Files
itgmania212121/stepmania/src/ScreenSelectDifficulty.cpp
T
2005-09-01 02:59:48 +00:00

582 lines
16 KiB
C++

#include "global.h"
#include "ScreenSelectDifficulty.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "GameSoundManager.h"
#include "GameManager.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "AnnouncerManager.h"
#include "GameCommand.h"
#include "ActorUtil.h"
#include "ScreenDimensions.h"
#include "Command.h"
#define NUM_CHOICES_ON_PAGE_1 THEME->GetMetricI(m_sName,"NumChoicesOnPage1")
#define LOCK_INPUT_SECONDS THEME->GetMetricF(m_sName,"LockInputSeconds")
#define SLEEP_AFTER_CHOICE_SECONDS THEME->GetMetricF(m_sName,"SleepAfterChoiceSeconds")
#define SLEEP_AFTER_TWEEN_OFF_SECONDS THEME->GetMetricF(m_sName,"SleepAfterTweenOffSeconds")
#define CURSOR_CHOOSE_COMMAND THEME->GetMetricA(m_sName,"CursorChooseCommand")
#define CURSOR_OFFSET_X_FROM_PICTURE( p ) THEME->GetMetricF(m_sName,ssprintf("CursorP%dOffsetXFromPicture",p+1))
#define CURSOR_OFFSET_Y_FROM_PICTURE( p ) THEME->GetMetricF(m_sName,ssprintf("CursorP%dOffsetYFromPicture",p+1))
#define SHADOW_CHOOSE_COMMAND THEME->GetMetricA(m_sName,"ShadowChooseCommand")
#define SHADOW_LENGTH_X THEME->GetMetricF(m_sName,"ShadowLengthX")
#define SHADOW_LENGTH_Y THEME->GetMetricF(m_sName,"ShadowLengthY")
#define OK_CHOOSE_COMMAND THEME->GetMetricA(m_sName,"OKChooseCommand")
#define ENABLED_COMMAND THEME->GetMetricA(m_sName,"EnabledCommand")
#define DISABLED_COMMAND THEME->GetMetricA(m_sName,"DisabledCommand")
#define IGNORED_ELEMENT_COMMAND THEME->GetMetricA(m_sName,"IgnoredElementOnCommand")
REGISTER_SCREEN_CLASS( ScreenSelectDifficulty );
ScreenSelectDifficulty::ScreenSelectDifficulty( CString sClassName ) : ScreenSelect( sClassName )
{
m_CurrentPage = PAGE_1;
}
void ScreenSelectDifficulty::Init()
{
ScreenSelect::Init();
FOREACH_PlayerNumber( p )
{
m_iChoiceOnPage[p] = 0;
m_bChosen[p] = false;
}
unsigned c;
for( c=0; c<m_aGameCommands.size(); c++ )
{
if( (int)c < NUM_CHOICES_ON_PAGE_1 )
m_GameCommands[PAGE_1].push_back( m_aGameCommands[c] );
else
m_GameCommands[PAGE_2].push_back( m_aGameCommands[c] );
}
c = 0;
for( int page=0; page<NUM_PAGES; page++ )
{
for( unsigned choice=0; choice<m_GameCommands[page].size(); choice++, c++ )
{
m_sprPicture[page][choice].SetName( ssprintf("PicturePage%dChoice%d",page+1,choice+1) );
m_sprPicture[page][choice].Load( THEME->GetPathG(m_sName,ssprintf("picture%d",c+1)) );
SET_XY( m_sprPicture[page][choice] );
m_framePages.AddChild( &m_sprPicture[page][choice] );
m_sprInfo[page][choice].SetName( ssprintf("InfoPage%dChoice%d",page+1,choice+1) );
m_sprInfo[page][choice].Load( THEME->GetPathG(m_sName,ssprintf("info%d",c+1)) );
SET_XY( m_sprInfo[page][choice] );
m_framePages.AddChild( &m_sprInfo[page][choice] );
}
m_sprMore[page].SetName( ssprintf("MorePage%d",page+1) );
m_sprMore[page].Load( THEME->GetPathG(m_sName,ssprintf("more page%d",page+1)) );
SET_XY( m_sprMore[page] );
m_framePages.AddChild( &m_sprMore[page] );
m_sprExplanation[page].SetName( ssprintf("ExplanationPage%d",page+1) );
m_sprExplanation[page].Load( THEME->GetPathG(m_sName,"explanation") );
m_sprExplanation[page].StopAnimating();
m_sprExplanation[page].SetState( page );
SET_XY( m_sprExplanation[page] );
m_framePages.AddChild( &m_sprExplanation[page] );
