/* 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() { Init(); } 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( CString *why = NULL ) const; bool IsZero() const; CString GetAndClearScreen(); // 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; CString m_sName; // choice name CString m_sText; // display text bool m_bInvalid; CString m_sInvalidReason; int m_iIndex; MultiPlayer m_MultiPlayer; const Game* m_pGame; const Style* m_pStyle; PlayMode m_pm; Difficulty m_dc; CourseDifficulty m_CourseDifficulty; CString m_sAnnouncer; CString m_sModifiers; CString m_sScreen; LuaExpression m_LuaFunction; Song* m_pSong; Steps* m_pSteps; Course* m_pCourse; Trail* m_pTrail; Character* m_pCharacter; std::map m_SetEnv; CString m_sSongGroup; SortOrder m_SortOrder; int m_iUnlockIndex; // -1 for no unlock CString m_sSoundPath; // "" for no sound vector m_vsScreensToPrepare; int m_iWeightPounds; // -1 == none specified int m_iGoalCalories; // -1 == none specified GoalType m_GoalType; CString m_sProfileID; bool m_bClearBookkeepingData; bool m_bClearMachineStats; bool m_bClearMachineEdits; bool m_bFillMachineStats; // for testing bool m_bTransferStatsFromMachine; bool m_bTransferStatsToMachine; bool m_bCopyEditsFromMachine; bool m_bCopyEditsToMachine; bool m_bInsertCredit; bool m_bResetToFactoryDefaults; bool m_bStopMusic; bool m_bApplyDefaultOptions; // Lua void PushSelf( lua_State *L ); }; #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. */