2011-03-17 01:47:30 -04:00
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#include "global.h"
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#if !defined(WITHOUT_NETWORKING)
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#include "ScreenNetSelectMusic.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "Style.h"
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#include "Steps.h"
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#include "RageTimer.h"
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#include "ActorUtil.h"
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#include "AnnouncerManager.h"
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#include "MenuTimer.h"
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#include "NetworkSyncManager.h"
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#include "StepsUtil.h"
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#include "RageUtil.h"
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#include "MusicWheel.h"
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#include "InputMapper.h"
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#include "RageLog.h"
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#include "Song.h"
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#include "InputEventPlus.h"
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#include "SongUtil.h"
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#include "RageInput.h"
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#include "SongManager.h"
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#include "CodeDetector.h"
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AutoScreenMessage( SM_NoSongs );
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AutoScreenMessage( SM_ChangeSong );
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AutoScreenMessage( SM_SMOnlinePack );
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AutoScreenMessage( SM_SetWheelSong );
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AutoScreenMessage( SM_RefreshWheelLocation );
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AutoScreenMessage( SM_SongChanged );
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AutoScreenMessage( SM_UsersUpdate );
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AutoScreenMessage( SM_BackFromPlayerOptions );
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REGISTER_SCREEN_CLASS( ScreenNetSelectMusic );
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void ScreenNetSelectMusic::Init()
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{
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// Finish any previous stage. It's OK to call this when we haven't played a stage yet.
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GAMESTATE->FinishStage();
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ScreenNetSelectBase::Init();
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SAMPLE_MUSIC_PREVIEW_MODE.Load( m_sName, "SampleMusicPreviewMode" );
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MUSIC_WHEEL_TYPE.Load( m_sName, "MusicWheelType" );
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FOREACH_EnabledPlayer (p)
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{
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m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
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m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) );
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m_StepsDisplays[p].Load( "StepsDisplayNet", NULL );
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_StepsDisplays[p] );
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this->AddChild( &m_StepsDisplays[p] );
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}
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m_MusicWheel.SetName( "MusicWheel" );
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m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_MusicWheel );
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m_MusicWheel.BeginScreen();
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ON_COMMAND( m_MusicWheel );
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this->AddChild( &m_MusicWheel );
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this->MoveToHead( &m_MusicWheel );
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// todo: handle me theme-side -aj
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m_BPMDisplay.SetName( "BPMDisplay" );
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m_BPMDisplay.LoadFromFont( THEME->GetPathF("BPMDisplay","bpm") );
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m_BPMDisplay.Load();
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_BPMDisplay );
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this->AddChild( &m_BPMDisplay );
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// todo: handle me theme-side -aj
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FOREACH_EnabledPlayer( p )
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{
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m_ModIconRow[p].SetName( ssprintf("ModIconsP%d",p+1) );
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m_ModIconRow[p].Load( "ModIconRowSelectMusic", p );
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m_ModIconRow[p].SetFromGameState();
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LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_ModIconRow[p] );
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this->AddChild( &m_ModIconRow[p] );
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}
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// Load SFX and music
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m_soundChangeOpt.Load( THEME->GetPathS(m_sName,"change opt") );
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m_soundChangeSel.Load( THEME->GetPathS(m_sName,"change sel") );
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m_sSectionMusicPath = THEME->GetPathS(m_sName,"section music");
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m_sRouletteMusicPath = THEME->GetPathS(m_sName,"roulette music");
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m_sRandomMusicPath = THEME->GetPathS(m_sName,"random music");
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NSMAN->ReportNSSOnOff(1);
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NSMAN->ReportPlayerOptions();
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m_bInitialSelect = false;
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m_bAllowInput = false;
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}
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void ScreenNetSelectMusic::Input( const InputEventPlus &input )
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{
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if( !m_bAllowInput || IsTransitioning() )
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return;
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if( input.type == IET_RELEASE )
