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CharacterManager.cpp
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#include "global.h"
#include "CharacterManager.h"
#include "Character.h"
#include "GameState.h"
#include "LuaManager.h"
using std::vector;
#define CHARACTERS_DIR "/Characters/"
CharacterManager* CHARMAN = nullptr; // global object accessible from anywhere in the program
CharacterManager::CharacterManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "CHARMAN" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
for (auto *character: m_pCharacters)
{
Rage::safe_delete( character );
}
m_pCharacters.clear();
vector<std::string> as;
GetDirListing( CHARACTERS_DIR "*", as, true, true );
StripCvsAndSvn( as );
StripMacResourceForks( as );
bool FoundDefault = false;
Rage::ci_ascii_string defChar{ "default" };
for (auto &item: as)
{
std::string sCharName, sDummy;
splitpath(item, sDummy, sCharName, sDummy);
if( defChar == sCharName )
FoundDefault = true;
Character* pChar = new Character;
if( pChar->Load( item ) )
m_pCharacters.push_back( pChar );
else
delete pChar;
}
if( !FoundDefault )
RageException::Throw( "'Characters/default' is missing." );
// If FoundDefault, then we're not empty. -Chris
// if( m_pCharacters.empty() )
// RageException::Throw( "Couldn't find any character definitions" );
}
CharacterManager::~CharacterManager()
{
for (auto *character: m_pCharacters)
{
Rage::safe_delete( character );
}
// Unregister with Lua.
LUA->UnsetGlobal( "CHARMAN" );
}
void CharacterManager::GetCharacters( vector<Character*> &apCharactersOut )
{
for (auto *character: m_pCharacters)
{
if( !character->IsDefaultCharacter() )
{
apCharactersOut.push_back( character );
}
}
}
Character* CharacterManager::GetRandomCharacter()
{
vector<Character*> apCharacters;
GetCharacters( apCharacters );
if( apCharacters.size() )
return apCharacters[RandomInt(apCharacters.size())];
else
return GetDefaultCharacter();
}
Character* CharacterManager::GetDefaultCharacter()
{
for (auto *character: m_pCharacters)
{
if( character->IsDefaultCharacter() )
{
return character;
}
}
/* We always have the default character. */
FAIL_M("There must be a default character available!");
return nullptr;
}
void CharacterManager::DemandGraphics()
{
for (auto *c: m_pCharacters)
{
c->DemandGraphics();
}
}
void CharacterManager::UndemandGraphics()
{
for (auto *c: m_pCharacters)
{
c->UndemandGraphics();
}
}
Character* CharacterManager::GetCharacterFromID( std::string sCharacterID )
{
for (auto *character: m_pCharacters)
{
if( character->m_sCharacterID == sCharacterID )
{
return character;
}
}
return nullptr;
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the CharacterManager. */
class LunaCharacterManager: public Luna<CharacterManager>
{
public:
static int GetCharacter( T* p, lua_State *L )
{
Character *pCharacter = p->GetCharacterFromID(SArg(1));
if( pCharacter != nullptr )
pCharacter->PushSelf( L );
else
lua_pushnil( L );
return 1;
}
static int GetRandomCharacter( T* p, lua_State *L )
{
Character *pCharacter = p->GetRandomCharacter();
if( pCharacter != nullptr )
pCharacter->PushSelf( L );
else
lua_pushnil( L );
return 1;
}
static int GetAllCharacters( T* p, lua_State *L )
{
vector<Character*> vChars;
p->GetCharacters(vChars);
LuaHelpers::CreateTableFromArray(vChars, L);
return 1;
}
static int GetCharacterCount(T* p, lua_State *L)
{
vector<Character*> chars;
p->GetCharacters(chars);
lua_pushnumber(L, chars.size());
return 1;
}
LunaCharacterManager()
{
ADD_METHOD( GetCharacter );
// sm-ssc adds:
ADD_METHOD( GetRandomCharacter );
ADD_METHOD( GetAllCharacters );
ADD_METHOD( GetCharacterCount );
}
};
LUA_REGISTER_CLASS( CharacterManager )
// lua end
/*
* (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.
*/