#include "global.h" /* ----------------------------------------------------------------------------- Class: Course Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "CodeDetector.h" #include "PlayerOptions.h" #include "GameState.h" #include "InputQueue.h" #include "ThemeManager.h" #include "RageLog.h" #include "GameDef.h" #include "StyleDef.h" #include "RageUtil.h" #include "PrefsManager.h" const CString g_sCodeNames[CodeDetector::NUM_CODES] = { "Easier1", "Easier2", "Harder1", "Harder2", "NextSort1", "NextSort2", "Mirror", "Left", "Right", "Shuffle", "SuperShuffle", "NextTransform", "NextScrollSpeed", "PreviousScrollSpeed", "NextAccel", "NextEffect", "NextAppearance", "NextTurn", "Reverse", "HoldNotes", "Dark", "Hidden", "RandomVanish", "CancelAll", "NextTheme", "NextTheme2", "NextAnnouncer", "NextAnnouncer2", "NextGame", "NextGame2", "NextBannerGroup", "NextBannerGroup2" }; const unsigned MAX_CODE_LENGTH = 10; struct CodeCacheItem { int iNumButtons; GameButton buttons[MAX_CODE_LENGTH]; float fMaxSecondsBack; }; CodeCacheItem g_CodeCacheItems[CodeDetector::NUM_CODES]; bool CodeDetector::EnteredCode( GameController controller, Code code ) { if( g_CodeCacheItems[code].iNumButtons == 0 ) return false; const CodeCacheItem& item = g_CodeCacheItems[code]; return INPUTQUEUE->MatchesPattern(controller, item.buttons, item.iNumButtons, item.fMaxSecondsBack); } void RefreshCacheItem( int iIndex ) { CodeCacheItem& item = g_CodeCacheItems[iIndex]; const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef(); CString sCodeName = g_sCodeNames[iIndex]; CString sButtonsNames = THEME->GetMetric("CodeDetector",sCodeName); CStringArray asButtonNames; split( sButtonsNames, ",", asButtonNames, false ); if( asButtonNames.size() < 2 ) { LOG->Trace( "The code '%s' is less than 2 buttons, so it will be ignored.", sCodeName.c_str() ); item.iNumButtons = 0; return; } for( unsigned i=0; im_iButtonsPerController; j++ ) { if( 0==stricmp(sButtonName,pGameDef->m_szButtonNames[j]) ) { gb = j; item.iNumButtons = i+1; break; // found it. Don't keep searching } } if( gb == -1 ) // didn't find it { LOG->Trace( "The code '%s' contains an unrecognized button '%s'.", sCodeName.c_str(), sButtonName.c_str() ); item.iNumButtons = 0; return; } } item.fMaxSecondsBack = item.iNumButtons*0.4f; // if we make it here, we found all the buttons in the code } void CodeDetector::RefreshCacheItems() { for( int i=0; im_PlayerOptions[pn].m_fAppearances); GAMESTATE->m_PlayerOptions[pn].m_fAppearances[PlayerOptions::APPEARANCE_HIDDEN] = 1; #define TOGGLE_RANDOMVANISH ZERO(GAMESTATE->m_PlayerOptions[pn].m_fAppearances); GAMESTATE->m_PlayerOptions[pn].m_fAppearances[PlayerOptions::APPEARANCE_RANDOMVANISH] = 1; bool CodeDetector::DetectAndAdjustMusicOptions( GameController controller ) { const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef(); PlayerNumber pn = pStyleDef->ControllerToPlayerNumber( controller ); for( int c=CODE_MIRROR; c<=CODE_CANCEL_ALL; c++ ) { Code code = (Code)c; if( EnteredCode(controller,code) ) { switch( code ) { case CODE_MIRROR: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_Turn, PlayerOptions::TURN_MIRROR, PlayerOptions::TURN_NONE ); break; case CODE_LEFT: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_Turn, PlayerOptions::TURN_LEFT, PlayerOptions::TURN_NONE ); break; case CODE_RIGHT: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_Turn, PlayerOptions::TURN_RIGHT, PlayerOptions::TURN_NONE ); break; case CODE_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_Turn, PlayerOptions::TURN_SHUFFLE, PlayerOptions::TURN_NONE ); break; case CODE_SUPER_SHUFFLE: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_Turn, PlayerOptions::TURN_SUPER_SHUFFLE, PlayerOptions::TURN_NONE ); break; case CODE_NEXT_TRANSFORM: GAMESTATE->m_PlayerOptions[pn].NextTransform(); break; case CODE_NEXT_SCROLL_SPEED:INCREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break; case CODE_PREVIOUS_SCROLL_SPEED:DECREMENT_SCROLL_SPEED( GAMESTATE->m_PlayerOptions[pn].m_fScrollSpeed ); break; case CODE_NEXT_ACCEL: GAMESTATE->m_PlayerOptions[pn].NextAccel(); break; case CODE_NEXT_EFFECT: GAMESTATE->m_PlayerOptions[pn].NextEffect(); break; case CODE_NEXT_APPEARANCE: GAMESTATE->m_PlayerOptions[pn].NextAppearance(); break; case CODE_NEXT_TURN: GAMESTATE->m_PlayerOptions[pn].NextTurn(); break; case CODE_REVERSE: GAMESTATE->m_PlayerOptions[pn].NextScroll(); break; case CODE_HOLDS: TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_bHoldNotes, true, false ); break; case CODE_DARK: FLOAT_TOGGLE( GAMESTATE->m_PlayerOptions[pn].m_fDark ); break; case CODE_CANCEL_ALL: GAMESTATE->m_PlayerOptions[pn].Init(); GAMESTATE->m_PlayerOptions[pn].FromString( PREFSMAN->m_sDefaultModifiers ); break; case CODE_HIDDEN: TOGGLE_HIDDEN; break; case CODE_RANDOMVANISH: TOGGLE_RANDOMVANISH; break; // GAMESTATE->m_PlayerOptions[pn].SetOneAppearance(GAMESTATE->m_PlayerOptions[pn].GetFirstAppearance()); break; default: ; } return true; // don't check any more } } return false; }