}
FOREACH_PlayerNumber( p )
{
CLAMP( m_iChoiceOnPage[p], 0, (int)m_GameCommands[0].size()-1 );
m_bChosen[p] = false;
if( !GAMESTATE->IsHumanPlayer(p) )
continue;
float fCursorX = GetCursorX( p );
float fCursorY = GetCursorY( p );
m_sprShadow[p].SetName( "Shadow" );
m_sprShadow[p].Load( THEME->GetPathG(m_sName,"shadow 2x1") );
ActorUtil::LoadAllCommands( m_sprShadow[p], m_sName );
m_sprShadow[p].StopAnimating();
m_sprShadow[p].SetState( p );
m_sprShadow[p].SetDiffuse( RageColor(0,0,0,0.6f) );
m_sprShadow[p].SetXY( fCursorX + SHADOW_LENGTH_X, fCursorY + SHADOW_LENGTH_Y );
m_framePages.AddChild( &m_sprShadow[p] );
m_sprCursor[p].SetName( "Cursor" );
m_sprCursor[p].Load( THEME->GetPathG(m_sName,"cursor 2x1") );
ActorUtil::LoadAllCommands( m_sprCursor[p], m_sName );
m_sprCursor[p].StopAnimating();
m_sprCursor[p].SetState( p );
m_sprCursor[p].SetXY( fCursorX, fCursorY );
m_framePages.AddChild( &m_sprCursor[p] );
m_sprOK[p].SetName( "OK" );
m_sprOK[p].Load( THEME->GetPathG(m_sName,"ok 2x1") );
m_sprOK[p].SetState( p );
m_sprOK[p].StopAnimating();
m_sprOK[p].SetDiffuse( RageColor(1,1,1,0) );
m_framePages.AddChild( &m_sprOK[p] );
}
this->AddChild( &m_framePages );
m_soundChange.Load( THEME->GetPathS(m_sName,"change"), true );
m_soundDifficult.Load( ANNOUNCER->GetPathTo("select difficulty challenge") );
m_fLockInputTime = LOCK_INPUT_SECONDS;
this->UpdateSelectableChoices();
this->SortByDrawOrder();
}
void ScreenSelectDifficulty::BeginScreen()
{
for( int page=0; page<NUM_PAGES; page++ )
{
ON_COMMAND( m_sprExplanation[page] );
ON_COMMAND( m_sprMore[page] );
for( unsigned c=0; c<m_GameCommands[page].size(); c++ )
{
ON_COMMAND( m_sprInfo[page][c] );
ON_COMMAND( m_sprPicture[page][c] );
}
}
FOREACH_HumanPlayer( p )
{
ON_COMMAND( m_sprCursor[p] );
ON_COMMAND( m_sprShadow[p] );
}
ScreenSelect::BeginScreen();
}
void ScreenSelectDifficulty::Update( float fDelta )
{
ScreenSelect::Update( fDelta );
m_fLockInputTime = max( 0, m_fLockInputTime-fDelta );
}
void ScreenSelectDifficulty::HandleScreenMessage( const ScreenMessage SM )
{
ScreenSelect::HandleScreenMessage( SM );
switch( SM )
{
case SM_BeginFadingOut:
TweenOursOffScreen();
SCREENMAN->PostMessageToTopScreen( SM_AllDoneChoosing, SLEEP_AFTER_TWEEN_OFF_SECONDS ); // nofify parent that we're finished
StopTimer();
break;
}
}
int ScreenSelectDifficulty::GetSelectionIndex( PlayerNumber pn )
{
int index = 0;
for( int page=0; page<m_CurrentPage; page++ )
index += m_GameCommands[page].size();
index += m_iChoiceOnPage[pn];
return index;
}
void ScreenSelectDifficulty::UpdateSelectableChoices()
{
for( int page=0; page<NUM_PAGES; page++ )
{
/* XXX: If a player joins during the tween-in, this diffuse change
* will be undone by the tween. Hmm. */
for( unsigned i=0; i<m_GameCommands[page].size(); i++ )
{
/* If the icon is text, use a dimmer diffuse, or we won't be
* able to see the glow. */
if( m_GameCommands[page][i].IsPlayable() )
{
m_sprInfo[page][i].RunCommands( ENABLED_COMMAND );
m_sprPicture[page][i].RunCommands( ENABLED_COMMAND );
}
else
{
m_sprInfo[page][i].RunCommands( DISABLED_COMMAND );
m_sprPicture[page][i].RunCommands( DISABLED_COMMAND );
}
}
}
// I'm not sure why this was here -- but there seem no ill effects
// of it's removal.