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{
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m_MusicWheel.Move(0);
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return;
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}
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if( input.type != IET_FIRST_PRESS && input.type != IET_REPEAT )
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return;
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bool bHoldingCtrl =
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL)) ||
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INPUTFILTER->IsBeingPressed(DeviceInput(DEVICE_KEYBOARD, KEY_RCTRL)) ||
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(!NSMAN->useSMserver); // If we are disconnected, assume no chatting
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wchar_t c = INPUTMAN->DeviceInputToChar(input.DeviceI,false);
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MakeUpper( &c, 1 );
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// Ctrl+[A-Z] to go to that letter of the alphabet
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if( bHoldingCtrl && ( c >= 'A' ) && ( c <= 'Z' ) )
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{
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SortOrder so = GAMESTATE->m_SortOrder;
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if( ( so != SORT_TITLE ) && ( so != SORT_ARTIST ) )
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{
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so = SORT_TITLE;
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GAMESTATE->m_PreferredSortOrder = so;
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GAMESTATE->m_SortOrder.Set( so );
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// Odd, changing the sort order requires us to call SetOpenSection more than once
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m_MusicWheel.ChangeSort( so );
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m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
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}
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m_MusicWheel.SelectSection( ssprintf("%c", c ) );
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m_MusicWheel.ChangeSort( so );
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m_MusicWheel.SetOpenSection( ssprintf("%c", c ) );
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m_MusicWheel.Move(+1);
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}
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ScreenNetSelectBase::Input( input );
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}
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void ScreenNetSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GoToPrevScreen )
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{
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "PrevScreen") );
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}
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else if( SM == SM_GoToNextScreen )
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{
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SOUND->StopMusic();
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NextScreen") );
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}
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else if( SM == SM_UsersUpdate )
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{
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m_MusicWheel.Move( 0 );
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}
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else if( SM == SM_NoSongs )
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{
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SCREENMAN->SetNewScreen( THEME->GetMetric (m_sName, "NoSongsScreen") );
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}
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else if( SM == SM_ChangeSong )
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{
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// First check to see if this song is already selected. This is so that if
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// you have multiple copies of the "same" song you can chose which copy to play.
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Song* CurSong = m_MusicWheel.GetSelectedSong();
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if(CurSong != NULL )
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if( ( !CurSong->GetTranslitArtist().CompareNoCase( NSMAN->m_sArtist ) ) &&
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( !CurSong->GetTranslitMainTitle().CompareNoCase( NSMAN->m_sMainTitle ) ) &&
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( !CurSong->GetTranslitSubTitle().CompareNoCase( NSMAN->m_sSubTitle ) ) )
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{
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switch ( NSMAN->m_iSelectMode )
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{
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case 0:
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case 1:
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NSMAN->m_iSelectMode = 0;
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NSMAN->SelectUserSong();
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break;
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case 2: // Proper starting of song
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case 3: // Blind starting of song
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StartSelectedSong();
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goto done;
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}
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}
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vector <Song *> AllSongs = SONGMAN->GetAllSongs();
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unsigned i;
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for( i=0; i < AllSongs.size(); i++ )
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{
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m_cSong = AllSongs[i];
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if( ( !m_cSong->GetTranslitArtist().CompareNoCase( NSMAN->m_sArtist ) ) &&
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( !m_cSong->GetTranslitMainTitle().CompareNoCase( NSMAN->m_sMainTitle ) ) &&
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( !m_cSong->GetTranslitSubTitle().CompareNoCase( NSMAN->m_sSubTitle ) ) )
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break;
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}
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bool haveSong = i != AllSongs.size();
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switch (NSMAN->m_iSelectMode)
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{
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case 3:
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StartSelectedSong();
