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# include "global.h"
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/*
-----------------------------------------------------------------------------
Class: ScreenJukebox
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
# include "ScreenJukebox.h"
# include "RageLog.h"
# include "ThemeManager.h"
# include "GameState.h"
# include "SongManager.h"
# include "StepMania.h"
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# include "SDL_utils.h"
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# include "ScreenManager.h"
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# include "RageSounds.h"
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# include "Steps.h"
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const ScreenMessage SM_NotesEnded = ScreenMessage ( SM_User + 10 ) ; // MUST be same as in ScreenGameplay
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bool ScreenJukebox : : SetSong ( )
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{
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vector < Song * > vSongs ;
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if ( GAMESTATE - > m_sPreferredGroup = = GROUP_ALL_MUSIC )
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SONGMAN - > GetSongs ( vSongs ) ;
else
SONGMAN - > GetSongs ( vSongs , GAMESTATE - > m_sPreferredGroup ) ;
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//
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// Search for a Song and Steps to play during the demo
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//
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for ( int i = 0 ; i < 600 ; i + + )
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{
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if ( vSongs . size ( ) = = 0 )
return true ;
Song * pSong = vSongs [ rand ( ) % vSongs . size ( ) ] ;
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if ( ! pSong - > HasMusic ( ) )
continue ; // skip
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Difficulty dc = GAMESTATE - > m_PreferredDifficulty [ PLAYER_1 ] ;
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Steps * pNotes = NULL ;
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if ( dc ! = DIFFICULTY_INVALID )
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pNotes = pSong - > GetStepsByDifficulty ( GAMESTATE - > GetCurrentStyleDef ( ) - > m_StepsType , GAMESTATE - > m_PreferredDifficulty [ PLAYER_1 ] ) ;
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else // "all difficulties"
{
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vector < Steps * > vNotes ;
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pSong - > GetSteps ( vNotes , GAMESTATE - > GetCurrentStyleDef ( ) - > m_StepsType ) ;
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if ( vNotes . size ( ) > 0 )
pNotes = vNotes [ rand ( ) % vNotes . size ( ) ] ;
}
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if ( pNotes = = NULL )
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continue ; // skip
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if ( ! PREFSMAN - > m_bAutogenMissingTypes & & pNotes - > IsAutogen ( ) )
continue ; // skip
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// Found something we can use!
GAMESTATE - > m_pCurSong = pSong ;
for ( int p = 0 ; p < NUM_PLAYERS ; p + + )
GAMESTATE - > m_pCurNotes [ p ] = pNotes ;
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return true ; // done looking
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}
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return false ;
}
bool ScreenJukebox : : PrepareForJukebox ( ) // always return true.
{
// ScreeJukeboxMenu must set this
ASSERT ( GAMESTATE - > m_CurStyle ! = STYLE_INVALID ) ;
GAMESTATE - > m_PlayMode = PLAY_MODE_ARCADE ;
SetSong ( ) ;
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// 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. */
for ( int p = 0 ; p < NUM_PLAYERS ; p + + )
{
if ( ! GAMESTATE - > IsPlayerEnabled ( p ) )
continue ;
/* Lots and lots of arrows. This might even bias to arrows a little
* too much. */
GAMESTATE - > m_PlayerOptions [ p ] = PlayerOptions ( ) ;
GAMESTATE - > m_PlayerOptions [ p ] . m_fScrollSpeed = .25f ;
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GAMESTATE - > m_PlayerOptions [ p ] . m_fPerspectiveTilt = - 1 ;
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GAMESTATE - > m_PlayerOptions [ p ] . m_fEffects [ PlayerOptions : : EFFECT_MINI ] = 1 ;
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}
GAMESTATE - > m_SongOptions . m_LifeType = SongOptions : : LIFE_BATTERY ;
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GAMESTATE - > m_SongOptions . m_FailType = SongOptions : : FAIL_OFF ;