//
//FOREACH_HumanPlayer( p )
// {
// MenuRight( p );
// MenuLeft( p );
// }
}
static bool BothPlayersGameCommand( const GameCommand &mc )
{
switch( mc.m_pm )
{
case PLAY_MODE_ONI:
case PLAY_MODE_NONSTOP:
case PLAY_MODE_ENDLESS:
case PLAY_MODE_RAVE:
return true;
}
return false;
}
void ScreenSelectDifficulty::MenuLeft( PlayerNumber pn )
{
// if( m_fLockInputTime > 0 )
// return;
if( m_bChosen[pn] )
return;
bool AnotherPlayerSelected = false;
FOREACH_PlayerNumber( p )
if( p != pn && m_bChosen[p] )
AnotherPlayerSelected = true;
int iSwitchToIndex = -1;
for( int i=m_iChoiceOnPage[pn]-1; i>=0; i-- )
{
const GameCommand &mc = m_GameCommands[m_CurrentPage][i];
if( AnotherPlayerSelected && BothPlayersGameCommand(mc) )
continue;
if( mc.IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
{
if( m_CurrentPage > 0 )
ChangePage( (Page)(m_CurrentPage-1) );
return;
}
if( ChangeWithinPage( pn, iSwitchToIndex, false ) )
m_soundChange.Play();
}
void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
{
// if( m_fLockInputTime > 0 )
// return;
if( m_bChosen[pn] )
return;
bool AnotherPlayerSelected = false;
FOREACH_PlayerNumber( p )
if( p != pn && m_bChosen[p] )
AnotherPlayerSelected = true;
int iSwitchToIndex = -1;
for( int i=m_iChoiceOnPage[pn]+1; i<(int) m_GameCommands[m_CurrentPage].size(); i++ )
{
const GameCommand &mc = m_GameCommands[m_CurrentPage][i];
if( AnotherPlayerSelected && BothPlayersGameCommand(mc) )
continue;
if( mc.IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
if( iSwitchToIndex == -1 )
{
if( m_GameCommands[m_CurrentPage+1].size()==0 ) // there is no page 2
return;
if( m_CurrentPage < NUM_PAGES-1 )
ChangePage( (Page)(m_CurrentPage+1) );
return;
}
if( ChangeWithinPage( pn, iSwitchToIndex, false ) )
m_soundChange.Play();
}
void ScreenSelectDifficulty::ChangePage( Page newPage )
{
// If anyone has already chosen, don't allow changing of pages
FOREACH_HumanPlayer( p )
if( m_bChosen[p] )
return;
bool bPageIncreasing = newPage > m_CurrentPage;
m_CurrentPage = newPage;
if( newPage == PAGE_2 )
{
/* XXX: only play this once (I thought we already did that?) */
m_soundDifficult.Stop();
m_soundDifficult.PlayRandom();
}
// Find the first Playable mode on the new page
int iSwitchToIndex = -1;
if( !bPageIncreasing )
{
for( int i=m_GameCommands[newPage].size()-1; i>=0; i-- )
{
if( m_GameCommands[newPage][i].IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
} else {
for( unsigned i=0; i<m_GameCommands[newPage].size(); i++ )
{
