Add SongManager::ChooseRandomSong (from TitleMenu). Use it

when starting a demonstration.

Instead of queuing a bunch of SM_PlayAttract's, queue one and
have it requeue itself.

This means 1: if the demonstration fails to start, we don't stop
playing the attract.  (Well, if we don't have any songs, maybe
we don't want ot attract attention, but ...) and more importantly,
2: setting the SECONDS_BETWEEN_ATTRACT value to some obscenely
high value won't cause millions of messages to be queued.

Flatten the option selection loop a bit (this should probably be
moved somewhere, too.)
This commit is contained in:
Glenn Maynard
2002-08-20 20:38:40 +00:00
parent 748c21c0f8
commit 77dc160001
3 changed files with 57 additions and 50 deletions
+23 -50
View File
@@ -176,8 +176,7 @@ ScreenTitleMenu::ScreenTitleMenu()
MUSIC->Stop();
for( float f=SECONDS_BETWEEN_ATTRACT; f<SECONDS_BEFORE_DEMONSTRATION; f+=SECONDS_BETWEEN_ATTRACT )
this->SendScreenMessage( SM_PlayAttract, f );
this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
this->SendScreenMessage( SM_FadeToDemonstration, SECONDS_BEFORE_DEMONSTRATION );
}
@@ -204,6 +203,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
{
case SM_PlayAttract:
m_soundAttract.PlayRandom();
this->SendScreenMessage( SM_PlayAttract, SECONDS_BETWEEN_ATTRACT );
break;
case SM_GoToNextScreen:
switch( m_TitleMenuChoice )
@@ -251,60 +251,33 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
if( SONGMAN->m_pSongs.GetSize() == 0 )
goto abort_demonstration;
// choose a Song and Notes
Song* pSongToPlay;
Notes* pNotesToPlay;
int i;
for( i=0; i<600; i++ ) // try 600 times
if(!SONGMAN->ChooseRandomSong())
{
Song* pSong = SONGMAN->m_pSongs[ rand()%SONGMAN->m_pSongs.GetSize() ];
for( int j=0; j<3; j++ ) // try 3 times
{
if( pSong->m_apNotes.GetSize() == 0 )
continue;
Notes* pNotes = pSong->m_apNotes[ rand()%pSong->m_apNotes.GetSize() ];
if( pNotes->m_NotesType == GAMESTATE->GetCurrentStyleDef()->m_NotesType )
{
// found something we can use!
pSongToPlay = pSong;
pNotesToPlay = pNotes;
goto found_song_and_notes;
}
}
// Couldn't find Song/Notes to play. Abort demonstration!
GAMESTATE->Reset();
return;
}
abort_demonstration:
// Couldn't find Song/Notes to play. Abort demonstration!
GAMESTATE->Reset();
return;
found_song_and_notes:
ASSERT( pSongToPlay );
GAMESTATE->m_pCurSong = pSongToPlay;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_pCurNotes[p] = pNotesToPlay;
ASSERT( GAMESTATE->m_pCurSong );
// choose some cool options
for( p=0; p<NUM_PLAYERS; p++ )
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->IsPlayerEnabled(p) )
{
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
GAMESTATE->m_PlayerOptions[p].m_EffectType = PlayerOptions::EffectType(rand()%PlayerOptions::NUM_EFFECT_TYPES);
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.7f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( RandomFloat(0,1)>0.8f )
GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f;
GAMESTATE->m_PlayerOptions[p].m_EffectType =
PlayerOptions::EffectType(rand()%PlayerOptions::NUM_EFFECT_TYPES);
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_HIDDEN;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_AppearanceType = PlayerOptions::APPEARANCE_SUDDEN;
if( RandomFloat(0,1)>0.7f )
GAMESTATE->m_PlayerOptions[p].m_bReverseScroll = true;
if( RandomFloat(0,1)>0.9f )
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
}
GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LifeType(rand()%SongOptions::NUM_LIFE_TYPES);
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;