349 lines
9.9 KiB
C++
349 lines
9.9 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 "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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#include "UnlockManager.h"
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#include "Course.h"
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#include "ThemeManager.h"
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#include "Style.h"
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#include "PlayerState.h"
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#include "StatsManager.h"
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#include "CommonMetrics.h"
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#include "PrefsManager.h"
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#include "InputEventPlus.h"
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#define SHOW_COURSE_MODIFIERS_PROBABILITY THEME->GetMetricF(m_sName,"ShowCourseModifiersProbability")
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REGISTER_SCREEN_CLASS( ScreenJukebox );
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void ScreenJukebox::SetSong()
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{
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ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
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vector<Song*> vSongs;
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//Check to see if there is a theme-course
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//I.E. If there is a course called exactly the theme name,
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//then we pick a song from this course.
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Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
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if( pCourse != NULL )
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for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
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vSongs.push_back( pCourse->m_vEntries[i].pSong );
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if ( vSongs.size() == 0 )
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SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredSongGroup );
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//
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// Calculate what difficulties to show
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//
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vector<Difficulty> vDifficultiesToShow;
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if( m_bDemonstration )
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{
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// HACK: This belongs in ScreenDemonstration
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ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
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vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
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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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ASSERT( !vDifficultiesToShow.empty() )
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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;
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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( UNLOCKMAN->SongIsLocked(pSong) )
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continue;
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if( !pSong->ShowInDemonstrationAndRanking() )
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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.Set( pSong );
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// We just changed the song. Reset the original sync data.
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GAMESTATE->ResetOriginalSyncData();
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FOREACH_PlayerNumber( p )
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GAMESTATE->m_pCurSteps[p].Set( pSteps );
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bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
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if( bShowModifiers )
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{
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/* If we have a modifier course containing this song, apply its modifiers. Only check
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* fixed course entries. */
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vector<Course*> apCourses;
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SONGMAN->GetAllCourses( apCourses, false );
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vector<const CourseEntry *> apOptions;
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vector<Course*> apPossibleCourses;
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for( unsigned i = 0; i < apCourses.size(); ++i )
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{
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Course *pCourse = apCourses[i];
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const CourseEntry *pEntry = pCourse->FindFixedSong( pSong );
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if( pEntry == NULL || pEntry->attacks.size() == 0 )
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continue;
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if( !ALLOW_ADVANCED_MODIFIERS )
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{
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// There are some confusing mods that we don't want to show in demonstration.
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bool bModsAreOkToShow = true;
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AttackArray aAttacks = pEntry->attacks;
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if( !pEntry->sModifiers.empty() )
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aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) );
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FOREACH_CONST( Attack, aAttacks, a )
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{
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CString s = a->sModifiers;
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s.MakeLower();
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if( s.find("dark") != string::npos ||
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s.find("stealth") != string::npos )
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{
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bModsAreOkToShow = false;
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break;
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}
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}
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if( !bModsAreOkToShow )
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continue; // skip
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}
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apOptions.push_back( pEntry );
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apPossibleCourses.push_back( pCourse );
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}
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if( !apOptions.empty() )
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{
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int iIndex = rand()%apOptions.size();
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m_pCourseEntry = apOptions[iIndex];
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Course *pCourse = apPossibleCourses[iIndex];
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PlayMode pm = CourseTypeToPlayMode( pCourse->GetCourseType() );
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GAMESTATE->m_PlayMode.Set( pm );
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GAMESTATE->m_pCurCourse.Set( pCourse );
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FOREACH_PlayerNumber( p )
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{
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GAMESTATE->m_pCurTrail[p].Set( pCourse->GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ) );
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ASSERT( GAMESTATE->m_pCurTrail[p] );
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}
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}
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}
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return; // done looking
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}
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return; // didn't find a song
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}
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ScreenJukebox::ScreenJukebox( CString sName ) : ScreenGameplayNormal( sName )
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{
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LOG->Trace( "ScreenJukebox::ScreenJukebox()" );
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m_bDemonstration = false;
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m_pCourseEntry = NULL;
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}
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void ScreenJukebox::Init()
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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.Set( PLAY_MODE_REGULAR );
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SetSong();
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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_EnabledPlayer( p )
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{
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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_pPlayerState[p]->m_PlayerOptions = PlayerOptions();
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fScrollSpeed = .25f;
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.m_fPerspectiveTilt = -1;
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.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_EnabledPlayer( p )
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{
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/* Reset the combo, in case ComboContinuesBetweenSongs is enabled. */
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STATSMAN->m_CurStageStats.m_player[p].iCurCombo = 0;
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if( GAMESTATE->m_bJukeboxUsesModifiers )
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{
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GAMESTATE->GetDefaultPlayerOptions( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions );
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GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.ChooseRandomModifiers();
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}
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}
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GAMESTATE->GetDefaultSongOptions( GAMESTATE->m_SongOptions );
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GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
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GAMESTATE->m_bDemonstrationOrJukebox = true;
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/* Now that we've set up, init the base class. */
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ScreenGameplay::Init();
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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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ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
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GAMESTATE->m_bGameplayLeadIn.Set( false );
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m_DancingState = STATE_DANCING;
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}
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void ScreenJukebox::Input( const InputEventPlus &input )
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{
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//LOG->Trace( "ScreenJukebox::Input()" );
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if( input.type != IET_FIRST_PRESS )
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return; /* ignore */
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if( input.MenuI.IsValid() )
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{
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switch( input.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( input, this );
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}
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void ScreenJukebox::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_NotesEnded )
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{
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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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}
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else if( SM == SM_GoToNextScreen )
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{
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if( m_pSoundMusic )
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m_pSoundMusic->Stop();
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}
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else if( SM == SM_GoToStartScreen )
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{
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ScreenAttract::GoToStartScreen( m_sName );
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}
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ScreenGameplay::HandleScreenMessage( SM );
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}
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void ScreenJukebox::InitSongQueues()
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{
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ScreenGameplay::InitSongQueues();
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// Pare down to just the song in the course that we want.
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int iIndexToKeep = -1;
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for( unsigned i=0; i<m_apSongsQueue.size(); i++ )
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{
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if( m_apSongsQueue[i] == GAMESTATE->m_pCurSong )
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{
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iIndexToKeep = i;
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break;
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}
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}
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ASSERT( iIndexToKeep != -1 );
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for( int i=(m_apSongsQueue.size())-1; i>=0; i-- )
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{
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if( i != iIndexToKeep )
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{
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m_apSongsQueue.erase( m_apSongsQueue.begin()+i );
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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pi->m_vpStepsQueue.erase( pi->m_vpStepsQueue.begin()+i );
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pi->m_asModifiersQueue.erase( pi->m_asModifiersQueue.begin()+i );
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}
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}
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}
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ASSERT_M( m_apSongsQueue.size() == 1, ssprintf("%i", (int) m_apSongsQueue.size()) );
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FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
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{
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ASSERT_M( pi->m_vpStepsQueue.size() == 1, ssprintf("%i", (int) pi->m_vpStepsQueue.size()) );
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ASSERT_M( pi->m_asModifiersQueue.size() == 1, ssprintf("%i", (int) pi->m_asModifiersQueue.size()) );
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}
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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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