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break;
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case 2: // We need to do cmd 1 as well here
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if(haveSong)
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{
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if(!m_MusicWheel.SelectSong( m_cSong ) )
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{
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m_MusicWheel.ChangeSort( SORT_GROUP );
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m_MusicWheel.FinishTweening();
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SCREENMAN->PostMessageToTopScreen( SM_SetWheelSong, 0.710f );
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}
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m_MusicWheel.Select();
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m_MusicWheel.Move(-1);
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m_MusicWheel.Move(1);
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StartSelectedSong();
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m_MusicWheel.Select();
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}
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break;
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case 1: // Scroll to song as well
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if(haveSong)
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{
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if(!m_MusicWheel.SelectSong( m_cSong ) )
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{
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//m_MusicWheel.ChangeSort( SORT_GROUP );
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//m_MusicWheel.FinishTweening();
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//SCREENMAN->PostMessageToTopScreen( SM_SetWheelSong, 0.710f );
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m_MusicWheel.ChangeSort( SORT_GROUP );
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m_MusicWheel.SetOpenSection( "" );
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}
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m_MusicWheel.SelectSong( m_cSong );
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m_MusicWheel.Select();
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m_MusicWheel.Move(-1);
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m_MusicWheel.Move(1);
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m_MusicWheel.Select();
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}
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// don't break here
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case 0: // See if client has song
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if(haveSong)
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NSMAN->m_iSelectMode = 0;
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else
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NSMAN->m_iSelectMode = 1;
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NSMAN->SelectUserSong();
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}
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}
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else if( SM == SM_SetWheelSong ) // After we've done the sort on wheel, select song.
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{
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m_MusicWheel.SelectSong( m_cSong );
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}
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else if( SM == SM_RefreshWheelLocation )
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{
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m_MusicWheel.Select();
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m_MusicWheel.Move(-1);
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m_MusicWheel.Move(1);
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m_MusicWheel.Select();
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m_bAllowInput = true;
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}
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else if( SM == SM_BackFromPlayerOptions )
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{
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// XXX HACK: This will cause ScreenSelectOptions to go back here.
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NSMAN->ReportNSSOnOff(1);
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GAMESTATE->m_EditMode = EditMode_Invalid;
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NSMAN->ReportPlayerOptions();
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// Update changes
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FOREACH_EnabledPlayer(p)
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m_ModIconRow[p].SetFromGameState();
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}
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else if( SM == SM_SongChanged )
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{
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GAMESTATE->m_pCurSong.Set( m_MusicWheel.GetSelectedSong() );
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MusicChanged();
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}
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else if( SM == SM_SMOnlinePack )
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{
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if( NSMAN->m_SMOnlinePacket.Read1() == 1 )
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{
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switch ( NSMAN->m_SMOnlinePacket.Read1() )
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{
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case 0: // Room title Change
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{
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RString titleSub;
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titleSub = NSMAN->m_SMOnlinePacket.ReadNT() + "\n";
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titleSub += NSMAN->m_SMOnlinePacket.ReadNT();
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if( NSMAN->m_SMOnlinePacket.Read1() != 1 )
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{
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RString SMOnlineSelectScreen = THEME->GetMetric( m_sName, "RoomSelectScreen" );
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SCREENMAN->SetNewScreen( SMOnlineSelectScreen );
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}
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}
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}
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}
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}
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done:
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// Must be at end, as so it is last resort for SMOnline packets.
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// If it doesn't know what to do, then it'll just remove them.
