#include "global.h" #include "CodeDetector.h" #include "PlayerOptions.h" #include "GameState.h" #include "InputQueue.h" #include "InputMapper.h" #include "ThemeManager.h" #include "RageLog.h" #include "Game.h" #include "RageUtil.h" #include "PlayerState.h" #include "InputEventPlus.h" const char *CodeNames[] = { "Easier1", "Easier2", "Harder1", "Harder2", "NextSort1", "NextSort2", "NextSort3", "NextSort4", "ModeMenu1", "ModeMenu2", "Mirror", "Left", "Right", "Shuffle", "SuperShuffle", "NextTransform", "NextScrollSpeed", "PreviousScrollSpeed", "NextAccel", "NextEffect", "NextAppearance", "NextTurn", "Reverse", "HoldNotes", "Mines", "Dark", "Hidden", "RandomVanish", "CancelAll", "NextTheme", "NextTheme2", "NextAnnouncer", "NextAnnouncer2", "NextBannerGroup", "NextBannerGroup2", "SaveScreenshot1", "SaveScreenshot2", "CancelAllPlayerOptions", "BackInEventMode", }; XToString( Code ); static CodeItem g_CodeItems[NUM_Code]; bool CodeItem::EnteredCode( GameController controller ) const { if( controller == GameController_Invalid ) return false; if( buttons.size() == 0 ) return false; switch( m_Type ) { 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. for( unsigned i=0; iIsBeingPressed(gi, MultiPlayer_Invalid, &iep.InputList) ) return false; } return true; } break; case tap: return INPUTQUEUE->AllWerePressedRecently( controller, &buttons[0], buttons.size(), fMaxSecondsBack ); default: ASSERT(0); return false; } } bool CodeItem::Load( RString sButtonsNames ) { buttons.clear(); vector asButtonNames; bool bHasAPlus = sButtonsNames.find( '+' ) != string::npos; bool bHasADash = sButtonsNames.find( '-' ) != string::npos; if( bHasAPlus ) { m_Type = tap; split( sButtonsNames, "+", asButtonNames, false ); } else if( bHasADash ) { m_Type = hold_and_press; split( sButtonsNames, "-", asButtonNames, false ); } else { m_Type = sequence; split( sButtonsNames, ",", asButtonNames, false ); } if( asButtonNames.size() < 1 ) { if( sButtonsNames != "" ) LOG->Trace( "The code '%s' is less than 2 buttons, so it will be ignored.", sButtonsNames.c_str() ); return false; } for( unsigned i=0; iGetInputScheme()->ButtonNameToIndex( sButtonName ); if( gb == GameButton_Invalid ) { LOG->Trace( "The code '%s' contains an unrecognized button '%s'.", sButtonsNames.c_str(), sButtonName.c_str() ); buttons.clear(); return false; } buttons.push_back( gb ); } switch( m_Type ) { case sequence: if( buttons.size() == 1 ) fMaxSecondsBack = -1; else fMaxSecondsBack = (buttons.size()-1)*0.6f; break; case hold_and_press: fMaxSecondsBack = -1.f; // not applicable break; case tap: fMaxSecondsBack = 0.05f; // simultaneous break; default: ASSERT(0); } // if we make it here, we found all the buttons in the code return true; } bool CodeDetector::EnteredCode( GameController controller, Code code ) { return g_CodeItems[code].EnteredCode( controller ); } void CodeDetector::RefreshCacheItems( RString sClass ) { if( sClass == "" ) sClass = "CodeDetector"; FOREACH_Code( c ) { CodeItem& item = g_CodeItems[c]; const RString sCodeName = CodeToString(c); const RString sButtonsNames = THEME->GetMetric(sClass,sCodeName); 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 ) { 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 ) { 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 ) { 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; 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; } GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions.Assign( ModsLevel_Preferred, po ); return true; // don't check any more } } return false; } /* * (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. */