Files
itgmania212121/stepmania/src/ScreenJukebox.cpp
T
2004-04-14 06:00:32 +00:00

226 lines
5.9 KiB
C++

#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"
#include "ScreenManager.h"
#include "RageSounds.h"
#include "Steps.h"
#include "ScreenAttract.h"
#include "RageUtil.h"
// HACK: This belongs in ScreenDemonstration
#define DIFFICULTIES_TO_SHOW THEME->GetMetric ("ScreenDemonstration","DifficultiesToShow")
const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
bool ScreenJukebox::SetSong( bool bDemonstration )
{
vector<Song*> vSongs;
if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
SONGMAN->GetSongs( vSongs );
else
SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredGroup );
//
// Calculate what difficulties to show
//
CStringArray asBits;
vector<Difficulty> vDifficultiesToShow;
if( bDemonstration )
{
split( DIFFICULTIES_TO_SHOW, ",", asBits );
for( unsigned i=0; i<asBits.size(); i++ )
{
Difficulty dc = StringToDifficulty( asBits[i] );
if( dc != DIFFICULTY_INVALID )
vDifficultiesToShow.push_back( dc );
}
}
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 );
}
}
if( vDifficultiesToShow.empty() )
vDifficultiesToShow.push_back( DIFFICULTY_EASY );
//
// Search for a Song and Steps to play during the demo
//
for( int i=0; i<1000; i++ )
{
if( vSongs.size() == 0 )
return true;
Song* pSong = vSongs[rand()%vSongs.size()];
if( !pSong->HasMusic() )
continue; // skip
if( pSong->NeverDisplayed() )
continue; // skip
Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ];
Steps* pNotes = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyleDef()->m_StepsType, dc );
if( pNotes == NULL )
continue; // skip
if( !PREFSMAN->m_bAutogenSteps && pNotes->IsAutogen())
continue; // skip
// Found something we can use!
GAMESTATE->m_pCurSong = pSong;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_pCurNotes[p] = pNotes;
return true; // done looking
}
return false;
}
bool ScreenJukebox::PrepareForJukebox( bool bDemonstration ) // always return true.
{
// ScreeJukeboxMenu must set this
ASSERT( GAMESTATE->m_CurStyle != STYLE_INVALID );
GAMESTATE->m_PlayMode = PLAY_MODE_ARCADE;
SetSong( bDemonstration );
// 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; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(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_fPerspectiveTilt = -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; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
if( GAMESTATE->m_bJukeboxUsesModifiers )
{
GAMESTATE->m_PlayerOptions[p].Init();
GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_PlayerOptions[p].ChooseRandomMofifiers();
}
}
GAMESTATE->m_SongOptions.Init();
GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
GAMESTATE->m_bDemonstrationOrJukebox = true;
return true;
}
ScreenJukebox::ScreenJukebox( CString sName, bool bDemonstration ) : ScreenGameplay( "ScreenGameplay", PrepareForJukebox(bDemonstration) ) // 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->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
return;
}
m_In.Load( THEME->GetPathToB("ScreenDemonstration in") );
this->AddChild( &m_In );
m_In.StartTransitioning();
m_Out.Load( THEME->GetPathToB("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;
}
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, m_Out.IsTransitioning() );
}
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:
SOUND->StopMusic();
SCREENMAN->SetNewScreen( "ScreenJukebox" );
return;
}
ScreenGameplay::HandleScreenMessage( SM );
}