/* * Join players in perparation for ScreenGameplayMultiplayer. */ #include "global.h" #include "ScreenJoinMultiplayer.h" #include "RageInput.h" class Style; #include "GameManager.h" #include "GameState.h" #include "InputMapper.h" #include "GameSoundManager.h" #include "GameCommand.h" #include "ScreenPrompt.h" #include "ScreenManager.h" #include "InputEventPlus.h" #include "LocalizedString.h" static const char *MultiPlayerStatusNames[] = { "Joined", "NotJoined", "Unplugged", "MissingMultitap", }; XToString( MultiPlayerStatus, NUM_MultiPlayerStatus ); REGISTER_SCREEN_CLASS( ScreenJoinMultiplayer ); ScreenJoinMultiplayer::ScreenJoinMultiplayer() { FOREACH_MultiPlayer( p ) { m_InputDeviceState[p] = InputDeviceState_INVALID; m_MultiPlayerStatus[p] = MultiPlayerStatus_INVALID; } } void ScreenJoinMultiplayer::Init() { ScreenWithMenuElements::Init(); GAMESTATE->m_bMultiplayer = true; // Set Style to the first style (should be a one player style) vector v; GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, v, false ); GAMESTATE->m_pCurStyle.Set( v[0] ); GAMESTATE->m_bTemporaryEventMode = true; GAMESTATE->m_MasterPlayerNumber = PLAYER_1; FOREACH_MultiPlayer( p ) { GameCommand gc; gc.m_iIndex = p; Lua *L = LUA->Get(); gc.PushSelf( L ); lua_setglobal( L, "ThisGameCommand" ); LUA->Release( L ); m_sprPlayer[p].Load( THEME->GetPathG(m_sName, "player") ); this->AddChild( m_sprPlayer[p] ); LUA->UnsetGlobal( "ThisGameCommand" ); m_ControllerState[p].Load( p ); } m_exprOnCommandFunction.SetFromExpression( THEME->GetMetric(m_sName,"TranformFunction") ); FOREACH_MultiPlayer( p ) { PositionItem( m_sprPlayer[p], p, NUM_MultiPlayer ); PositionItem( &m_ControllerState[p], p, NUM_MultiPlayer ); m_ControllerState[p].AddX( -30 ); m_ControllerState[p].AddY( 30 ); this->AddChild( &m_ControllerState[p] ); } m_soundPlugIn.Load( THEME->GetPathS(m_sName,"PlugIn") ); m_soundUnplug.Load( THEME->GetPathS(m_sName,"Unplug") ); m_soundJoin.Load( THEME->GetPathS(m_sName,"Join") ); m_soundUnjoin.Load( THEME->GetPathS(m_sName,"Unjoin") ); UpdatePlayerStatus( true ); } void ScreenJoinMultiplayer::PositionItem( Actor *pActor, int iItemIndex, int iNumItems ) { Lua *L = LUA->Get(); m_exprOnCommandFunction.PushSelf( L ); ASSERT( !lua_isnil(L, -1) ); pActor->PushSelf( L ); LuaHelpers::Push( iItemIndex, L ); LuaHelpers::Push( iNumItems, L ); lua_call( L, 3, 0 ); // 3 args, 0 results LUA->Release(L); } void ScreenJoinMultiplayer::HandleScreenMessage( const ScreenMessage SM ) { ScreenWithMenuElements::HandleScreenMessage( SM ); } static LocalizedString ONLY_PLAYER_1_CAN_START ("ScreenJoinMultiplayer", "Only Player 1 can start the game."); void ScreenJoinMultiplayer::Input( const InputEventPlus &input ) { if( this->IsTransitioning() ) return; if( input.type == IET_FIRST_PRESS && input.DeviceI.device >= DEVICE_JOY1 && input.DeviceI.device < DEVICE_JOY1 + NUM_MultiPlayer && input.MenuI.IsValid() ) { MultiPlayerStatus old = m_MultiPlayerStatus[input.mp]; switch( input.MenuI.button ) { case MENU_BUTTON_UP: if( old == MultiPlayerStatus_NotJoined ) { m_soundJoin.Play(); m_MultiPlayerStatus[input.mp] = MultiPlayerStatus_Joined; m_sprPlayer[input.mp]->PlayCommand( MultiPlayerStatusToString(m_MultiPlayerStatus[input.mp]) ); } return; // input handled case MENU_BUTTON_DOWN: if( old == MultiPlayerStatus_Joined ) { m_soundUnjoin.Play(); m_MultiPlayerStatus[input.mp] = MultiPlayerStatus_NotJoined; m_sprPlayer[input.mp]->PlayCommand( MultiPlayerStatusToString(m_MultiPlayerStatus[input.mp]) ); } return; // input handled case MENU_BUTTON_BACK: //MenuBack( GAMESTATE->m_MasterPlayerNumber ); return; // input handled case MENU_BUTTON_START: if( input.mp != MultiPlayer_1 ) { SCREENMAN->SystemMessage( ONLY_PLAYER_1_CAN_START ); SCREENMAN->PlayInvalidSound(); } else { MenuStart( GAMESTATE->m_MasterPlayerNumber ); } return; // input handled } } ScreenWithMenuElements::Input( input ); } void ScreenJoinMultiplayer::Update( float fDeltaTime ) { ScreenWithMenuElements::Update(fDeltaTime); UpdatePlayerStatus( false ); } void ScreenJoinMultiplayer::DrawPrimitives() { ScreenWithMenuElements::DrawPrimitives(); } void ScreenJoinMultiplayer::UpdatePlayerStatus( bool bFirstUpdate ) { FOREACH_MultiPlayer( p ) { InputDeviceState idsOld = m_InputDeviceState[p]; bool bWasConnected = idsOld == InputDeviceState_Connected; // DEBUG //InputDevice id = InputMapper::MultiPlayerToInputDevice( p ); //InputDeviceState idsNew = INPUTMAN->GetInputDeviceState(id); InputDeviceState idsNew = InputDeviceState_Connected; if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,KEY_RSHIFT)) ) idsNew = InputDeviceState_Disconnected; bool bIsConnected = idsNew == InputDeviceState_Connected; MultiPlayerStatus &mps = m_MultiPlayerStatus[p]; if( bFirstUpdate || idsOld != idsNew ) { switch( idsNew ) { default: ASSERT(0); case InputDeviceState_Connected: mps = MultiPlayerStatus_NotJoined; break; case InputDeviceState_INVALID: case InputDeviceState_Disconnected: mps = MultiPlayerStatus_Unplugged; break; case InputDeviceState_MissingMultitap: mps = MultiPlayerStatus_MissingMultitap; break; } m_sprPlayer[p]->PlayCommand( MultiPlayerStatusToString(mps) ); if( idsOld == InputDeviceState_INVALID ) { m_sprPlayer[p]->FinishTweening(); } else { if( !bWasConnected && bIsConnected ) m_soundPlugIn.Play(); else if( bWasConnected && !bIsConnected ) m_soundUnplug.Play(); } } m_InputDeviceState[p] = idsNew; } } void ScreenJoinMultiplayer::MenuBack( PlayerNumber pn ) { SOUND->StopMusic(); Cancel( SM_GoToPrevScreen ); } static LocalizedString JOIN_2_OR_MORE_PLAYERS ("ScreenJoinMultiplayer", "You must join 2 or more players before continuing."); void ScreenJoinMultiplayer::MenuStart( PlayerNumber pn ) { int iNumJoinedPlayers = 0; FOREACH_MultiPlayer( p ) { bool bJoined = m_MultiPlayerStatus[p] == MultiPlayerStatus_Joined; GAMESTATE->m_bIsMultiPlayerJoined[p] = bJoined; if( bJoined ) iNumJoinedPlayers++; } SCREENMAN->PlayStartSound(); if( iNumJoinedPlayers < 2 ) { ScreenPrompt::Prompt( SM_None, JOIN_2_OR_MORE_PLAYERS ); return; } this->StartTransitioningScreen( SM_GoToNextScreen ); } /* * (c) 2005 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. */