Files
itgmania212121/stepmania/src/GameConstantsAndTypes.cpp
T
2005-02-23 05:02:28 +00:00

347 lines
7.3 KiB
C++

#include "global.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "RageUtil.h"
#include "ThemeMetric.h"
#include "EnumHelper.h"
#include "Foreach.h"
#include "PrefsManager.h"
#include "LuaManager.h"
#include "GameManager.h"
static const CString RadarCategoryNames[NUM_RADAR_CATEGORIES] = {
"Stream",
"Voltage",
"Air",
"Freeze",
"Chaos",
"Taps",
"Jumps",
"Holds",
"Mines",
"Hands",
};
XToString( RadarCategory );
XToThemedString( RadarCategory, NUM_RADAR_CATEGORIES );
static void LuaStepsType(lua_State* L)
{
FOREACH_StepsType( st )
{
CString s = GAMEMAN->StepsTypeToString( st );
s.MakeUpper();
s.Replace('-','_');
LUA->SetGlobal( "STEPS_TYPE_"+s, st );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaStepsType );
static const CString PlayModeNames[NUM_PLAY_MODES] = {
"Regular",
"Nonstop",
"Oni",
"Endless",
"Battle",
"Rave",
};
XToString( PlayMode );
XToThemedString( PlayMode, NUM_PLAY_MODES );
StringToX( PlayMode );
static void LuaPlayMode(lua_State* L)
{
FOREACH_PlayMode( pm )
{
CString s = PlayModeNames[pm];
s.MakeUpper();
LUA->SetGlobal( "PLAY_MODE_"+s, pm );
}
LUA->SetGlobal( "NUM_PLAY_MODES", NUM_PLAY_MODES );
}
REGISTER_WITH_LUA_FUNCTION( LuaPlayMode );
RankingCategory AverageMeterToRankingCategory( int iAverageMeter )
{
if( iAverageMeter <= 3 ) return RANKING_A;
else if( iAverageMeter <= 6 ) return RANKING_B;
else if( iAverageMeter <= 9 ) return RANKING_C;
else return RANKING_D;
}
static const CString RankingCategoryNames[NUM_RANKING_CATEGORIES] = {
"a",
"b",
"c",
"d",
};
XToString( RankingCategory );
StringToX( RankingCategory );
static const CString CoinModeNames[NUM_COIN_MODES] = {
"home",
"pay",
"free",
};
XToString( CoinMode );
static const CString PremiumNames[NUM_PREMIUMS] = {
"none",
"doubles",
"joint",
};
XToString( Premium );
static const CString SortOrderNames[NUM_SORT_ORDERS] = {
"Preferred",
"Group",
"Title",
"BPM",
"Popularity",
"TopGrade",
"Artist",
"EasyMeter",
"MediumMeter",
"HardMeter",
"ChallengeMeter",
"Mode",
"Courses",
"Nonstop",
"Oni",
"Endless",
"Roulette",
};
XToString( SortOrder );
StringToX( SortOrder );
static const CString TapNoteScoreNames[NUM_TAP_NOTE_SCORES] = {
"None",
"HitMine",
"Miss",
"Boo",
"Good",
"Great",
"Perfect",
"Marvelous",
};
XToString( TapNoteScore );
StringToX( TapNoteScore );
XToThemedString( TapNoteScore, NUM_TAP_NOTE_SCORES );
static const CString HoldNoteScoreNames[NUM_HOLD_NOTE_SCORES] = {
"None",
"NG",
"OK",
};
XToString( HoldNoteScore );
StringToX( HoldNoteScore );
XToThemedString( HoldNoteScore, NUM_HOLD_NOTE_SCORES );
static const CString MemoryCardStateNames[NUM_MEMORY_CARD_STATES] = {
"ready",
"checking",
"late",
"error",
"removed",
"none",
};
XToString( MemoryCardState );
static const CString PerDifficultyAwardNames[NUM_PER_DIFFICULTY_AWARDS] = {
"FullComboGreats",
"SingleDigitGreats",
"OneGreat",
"FullComboPerfects",
"SingleDigitPerfects",
"OnePerfect",
"FullComboMarvelouses",
"Greats80Percent",
"Greats90Percent",
"Greats100Percent",
};
XToString( PerDifficultyAward );
XToThemedString( PerDifficultyAward, NUM_PER_DIFFICULTY_AWARDS );
StringToX( PerDifficultyAward );
// Numbers are intentially not at the front of these strings so that the
// strings can be used as XML entity names.
