Files
itgmania212121/src/GameCommand.h
T
Jason Felds 12872f0a50 More effective fixes. Still no issues.
Note: you will most likely end up recompiling the whole thing.
2011-03-19 20:40:35 -04:00

152 lines
4.8 KiB
C++

/* GameCommand */
#ifndef GameCommand_H
#define GameCommand_H
#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
#include "Difficulty.h"
#include "LuaReference.h"
#include "Command.h"
#include <map>
class Song;
class Steps;
class Course;
class Trail;
class Character;
class Style;
class Game;
struct lua_State;
class GameCommand
{
public:
GameCommand(): m_Commands(), m_sName(""), m_sText(""),
m_bInvalid(true), m_sInvalidReason(""),
m_iIndex(-1), m_MultiPlayer(MultiPlayer_Invalid),
m_pStyle(NULL), m_pm(PlayMode_Invalid),
m_dc(Difficulty_Invalid),
m_CourseDifficulty(Difficulty_Invalid),
m_sAnnouncer(""), m_sPreferredModifiers(""),
m_sStageModifiers(""), m_sScreen(""), m_LuaFunction(),
m_pSong(NULL), m_pSteps(NULL), m_pCourse(NULL),
m_pTrail(NULL), m_pCharacter(NULL), m_SetEnv(),
m_sSongGroup(""), m_SortOrder(SortOrder_Invalid),
m_sSoundPath(""), m_vsScreensToPrepare(), m_iWeightPounds(-1),
m_iGoalCalories(-1), m_GoalType(GoalType_Invalid),
m_sProfileID(""), m_sUrl(""), m_bUrlExits(true),
m_bInsertCredit(false), m_bClearCredits(false),
m_bStopMusic(false), m_bApplyDefaultOptions(false),
m_bFadeMusic(false), m_fMusicFadeOutVolume(-1),
m_fMusicFadeOutSeconds(-1), m_bApplyCommitsScreens(true)
{
m_LuaFunction.Unset();
}
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<PlayerNumber> &vpns ) const;
void ApplySelf( const vector<PlayerNumber> &vpns ) const;
public:
bool DescribesCurrentMode( PlayerNumber pn ) const;
bool DescribesCurrentModeForAllPlayers() const;
bool IsPlayable( RString *why = NULL ) const;
bool IsZero() const;
/* If true, Apply() will apply m_sScreen. If false, it won't, and you need
* to do it yourself. */
void ApplyCommitsScreens( bool bOn ) { m_bApplyCommitsScreens = bOn; }
// 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;
RString m_sName; // choice name
RString m_sText; // display text
bool m_bInvalid;
RString m_sInvalidReason;
int m_iIndex;
MultiPlayer m_MultiPlayer;
const Style* m_pStyle;
PlayMode m_pm;
Difficulty m_dc;
CourseDifficulty m_CourseDifficulty;
RString m_sAnnouncer;
RString m_sPreferredModifiers;
RString m_sStageModifiers;
RString m_sScreen;
LuaReference m_LuaFunction;
Song* m_pSong;
Steps* m_pSteps;
Course* m_pCourse;
Trail* m_pTrail;
Character* m_pCharacter;
std::map<RString,RString> m_SetEnv;
RString m_sSongGroup;
SortOrder m_SortOrder;
RString m_sSoundPath; // "" for no sound
vector<RString> m_vsScreensToPrepare;
/**
* @brief What is the player's weight in pounds?
*
* If this value is -1, then no weight was specified. */
int m_iWeightPounds;
int m_iGoalCalories; // -1 == none specified
GoalType m_GoalType;
RString m_sProfileID;
RString m_sUrl;
// sm-ssc adds:
bool m_bUrlExits; // for making stepmania not exit on url
bool m_bInsertCredit;
bool m_bClearCredits;
bool m_bStopMusic;
bool m_bApplyDefaultOptions;
// sm-ssc also adds:
bool m_bFadeMusic;
float m_fMusicFadeOutVolume;
// currently, GameSoundManager uses consts for fade out/in times, so this
// is kind of pointless, but I want to have it working eventually. -aj
float m_fMusicFadeOutSeconds;
// Lua
void PushSelf( lua_State *L );
private:
bool m_bApplyCommitsScreens;
};
#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.
*/