#include "global.h" #include "ScreenJukebox.h" #include "RageLog.h" #include "ThemeManager.h" #include "GameState.h" #include "SongManager.h" #include "StepMania.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 "ProfileManager.h" #include "StatsManager.h" #include "CommonMetrics.h" #define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability") static ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE("ScreenDemonstration","DifficultiesToShow"); 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_entries.size(); i++ ) vSongs.push_back( pCourse->m_entries[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 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 ); 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->modifiers.empty() ) aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->modifiers ) ); FOREACH_CONST( Attack, aAttacks, a ) { CString s = a->sModifiers; s.MakeLower(); if( s.Find("dark") != -1 || s.Find("stealth") != -1 ) { 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]; GAMESTATE->m_PlayMode = CourseTypeToPlayMode( pCourse->GetCourseType() ); 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 ) : ScreenGameplay( 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 = 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->m_pPlayerState[p]->m_PlayerOptions.Init(); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.FromString( PREFSMAN->m_sDefaultModifiers ); GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.ChooseRandomMofifiers(); } } GAMESTATE->m_SongOptions.Init(); GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers ); 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_bPastHereWeGo = true; m_DancingState = STATE_DANCING; } 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->PostMessageToTopScreen( SM_NotesEnded, 0 ); return; } } ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, 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(); SCREENMAN->SetNewScreen( "ScreenJukebox" ); return; } else if( SM == SM_GoToStartScreen ) { ScreenAttract::GoToStartScreen( m_sName ); } ScreenGameplay::HandleScreenMessage( SM ); } void ScreenJukebox::InitSongQueues() { ScreenGameplay::InitSongQueues(); ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) ); FOREACH_PlayerNumber(p) ASSERT_M( m_asModifiersQueue[p].size() == 1, ssprintf("%i", (int) m_asModifiersQueue[p].size()) ); if( m_pCourseEntry ) { AttackArray aAttacks = m_pCourseEntry->attacks; if( !m_pCourseEntry->modifiers.empty() ) aAttacks.push_back( Attack::FromGlobalCourseModifier( m_pCourseEntry->modifiers ) ); FOREACH_PlayerNumber(pn) m_asModifiersQueue[pn][0] = aAttacks; } } /* * (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. */