#include "global.h" #include "MusicWheel.h" #include "RageUtil.h" #include "SongManager.h" #include "GameManager.h" #include "PrefsManager.h" #include "ScreenManager.h" // for sending SM_PlayMusicSample #include "RageLog.h" #include "GameConstantsAndTypes.h" #include "GameState.h" #include "ThemeManager.h" #include "song.h" #include "Course.h" #include "Steps.h" #include "UnlockManager.h" #include "GameCommand.h" #include "ActorUtil.h" #include "SongUtil.h" #include "CourseUtil.h" #include "Foreach.h" #include "Style.h" #include "ThemeMetric.h" #include "PlayerState.h" static Preference g_bMoveRandomToEnd( "MoveRandomToEnd", false ); #define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2)) #define WHEEL_TEXT(s) THEME->GetString( "MusicWheel", ssprintf("%sText",s.c_str()) ); static RString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); } static RString CHOICE_NAME( RString s ) { return ssprintf("Choice%s",s.c_str()); } AutoScreenMessage( SM_SongChanged ) // TODO: Replace this with a Message and MESSAGEMAN AutoScreenMessage( SM_SortOrderChanging ); AutoScreenMessage( SM_SortOrderChanged ); static const SortOrder g_SongSortOrders[] = { SORT_GROUP, SORT_TITLE, SORT_BPM, SORT_POPULARITY, SORT_ARTIST, SORT_GENRE, }; const vector SONG_SORT_ORDERS( g_SongSortOrders, g_SongSortOrders + ARRAYLEN(g_SongSortOrders) ); static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so ) { switch( pm ) { // in course modes, force a particular sort case PLAY_MODE_ONI: return SORT_ONI_COURSES; case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES; case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES; } /* If we're not in a course mode, don't start in a course sort. */ switch( so ) { case SORT_ONI_COURSES: case SORT_NONSTOP_COURSES: case SORT_ENDLESS_COURSES: so = SortOrder_Invalid; break; } return so; } WheelItemBase *MusicWheel::MakeItem() { return new MusicWheelItem; } void MusicWheel::Load( RString sType ) { ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds"); ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches"); NUM_SECTION_COLORS .Load(sType,"NumSectionColors"); SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor"); SORT_MENU_COLOR .Load(sType,"SortMenuColor"); SHOW_ROULETTE .Load(sType,"ShowRoulette"); SHOW_RANDOM .Load(sType,"ShowRandom"); SHOW_PORTAL .Load(sType,"ShowPortal"); RANDOM_PICKS_LOCKED_SONGS .Load(sType,"RandomPicksLockedSongs"); MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow"); MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames"); vector vsModeChoiceNames; split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames ); CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames); SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS); WheelBase::Load( sType ); SONGMAN->UpdateRankingCourses(); m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") ); m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true ); /* Update for SORT_MOST_PLAYED. */ SONGMAN->UpdatePopular(); /* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with * stable_sort) from its output, and title will be the secondary sort, without having * to re-sort by title each time. */ SONGMAN->SortSongs(); RageTimer timer; RString times; /* Build all of the wheel item data. Do this after selecting * the extra stage, so it knows to always display it. */ FOREACH_SortOrder( so ) { BuildWheelItemDatas( m_WheelItemDatas[so], so ); times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() ); } LOG->Trace( "MusicWheel sorting took: %s", times.c_str() ); /* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this * after building wheel item data.) */ { const vector &from = m_WheelItemDatas[SORT_MODE_MENU]; for( unsigned i=0; im_pAction ); if( from[i]->m_pAction->DescribesCurrentModeForAllPlayers() ) { m_sLastModeMenuItem = from[i]->m_pAction->m_sName; break; } } } } void MusicWheel::BeginScreen() { WheelBase::BeginScreen(); if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() ) { m_WheelState = STATE_LOCKED; SCREENMAN->PlayStartSound(); m_fLockedWheelVelocity = 0; } GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder ); /* Never start in the mode menu; some elements may not initialize correctly. */ if( GAMESTATE->m_SortOrder == SORT_MODE_MENU ) GAMESTATE->m_SortOrder.Set( SortOrder_Invalid ); GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) ); /* Only save the sort order if the player didn't already have one. If he did, don't * overwrite it. */ if( GAMESTATE->m_PreferredSortOrder == SortOrder_Invalid ) GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder; // HACK: invalidate currently selected song in the case that it // cannot be played due to lack of stages remaining // checking for event mode shouldn't be necessary here // but someone mentioned it does it sometimes. if( GAMESTATE->m_pCurSong != NULL && SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iSongsPerPlay && !GAMESTATE->IsEventMode() && !GAMESTATE->IsAnExtraStage() ) { GAMESTATE->m_pCurSong.Set( NULL ); } // Select the the previously selected song (if any) if( !SelectSongOrCourse() ) SetOpenGroup(""); // rebuild the WheelItems that appear on screen RebuildWheelItems(); } MusicWheel::~MusicWheel() { FOREACH_SortOrder( so ) FOREACH( WheelItemData*, m_WheelItemDatas[so], i ) delete *i; } /* If a song or course is set in GAMESTATE and available, select it. Otherwise, choose the * first available song or course. Return true if an item was set, false if no items are * available. */ bool MusicWheel::SelectSongOrCourse() { if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) ) return true; if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) ) return true; if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) ) return true; if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) ) return true; // Select the first selectable song based on the sort order... vector &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( unsigned i = 0; i < wiWheelItems.size(); i++ ) { if( wiWheelItems[i]->m_pSong ) return SelectSong( wiWheelItems[i]->m_pSong ); else if ( wiWheelItems[i]->m_pCourse ) return SelectCourse( wiWheelItems[i]->m_pCourse ); } LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" ); return false; } bool MusicWheel::SelectSection( const RString & SectionName ) { for( unsigned int i = 0; i < m_CurWheelItemData.size(); ++i ) { if( m_CurWheelItemData[i]->m_sText == SectionName ) { m_iSelection = i; // select it return true; } } return false; } bool MusicWheel::SelectSong( const Song *p ) { if(p == NULL) return false; unsigned i; vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( i=0; im_pSong == p ) { // make its group the currently expanded group SetOpenGroup( from[i]->m_sText ); break; } } if( i == from.size() ) return false; for( i=0; im_pSong == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectCourse( const Course *p ) { if(p == NULL) return false; unsigned i; vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( i=0; im_pCourse == p ) { // make its group the currently expanded group SetOpenGroup( from[i]->m_sText ); break; } } if( i == from.size() ) return false; for( i=0; im_pCourse == p ) m_iSelection = i; // select it } return true; } bool MusicWheel::SelectModeMenuItem() { /* Select the last-chosen option. */ ASSERT( GAMESTATE->m_SortOrder == SORT_MODE_MENU ); const vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; unsigned i; for( i=0; im_pAction; if( gc.m_sName == m_sLastModeMenuItem ) break; } if( i == from.size() ) return false; // make its group the currently expanded group SetOpenGroup( from[i]->m_sText ); for( i=0; im_pAction->m_sName != m_sLastModeMenuItem ) continue; m_iSelection = i; // select it break; } return true; } void MusicWheel::GetSongList(vector &arraySongs, SortOrder so, const RString &sPreferredGroup ) { vector apAllSongs; switch( so ) { case SORT_PREFERRED: SONGMAN->GetPreferredSortSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() ); break; case SORT_POPULARITY: SONGMAN->GetPopularSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() ); break; default: SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() ); break; } // copy only songs that have at least one Steps for the current GameMode for( unsigned i=0; im_pCurSong || (!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) ) { /* Hide songs that asked to be hidden via #SELECTABLE. */ if( so!=SORT_ROULETTE && !pSong->NormallyDisplayed() ) continue; if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) ) continue; /* Don't show in roulette if #SELECTABLE:NO. */ if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() ) continue; } /* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette and Random, * too. */ if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && UNLOCKMAN->SongIsLocked(pSong) ) continue; // If the song has at least one steps, add it. if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) ) arraySongs.push_back( pSong ); } /* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long * song). */ if( GAMESTATE->IsAnExtraStage() ) { Song* pSong; Steps* pSteps; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, NULL, NULL ); if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() ) arraySongs.push_back( pSong ); } } void MusicWheel::BuildWheelItemDatas( vector &arrayWheelItemDatas, SortOrder so ) { switch( so ) { case SORT_MODE_MENU: { arrayWheelItemDatas.clear(); // clear out the previous wheel items vector vsNames; split( MODE_MENU_CHOICE_NAMES, ",", vsNames ); for( unsigned i=0; iIsEventMode() && GAMESTATE->m_iCurrentStageIndex ) continue; } WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR ); wid.m_pAction = HiddenPtr( new GameCommand ); wid.m_pAction->m_sName = vsNames[i]; wid.m_pAction->Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) ); wid.m_sLabel = WHEEL_TEXT(vsNames[i]); if( !wid.m_pAction->IsPlayable() ) continue; arrayWheelItemDatas.push_back( new WheelItemData(wid) ); } break; } case SORT_PREFERRED: case SORT_ROULETTE: case SORT_GROUP: case SORT_TITLE: case SORT_BPM: case SORT_POPULARITY: case SORT_TOP_GRADES: case SORT_ARTIST: case SORT_GENRE: case SORT_EASY_METER: case SORT_MEDIUM_METER: case SORT_HARD_METER: case SORT_CHALLENGE_METER: { /////////////////////////////////// // Make an array of Song*, then sort them /////////////////////////////////// vector arraySongs; GetSongList(arraySongs, so, GAMESTATE->m_sPreferredSongGroup ); bool bUseSections = true; // sort the songs switch( so ) { case SORT_PREFERRED: // obey order specified by the preferred sort list break; case SORT_ROULETTE: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY ); if( (bool)PREFSMAN->m_bPreferredSortUsesGroups ) stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup ); bUseSections = false; break; case SORT_GROUP: SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs ); bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL; break; case SORT_TITLE: SongUtil::SortSongPointerArrayByTitle( arraySongs ); break; case SORT_BPM: SongUtil::SortSongPointerArrayByBPM( arraySongs ); break; case SORT_POPULARITY: if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW ) arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() ); bUseSections = false; break; case SORT_TOP_GRADES: SongUtil::SortSongPointerArrayByGrades( arraySongs, true ); break; case SORT_ARTIST: SongUtil::SortSongPointerArrayByArtist( arraySongs ); break; case SORT_GENRE: SongUtil::SortSongPointerArrayByGenre( arraySongs ); break; case SORT_EASY_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY ); break; case SORT_MEDIUM_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM ); break; case SORT_HARD_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD ); break; case SORT_CHALLENGE_METER: SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE ); break; default: ASSERT(0); // unhandled SortOrder } /////////////////////////////////// // Build an array of WheelItemDatas from the sorted list of Song*'s /////////////////////////////////// arrayWheelItemDatas.clear(); // clear out the previous wheel items arrayWheelItemDatas.reserve( arraySongs.size() ); switch( PREFSMAN->m_MusicWheelUsesSections ) { case MusicWheelUsesSections_NEVER: bUseSections = false; break; case MusicWheelUsesSections_ABC_ONLY: if( so != SORT_TITLE && so != SORT_GROUP ) bUseSections = false; break; } if( bUseSections ) { // Sorting twice isn't necessary. Instead, modify the compatator functions // in Song.cpp to have the desired effect. -Chris /* Keeping groups together with the sorts is tricky and brittle; we * keep getting OTHER split up without this. However, it puts the * Grade and BPM sorts in the wrong order, and they're already correct, * so don't re-sort for them. */ /* We're using sections, so use the section name as the top-level sort. */ if( so != SORT_TOP_GRADES && so != SORT_BPM ) SongUtil::SortSongPointerArrayBySectionName(arraySongs, so); } // make WheelItemDatas with sections RString sLastSection = ""; int iSectionColorIndex = 0; for( unsigned i=0; i< arraySongs.size(); i++ ) { Song* pSong = arraySongs[i]; if( bUseSections ) { RString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so ); if( sThisSection != sLastSection ) { // new section, make a section item RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex); iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS; arrayWheelItemDatas.push_back( new WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) ); sLastSection = sThisSection; } } arrayWheelItemDatas.push_back( new WheelItemData(TYPE_SONG, pSong, sLastSection, NULL, SONGMAN->GetSongColor(pSong)) ); } if( so != SORT_ROULETTE ) { if( SHOW_ROULETTE ) arrayWheelItemDatas.push_back( new WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) ); /* Only add TYPE_PORTAL if there's at least one song on the list. */ bool bFoundAnySong = false; for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ ) if( arrayWheelItemDatas[i]->m_Type == TYPE_SONG ) bFoundAnySong = true; if( SHOW_RANDOM && bFoundAnySong ) arrayWheelItemDatas.push_back( new WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) ); if( SHOW_PORTAL && bFoundAnySong ) arrayWheelItemDatas.push_back( new WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1)) ); } if( GAMESTATE->IsAnExtraStage() ) { Song* pSong; Steps* pSteps; SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, NULL, NULL ); for( unsigned i=0; im_pSong == pSong ) { /* Change the song color. */ arrayWheelItemDatas[i]->m_color = SONG_REAL_EXTRA_COLOR; break; } } } break; } case SORT_ALL_COURSES: case SORT_NONSTOP_COURSES: case SORT_ONI_COURSES: case SORT_ENDLESS_COURSES: { bool bOnlyPreferred = PREFSMAN->m_CourseSortOrder == COURSE_SORT_PREFERRED; vector vct; switch( so ) { case SORT_NONSTOP_COURSES: vct.push_back( COURSE_TYPE_NONSTOP ); break; case SORT_ONI_COURSES: vct.push_back( COURSE_TYPE_ONI ); vct.push_back( COURSE_TYPE_SURVIVAL ); break; case SORT_ENDLESS_COURSES: vct.push_back( COURSE_TYPE_ENDLESS ); break; case SORT_ALL_COURSES: FOREACH_ENUM( CourseType, i ) vct.push_back( i ); break; default: ASSERT(0); break; } vector apCourses; FOREACH_CONST( CourseType, vct, ct ) { if( bOnlyPreferred ) SONGMAN->GetPreferredSortCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses ); else SONGMAN->GetCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses ); } switch( PREFSMAN->m_CourseSortOrder ) { case COURSE_SORT_SONGS: CourseUtil::SortCoursePointerArrayByDifficulty( apCourses ); break; case COURSE_SORT_PREFERRED: break; case COURSE_SORT_METER: CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses ); break; case COURSE_SORT_METER_SUM: CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses ); break; case COURSE_SORT_RANK: CourseUtil::SortCoursePointerArrayByRanking( apCourses ); break; default: ASSERT(0); } // since we can't agree, make it an option if( PREFSMAN->m_CourseSortOrder != COURSE_SORT_SONGS && g_bMoveRandomToEnd ) CourseUtil::MoveRandomToEnd( apCourses ); if( so == SORT_ALL_COURSES ) CourseUtil::SortCoursePointerArrayByType( apCourses ); arrayWheelItemDatas.clear(); // clear out the previous wheel items RString sLastSection = ""; int iSectionColorIndex = 0; for( unsigned i=0; iCourseIsLocked(pCourse) ) continue; RString sThisSection = ""; if( so == SORT_ALL_COURSES ) { switch( pCourse->GetPlayMode() ) { case PLAY_MODE_ONI: sThisSection = "Oni"; break; case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break; case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break; } } // check that this course has at least one song playable in the current style if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) ) continue; if( sThisSection != sLastSection ) // new section, make a section item { RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex); iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS; arrayWheelItemDatas.push_back( new WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c) ); sLastSection = sThisSection; } RageColor c = ( pCourse->m_sGroupName.size() == 0 ) ? pCourse->GetColor() : SONGMAN->GetCourseColor(pCourse); arrayWheelItemDatas.push_back( new WheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, c) ); } break; } } // init music status icons for( unsigned i=0; iIsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType ); WID.m_Flags.bEdits = WID.m_pSong->HasEdits( GAMESTATE->GetCurrentStyle()->m_StepsType ); WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( WID.m_pSong ); } else if( WID.m_pCourse != NULL ) { WID.m_Flags.bHasBeginnerOr1Meter = false; WID.m_Flags.bEdits = WID.m_pCourse->IsAnEdit(); WID.m_Flags.iStagesForSong = 1; } } // init crowns if( so == SORT_POPULARITY ) { // init crown icons for( unsigned i=0; i< min(3u,arrayWheelItemDatas.size()); i++ ) { WheelItemData& WID = *arrayWheelItemDatas[i]; WID.m_Flags.iPlayersBestNumber = i+1; } } if( arrayWheelItemDatas.empty() ) { arrayWheelItemDatas.push_back( new WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1)) ); } } void MusicWheel::UpdateSwitch() { switch( m_WheelState ) { case STATE_FLYING_OFF_BEFORE_NEXT_SORT: { const Song* pPrevSelectedSong = GetCurWheelItemData(m_iSelection)->m_pSong; SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 ); SetOpenGroup( SongUtil::GetSectionNameFromSongAndSort(pPrevSelectedSong, GAMESTATE->m_SortOrder) ); m_iSelection = 0; // // Select the previously selected item // switch( GAMESTATE->m_SortOrder ) { default: // Look for the last selected song or course SelectSongOrCourse(); break; case SORT_MODE_MENU: SelectModeMenuItem(); break; } // // Change difficulty for sorts by meter - XXX: do this with GameCommand? // Difficulty dc = Difficulty_Invalid; switch( GAMESTATE->m_SortOrder ) { case SORT_EASY_METER: dc = DIFFICULTY_EASY; break; case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break; case SORT_HARD_METER: dc = DIFFICULTY_HARD; break; case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break; } if( dc != Difficulty_Invalid ) { FOREACH_PlayerNumber( p ) if( GAMESTATE->IsPlayerEnabled(p) ) GAMESTATE->m_PreferredDifficulty[p].Set( dc ); } SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); RebuildWheelItems(); TweenOnScreenForSort(); SCREENMAN->ZeroNextUpdate(); } break; case STATE_FLYING_ON_AFTER_NEXT_SORT: m_WheelState = STATE_SELECTING; // now, wait for input break; case STATE_SELECTING: m_fTimeLeftInState = 0; break; case STATE_ROULETTE_SPINNING: case STATE_RANDOM_SPINNING: break; case STATE_LOCKED: break; case STATE_ROULETTE_SLOWING_DOWN: if( m_iSwitchesLeftInSpinDown == 0 ) { m_WheelState = STATE_LOCKED; m_fTimeLeftInState = 0; SCREENMAN->PlayStartSound(); m_fLockedWheelVelocity = 0; /* Send this again so the screen starts sample music. */ SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); } else { m_iSwitchesLeftInSpinDown--; const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f }; ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4); m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown]; LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState ); if( m_iSwitchesLeftInSpinDown < 2 ) ChangeMusic(randomf(0,1) >= 0.5f? 1:-1); else ChangeMusic(1); } break; default: ASSERT(0); // all state changes should be handled explicitly break; } } void MusicWheel::ChangeMusic( int iDist ) { m_iSelection += iDist; wrap( m_iSelection, m_CurWheelItemData.size() ); RebuildWheelItems( iDist ); m_fPositionOffsetFromSelection += iDist; SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); /* If we're moving automatically, don't play this; it'll be called in Update. */ if(!IsMoving()) m_soundChangeMusic.Play(); } bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful { ASSERT( new_so < NUM_SortOrder ); if( GAMESTATE->m_SortOrder == new_so ) return false; /* Don't change to SORT_MODE_MENU if it doesn't have at least two choices. */ if( new_so == SORT_MODE_MENU && m_WheelItemDatas[new_so].size() < 2 ) return false; switch( m_WheelState ) { case STATE_SELECTING: case STATE_FLYING_ON_AFTER_NEXT_SORT: break; // fall through default: return false; // don't continue } SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 ); m_soundChangeSort.Play(); TweenOffScreenForSort(); /* Save the new preference. */ if( IsSongSort(new_so) ) GAMESTATE->m_PreferredSortOrder = new_so; GAMESTATE->m_SortOrder.Set( new_so ); return true; } bool MusicWheel::NextSort() // return true if change successful { // don't allow NextSort when on the sort menu or mode menu if( GAMESTATE->m_SortOrder == SORT_MODE_MENU ) return false; // find the index of the current sort int cur = 0; while( cur < int(SONG_SORT_ORDERS.size()) && SONG_SORT_ORDERS[cur] != GAMESTATE->m_SortOrder ) ++cur; // move to the next sort with wrapping ++cur; wrap( cur, SONG_SORT_ORDERS.size() ); // apply new sort SortOrder soNew = SONG_SORT_ORDERS[cur]; return ChangeSort( soNew ); } bool MusicWheel::Select() // return true if this selection ends the screen { LOG->Trace( "MusicWheel::Select()" ); switch( m_WheelState ) { case STATE_FLYING_OFF_BEFORE_NEXT_SORT: case STATE_ROULETTE_SLOWING_DOWN: return false; } if( m_WheelState == STATE_ROULETTE_SPINNING ) { m_WheelState = STATE_ROULETTE_SLOWING_DOWN; m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + RandomInt( ROULETTE_SLOW_DOWN_SWITCHES/2 ); m_fTimeLeftInState = 0.1f; return false; } if( m_WheelState == STATE_RANDOM_SPINNING ) { m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f); m_WheelState = STATE_LOCKED; SCREENMAN->PlayStartSound(); m_fLockedWheelVelocity = 0; SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 ); return false; } if( !WheelBase::Select() ) return false; switch( m_CurWheelItemData[m_iSelection]->m_Type ) { case TYPE_ROULETTE: StartRoulette(); break; case TYPE_RANDOM: