/* * 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" static const CString MultiPlayerStatusNames[] = { "Joined", "NotJoined", "Unplugged", "MissingMultitap", }; XToString( MultiPlayerStatus, NUM_MultiPlayerStatus ); REGISTER_SCREEN_CLASS( ScreenJoinMultiplayer ); ScreenJoinMultiplayer::ScreenJoinMultiplayer( CString sClassName ) : ScreenWithMenuElements( sClassName ) { 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_PlayMode.Set( PLAY_MODE_REGULAR ); 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_exprOnCommandFunction.SetFromExpression( THEME->GetMetric(m_sName,"TranformFunction") ); FOREACH_MultiPlayer( p ) { PositionItem( m_sprPlayer[p], p, NUM_MultiPlayer ); } 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 ); } void ScreenJoinMultiplayer::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( this->IsTransitioning() ) return; // Translate input and sent to the appropriate player. Assume that all // joystick devices are mapped the same as the master player. if( type == IET_FIRST_PRESS && DeviceI.device >= DEVICE_JOY1 && DeviceI.device < DEVICE_JOY1 + NUM_MultiPlayer ) { DeviceInput di = DeviceI; di.device = DEVICE_JOY1; GameInput gi; INPUTMAPPER->DeviceToGame( di, gi ); if( gi.IsValid() ) { MenuInput mi; INPUTMAPPER->GameToMenu( gi, mi ); MultiPlayer p = InputMapper::InputDeviceToMultiPlayer( DeviceI.device ); // testing hack if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT) ) ) p = (MultiPlayer)(p + 1); if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LCTRL) ) ) p = (MultiPlayer)(p + 2); if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD,KEY_LALT) ) ) p = (MultiPlayer)(p + 4); ASSERT( p>=0 && pPlayCommand( MultiPlayerStatusToString(m_MultiPlayerStatus[p]) ); } return; // input handled case MENU_BUTTON_DOWN: if( old == MultiPlayerStatus_Joined ) { m_soundUnjoin.Play(); m_MultiPlayerStatus[p] = MultiPlayerStatus_NotJoined; m_sprPlayer[p]->PlayCommand( MultiPlayerStatusToString(m_MultiPlayerStatus[p]) ); } return; // input handled case MENU_BUTTON_BACK: MenuBack( GAMESTATE->m_MasterPlayerNumber ); return; // input handled case MENU_BUTTON_START: MenuStart( GAMESTATE->m_MasterPlayerNumber ); return; // input handled } } } ScreenWithMenuElements::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenJoinMultiplayer::Update( float fDeltaTime ) { ScreenWithMenuElements::Update(fDeltaTime); UpdatePlayerStatus( false ); } void ScreenJoinMultiplayer::DrawPrimitives() { ScreenWithMenuElements::DrawPrimitives(); } void ScreenJoinMultiplayer::UpdatePlayerStatus( bool bFirstUpdate ) { FOREACH_MultiPlayer( p ) { InputDevice id = InputMapper::MultiPlayerToInputDevice( p ); InputDeviceState idsOld = m_InputDeviceState[p]; bool bWasConnected = idsOld == InputDeviceState_Connected; InputDeviceState idsNew = INPUTMAN->GetInputDeviceState(id); if( INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD,KEY_LSHIFT)) ) 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 ); } 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, "You must join 2 or more players before continuing." ); return; } this->StartTransitioning( 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. */