#include "global.h" /* ----------------------------------------------------------------------------- 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" #include "SDL_utils.h" const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay bool ScreenJukebox::SetSong() { vector vSongs; if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC ) SONGMAN->GetSongs( vSongs ); else SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredGroup ); // // Search for a Song and Notes to play during the demo // for( int i=0; i<600; i++ ) { if( vSongs.size() == 0 ) return true; Song* pSong = vSongs[rand()%vSongs.size()]; if( !pSong->HasMusic() ) continue; // skip 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 vNotes; pSong->GetNotes( vNotes, GAMESTATE->GetCurrentStyleDef()->m_NotesType ); if( vNotes.size() > 0 ) pNotes = vNotes[rand()%vNotes.size()]; } if( pNotes == NULL ) continue; // skip // Found something we can use! GAMESTATE->m_pCurSong = pSong; for( int p=0; pm_pCurNotes[p] = pNotes; return true; // done looking } return false; } bool ScreenJukebox::PrepareForJukebox() // always return true. { // ScreeJukeboxMenu must set this ASSERT( GAMESTATE->m_CurStyle != STYLE_INVALID ); GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; 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. */ for( int p=0; pIsPlayerEnabled(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; GAMESTATE->m_PlayerOptions[p].m_fEffects[ PlayerOptions::EFFECT_SPACE ] = 1; GAMESTATE->m_PlayerOptions[p].m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1; } GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY; GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF; } for( int p=0; pIsPlayerEnabled(p) ) continue; GAMESTATE->m_PlayerOptions[p] = PlayerOptions(); if( GAMESTATE->m_bJukeboxUsesModifiers ) GAMESTATE->m_PlayerOptions[p].ChooseRandomMofifiers(); } GAMESTATE->m_SongOptions = SongOptions(); GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR; GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF; GAMESTATE->m_bDemonstrationOrJukebox = true; return true; } ScreenJukebox::ScreenJukebox( bool bDemonstration ) : ScreenGameplay( PrepareForJukebox() ) // this is a hack to get some code to execute before the ScreenGameplay constructor { LOG->Trace( "ScreenJukebox::ScreenJukebox()" ); if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song. { this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration. return; } 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 ); 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( type != IET_FIRST_PRESS ) return; /* ignore */ if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: SCREENMAN->SendMessageToTopScreen( SM_NotesEnded, 0 ); break; /* 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; } } } void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_NotesEnded: if( m_Out.IsTransitioning() || m_Out.IsFinished() ) return; // ignore - we're already fading or faded m_Out.StartTransitioning( SM_GoToNextScreen ); return; case SM_GoToNextScreen: /* We're actually under Update(), so make sure ScreenGameplay doesn't * continue grading for this call. */ m_soundMusic.StopPlaying(); SCREENMAN->SetNewScreen( "ScreenJukebox" ); return; } ScreenGameplay::HandleScreenMessage( SM ); }