#include "global.h" #include "ScreenJukebox.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "SongManager.h" #include "ScreenManager.h" #include "GameSoundManager.h" #include "Steps.h" #include "ScreenAttract.h" #include "RageUtil.h" #include "UnlockManager.h" #include "Course.h" #include "ThemeManager.h" #include "Style.h" #include "PlayerState.h" #include "StatsManager.h" #include "CommonMetrics.h" #include "PrefsManager.h" #include "InputEventPlus.h" #define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability") REGISTER_SCREEN_CLASS( ScreenJukebox ); void ScreenJukebox::SetSong() { ThemeMetric ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers"); vector vSongs; //Check to see if there is a theme-course //I.E. If there is a course called exactly the theme name, //then we pick a song from this course. Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() ); if( pCourse != NULL ) for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ ) vSongs.push_back( pCourse->m_vEntries[i].pSong ); if ( vSongs.size() == 0 ) SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredSongGroup ); // // Calculate what difficulties to show // vector vDifficultiesToShow; if( m_bDemonstration ) { // HACK: This belongs in ScreenDemonstration ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow"); vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue(); } else { if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != DIFFICULTY_INVALID ) { vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] ); } else { FOREACH_Difficulty( dc ) vDifficultiesToShow.push_back( dc ); } } ASSERT( !vDifficultiesToShow.empty() ); // // Search for a Song and Steps to play during the demo // for( int i=0; i<1000; i++ ) { if( vSongs.size() == 0 ) return; Song* pSong = vSongs[rand()%vSongs.size()]; if( !pSong->HasMusic() ) continue; // skip if( UNLOCKMAN->SongIsLocked(pSong) ) continue; if( !pSong->ShowInDemonstrationAndRanking() ) continue; // skip Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ]; Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc ); if( pSteps == NULL ) continue; // skip if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen()) continue; // skip // Found something we can use! GAMESTATE->m_pCurSong.Set( pSong ); // We just changed the song. Reset the original sync data. GAMESTATE->ResetOriginalSyncData(); FOREACH_PlayerNumber( p ) GAMESTATE->m_pCurSteps[p].Set( pSteps ); bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY; if( bShowModifiers ) { /* If we have a modifier course containing this song, apply its modifiers. Only check * fixed course entries. */ vector apCourses; SONGMAN->GetAllCourses( apCourses, false ); vector apOptions; vector apPossibleCourses; for( unsigned i = 0; i < apCourses.size(); ++i ) { Course *pCourse = apCourses[i]; const CourseEntry *pEntry = pCourse->FindFixedSong( pSong ); if( pEntry == NULL || pEntry->attacks.size() == 0 ) continue; if( !ALLOW_ADVANCED_MODIFIERS ) { // There are some confusing mods that we don't want to show in demonstration. bool bModsAreOkToShow = true; AttackArray aAttacks = pEntry->attacks; if( !pEntry->sModifiers.empty() ) aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) ); FOREACH_CONST( Attack, aAttacks, a ) { CString s = a->sModifiers; s.MakeLower(); if( s.find("dark") != string::npos || s.find("stealth") != string::npos ) { bModsAreOkToShow = false; break; } } if( !bModsAreOkToShow ) continue; // skip } apOptions.push_back( pEntry ); apPossibleCourses.push_back( pCourse ); } if( !apOptions.empty() ) { int iIndex = rand()%apOptions.size(); m_pCourseEntry = apOptions[iIndex]; Course *pCourse = apPossibleCourses[iIndex]; PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() ); GAMESTATE->m_PlayMode.Set( pm ); GAMESTATE->m_pCurCourse.Set( pCourse ); FOREACH_PlayerNumber( p ) { GAMESTATE->m_pCurTrail[p].Set( pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) ); ASSERT( GAMESTATE->m_pCurTrail[p] ); } } } return; // done looking } return; // didn't find a song } ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplayNormal( sName ) { LOG->Trace( "ScreenJukebox::ScreenJukebox()" ); m_bDemonstration = false; m_pCourseEntry = NULL; } void ScreenJukebox::Init() { // ScreeJukeboxMenu must set this ASSERT( GAMESTATE->m_pCurStyle ); GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR ); SetSong(); // 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. */ FOREACH_EnabledPlayer( p ) { /* Lots and lots of arrows. This might even bias to arrows a little * too much. */ GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = PlayerOptions(); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fScrollSpeed = .25f; GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPerspectiveTilt = -1; GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1; } GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY; GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF; } FOREACH_EnabledPlayer( p ) { /* Reset the combo, in case ComboContinuesBetweenSongs is enabled. */ STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 0; if( GAMESTATE->m_bJukeboxUsesModifiers ) { GAMESTATE->GetDefaultPlayerOptions( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions ); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.ChooseRandomModifiers(); } } GAMESTATE->GetDefaultSongOptions( GAMESTATE->m_SongOptions ); GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF; GAMESTATE->m_bDemonstrationOrJukebox = true; /* Now that we've set up, init the base class. */ ScreenGameplay::Init(); if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. { this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration. return; } ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc. GAMESTATE->m_bGameplayLeadIn.Set( false ); m_DancingState = STATE_DANCING; } void ScreenJukebox::Input( const InputEventPlus &input ) { //LOG->Trace( "ScreenJukebox::Input()" ); if( input.type != IET_FIRST_PRESS ) return; /* ignore */ if( input.MenuI.IsValid() ) { switch( input.MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 ); return; } } ScreenAttract::AttractInput( input, this ); } void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM ) { if( SM == SM_NotesEnded ) { if( m_Out.IsTransitioning() || m_Out.IsFinished() ) return; // ignore - we're already fading or faded m_Out.StartTransitioning( SM_GoToNextScreen ); return; } else if( SM == SM_GoToNextScreen ) { if( m_pSoundMusic ) m_pSoundMusic->Stop(); } else if( SM == SM_GoToStartScreen ) { ScreenAttract::GoToStartScreen( m_sName ); } ScreenGameplay::HandleScreenMessage( SM ); } void ScreenJukebox::InitSongQueues() { ScreenGameplay::InitSongQueues(); // Pare down to just the song in the course that we want. int iIndexToKeep = -1; for( unsigned i=0; im_pCurSong ) { iIndexToKeep = i; break; } } ASSERT( iIndexToKeep != -1 ); for( int i=(m_apSongsQueue.size())-1; i>=0; i-- ) { if( i != iIndexToKeep ) { m_apSongsQueue.erase( m_apSongsQueue.begin()+i ); FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i ); pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i ); } } } ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) ); FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi ) { ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) ); ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) ); } } /* * (c) 2003-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */