#include "global.h" #include "Game.h" #include "RageLog.h" #include "RageUtil.h" #include "Style.h" #include "GameState.h" #include "PrefsManager.h" int Game::GetNumGameplayButtons() const { int iIndexOfStart = ButtonNameToIndex( "Start" ); ASSERT( iIndexOfStart != GameButton_Invalid ); return iIndexOfStart; } GameButton Game::ButtonNameToIndex( const RString &sButtonName ) const { for( int i=0; im_bOnlyDedicatedMenuButtons ) { FOREACH_MenuButton(i) if( m_SecondaryMenuButton[i] == GameI.button ) return i; } return MenuButton_INVALID; // invalid GameInput } void Game::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const { ASSERT( MenuI != MenuButton_INVALID ); GameIout[0].MakeInvalid(); // initialize GameIout[1].MakeInvalid(); GameIout[2].MakeInvalid(); GameIout[3].MakeInvalid(); GameController controller[2]; StyleType type = TWO_PLAYERS_TWO_SIDES; if( GAMESTATE->GetCurrentStyle() ) type = GAMESTATE->GetCurrentStyle()->m_StyleType; int iNumSidesUsing = 1; switch( type ) { case ONE_PLAYER_ONE_SIDE: case TWO_PLAYERS_TWO_SIDES: controller[0] = (GameController)pn; iNumSidesUsing = 1; break; case ONE_PLAYER_TWO_SIDES: case TWO_PLAYERS_SHARED_SIDES: controller[0] = GAME_CONTROLLER_1; controller[1] = GAME_CONTROLLER_2; iNumSidesUsing = 2; break; default: ASSERT(0); // invalid m_StyleType }; GameButton button[2] = { m_DedicatedMenuButton[MenuI], m_SecondaryMenuButton[MenuI] }; int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2; for( int i=0; iGetCurrentStyle(); const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][iCol].pzName; if( pzColumnName != NULL ) return pzColumnName; GameInput GI = pStyle->StyleInputToGameInput( iCol, PLAYER_1 ); return m_szButtonNames[GI.button]; } TapNoteScore Game::MapTapNoteScore( TapNoteScore tns ) const { switch( tns ) { case TNS_W1: return m_mapW1To; case TNS_W2: return m_mapW2To; case TNS_W3: return m_mapW3To; case TNS_W4: return m_mapW4To; case TNS_W5: return m_mapW5To; default: return tns; } } // lua start #include "LuaBinding.h" class LunaGame: public Luna { public: static int GetName( T* p, lua_State *L ) { lua_pushstring( L, p->m_szName ); return 1; } LunaGame() { LUA->Register( Register ); ADD_METHOD( GetName ); } }; LUA_REGISTER_CLASS( Game ) // lua end /* * (c) 2001-2002 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. */