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itgmania212121/stepmania/src/CodeDetector.cpp
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#include "global.h"
#include "CodeDetector.h"
#include "PlayerOptions.h"
#include "GameState.h"
#include "InputQueue.h"
#include "InputMapper.h"
#include "ThemeManager.h"
#include "RageLog.h"
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#include "Game.h"
#include "RageUtil.h"
#include "PlayerState.h"
#include "InputEventPlus.h"
const char *CodeNames[] = {
"Easier1",
"Easier2",
"Harder1",
"Harder2",
"NextSort1",
"NextSort2",
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"NextSort3",
"NextSort4",
"ModeMenu1",
"ModeMenu2",
"Mirror",
"Left",
"Right",
"Shuffle",
"SuperShuffle",
"NextTransform",
"NextScrollSpeed",
"PreviousScrollSpeed",
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"NextAccel",
"NextEffect",
"NextAppearance",
"NextTurn",
"Reverse",
"HoldNotes",
"Mines",
"Dark",
"Hidden",
"RandomVanish",
"CancelAll",
"NextTheme",
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"NextTheme2",
"NextAnnouncer",
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"NextAnnouncer2",
"NextBannerGroup",
"NextBannerGroup2",
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"SaveScreenshot1",
"SaveScreenshot2",
"CancelAllPlayerOptions",
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"BackInEventMode",
};
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XToString2( Code );
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static CodeItem g_CodeItems[NUM_Code];
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bool CodeItem::EnteredCode( GameController controller ) const
{
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if( controller == GameController_Invalid )
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return false;
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if( buttons.size() == 0 )
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return false;
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switch( m_Type )
{
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case sequence:
return INPUTQUEUE->MatchesSequence( controller, &buttons[0], buttons.size(), fMaxSecondsBack );
case hold_and_press:
{
RageTimer OldestTimeAllowed = RageTimer() - 0.05f;
InputEventPlus iep;
if( !INPUTQUEUE->WasPressedRecently(controller, buttons[buttons.size()-1], OldestTimeAllowed, &iep) )
return false;
// Check that all but the last were being held when the last button was pressed.
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for( unsigned i=0; i<buttons.size()-1; i++ )
{
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GameInput gi( controller, buttons[i] );
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if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &iep.InputList) )
return false;
}
return true;
}
break;
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case tap:
return INPUTQUEUE->AllWerePressedRecently( controller, &buttons[0], buttons.size(), fMaxSecondsBack );
default:
ASSERT(0);
return false;
}
}
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bool CodeItem::Load( RString sButtonsNames )
{
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buttons.clear();
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vector<RString> asButtonNames;
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bool bHasAPlus = sButtonsNames.find( '+' ) != string::npos;
bool bHasADash = sButtonsNames.find( '-' ) != string::npos;
if( bHasAPlus )
{
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m_Type = tap;
split( sButtonsNames, "+", asButtonNames, false );
}
else if( bHasADash )
{
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m_Type = hold_and_press;
split( sButtonsNames, "-", asButtonNames, false );
}
else
{
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m_Type = sequence;
split( sButtonsNames, ",", asButtonNames, false );
}
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if( asButtonNames.size() < 1 )
{
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if( sButtonsNames != "" )
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LOG->Trace( "The code '%s' is less than 2 buttons, so it will be ignored.", sButtonsNames.c_str() );
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return false;
}
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for( unsigned i=0; i<asButtonNames.size(); i++ ) // for each button in this code
{
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const RString sButtonName = asButtonNames[i];
// Search for the corresponding GameButton
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const GameButton gb = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( sButtonName );
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if( gb == GameButton_Invalid )
{
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LOG->Trace( "The code '%s' contains an unrecognized button '%s'.", sButtonsNames.c_str(), sButtonName.c_str() );
buttons.clear();
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return false;
}
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buttons.push_back( gb );
}
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switch( m_Type )
