/* GameCommand */ #ifndef GameCommand_H #define GameCommand_H #include "GameConstantsAndTypes.h" #include "PlayerNumber.h" #include "Difficulty.h" #include "LuaReference.h" #include "Command.h" #include class Song; class Steps; class Course; class Trail; class Character; class Style; class Game; struct lua_State; class GameCommand { public: GameCommand(): m_Commands(), m_sName(""), m_sText(""), m_bInvalid(true), m_sInvalidReason(""), m_iIndex(-1), m_MultiPlayer(MultiPlayer_Invalid), m_pStyle(NULL), m_pm(PlayMode_Invalid), m_dc(Difficulty_Invalid), m_CourseDifficulty(Difficulty_Invalid), m_sAnnouncer(""), m_sPreferredModifiers(""), m_sStageModifiers(""), m_sScreen(""), m_LuaFunction(), m_pSong(NULL), m_pSteps(NULL), m_pCourse(NULL), m_pTrail(NULL), m_pCharacter(NULL), m_SetEnv(), m_sSongGroup(""), m_SortOrder(SortOrder_Invalid), m_sSoundPath(""), m_vsScreensToPrepare(), m_iWeightPounds(-1), m_iGoalCalories(-1), m_GoalType(GoalType_Invalid), m_sProfileID(""), m_sUrl(""), m_bUrlExits(true), m_bInsertCredit(false), m_bClearCredits(false), m_bStopMusic(false), m_bApplyDefaultOptions(false), m_bFadeMusic(false), m_fMusicFadeOutVolume(-1), m_fMusicFadeOutSeconds(-1), m_bApplyCommitsScreens(true) { m_LuaFunction.Unset(); } void Init(); void Load( int iIndex, const Commands& cmds ); void LoadOne( const Command& cmd ); void ApplyToAllPlayers() const; void Apply( PlayerNumber pn ) const; private: void Apply( const vector &vpns ) const; void ApplySelf( const vector &vpns ) const; public: bool DescribesCurrentMode( PlayerNumber pn ) const; bool DescribesCurrentModeForAllPlayers() const; bool IsPlayable( RString *why = NULL ) const; bool IsZero() const; /* If true, Apply() will apply m_sScreen. If false, it won't, and you need * to do it yourself. */ void ApplyCommitsScreens( bool bOn ) { m_bApplyCommitsScreens = bOn; } // Same as what was passed to Load. We need to keep the original commands // so that we know the order of commands when it comes time to Apply. Commands m_Commands; RString m_sName; // choice name RString m_sText; // display text bool m_bInvalid; RString m_sInvalidReason; int m_iIndex; MultiPlayer m_MultiPlayer; const Style* m_pStyle; PlayMode m_pm; Difficulty m_dc; CourseDifficulty m_CourseDifficulty; RString m_sAnnouncer; RString m_sPreferredModifiers; RString m_sStageModifiers; RString m_sScreen; LuaReference m_LuaFunction; Song* m_pSong; Steps* m_pSteps; Course* m_pCourse; Trail* m_pTrail; Character* m_pCharacter; std::map m_SetEnv; RString m_sSongGroup; SortOrder m_SortOrder; RString m_sSoundPath; // "" for no sound vector m_vsScreensToPrepare; /** * @brief What is the player's weight in pounds? * * If this value is -1, then no weight was specified. */ int m_iWeightPounds; int m_iGoalCalories; // -1 == none specified GoalType m_GoalType; RString m_sProfileID; RString m_sUrl; // sm-ssc adds: bool m_bUrlExits; // for making stepmania not exit on url bool m_bInsertCredit; bool m_bClearCredits; bool m_bStopMusic; bool m_bApplyDefaultOptions; // sm-ssc also adds: bool m_bFadeMusic; float m_fMusicFadeOutVolume; // currently, GameSoundManager uses consts for fade out/in times, so this // is kind of pointless, but I want to have it working eventually. -aj float m_fMusicFadeOutSeconds; // Lua void PushSelf( lua_State *L ); private: bool m_bApplyCommitsScreens; }; #endif /* * (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. */