode) ) LuaFunction_NoArgs( Premium, PremiumToString(PREFSMAN->m_Premium) ) /* * (c) 2001-2004 Chris Danford * 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. */