#include "global.h" #include "Difficulty.h" #include "GameState.h" #include "ThemeMetric.h" #include "LuaManager.h" #include "LocalizedString.h" #include "GameConstantsAndTypes.h" #include "GameManager.h" #include "Steps.h" #include "Trail.h" static const char *DifficultyNames[] = { "Beginner", "Easy", "Medium", "Hard", "Challenge", "Edit", }; XToString( Difficulty ); StringToX( Difficulty ); LuaXType( Difficulty ); /* We prefer the above names; recognize a number of others, too. (They'll get * normalized when written to SMs, etc.) TODO: Format specific hacks should be * moved into the file loader for that format. We don't want to carry these * hacks forward to file formats that don't need them. */ Difficulty DwiCompatibleStringToDifficulty( 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; } const RString &CourseDifficultyToLocalizedString( CourseDifficulty x ) { static auto_ptr g_CourseDifficultyName[NUM_Difficulty]; if( g_CourseDifficultyName[0].get() == NULL ) { FOREACH_ENUM( Difficulty,i) { auto_ptr ap( new LocalizedString("CourseDifficulty", DifficultyToString(i)) ); g_CourseDifficultyName[i] = ap; } } return g_CourseDifficultyName[x]->GetValue(); } LuaFunction( CourseDifficultyToLocalizedString, CourseDifficultyToLocalizedString(Enum::Check(L, 1)) ); CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd ) { for( CourseDifficulty d=(CourseDifficulty)(cd+1); dIsCourseDifficultyShown(d) ) return d; } return Difficulty_Invalid; } static ThemeMetric NAMES("CustomDifficulty","Names"); RString GetCustomDifficulty( StepsType st, Difficulty dc, CourseType ct ) { /* XXX GAMEMAN->GetStepsTypeInfo( StepsType_Invalid ) will crash. I'm not * sure what the correct behavior in this case should be. Should we still * allow custom difficulties? Why do we not allow custom difficulties for * Couple, Routine, or Edit? - Steve */ // CustomDifficulty for Edit defeats the purpose of the edit's name. // I don't know the other two. -aj if( st == StepsType_Invalid ) { /* This is not totally necessary since DifficultyToString() will * return "", but the comment there says that the caller should * really be checking for invalid values. */ if( dc == Difficulty_Invalid ) return RString(); return DifficultyToString( dc ); } const StepsTypeInfo &sti = GAMEMAN->GetStepsTypeInfo( st ); switch( sti.m_StepsTypeCategory ) { DEFAULT_FAIL(sti.m_StepsTypeCategory); case StepsTypeCategory_Single: case StepsTypeCategory_Double: if( dc == Difficulty_Edit ) { return "Edit"; } else { // OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting vector vsNames; split( NAMES, ",", vsNames ); FOREACH( RString, vsNames, sName ) { ThemeMetric STEPS_TYPE("CustomDifficulty",(*sName)+"StepsType"); if( STEPS_TYPE == StepsType_Invalid || st == STEPS_TYPE ) // match { ThemeMetric DIFFICULTY("CustomDifficulty",(*sName)+"Difficulty"); if( DIFFICULTY == Difficulty_Invalid || dc == DIFFICULTY ) // match { ThemeMetric COURSE_TYPE("CustomDifficulty",(*sName)+"CourseType"); if( COURSE_TYPE == CourseType_Invalid || ct == COURSE_TYPE ) // match { ThemeMetric STRING("CustomDifficulty",(*sName)+"String"); return STRING.GetValue(); } } } } // no matching CustomDifficulty, so use a regular difficulty name if( dc == Difficulty_Invalid ) return RString(); return DifficultyToString( dc ); } case StepsTypeCategory_Couple: return "Couple"; case StepsTypeCategory_Routine: return "Routine"; } } LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check(L,1), Enum::Check(L, 2), Enum::Check(L, 3, true)) ); RString CustomDifficultyToLocalizedString( const RString &sCustomDifficulty ) { return THEME->GetString( "CustomDifficulty", sCustomDifficulty ); } LuaFunction( CustomDifficultyToLocalizedString, CustomDifficultyToLocalizedString(SArg(1)) ); RString StepsToCustomDifficulty( const Steps *pSteps ) { return GetCustomDifficulty( pSteps->m_StepsType, pSteps->GetDifficulty(), CourseType_Invalid ); } RString TrailToCustomDifficulty( const Trail *pTrail ) { return GetCustomDifficulty( pTrail->m_StepsType, pTrail->m_CourseDifficulty, pTrail->m_CourseType ); } #include "LuaBinding.h" LuaFunction( StepsToCustomDifficulty, StepsToCustomDifficulty(Luna::check(L, 1)) ); LuaFunction( TrailToCustomDifficulty, TrailToCustomDifficulty(Luna::check(L, 1)) ); /* * (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. */