if( m_GameCommands[newPage][i].IsPlayable() )
{
iSwitchToIndex = i;
break;
}
}
}
if( iSwitchToIndex == -1 )
RageException::Throw( "%s has no selectable choices on page %i", m_sName.c_str(), newPage);
// change both players
FOREACH_PlayerNumber( p )
ChangeWithinPage( p, iSwitchToIndex, true );
m_soundChange.Play();
// move frame with choices
m_framePages.StopTweening();
m_framePages.BeginTweening( 0.2f );
m_framePages.SetX( (float)newPage*-SCREEN_WIDTH );
}
bool ScreenSelectDifficulty::ChangeWithinPage( PlayerNumber pn, int iNewChoice, bool bChangingPages )
{
ASSERT_M( iNewChoice >= 0 && iNewChoice < (int) m_GameCommands[m_CurrentPage].size(), ssprintf("%i, %i", iNewChoice, (int) m_GameCommands[m_CurrentPage].size()) );
bool bAnyChanged = false;
FOREACH_HumanPlayer( p )
{
if( p!=pn && m_CurrentPage==PAGE_1 )
continue; // skip
/* Don't do this. If we were on page one, with P1 on choice 0, and P2 moves
* to the second page, then we're setting choice 0 on the second page;
* m_iChoiceOnPage[p] is going from 0 to 0 (all that's changing is the page). */
// if( m_iChoiceOnPage[p] == iNewChoice )
// continue; // skip
bAnyChanged = true;
m_iChoiceOnPage[p] = iNewChoice;
float fCursorX = GetCursorX( p );
float fCursorY = GetCursorY( p );
m_sprCursor[p].StopTweening();
m_sprCursor[p].BeginTweening( 0.2f, bChangingPages ? TWEEN_LINEAR : TWEEN_DECELERATE );
m_sprCursor[p].SetX( fCursorX );
m_sprCursor[p].SetY( fCursorY );
m_sprShadow[p].StopTweening();
m_sprShadow[p].BeginTweening( 0.2f, bChangingPages ? TWEEN_LINEAR : TWEEN_DECELERATE );
m_sprShadow[p].SetX( fCursorX + SHADOW_LENGTH_X );
m_sprShadow[p].SetY( fCursorY + SHADOW_LENGTH_Y );
}
return bAnyChanged;
}
void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
{
if( m_fLockInputTime > 0 )
return;
if( m_bChosen[pn] )
return;
m_bChosen[pn] = true;
for( int page=0; page<NUM_PAGES; page++ )
OFF_COMMAND( m_sprMore[page] );
const GameCommand& mc = m_GameCommands[m_CurrentPage][m_iChoiceOnPage[pn]];
/* Don't play sound if we're recursive, since it just played. */
static bool bPlaySelect = true;
if( bPlaySelect )
{
SOUND->PlayOnceFromAnnouncer( ssprintf("ScreenSelectDifficulty comment %s",mc.m_sName.c_str()) );
SCREENMAN->PlayStartSound();
}
// courses should be selected for both players at all times
if( BothPlayersGameCommand(mc) )
{
FOREACH_HumanPlayer( p )
{
if( m_bChosen[p] || p == pn )
continue;
// move all cursors to the oni/nonstop selection so it graphically looks as if all players selected the same option.