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ScreenNetSelectBase::HandleScreenMessage( SM );
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}
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bool ScreenNetSelectMusic::LeftAndRightPressed( const PlayerNumber pn )
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{
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return INPUTMAPPER->IsBeingPressed( GAME_BUTTON_LEFT, pn )
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&& INPUTMAPPER->IsBeingPressed( GAME_BUTTON_RIGHT, pn );
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}
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void ScreenNetSelectMusic::MenuLeft( const InputEventPlus &input )
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{
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PlayerNumber pn = input.pn;
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if( LeftAndRightPressed(pn) )
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m_MusicWheel.ChangeSort( SORT_MODE_MENU );
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else
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m_MusicWheel.Move( -1 );
|
|
|
|
|
}
|
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|
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|
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void ScreenNetSelectMusic::MenuRight( const InputEventPlus &input )
|
|
|
|
|
{
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|
|
|
|
PlayerNumber pn = input.pn;
|
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|
|
if( LeftAndRightPressed(pn) )
|
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|
|
m_MusicWheel.ChangeSort( SORT_MODE_MENU );
|
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|
else
|
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|
|
m_MusicWheel.Move( +1 );
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}
|
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void ScreenNetSelectMusic::MenuUp( const InputEventPlus &input )
|
|
|
|
|
{
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|
NSMAN->ReportNSSOnOff(3);
|
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|
GAMESTATE->m_EditMode = EditMode_Full;
|
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|
SCREENMAN->AddNewScreenToTop( "ScreenPlayerOptions", SM_BackFromPlayerOptions );
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|
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}
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void ScreenNetSelectMusic::MenuDown( const InputEventPlus &input )
|
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|
|
|
{
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|
/* Tricky: If we have a player on player 2, and there is only player 2,
|
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|
|
|
* allow them to use player 1's controls to change their difficulty. */
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/* Why? Nothing else allows that. (-who?) */
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// I agree, that's a stupid idea -aj
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|
|
PlayerNumber pn = input.pn;
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|
|
if( GAMESTATE->IsPlayerEnabled( PLAYER_2 ) &&
|
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|
|
!GAMESTATE->IsPlayerEnabled( PLAYER_1 ) )
|
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|
|
pn = PLAYER_2;
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|
|
if( GAMESTATE->m_pCurSong == NULL )
|
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|
|
return;
|
|
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|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
