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itgmania212121/stepmania/src/ScreenJukebox.cpp
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#include "global.h"
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#include "ScreenJukebox.h"
#include "RageLog.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "SongManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
#include "Steps.h"
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#include "ScreenAttract.h"
#include "RageUtil.h"
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#include "UnlockManager.h"
#include "Course.h"
#include "ThemeManager.h"
#include "Style.h"
#include "PlayerState.h"
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#include "StatsManager.h"
#include "CommonMetrics.h"
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#include "PrefsManager.h"
#include "InputEventPlus.h"
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#define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability")
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REGISTER_SCREEN_CLASS( ScreenJukebox );
void ScreenJukebox::SetSong()
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{
ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
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vector<Song*> vSongs;
//Check to see if there is a theme-course
//I.E. If there is a course called exactly the theme name,
//then we pick a song from this course.
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Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
if( pCourse != NULL )
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for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
vSongs.push_back( pCourse->m_vEntries[i].pSong );
if ( vSongs.size() == 0 )
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SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredSongGroup );
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//
// Calculate what difficulties to show
//
vector<Difficulty> vDifficultiesToShow;
if( m_bDemonstration )
{
// HACK: This belongs in ScreenDemonstration
ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
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vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
}
else
{
if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != DIFFICULTY_INVALID )
{
vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] );
}
else
{
FOREACH_Difficulty( dc )
vDifficultiesToShow.push_back( dc );
}
}
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ASSERT( !vDifficultiesToShow.empty() );
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//
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// Search for a Song and Steps to play during the demo
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//
for( int i=0; i<1000; i++ )
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{
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if( vSongs.size() == 0 )
return;
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Song* pSong = vSongs[rand()%vSongs.size()];
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if( !pSong->HasMusic() )
continue; // skip
if( UNLOCKMAN->SongIsLocked(pSong) )
continue;
if( !pSong->ShowInDemonstrationAndRanking() )
continue; // skip
Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ];
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Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
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if( pSteps == NULL )
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continue; // skip
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if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen())
continue; // skip
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// Found something we can use!
GAMESTATE->m_pCurSong.Set( pSong );
// We just changed the song. Reset the original sync data.
GAMESTATE->ResetOriginalSyncData();
FOREACH_PlayerNumber( p )
GAMESTATE->m_pCurSteps[p].Set( pSteps );
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bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
if( bShowModifiers )
{
/* If we have a modifier course containing this song, apply its modifiers. Only check
* fixed course entries. */
vector<Course*> apCourses;
SONGMAN->GetAllCourses( apCourses, false );
vector<const CourseEntry *> apOptions;
vector<Course*> apPossibleCourses;
for( unsigned i = 0; i < apCourses.size(); ++i )
{
Course *pCourse = apCourses[i];
const CourseEntry *pEntry = pCourse->FindFixedSong( pSong );
if( pEntry == NULL || pEntry->attacks.size() == 0 )
continue;
if( !ALLOW_ADVANCED_MODIFIERS )
{
// There are some confusing mods that we don't want to show in demonstration.
bool bModsAreOkToShow = true;
AttackArray aAttacks = pEntry->attacks;
if( !pEntry->sModifiers.empty() )
aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) );
FOREACH_CONST( Attack, aAttacks, a )
{
CString s = a->sModifiers;
s.MakeLower();
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if( s.find("dark") != string::npos ||
s.find("stealth") != string::npos )
{
bModsAreOkToShow = false;
break;
}
}
if( !bModsAreOkToShow )
continue; // skip
}
apOptions.push_back( pEntry );
apPossibleCourses.push_back( pCourse );
}
if( !apOptions.empty() )
{
int iIndex = rand()%apOptions.size();
m_pCourseEntry = apOptions[iIndex];
Course *pCourse = apPossibleCourses[iIndex];
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PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() );
GAMESTATE->m_PlayMode.Set( pm );
GAMESTATE->m_pCurCourse.Set( pCourse );
FOREACH_PlayerNumber( p )
{
GAMESTATE->m_pCurTrail[p].Set( pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) );
ASSERT( GAMESTATE->m_pCurTrail[p] );
}
}
}
return; // done looking
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}
return; // didn't find a song
}
ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplayNormal( sName )
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{
LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
m_bDemonstration = false;
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m_pCourseEntry = NULL;
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}
void ScreenJukebox::Init()
{
// ScreeJukeboxMenu must set this
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ASSERT( GAMESTATE->m_pCurStyle );
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
SetSong();
// ASSERT( GAMESTATE->m_pCurSong );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
// choose some cool options
int Benchmark = 0;
if(Benchmark)
{
/* Note that you also need to make sure you benchmark with the
* same notes. I use a copy of MaxU with only heavy notes included. */
FOREACH_EnabledPlayer( p )
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{
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions();
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fScrollSpeed = .25f;
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPerspectiveTilt = -1;
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1;
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}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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}
FOREACH_EnabledPlayer( p )
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{
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/* Reset the combo, in case ComboContinuesBetweenSongs is enabled. */
STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 0;
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if( GAMESTATE->m_bJukeboxUsesModifiers )
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{
GAMESTATE->GetDefaultPlayerOptions( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.ChooseRandomModifiers();
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}
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}
GAMESTATE->GetDefaultSongOptions( GAMESTATE->m_SongOptions );
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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/* Now that we've set up, init the base class. */
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ScreenGameplay::Init();
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
{
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this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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return;
}
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
}
void ScreenJukebox::Input( const InputEventPlus &input )
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{
//LOG->Trace( "ScreenJukebox::Input()" );
if( input.type != IET_FIRST_PRESS )
return; /* ignore */
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if( input.MenuI.IsValid() )
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{
switch( input.MenuI.button )
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{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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return;
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}
}
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ScreenAttract::AttractInput( input, this );
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}
void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
{
if( SM == SM_NotesEnded )
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{
if( m_Out.IsTransitioning() || m_Out.IsFinished() )
return; // ignore - we're already fading or faded
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m_Out.StartTransitioning( SM_GoToNextScreen );
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return;
}
else if( SM == SM_GoToNextScreen )
{
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if( m_pSoundMusic )
m_pSoundMusic->Stop();
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}
else if( SM == SM_GoToStartScreen )
{
ScreenAttract::GoToStartScreen( m_sName );
}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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void ScreenJukebox::InitSongQueues()
{
ScreenGameplay::InitSongQueues();
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// Pare down to just the song in the course that we want.
int iIndexToKeep = -1;
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for( unsigned i=0; i<m_apSongsQueue.size(); i++ )
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{
if( m_apSongsQueue[i] == GAMESTATE->m_pCurSong )
{
iIndexToKeep = i;
break;
}
}
ASSERT( iIndexToKeep != -1 );
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for( int i=(m_apSongsQueue.size())-1; i>=0; i-- )
{
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if( i != iIndexToKeep )
{
m_apSongsQueue.erase( m_apSongsQueue.begin()+i );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i );
pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i );
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}
}
}
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ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) );
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) );
ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) );
}
}
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/*
* (c) 2003-2004 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.
*/