#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: ScreenDemonstration Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenDemonstration.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "SongManager.h" #include "StepMania.h" #define SECONDS_TO_SHOW THEME->GetMetricF("ScreenDemonstration","SecondsToShow") #define NEXT_SCREEN THEME->GetMetric("ScreenDemonstration","NextScreen") const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+101); // MUST be same as in ScreenGameplay const ScreenMessage SM_BeginFadingToNextScreen = ScreenMessage(SM_User+1000); const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+1002); ScreenDemonstration::ScreenDemonstration() : ScreenGameplay( false ) { LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" ); GAMESTATE->m_bDemonstration = true; // // Set the current song to prepare for a demonstration // switch( GAMESTATE->m_CurGame ) { case GAME_DANCE: GAMESTATE->m_CurStyle = STYLE_DANCE_VERSUS; break; case GAME_PUMP: GAMESTATE->m_CurStyle = STYLE_PUMP_VERSUS; break; case GAME_EZ2: GAMESTATE->m_CurStyle = STYLE_EZ2_SINGLE_VERSUS; break; case GAME_PARA: GAMESTATE->m_CurStyle = STYLE_PARA_SINGLE; break; case GAME_DS3DDX: GAMESTATE->m_CurStyle = STYLE_DS3DDX_SINGLE; break; case GAME_BM: GAMESTATE->m_CurStyle = STYLE_BM_SINGLE; break; default: ASSERT(0); } GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE; // // Search for a Song and Steps to play during the demo // for( int i=0; i<600; i++ ) // try 600 times { Song* pSong = SONGMAN->GetRandomSong(); if( pSong == NULL ) // returns NULL there are no songs { // we didn't find a song. Abort demonstration. this->SendScreenMessage( SM_GoToNextScreen, 0 ); return; } if( pSong->m_apNotes.empty() ) continue; // skip if( !pSong->HasMusic() ) continue; // skip vector apNotes; pSong->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, apNotes ); if( apNotes.empty() ) continue; // skip // Found something we can use! Notes* pNotes = apNotes[ rand()%apNotes.size() ]; GAMESTATE->m_pCurSong = pSong; for( int p=0; pm_pCurNotes[p] = pNotes; break; // done looking } ASSERT( GAMESTATE->m_pCurSong ); GAMESTATE->m_MasterPlayerNumber = PLAYER_1; // choose some cool options for( int p=0; pIsPlayerEnabled(p) ) continue; GAMESTATE->m_PlayerOptions[p] = PlayerOptions(); if( RandomFloat(0,1)>0.8f ) GAMESTATE->m_PlayerOptions[p].m_fArrowScrollSpeed = 1.5f; GAMESTATE->m_PlayerOptions[p].m_bEffects[ rand()%PlayerOptions::NUM_EFFECT_TYPES ] = true; 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)>0.8f ) GAMESTATE->m_PlayerOptions[p].m_bDark = true; } 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; } ScreenDemonstration::~ScreenDemonstration() { GAMESTATE->m_bDemonstration = false; } void ScreenDemonstration::FirstUpdate() { LOG->Trace( "ScreenDemonstration::FirstUpdate()" ); ScreenGameplay::FirstUpdate(); m_sprDemonstrationOverlay.Load( THEME->GetPathTo("Graphics","demonstration overlay") ); m_sprDemonstrationOverlay.SetXY( CENTER_X, CENTER_Y ); this->AddChild( &m_sprDemonstrationOverlay ); m_sprDemonstrationBlink.Load( THEME->GetPathTo("Graphics","demonstration blink") ); m_sprDemonstrationBlink.SetXY( CENTER_X, CENTER_Y ); m_sprDemonstrationBlink.SetEffectBlinking(); this->AddChild( &m_sprDemonstrationBlink ); m_Fade.OpenWipingRight(); this->ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc. m_StarWipe.SetOpened(); m_DancingState = STATE_DANCING; this->SendScreenMessage( SM_BeginFadingToNextScreen, SECONDS_TO_SHOW ); } void ScreenDemonstration::Update( float fDeltaTime ) { ScreenGameplay::Update( fDeltaTime ); m_textAutoPlay.SetDiffuse( RageColor(1,1,1,0) ); // hide autoplay } void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { //LOG->Trace( "ScreenDemonstration::Input()" ); if(type != IET_FIRST_PRESS) return; // don't care if( m_Fade.IsClosing() ) return; if( MenuI.IsValid() ) { switch( MenuI.button ) { case MENU_BUTTON_LEFT: case MENU_BUTTON_RIGHT: m_Fade.CloseWipingRight( SM_GoToNextScreen ); break; case MENU_BUTTON_START: m_soundMusic.Stop(); GAMESTATE->m_bSideIsJoined[MenuI.player] = true; GAMESTATE->m_MasterPlayerNumber = MenuI.player; GAMESTATE->m_bPlayersCanJoin = false; SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") ); ::Sleep( 1000 ); // do a little pause, like the arcade does SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); break; case MENU_BUTTON_BACK: Exit(); break; } } } void ScreenDemonstration::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_NotesEnded: this->SendScreenMessage( SM_BeginFadingToNextScreen, 0 ); return; case SM_BeginFadingToNextScreen: m_Fade.CloseWipingRight( SM_GoToNextScreen ); return; case SM_GoToNextScreen: SCREENMAN->SetNewScreen( NEXT_SCREEN ); return; } ScreenGameplay::HandleScreenMessage( SM ); }