// Numbers are intentially not at the back so that "1000" and "10000" don't
// conflict when searching for theme elements.
static const CString PeakComboAwardNames[NUM_PEAK_COMBO_AWARDS] = {
"Peak1000Combo",
"Peak2000Combo",
"Peak3000Combo",
"Peak4000Combo",
"Peak5000Combo",
"Peak6000Combo",
"Peak7000Combo",
"Peak8000Combo",
"Peak9000Combo",
"Peak10000Combo",
};
XToString( PeakComboAward );
XToThemedString( PeakComboAward, NUM_PEAK_COMBO_AWARDS );
StringToX( PeakComboAward );
#include "LuaFunctions.h"
#define LuaXToString(X) \
CString Lua##X##ToString( int n ) \
{ return X##ToString( (X) n ); } \
LuaFunction_Int( X##ToString, Lua##X##ToString(a1) ); /* register it */
#define LuaStringToX(X) \
X LuaStringTo##X( CString s ) \
{ return (X) StringTo##X( s ); } \
LuaFunction_Str( StringTo##X, LuaStringTo##X(str) ); /* register it */
LuaXToString( Difficulty );
LuaStringToX( Difficulty );
void DisplayBpms::Add( float f )
{
vfBpms.push_back( f );
}
float DisplayBpms::GetMin() const
{
float fMin = 99999;
FOREACH_CONST( float, vfBpms, f )
{
if( *f != -1 )
fMin = min( fMin, *f );
}
if( fMin == 99999 )
return 0;
else
return fMin;
}
float DisplayBpms::GetMax() const
{
float fMax = 0;
FOREACH_CONST( float, vfBpms, f )
{
if( *f != -1 )
fMax = max( fMax, *f );
}
return fMax;
}
bool DisplayBpms::BpmIsConstant() const
{
return fabsf( GetMin() - GetMax() ) < 0.001f;
}
bool DisplayBpms::IsMystery() const
{
FOREACH_CONST( float, vfBpms, f )
{
if( *f == -1 )
return true;
}
return false;
}
static const CString StyleTypeNames[NUM_STYLE_TYPES] = {
"OnePlayerOneSide",
"TwoPlayersTwoSides",
"OnePlayerTwoSides",
};
XToString( StyleType );
StringToX( StyleType );
static const CString MenuDirNames[NUM_MENU_DIRS] = {
"Up",
"Down",
"Left",
"Right",
"Auto",
};
XToString( MenuDir );
static const CString GoalTypeNames[NUM_GOAL_TYPES] = {
"Calories",
"Time",
"None",
};
XToString( GoalType );
StringToX( GoalType );
static void LuaGoalType(lua_State* L)
{
FOREACH_GoalType( gt )
{
CString s = GoalTypeNames[gt];
s.MakeUpper();
LUA->SetGlobal( "GOAL_"+s, gt );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaGoalType );
static const CString EditMenuActionNames[NUM_EDIT_MENU_ACTIONS] = {
"Edit",
"Delete",
"Copy",
"Autogen",
"Blank"
};
XToString( EditMenuAction );
StringToX( EditMenuAction );
static void LuaEditMenuAction(lua_State* L)
{
FOREACH_EditMenuAction( ema )
{
CString s = EditMenuActionNames[ema];
s.MakeUpper();
LUA->SetGlobal( "EDIT_MENU_ACTION_"+s, ema );
}
}
REGISTER_WITH_LUA_FUNCTION( LuaEditMenuAction );
#include "LuaFunctions.h"
LuaFunction_NoArgs( CoinMode, CoinModeToString(PREFSMAN->m_CoinMode) )
LuaFunction_NoArgs( Premium, PremiumToString(PREFSMAN->m_Premium) )
/*
* (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.
*/