#include "global.h" #include "Difficulty.h" #include "GameState.h" #include "ThemeMetric.h" #include "LuaManager.h" #include "LuaFunctions.h" #include "LocalizedString.h" static const char *DifficultyNames[] = { "Beginner", "Easy", "Medium", "Hard", "Challenge", "Edit", }; XToString( Difficulty, NUM_Difficulty ); XToLocalizedString( Difficulty ); LuaXType( Difficulty, NUM_Difficulty , "Difficulty_" ); LuaFunction( DifficultyToLocalizedString, DifficultyToLocalizedString( Enum::Check(L, 1)) ); /* We prefer the above names; recognize a number of others, too. (They'l * get normalized when written to SMs, etc.) */ Difficulty StringToDifficulty( const RString& sDC ) { RString s2 = sDC; s2.MakeLower(); if( s2 == "beginner" ) return DIFFICULTY_BEGINNER; else if( s2 == "easy" ) return DIFFICULTY_EASY; else if( s2 == "basic" ) return DIFFICULTY_EASY; else if( s2 == "light" ) return DIFFICULTY_EASY; else if( s2 == "medium" ) return DIFFICULTY_MEDIUM; else if( s2 == "another" ) return DIFFICULTY_MEDIUM; else if( s2 == "trick" ) return DIFFICULTY_MEDIUM; else if( s2 == "standard" ) return DIFFICULTY_MEDIUM; else if( s2 == "difficult") return DIFFICULTY_MEDIUM; else if( s2 == "hard" ) return DIFFICULTY_HARD; else if( s2 == "ssr" ) return DIFFICULTY_HARD; else if( s2 == "maniac" ) return DIFFICULTY_HARD; else if( s2 == "heavy" ) return DIFFICULTY_HARD; else if( s2 == "smaniac" ) return DIFFICULTY_CHALLENGE; else if( s2 == "challenge" )return DIFFICULTY_CHALLENGE; else if( s2 == "expert" ) return DIFFICULTY_CHALLENGE; else if( s2 == "oni" ) return DIFFICULTY_CHALLENGE; else if( s2 == "edit" ) return DIFFICULTY_EDIT; else return DIFFICULTY_INVALID; } static const char *CourseDifficultyNames[] = { "Beginner", "Easy", "Regular", "Difficult", "Challenge", "Edit", }; XToString( CourseDifficulty, NUM_Difficulty ); XToLocalizedString( CourseDifficulty ); StringToX( CourseDifficulty ); LuaFunction( CourseDifficultyToLocalizedString, CourseDifficultyToLocalizedString((CourseDifficulty)IArg(1)) ); CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd ) { for( CourseDifficulty d=(CourseDifficulty)(cd+1); dIsCourseDifficultyShown(d) ) return d; } return DIFFICULTY_INVALID; } static void LuaCourseDifficulty(lua_State* L) { FOREACH_CourseDifficulty( d ) { RString s = CourseDifficultyToString(d); s.MakeUpper(); LUA->SetGlobal( "COURSE_DIFFICULTY_"+s, d ); } LUA->SetGlobal( "NUM_CourseDifficulty", NUM_CourseDifficulty ); } REGISTER_WITH_LUA_FUNCTION( LuaCourseDifficulty ); /* * (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. */