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|
|
vector <Steps *> MultiSteps;
|
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|
|
MultiSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
|
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|
|
if(MultiSteps.size() == 0)
|
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|
|
|
m_DC[pn] = NUM_Difficulty;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
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|
|
int i;
|
|
|
|
|
|
|
|
|
|
bool dcs[NUM_Difficulty];
|
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|
|
|
for( i=0; i<NUM_Difficulty; ++i )
|
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|
|
dcs[i] = false;
|
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|
|
|
|
for( i=0; i<(int)MultiSteps.size(); ++i )
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|
|
dcs[MultiSteps[i]->GetDifficulty()] = true;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<NUM_Difficulty; ++i )
|
|
|
|
|
{
|
|
|
|
|
if( (dcs[i]) && (i > m_DC[pn]) )
|
|
|
|
|
{
|
|
|
|
|
m_DC[pn] = (Difficulty)i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// If failed to go up, loop
|
|
|
|
|
if( i == NUM_Difficulty )
|
|
|
|
|
{
|
|
|
|
|
for(i = 0;i<NUM_Difficulty;i++)
|
|
|
|
|
{
|
|
|
|
|
if(dcs[i])
|
|
|
|
|
{
|
|
|
|
|
m_DC[pn] = (Difficulty)i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
UpdateDifficulties( pn );
|
|
|
|
|
GAMESTATE->m_PreferredDifficulty[pn].Set( m_DC[pn] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::MenuStart( const InputEventPlus &input )
|
|
|
|
|
{
|
|
|
|
|
bool bResult = m_MusicWheel.Select();
|
|
|
|
|
|
|
|
|
|
if( !bResult )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if( m_MusicWheel.GetSelectedType() != TYPE_SONG )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Song * pSong = m_MusicWheel.GetSelectedSong();
|
|
|
|
|
|
|
|
|
|
if( pSong == NULL )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
GAMESTATE->m_pCurSong.Set( pSong );
|
|
|
|
|
|
|
|
|
|
if( NSMAN->useSMserver )
|
|
|
|
|
{
|
|
|
|
|
NSMAN->m_sArtist = pSong->GetTranslitArtist();
|
|
|
|
|
NSMAN->m_sMainTitle = pSong->GetTranslitMainTitle();
|
|
|
|
|
NSMAN->m_sSubTitle = pSong->GetTranslitSubTitle();
|
|
|
|
|
NSMAN->m_iSelectMode = 2; // Command for user selecting song
|
|
|
|
|
NSMAN->SelectUserSong ();
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
StartSelectedSong();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::MenuBack( const InputEventPlus &input )
|
|
|
|
|
{
|
|
|
|
|
SOUND->StopMusic();
|
|
|
|
|
TweenOffScreen();
|
|
|
|
|
|
|
|
|
|
Cancel( SM_GoToPrevScreen );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::TweenOffScreen()
|
|
|
|
|
{
|
|
|
|
|
ScreenNetSelectBase::TweenOffScreen();
|
|
|
|
|
|
|
|
|
|
OFF_COMMAND( m_MusicWheel );
|
|
|
|
|
|
|
|
|
|
OFF_COMMAND( m_BPMDisplay );
|
|
|
|
|
|
|
|
|
|
FOREACH_EnabledPlayer (pn)
|
|
|
|
|
{
|
|
|
|
|
OFF_COMMAND( m_StepsDisplays[pn] );
|
|
|
|
|
//OFF_COMMAND( m_DifficultyIcon[pn] );
|
|
|
|
|
OFF_COMMAND( m_ModIconRow[pn] );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
OFF_COMMAND( m_MusicWheel );
|
|
|
|
|
|
|
|
|
|
NSMAN->ReportNSSOnOff(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::StartSelectedSong()
|
|
|
|
|
{
|
|
|
|
|
Song * pSong = m_MusicWheel.GetSelectedSong();
|
|
|
|
|
GAMESTATE->m_pCurSong.Set( pSong );
|
|
|
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; //StepsType_dance_single;
|
|
|
|
|
FOREACH_EnabledPlayer (pn)
|
|
|
|
|
{
|
|
|
|
|
GAMESTATE->m_PreferredDifficulty[pn].Set( m_DC[pn] );
|
|
|
|
|
Steps *pSteps = SongUtil::GetStepsByDifficulty(pSong, st, m_DC[pn]);
|
|
|
|
|
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
|
|
|
|
|
GAMESTATE->m_pPreferredSong = pSong;
|
|
|
|
|
|
|
|
|