{
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case sequence:
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if( buttons.size() == 1 )
fMaxSecondsBack = -1;
else
fMaxSecondsBack = (buttons.size()-1)*0.6f;
break;
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case hold_and_press:
fMaxSecondsBack = -1.f; // not applicable
break;
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case tap:
fMaxSecondsBack = 0.05f; // simultaneous
break;
default:
ASSERT(0);
}
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// if we make it here, we found all the buttons in the code
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return true;
}
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bool CodeDetector::EnteredCode( GameController controller, Code code )
{
return g_CodeItems[code].EnteredCode( controller );
}
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void CodeDetector::RefreshCacheItems( RString sClass )
{
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if( sClass == "" )
sClass = "CodeDetector";
FOREACH_Code( c )
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{
CodeItem& item = g_CodeItems[c];
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const RString sCodeName = CodeToString(c);
const RString sButtonsNames = THEME->GetMetric(sClass,sCodeName);
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item.Load( sButtonsNames );
}
}
bool CodeDetector::EnteredNextBannerGroup( GameController controller )
{
return EnteredCode(controller,CODE_BW_NEXT_GROUP) || EnteredCode(controller,CODE_BW_NEXT_GROUP2);
}
bool CodeDetector::EnteredEasierDifficulty( GameController controller )
{
return EnteredCode(controller,CODE_EASIER1) || EnteredCode(controller,CODE_EASIER2);
}
bool CodeDetector::EnteredHarderDifficulty( GameController controller )
{
return EnteredCode(controller,CODE_HARDER1) || EnteredCode(controller,CODE_HARDER2);
}
bool CodeDetector::EnteredNextSort( GameController controller )
{
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return EnteredCode(controller,CODE_NEXT_SORT1) ||
EnteredCode(controller,CODE_NEXT_SORT2) ||
EnteredCode(controller,CODE_NEXT_SORT3) ||
EnteredCode(controller,CODE_NEXT_SORT4);
}
bool CodeDetector::EnteredModeMenu( GameController controller )
{
return EnteredCode(controller,CODE_MODE_MENU1) || EnteredCode(controller,CODE_MODE_MENU2);
}
#define TOGGLE(v,a,b) if(v!=a) v=a; else v=b;
#define FLOAT_TOGGLE(v) if(v!=1.f) v=1.f; else v=0.f;
// XXX: Read the metrics file instead!
// Using this can give us unlisted scroll speeds on the Options screen.
#define INCREMENT_SCROLL_SPEED(s) (s==0.5f) ? s=0.75f : (s==0.75f) ? s=1.0f : (s==1.0f) ? s=1.5f : (s==1.5f) ? s=2.0f : (s==2.0f) ? s=3.0f : (s==3.0f) ? s=4.0f : (s==4.0f) ? s=5.0f : (s==5.0f) ? s=8.0f : s=0.5f;
#define DECREMENT_SCROLL_SPEED(s) (s==0.75f) ? s=0.5f : (s==1.0f) ? s=0.75f : (s==1.5f) ? s=1.0f : (s==2.0f) ? s=1.5f : (s==3.0f) ? s=2.0f : (s==4.0f) ? s=3.0f : (s==5.0f) ? s=4.0f : (s==8.0f) ? s=4.0f : s=8.0f;
bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller )
{
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PlayerNumber pn = INPUTMAPPER->ControllerToPlayerNumber( controller );
for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ )
{
Code code = (Code)c;
PlayerOptions po = GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.GetPreferred();
if( EnteredCode(controller,code) )
{
switch( code )
{
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case CODE_MIRROR: po.ToggleOneTurn( PlayerOptions::TURN_MIRROR ); break;
case CODE_LEFT: po.ToggleOneTurn( PlayerOptions::TURN_LEFT ); break;
case CODE_RIGHT: po.ToggleOneTurn( PlayerOptions::TURN_RIGHT ); break;
case CODE_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SHUFFLE ); break;
case CODE_SUPER_SHUFFLE: po.ToggleOneTurn( PlayerOptions::TURN_SUPER_SHUFFLE ); break;
case CODE_NEXT_TRANSFORM: po.NextTransform(); break;
case CODE_NEXT_SCROLL_SPEED: INCREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
case CODE_PREVIOUS_SCROLL_SPEED: DECREMENT_SCROLL_SPEED( po.m_fScrollSpeed ); break;
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case CODE_NEXT_ACCEL: po.NextAccel(); break;
case CODE_NEXT_EFFECT: po.NextEffect(); break;
case CODE_NEXT_APPEARANCE: po.NextAppearance(); break;
case CODE_NEXT_TURN: po.NextTurn(); break;
case CODE_REVERSE: po.NextScroll(); break;
case CODE_HOLDS: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOHOLDS], true, false ); break;
case CODE_MINES: TOGGLE( po.m_bTransforms[PlayerOptions::TRANSFORM_NOMINES], true, false ); break;
case CODE_DARK: FLOAT_TOGGLE( po.m_fDark ); break;
case CODE_CANCEL_ALL: GAMESTATE->GetDefaultPlayerOptions( po ); break;
case CODE_HIDDEN:
ZERO(po.m_fAppearances);
po.m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = 1;
break;
case CODE_RANDOMVANISH:
ZERO(po.m_fAppearances);
po.m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = 1;
break;
default: break;
}
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GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po );
return true; // don't check any more
}
}
return false;
}
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/*
* (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.
*/