240 lines
6.8 KiB
C++
240 lines
6.8 KiB
C++
#include "global.h"
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#include "ScreenJukebox.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "SongManager.h"
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#include "StepMania.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "Steps.h"
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#include "ScreenAttract.h"
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#include "RageUtil.h"
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// HACK: This belongs in ScreenDemonstration
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#define DIFFICULTIES_TO_SHOW THEME->GetMetric ("ScreenDemonstration","DifficultiesToShow")
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const ScreenMessage SM_NotesEnded = ScreenMessage(SM_User+10); // MUST be same as in ScreenGameplay
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bool ScreenJukebox::SetSong( bool bDemonstration )
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{
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vector<Song*> vSongs;
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if( GAMESTATE->m_sPreferredGroup == GROUP_ALL_MUSIC )
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SONGMAN->GetSongs( vSongs );
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else
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SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredGroup );
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//
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// Calculate what difficulties to show
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//
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CStringArray asBits;
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vector<Difficulty> vDifficultiesToShow;
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if( bDemonstration )
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{
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split( DIFFICULTIES_TO_SHOW, ",", asBits );
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for( unsigned i=0; i<asBits.size(); i++ )
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{
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Difficulty dc = StringToDifficulty( asBits[i] );
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if( dc != DIFFICULTY_INVALID )
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vDifficultiesToShow.push_back( dc );
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}
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}
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else
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{
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if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != DIFFICULTY_INVALID )
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{
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vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] );
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}
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else
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{
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FOREACH_Difficulty( dc )
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vDifficultiesToShow.push_back( dc );
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}
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}
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if( vDifficultiesToShow.empty() )
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vDifficultiesToShow.push_back( DIFFICULTY_EASY );
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//
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// Search for a Song and Steps to play during the demo
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//
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for( int i=0; i<1000; i++ )
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{
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if( vSongs.size() == 0 )
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return true;
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Song* pSong = vSongs[rand()%vSongs.size()];
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if( !pSong->HasMusic() )
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continue; // skip
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if( pSong->NeverDisplayed() )
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continue; // skip
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Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ];
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Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
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if( pSteps == NULL )
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continue; // skip
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if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen())
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continue; // skip
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// Found something we can use!
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GAMESTATE->m_pCurSong = pSong;
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_pCurSteps[p] = pSteps;
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return true; // done looking
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}
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return false;
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}
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bool ScreenJukebox::PrepareForJukebox( bool bDemonstration ) // always return true.
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{
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// ScreeJukeboxMenu must set this
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ASSERT( GAMESTATE->m_pCurStyle );
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GAMESTATE->m_PlayMode = PLAY_MODE_REGULAR;
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SetSong( bDemonstration );
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// ASSERT( GAMESTATE->m_pCurSong );
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GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
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// choose some cool options
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int Benchmark = 0;
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if(Benchmark)
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{
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/* Note that you also need to make sure you benchmark with the
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* same notes. I use a copy of MaxU with only heavy notes included. */
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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/* Lots and lots of arrows. This might even bias to arrows a little
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* too much. */
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GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
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GAMESTATE->m_PlayerOptions[p].m_fScrollSpeed = .25f;
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GAMESTATE->m_PlayerOptions[p].m_fPerspectiveTilt = -1;
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GAMESTATE->m_PlayerOptions[p].m_fEffects[ PlayerOptions::EFFECT_MINI ] = 1;
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}
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GAMESTATE->m_SongOptions.m_LifeType = SongOptions::LIFE_BATTERY;
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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}
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FOREACH_PlayerNumber( p )
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{
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if( !GAMESTATE->IsPlayerEnabled(p) )
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continue;
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if( GAMESTATE->m_bJukeboxUsesModifiers )
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{
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GAMESTATE->m_PlayerOptions[p].Init();
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GAMESTATE->m_PlayerOptions[p].FromString( PREFSMAN->m_sDefaultModifiers );
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GAMESTATE->m_PlayerOptions[p].ChooseRandomMofifiers();
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}
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}
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GAMESTATE->m_SongOptions.Init();
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GAMESTATE->m_SongOptions.FromString( PREFSMAN->m_sDefaultModifiers );
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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return true;
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}
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ScreenJukebox::ScreenJukebox( CString sName, bool bDemonstration ) : ScreenGameplay( "ScreenGameplay", PrepareForJukebox(bDemonstration) ) // this is a hack to get some code to execute before the ScreenGameplay constructor
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
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{
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this->PostScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
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return;
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}
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m_In.Load( THEME->GetPathToB("ScreenDemonstration in") );
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this->AddChild( &m_In );
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m_In.StartTransitioning();
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m_Out.Load( THEME->GetPathToB("ScreenDemonstration out") );
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this->AddChild( &m_Out );
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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bPastHereWeGo = true;
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m_DancingState = STATE_DANCING;
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}
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void ScreenJukebox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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//LOG->Trace( "ScreenJukebox::Input()" );
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if( type != IET_FIRST_PRESS )
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return; /* ignore */
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if( MenuI.IsValid() )
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{
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switch( MenuI.button )
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{
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case MENU_BUTTON_LEFT:
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case MENU_BUTTON_RIGHT:
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SCREENMAN->PostMessageToTopScreen( SM_NotesEnded, 0 );
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return;
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}
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}
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ScreenAttract::AttractInput( DeviceI, type, GameI, MenuI, StyleI, m_Out.IsTransitioning() );
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}
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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{
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switch( SM )
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{
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case SM_NotesEnded:
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if( m_Out.IsTransitioning() || m_Out.IsFinished() )
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return; // ignore - we're already fading or faded
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m_Out.StartTransitioning( SM_GoToNextScreen );
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return;
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case SM_GoToNextScreen:
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m_soundMusic.Stop();
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SCREENMAN->SetNewScreen( "ScreenJukebox" );
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return;
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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