|
// force event mode
|
|
|
|
|
GAMESTATE->m_bTemporaryEventMode = true;
|
|
|
|
|
|
|
|
|
|
TweenOffScreen();
|
|
|
|
|
StartTransitioningScreen( SM_GoToNextScreen );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::UpdateDifficulties( PlayerNumber pn )
|
|
|
|
|
{
|
|
|
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
|
|
|
{
|
|
|
|
|
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, Difficulty_Beginner, CourseType_Invalid );
|
|
|
|
|
//m_DifficultyIcon[pn].SetFromSteps( pn, NULL ); // It will blank it out
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
|
|
|
|
|
|
|
|
Steps * pSteps = SongUtil::GetStepsByDifficulty( GAMESTATE->m_pCurSong, st, m_DC[pn] );
|
|
|
|
|
GAMESTATE->m_pCurSteps[pn].Set( pSteps );
|
|
|
|
|
|
|
|
|
|
if( ( m_DC[pn] < NUM_Difficulty ) && ( m_DC[pn] >= Difficulty_Beginner ) )
|
|
|
|
|
m_StepsDisplays[pn].SetFromSteps( pSteps );
|
|
|
|
|
else
|
|
|
|
|
m_StepsDisplays[pn].SetFromStepsTypeAndMeterAndDifficultyAndCourseType( StepsType_Invalid, 0, Difficulty_Beginner, CourseType_Invalid );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::MusicChanged()
|
|
|
|
|
{
|
|
|
|
|
if( GAMESTATE->m_pCurSong == NULL )
|
|
|
|
|
{
|
|
|
|
|
m_BPMDisplay.NoBPM();
|
|
|
|
|
FOREACH_EnabledPlayer (pn)
|
|
|
|
|
UpdateDifficulties( pn );
|
|
|
|
|
|
|
|
|
|
SOUND->StopMusic();
|
|
|
|
|
// todo: handle playing section music correctly. -aj
|
|
|
|
|
// SOUND->PlayMusic( m_sSectionMusicPath, NULL, true, 0, -1 );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
m_BPMDisplay.SetBpmFromSong( GAMESTATE->m_pCurSong );
|
|
|
|
|
|
|
|
|
|
FOREACH_EnabledPlayer (pn)
|
|
|
|
|
{
|
|
|
|
|
m_DC[pn] = GAMESTATE->m_PreferredDifficulty[pn];
|
|
|
|
|
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
|
|
|
|
|
vector <Steps *> MultiSteps;
|
|
|
|
|
MultiSteps = GAMESTATE->m_pCurSong->GetStepsByStepsType( st );
|
|
|
|
|
if(MultiSteps.size() == 0)
|
|
|
|
|
m_DC[pn] = NUM_Difficulty;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
Difficulty Target = Difficulty_Easy;
|
|
|
|
|
|
|
|
|
|
bool dcs[NUM_Difficulty];
|
|
|
|
|
|
|
|
|
|
for( i=0; i<NUM_Difficulty; ++i )
|
|
|
|
|
dcs[i] = false;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<(int)MultiSteps.size(); ++i )
|
|
|
|
|
dcs[MultiSteps[i]->GetDifficulty()] = true;
|
|
|
|
|
|
|
|
|
|
for( i=0; i<NUM_Difficulty; ++i )
|
|
|
|
|
if( dcs[i] )
|
|
|
|
|
{
|
|
|
|
|
Target = (Difficulty)i;
|
|
|
|
|
if( i >= m_DC[pn] )
|
|
|
|
|
{
|
|
|
|
|
m_DC[pn] = (Difficulty)i;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( i == NUM_Difficulty )
|
|
|
|
|
m_DC[pn] = Target;
|
|
|
|
|
}
|
|
|
|
|
UpdateDifficulties( pn );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Copied from ScreenSelectMusic
|
|
|
|
|
// TODO: Update me! -aj
|
|
|
|
|
SOUND->StopMusic();
|
|
|
|
|
if( GAMESTATE->m_pCurSong->HasMusic() )
|
|
|
|
|
{
|
|
|
|
|
// don't play the same sound over and over
|
|
|
|
|
if(SOUND->GetMusicPath().CompareNoCase(GAMESTATE->m_pCurSong->GetMusicPath()))
|
|
|
|
|
{
|
|
|
|
|
SOUND->StopMusic();
|
|
|
|
|
SOUND->PlayMusic(
|
|
|
|
|
GAMESTATE->m_pCurSong->GetMusicPath(),
|
|
|
|
|
NULL,
|
|
|
|
|
true,
|
|
|
|
|
GAMESTATE->m_pCurSong->m_fMusicSampleStartSeconds,
|
|
|
|
|
GAMESTATE->m_pCurSong->m_fMusicSampleLengthSeconds );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenNetSelectMusic::Update( float fDeltaTime )
|
|
|
|
|
{
|
|
|
|
|
if(!m_bInitialSelect)
|
|
|
|
|
{
|
|
|
|
|
m_bInitialSelect = true;
|
|
|
|
|
SCREENMAN->PostMessageToTopScreen( SM_RefreshWheelLocation, 1.0f );
|
|
|
|
|
}
|
|
|
|
|
ScreenNetSelectBase::Update( fDeltaTime );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2004-2005 Charles Lohr
|
|
|
|
|
* 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.
|
|
|
|
|
*/
|