ChangeWithinPage( p, m_iChoiceOnPage[pn], false );
bPlaySelect = false;
MenuStart( p ); // agree everyone
bPlaySelect = true;
}
}
else // someone must have chosen arcade style play so oni/nonstop/endless must be disabled
{
FOREACH_HumanPlayer( p )
{
if( m_bChosen[p] || p == pn )
continue;
if( !BothPlayersGameCommand(m_GameCommands[m_CurrentPage][m_iChoiceOnPage[p]]) )
continue;
/* This player is currently on a choice that is no longer available due to
* the selection just made. */
int iSwitchToIndex = -1;
for( int i=m_iChoiceOnPage[p]+1; iSwitchToIndex == -1 && i < (int) m_GameCommands[m_CurrentPage].size(); ++i )
{
const GameCommand &mc = m_GameCommands[m_CurrentPage][i];
if( mc.IsPlayable() && !BothPlayersGameCommand(mc) )
iSwitchToIndex = i;
}
if( iSwitchToIndex == -1 ) /* couldn't find a spot looking up; look down */
{
for( int i=m_iChoiceOnPage[p]-1; iSwitchToIndex == -1 && i >= 0; --i )
{
const GameCommand &mc = m_GameCommands[m_CurrentPage][i];
if( mc.IsPlayable() && !BothPlayersGameCommand(mc) )
iSwitchToIndex = i;
}
}
/* We should always find a place to go--we should at least be able to choose
* the same thing pn picked. */
ASSERT( iSwitchToIndex != -1 );
// move the cursor
ChangeWithinPage( p, iSwitchToIndex, false );
}
/* If the other player is active and hasn't yet chosen, gray out unselectable options.
* Otherwise, don't do this, so we don't gray out stuff when nothing else can be selected
* anyway. */
bool bAnyPlayersLeft = false;
FOREACH_HumanPlayer( p )
{
if( m_bChosen[p] || p == pn )
continue;
bAnyPlayersLeft = true;
}
if( bAnyPlayersLeft )
{
for( unsigned c=0; c<m_GameCommands[PAGE_1].size(); c++ )
{
if( BothPlayersGameCommand(m_GameCommands[PAGE_1][c]) )
{
m_sprPicture[PAGE_1][c].RunCommands( IGNORED_ELEMENT_COMMAND );
m_sprInfo[PAGE_1][c].RunCommands( IGNORED_ELEMENT_COMMAND );
// IGNORED_ELEMENT_COMMAND
}
// m_GameCommands[PAGE_1].push_back( m_aGameCommands[c] );
}
}
}
if( m_CurrentPage == PAGE_2 )
{
// choose this for all the other players too
FOREACH_HumanPlayer( p )
{
if( m_bChosen[p] )
continue;
bPlaySelect = false;
MenuStart( p );
bPlaySelect = true;
}
}
m_sprCursor[pn].RunCommands( CURSOR_CHOOSE_COMMAND );
m_sprOK[pn].SetXY( m_sprShadow[pn].GetDestX(), m_sprShadow[pn].GetDestY() );
m_sprOK[pn].RunCommands( OK_CHOOSE_COMMAND );
m_sprShadow[pn].RunCommands( SHADOW_CHOOSE_COMMAND );
// check to see if everyone has chosen
FOREACH_HumanPlayer( p )
{
if( !m_bChosen[p] )
return;
}
this->PostScreenMessage( SM_BeginFadingOut, SLEEP_AFTER_CHOICE_SECONDS ); // tell our owner it's time to move on
}
void ScreenSelectDifficulty::TweenOursOffScreen()
{
const int page = m_CurrentPage;
OFF_COMMAND( m_sprExplanation[page] );
OFF_COMMAND( m_sprMore[page] );
FOREACH_HumanPlayer( p )
{
OFF_COMMAND( m_sprCursor[p] );
OFF_COMMAND( m_sprOK[p] );
OFF_COMMAND( m_sprShadow[p] );
}
for( unsigned c=0; c<m_GameCommands[page].size(); c++ )
{
OFF_COMMAND( m_sprInfo[page][c] );
OFF_COMMAND( m_sprPicture[page][c] );
}
}
float ScreenSelectDifficulty::GetCursorX( PlayerNumber pn )
{
return m_sprPicture[m_CurrentPage][m_iChoiceOnPage[pn]].GetX() + CURSOR_OFFSET_X_FROM_PICTURE(pn);
}
float ScreenSelectDifficulty::GetCursorY( PlayerNumber pn )
{
return m_sprPicture[m_CurrentPage][m_iChoiceOnPage[pn]].GetY() + CURSOR_OFFSET_Y_FROM_PICTURE(pn);
}
/*
* (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.
*/