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}
for ( int p = 0 ; p < NUM_PLAYERS ; p + + )
{
if ( ! GAMESTATE - > IsPlayerEnabled ( p ) )
continue ;
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if ( GAMESTATE - > m_bJukeboxUsesModifiers )
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{
GAMESTATE - > m_PlayerOptions [ p ] . Init ( ) ;
GAMESTATE - > m_PlayerOptions [ p ] . FromString ( PREFSMAN - > m_sDefaultModifiers ) ;
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GAMESTATE - > m_PlayerOptions [ p ] . ChooseRandomMofifiers ( ) ;
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}
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}
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GAMESTATE - > m_SongOptions . Init ( ) ;
GAMESTATE - > m_SongOptions . FromString ( PREFSMAN - > m_sDefaultModifiers ) ;
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GAMESTATE - > m_SongOptions . m_FailType = SongOptions : : FAIL_OFF ;
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GAMESTATE - > m_bDemonstrationOrJukebox = true ;
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return true ;
}
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ScreenJukebox : : ScreenJukebox ( CString sName , bool bDemonstration ) : ScreenGameplay ( " ScreenGameplay " , PrepareForJukebox ( ) ) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
LOG - > Trace ( " ScreenJukebox::ScreenJukebox() " ) ;
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 ;
}
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m_In . Load ( THEME - > GetPathToB ( " ScreenDemonstration in " ) ) ;
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this - > AddChild ( & m_In ) ;
m_In . StartTransitioning ( ) ;
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m_Out . Load ( THEME - > GetPathToB ( " ScreenDemonstration out " ) ) ;
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this - > AddChild ( & m_Out ) ;
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ClearMessageQueue ( ) ; // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE - > m_bPastHereWeGo = true ;
m_DancingState = STATE_DANCING ;
}
ScreenJukebox : : ~ ScreenJukebox ( )
{
}
void ScreenJukebox : : Update ( float fDeltaTime )
{
ScreenGameplay : : Update ( fDeltaTime ) ;
}
void ScreenJukebox : : Input ( const DeviceInput & DeviceI , const InputEventType type , const GameInput & GameI , const MenuInput & MenuI , const StyleInput & StyleI )
{
//LOG->Trace( "ScreenJukebox::Input()" );
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if ( type ! = IET_FIRST_PRESS )
return ; /* ignore */
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if ( MenuI . IsValid ( ) )
{
switch ( MenuI . button )
{
case MENU_BUTTON_LEFT :
case MENU_BUTTON_RIGHT :
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SCREENMAN - > PostMessageToTopScreen ( SM_NotesEnded , 0 ) ;
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break ;
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/* XXX: this is a copy-and-paste from ScreenAttract */
case MENU_BUTTON_START :
case MENU_BUTTON_BACK :
case MENU_BUTTON_COIN :
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switch ( PREFSMAN - > m_iCoinMode )
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{
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case COIN_PAY :
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if ( GAMESTATE - > m_iCoins < PREFSMAN - > m_iCoinsPerCredit )
break ; // don't fall through
// fall through
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case COIN_HOME :
case COIN_FREE :
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SOUND - > StopMusic ( ) ;
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/* We already played the it was a coin was inserted. Don't play it again. */
if ( MenuI . button ! = MENU_BUTTON_COIN )
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SOUND - > PlayOnce ( THEME - > GetPathToS ( " Common coin " ) ) ;
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SDL_Delay ( 800 ) ; // do a little pause, like the arcade does
SCREENMAN - > SetNewScreen ( " ScreenTitleMenu " ) ;
break ;
default :
ASSERT ( 0 ) ;
}
break ;
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}
}
}
void ScreenJukebox : : HandleScreenMessage ( const ScreenMessage SM )
{
switch ( SM )
{
case 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 ;
case SM_GoToNextScreen :
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/* We're actually under Update(), so make sure ScreenGameplay doesn't
* continue grading for this call. */
m_soundMusic . StopPlaying ( ) ;
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SCREENMAN - > SetNewScreen ( " ScreenJukebox " ) ;
return ;
}
ScreenGameplay : : HandleScreenMessage ( SM ) ;
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}