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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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const ScreenMessage SM_NotesEnded = ScreenMessage ( SM_User + 101 ); // MUST be same as in ScreenGameplay
bool PrepareForJukebox () // always return true.
{
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// ScreeJukeboxMenu must set this
ASSERT ( GAMESTATE -> m_CurStyle != STYLE_INVALID );
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GAMESTATE -> m_PlayMode = PLAY_MODE_ARCADE ;
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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 Notes 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 ];
Notes * pNotes = NULL ;
if ( dc != DIFFICULTY_INVALID )
pNotes = pSong -> GetNotes ( GAMESTATE -> GetCurrentStyleDef () -> m_NotesType , GAMESTATE -> m_PreferredDifficulty [ PLAYER_1 ] );
else // "all difficulties"
{
vector < Notes *> vNotes ;
pSong -> GetNotes ( vNotes , GAMESTATE -> GetCurrentStyleDef () -> m_NotesType );
if ( vNotes . size () > 0 )
pNotes = vNotes [ rand () % vNotes . size ()];
}
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if ( pNotes == NULL )
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continue ; // skip
// Found something we can use!
GAMESTATE -> m_pCurSong = pSong ;
for ( int p = 0 ; p < NUM_PLAYERS ; p ++ )
GAMESTATE -> m_pCurNotes [ p ] = pNotes ;
break ; // done looking
}
ASSERT ( GAMESTATE -> m_pCurSong );
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_fEffects [ PlayerOptions :: EFFECT_SPACE ] = 1 ;
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 ;
GAMESTATE -> m_PlayerOptions [ p ] = PlayerOptions ();
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if ( GAMESTATE -> m_bJukeboxUsesModifiers )
GAMESTATE -> m_PlayerOptions [ p ]. ChooseRandomMofifiers ();
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}
GAMESTATE -> m_SongOptions = SongOptions ();
GAMESTATE -> m_SongOptions . m_LifeType = ( randomf ( 0 , 1 ) > 0.8f ) ? SongOptions :: LIFE_BATTERY : SongOptions :: LIFE_BAR ;
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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 ( bool bDemonstration ) : 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.
{
this -> SendScreenMessage ( SM_GoToNextScreen , 0 ); // Abort demonstration.
return ;
}
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m_In . Load ( THEME -> GetPathTo ( "BGAnimations" , "ScreenDemonstration in" ) );
this -> AddChild ( & m_In );
m_In . StartTransitioning ();
m_Out . Load ( THEME -> GetPathTo ( "BGAnimations" , "ScreenDemonstration out" ) );
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 ( MenuI . IsValid () )
{
switch ( MenuI . button )
{
case MENU_BUTTON_LEFT :
case MENU_BUTTON_RIGHT :
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SCREENMAN -> SendMessageToTopScreen ( 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_CoinMode )
{
case PrefsManager :: COIN_PAY :
if ( GAMESTATE -> m_iCoins < PREFSMAN -> m_iCoinsPerCredit )
break ; // don't fall through
// fall through
case PrefsManager :: COIN_FREE :
case PrefsManager :: COIN_HOME :
SOUNDMAN -> StopMusic ();
/* We already played the it was a coin was inserted. Don't play it again. */
if ( MenuI . button != MENU_BUTTON_COIN )
SOUNDMAN -> PlayOnce ( THEME -> GetPathTo ( "Sounds" , "Common coin" ) );
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 () )
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return ; // ignore - we're already fading
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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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}