2003-02-16 04:01:45 +00:00
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#include "global.h"
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2004-06-09 02:48:38 +00:00
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2003-01-08 23:43:54 +00:00
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#include "ScreenAttract.h"
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#include "ScreenManager.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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#include "StepMania.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "SongManager.h"
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#include "GameState.h"
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#include "GameManager.h"
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#include "InputMapper.h"
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#include "ThemeManager.h"
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2004-07-08 00:10:34 +00:00
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#include "GameSoundManager.h"
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2004-07-17 22:15:39 +00:00
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#include "CommonMetrics.h"
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2005-01-15 21:00:50 +00:00
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#include "BGAnimation.h"
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2003-01-08 23:43:54 +00:00
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2004-03-23 21:02:58 +00:00
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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2005-01-30 00:01:35 +00:00
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#define START_SCREEN THEME->GetMetric ("ScreenAttract","StartScreen")
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2003-01-08 23:43:54 +00:00
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2004-11-26 17:28:47 +00:00
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REGISTER_SCREEN_CLASS( ScreenAttract );
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2005-02-27 09:59:38 +00:00
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ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : ScreenWithMenuElements( sName )
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2003-01-08 23:43:54 +00:00
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{
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2005-02-23 06:29:05 +00:00
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if( bResetGameState )
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GAMESTATE->Reset();
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2003-01-19 04:44:22 +00:00
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2003-12-28 19:46:50 +00:00
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// increment times through attract count
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2005-02-12 21:03:39 +00:00
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if( m_sName == INITIAL_SCREEN.GetValue() )
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2003-12-28 19:46:50 +00:00
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GAMESTATE->m_iNumTimesThroughAttract++;
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2005-02-23 06:29:05 +00:00
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}
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2003-12-28 19:46:50 +00:00
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2005-02-23 06:29:05 +00:00
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void ScreenAttract::Init()
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{
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LOG->Trace( "ScreenAttract::ScreenAttract(%s)", m_sName.c_str() );
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2005-02-27 09:59:38 +00:00
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ScreenWithMenuElements::Init();
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2003-01-08 23:43:54 +00:00
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}
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ScreenAttract::~ScreenAttract()
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{
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LOG->Trace( "ScreenAttract::~ScreenAttract()" );
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}
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void ScreenAttract::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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2003-04-22 07:42:50 +00:00
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// LOG->Trace( "ScreenAttract::Input()" );
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2003-01-08 23:43:54 +00:00
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2003-03-09 00:55:49 +00:00
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AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_In.IsTransitioning() || m_Out.IsTransitioning() );
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}
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2003-01-10 02:22:07 +00:00
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2003-03-09 00:55:49 +00:00
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void ScreenAttract::AttractInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI, bool bTransitioning )
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{
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if(type != IET_FIRST_PRESS)
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return; // don't care
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ChangeCoinModeInput( DeviceI, type, GameI, MenuI, StyleI );
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2003-01-08 23:43:54 +00:00
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2003-01-10 02:22:07 +00:00
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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2003-01-19 04:44:22 +00:00
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case MENU_BUTTON_START:
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2003-01-10 02:22:07 +00:00
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case MENU_BUTTON_BACK:
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2003-03-09 00:55:49 +00:00
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case MENU_BUTTON_COIN:
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2005-02-21 17:29:49 +00:00
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switch( GAMESTATE->GetCoinMode() )
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2003-01-19 04:44:22 +00:00
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{
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2003-04-13 04:50:08 +00:00
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case COIN_PAY:
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2003-10-18 21:01:04 +00:00
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LOG->Trace("ScreenAttract::AttractInput: COIN_PAY (%i/%i)", GAMESTATE->m_iCoins, PREFSMAN->m_iCoinsPerCredit );
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2003-01-19 04:44:22 +00:00
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if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
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break; // don't fall through
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// fall through
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2003-04-13 04:50:08 +00:00
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case COIN_HOME:
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case COIN_FREE:
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2003-07-26 22:53:22 +00:00
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SOUND->StopMusic();
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2005-01-19 21:45:09 +00:00
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/* HandleGlobalInputs() already played the coin sound. Don't play it again. */
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2003-03-09 03:28:34 +00:00
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if( MenuI.button != MENU_BUTTON_COIN )
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2004-03-23 23:56:38 +00:00
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SCREENMAN->PlayCoinSound();
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2004-06-09 02:48:38 +00:00
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SCREENMAN->SendMessageToTopScreen( SM_StopMusic );
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2004-10-16 15:04:10 +00:00
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usleep( (int)(JOIN_PAUSE_SECONDS*1000*1000) ); // do a little pause, like the arcade does
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2005-01-30 00:01:35 +00:00
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LOG->Trace("ScreenAttract::AttractInput: go to START_SCREEN" );
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SCREENMAN->SetNewScreen( START_SCREEN );
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2003-01-19 04:44:22 +00:00
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break;
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default:
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ASSERT(0);
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}
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2003-01-10 02:22:07 +00:00
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break;
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}
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}
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2003-03-09 00:55:49 +00:00
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if( bTransitioning )
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return;
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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2003-03-25 21:17:29 +00:00
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SCREENMAN->PostMessageToTopScreen( SM_BeginFadingOut, 0 );
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2003-03-09 00:55:49 +00:00
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break;
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}
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2005-02-28 04:44:51 +00:00
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}
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2003-03-09 00:55:49 +00:00
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2003-01-10 02:22:07 +00:00
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// Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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2003-01-08 23:43:54 +00:00
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}
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2003-01-10 02:22:07 +00:00
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void ScreenAttract::Update( float fDelta )
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{
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2004-07-25 08:40:01 +00:00
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if( IsFirstUpdate() )
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{
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if( GAMESTATE->IsTimeToPlayAttractSounds() )
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2005-02-06 03:32:53 +00:00
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SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
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2004-07-25 08:40:01 +00:00
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else
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SOUND->PlayMusic( "" ); // stop music
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}
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2005-02-27 09:59:38 +00:00
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ScreenWithMenuElements::Update(fDelta);
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2003-01-08 23:43:54 +00:00
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}
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void ScreenAttract::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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2005-02-28 04:44:51 +00:00
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case SM_MenuTimer:
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2003-01-08 23:43:54 +00:00
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case SM_BeginFadingOut:
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2003-03-09 00:55:49 +00:00
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if( !m_Out.IsTransitioning() )
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m_Out.StartTransitioning( SM_GoToNextScreen );
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2003-01-08 23:43:54 +00:00
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break;
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case SM_GoToNextScreen:
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2004-02-14 01:29:09 +00:00
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/* Look at the def of the screen we're going to; if it has a music theme element
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* and it's the same as the one we're playing now, don't stop. However, if we're
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* going to interrupt it when we fade in, stop the old music before we fade out. */
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2004-02-01 23:07:13 +00:00
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bool bGoingToPlayTheSameMusic =
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2004-02-14 01:16:04 +00:00
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THEME->GetPathS( NEXT_SCREEN, "music", false) == THEME->GetPathS( m_sName, "music", false);
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2004-02-01 23:07:13 +00:00
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if( bGoingToPlayTheSameMusic )
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; // do nothing
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else
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SOUND->PlayMusic( "" ); // stop the music
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2003-01-08 23:43:54 +00:00
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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}
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}
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2004-06-09 04:28:27 +00:00
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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