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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"
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#include "Foreach.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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XToString( Code );
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static CodeItem g_CodeItems[NUM_Code];
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static const float g_fSimultaneousThreshold = 0.05f;
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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( m_aPresses.size() == 0 )
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return false;
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RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
// iterate newest to oldest
int iSequenceIndex = m_aPresses.size()-1; // count down
const vector<InputEventPlus> &aQueue = INPUTQUEUE->GetQueue( controller );
int iQueueIndex = aQueue.size()-1;
while( iQueueIndex >= 0 )
{
{
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const InputEventPlus &iep = aQueue[iQueueIndex];
if( iep.DeviceI.ts < OldestTimeAllowed )
return false;
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}
/* Search backwards for all of Press.m_aButtonsToPress pressed within g_fTapThreshold seconds
* with m_aButtonsToHold pressed. */
const ButtonPress &Press = m_aPresses[iSequenceIndex];
bool bMatched = false;
int iMinSearchIndexUsed = iQueueIndex;
for( int b=0; b<(int) Press.m_aButtonsToPress.size(); ++b )
{
/* Search backwards for the buttons in this tap, within the tap threshold since iQueueIndex. */
RageTimer OldestTimeAllowedForTap( aQueue[iQueueIndex].DeviceI.ts );
OldestTimeAllowedForTap += -g_fSimultaneousThreshold;
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const InputEventPlus *pIEP = NULL;
int iQueueSearchIndex = iQueueIndex;
for( ; iQueueSearchIndex>=0; --iQueueSearchIndex ) // iterate newest to oldest
{
const InputEventPlus &iep = aQueue[iQueueSearchIndex];
if( iep.DeviceI.ts < OldestTimeAllowedForTap ) // buttons are too old. Stop searching because we're not going to find a match
break;
if( iep.GameI.button == Press.m_aButtonsToPress[b] )
{
pIEP = &iep;
break;
}
}
if( pIEP == NULL )
break; // didn't find the button
// Check that m_aButtonsToHold were being held when the buttons were pressed.
bool bAllButtonsPressed = true;
for( unsigned i=0; i<Press.m_aButtonsToHold.size(); i++ )
{
GameInput gi( controller, Press.m_aButtonsToHold[i] );
if( !INPUTMAPPER->IsBeingPressed(gi, MultiPlayer_Invalid, &pIEP->InputList) )
bAllButtonsPressed = false;
}
if( !bAllButtonsPressed )
continue;
if( b == (int) Press.m_aButtonsToPress.size()-1 )
{
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bMatched = true;
iMinSearchIndexUsed = min( iMinSearchIndexUsed, iQueueSearchIndex );
}
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}
if( !bMatched )
{
/* The press wasn't matched. If m_bAllowIntermediatePresses is true,
* skip the last press, and look again. */
if( !Press.m_bAllowIntermediatePresses )
return false;
--iQueueIndex;
continue;
}
if( iSequenceIndex == 0 )
{
// we matched the whole pattern. Empty the queue so we don't match on it again.
INPUTQUEUE->ClearQueue( controller );
return true;
}
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/* The press was matched. */
iQueueIndex = iMinSearchIndexUsed - 1;
--iSequenceIndex;
}
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return false;
}
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bool CodeItem::Load( RString sButtonsNames )
{
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m_aPresses.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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// press all buttons simultaneously
split( sButtonsNames, "+", asButtonNames, false );
}
else if( bHasADash )
{
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// hold the first iNumButtons-1 buttons, then press the last
split( sButtonsNames, "-", asButtonNames, false );
}
else
{
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// press the buttons in 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( "Ignoring empty code \"%s\".", sButtonsNames.c_str() );
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return false;
}
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vector<GameButton> buttons;
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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() );
m_aPresses.clear();
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return false;
}
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buttons.push_back( gb );
}
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if( bHasAPlus )
{
m_aPresses.push_back( ButtonPress() );
FOREACH( GameButton, buttons, gb )
{
m_aPresses.back().m_aButtonsToPress.push_back( *gb );
}
}
else if( bHasADash )
{
m_aPresses.push_back( ButtonPress() );
m_aPresses.back().m_aButtonsToHold.insert( m_aPresses.back().m_aButtonsToHold.begin(), buttons.begin(), buttons.end()-1 );
m_aPresses.back().m_aButtonsToPress.push_back( buttons.back() );
}
else
{
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FOREACH( GameButton, buttons, gb )
{
m_aPresses.push_back( ButtonPress() );
m_aPresses.back().m_aButtonsToPress.push_back( *gb );
m_aPresses.back().m_bAllowIntermediatePresses = false;
}
}
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if( m_aPresses.size() == 1 )
fMaxSecondsBack = 0.55f;
else
fMaxSecondsBack = (m_aPresses.size()-1)*0.6f;
// 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";
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FOREACH_ENUM( 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.
*/