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itgmania212121/stepmania/src/ScreenJukebox.cpp
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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"
#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 )
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;
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
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;
return true; // done looking
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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();
// 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;
GAMESTATE->m_PlayerOptions[p].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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}
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;
}
m_In.Load( THEME->GetPathToB("ScreenDemonstration in") );
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this->AddChild( &m_In );
m_In.StartTransitioning();
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()" );
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:
switch( PREFSMAN->m_iCoinMode )
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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
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:
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:
/* 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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}