Files
itgmania212121/src/Difficulty.cpp
T
Arthur Eubanks 995f0ea8c1 Change some RString methods to free functions
These ones aren't a std::string method. Doing this helps the RString to
std::string migration.
2025-05-17 14:02:12 -07:00

192 lines
6.6 KiB
C++

#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"
#include <vector>
static const char *DifficultyNames[] = {
"Beginner",
"Easy",
"Medium",
"Hard",
"Challenge",
"Edit",
};
XToString( Difficulty );
StringToX( Difficulty );
LuaXType( Difficulty );
const RString &CourseDifficultyToLocalizedString( CourseDifficulty x )
{
static std::unique_ptr<LocalizedString> g_CourseDifficultyName[NUM_Difficulty];
if( g_CourseDifficultyName[0].get() == nullptr )
{
FOREACH_ENUM( Difficulty,i)
{
std::unique_ptr<LocalizedString> ap( new LocalizedString("CourseDifficulty", DifficultyToString(i)) );
g_CourseDifficultyName[i] = std::move(ap);
}
}
return g_CourseDifficultyName[x]->GetValue();
}
LuaFunction( CourseDifficultyToLocalizedString, CourseDifficultyToLocalizedString(Enum::Check<Difficulty>(L, 1)) );
CourseDifficulty GetNextShownCourseDifficulty( CourseDifficulty cd )
{
for( CourseDifficulty d=(CourseDifficulty)(cd+1); d<NUM_Difficulty; enum_add(d, 1) )
{
if( GAMESTATE->IsCourseDifficultyShown(d) )
return d;
}
return Difficulty_Invalid;
}
struct OldStyleStringToDifficultyMapHolder
{
std::map<RString, Difficulty> conversion_map;
OldStyleStringToDifficultyMapHolder()
{
conversion_map["beginner"]= Difficulty_Beginner;
conversion_map["easy"]= Difficulty_Easy;
conversion_map["basic"]= Difficulty_Easy;
conversion_map["light"]= Difficulty_Easy;
conversion_map["medium"]= Difficulty_Medium;
conversion_map["another"]= Difficulty_Medium;
conversion_map["trick"]= Difficulty_Medium;
conversion_map["standard"]= Difficulty_Medium;
conversion_map["difficult"]= Difficulty_Medium;
conversion_map["hard"]= Difficulty_Hard;
conversion_map["ssr"]= Difficulty_Hard;
conversion_map["maniac"]= Difficulty_Hard;
conversion_map["heavy"]= Difficulty_Hard;
conversion_map["smaniac"]= Difficulty_Challenge;
conversion_map["challenge"]= Difficulty_Challenge;
conversion_map["expert"]= Difficulty_Challenge;
conversion_map["oni"]= Difficulty_Challenge;
conversion_map["edit"]= Difficulty_Edit;
}
};
OldStyleStringToDifficultyMapHolder OldStyleStringToDifficulty_converter;
Difficulty OldStyleStringToDifficulty( const RString& sDC )
{
RString s2 = sDC;
MakeLower(s2);
std::map<RString, Difficulty>::iterator diff=
OldStyleStringToDifficulty_converter.conversion_map.find(s2);
if(diff != OldStyleStringToDifficulty_converter.conversion_map.end())
{
return diff->second;
}
return Difficulty_Invalid;
}
LuaFunction( OldStyleStringToDifficulty, OldStyleStringToDifficulty(SArg(1)) );
static ThemeMetric<RString> 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
* Edit? - Steve */
// CustomDifficulty for Edit defeats the purpose of the edit's name. -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 );
}
if( dc == Difficulty_Edit )
{
return "Edit";
}
// OPTIMIZATION OPPORTUNITY: cache these metrics and cache the splitting
std::vector<RString> vsNames;
split( NAMES, ",", vsNames );
for (RString const &sName: vsNames)
{
ThemeMetric<StepsType> STEPS_TYPE("CustomDifficulty",sName + "StepsType");
if( STEPS_TYPE == StepsType_Invalid || st == STEPS_TYPE ) // match
{
ThemeMetric<Difficulty> DIFFICULTY("CustomDifficulty",sName + "Difficulty");
if( DIFFICULTY == Difficulty_Invalid || dc == DIFFICULTY ) // match
{
ThemeMetric<CourseType> COURSE_TYPE("CustomDifficulty",sName + "CourseType");
if( COURSE_TYPE == CourseType_Invalid || ct == COURSE_TYPE ) // match
{
ThemeMetric<RString> 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 );
}
LuaFunction( GetCustomDifficulty, GetCustomDifficulty(Enum::Check<StepsType>(L,1), Enum::Check<Difficulty>(L, 2), Enum::Check<CourseType>(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<Steps>::check(L, 1)) );
LuaFunction( TrailToCustomDifficulty, TrailToCustomDifficulty(Luna<Trail>::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.
*/