StartRandom(); break; case TYPE_SONG: case TYPE_COURSE: case TYPE_PORTAL: break; case TYPE_SORT: LOG->Trace("New sort order selected: %s - %s", GetCurWheelItemData(m_iSelection)->m_sLabel.c_str(), SortOrderToString(GetCurWheelItemData(m_iSelection)->m_pAction->m_SortOrder).c_str() ); GetCurWheelItemData(m_iSelection)->m_pAction->ApplyToAllPlayers(); ChangeSort( GAMESTATE->m_PreferredSortOrder ); m_sLastModeMenuItem = GetCurWheelItemData(m_iSelection)->m_pAction->m_sName; break; default: break; } return true; } void MusicWheel::StartRoulette() { m_WheelState = STATE_ROULETTE_SPINNING; m_Moving = 1; m_TimeBeforeMovingBegins = 0; m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS; GAMESTATE->m_SortOrder.Set( SORT_ROULETTE ); SetOpenGroup( "" ); } void MusicWheel::StartRandom() { /* If RANDOM_PICKS_LOCKED_SONGS is disabled, pick a song from the active sort and * section. If enabled, picking from the section makes it too easy to trick the * game into picking a locked song, so pick from SORT_ROULETTE. */ if( RANDOM_PICKS_LOCKED_SONGS ) { /* Shuffle and use the roulette wheel. */ RandomGen rnd; random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd ); GAMESTATE->m_SortOrder.Set( SORT_ROULETTE ); } else { GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder ); } SetOpenGroup( "" ); m_Moving = -1; m_TimeBeforeMovingBegins = 0; m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS; m_SpinSpeed *= 20.0f; /* faster! */ m_WheelState = STATE_RANDOM_SPINNING; SelectSong( GetPreferredSelectionForRandomOrPortal() ); this->Select(); RebuildWheelItems(); } void MusicWheel::SetOpenGroup( RString group ) { LOG->Trace( "SetOpenGroup %s", group.c_str() ); m_sExpandedSectionName = group; const WheelItemBaseData *old = NULL; if( !m_CurWheelItemData.empty() ) old = GetCurWheelItemData(m_iSelection); m_CurWheelItemData.clear(); vector &from = m_WheelItemDatas[GAMESTATE->m_SortOrder]; for( unsigned i = 0; i < from.size(); ++i ) { WheelItemData &d = *from[i]; if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) && !d.m_sText.empty() && d.m_sText != group ) continue; /* Only show tutorial songs in arcade */ if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR && d.m_pSong && d.m_pSong->IsTutorial() ) continue; m_CurWheelItemData.push_back(&d); } // // Try to select the item that was selected before changing groups // m_iSelection = 0; for( unsigned i=0; im_Type ) { case TYPE_PORTAL: return GetPreferredSelectionForRandomOrPortal(); } return GetCurWheelItemData(m_iSelection)->m_pSong; } /* Find a random song. If possible, find one that has the preferred difficulties of * each player. Prefer songs in the active group, if any. * * Note that if this is called, we *must* find a song. We will only be called if * the active sort has at least one song, but there may be no open group. This means * that any filters and preferences applied here must be optional. */ Song *MusicWheel::GetPreferredSelectionForRandomOrPortal() { // probe to find a song that has the preferred // difficulties of each player vector vDifficultiesToRequire; FOREACH_HumanPlayer(p) { if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Invalid ) continue; // skip // TRICKY: Don't require that edits be present if perferred // difficulty is DIFFICULTY_EDIT. Otherwise, players could use this // to set up a 100% chance of getting a particular locked song by // having a single edit for a locked song. if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT ) continue; // skip vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] ); } RString sPreferredGroup = m_sExpandedSectionName; vector &wid = m_WheelItemDatas[GAMESTATE->m_SortOrder]; StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType; #define NUM_PROBES 1000 for( int i=0; im_Type != TYPE_SONG ) continue; const Song *pSong = wid[iSelection]->m_pSong; if( !sPreferredGroup.empty() && wid[iSelection]->m_sText != sPreferredGroup ) continue; // There's an off possibility that somebody might have only one song with only beginner steps. if( i < 900 && pSong->IsTutorial() ) continue; FOREACH( Difficulty, vDifficultiesToRequire, d ) if( !pSong->HasStepsTypeAndDifficulty(st,*d) ) goto try_next; return wid[iSelection]->m_pSong; try_next: ; } LOG->Warn( "Couldn't find any songs" ); return wid[0]->m_pSong; } void MusicWheel::FinishChangingSorts() { FinishTweening(); m_WheelState = STATE_SELECTING; m_fTimeLeftInState = 0; } /* * (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard * 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. */