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itgmania212121/stepmania/src/ScreenDemonstration.cpp
T

260 lines
7.3 KiB
C++

#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);
bool SetUpSongOptions() // always return 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
return true; // we need to detect this and abort demonstration later
if( pSong->m_apNotes.empty() )
continue; // skip
if( !pSong->HasMusic() )
continue; // skip
vector<Notes*> apNotes;
pSong->GetNotes( apNotes, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
if( apNotes.empty() )
continue; // skip
// Found something we can use!
Notes* pNotes = apNotes[ rand()%apNotes.size() ];
GAMESTATE->m_pCurSong = pSong;
for( int p=0; p<NUM_PLAYERS; p++ )
GAMESTATE->m_pCurNotes[p] = pNotes;
break; // done looking
}
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_bEffects[ PlayerOptions::EFFECT_SPACE ] = true;
GAMESTATE->m_PlayerOptions[p].m_bEffects[ PlayerOptions::EFFECT_MINI ] = true;
}
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;
GAMESTATE->m_PlayerOptions[p] = PlayerOptions();
GAMESTATE->m_PlayerOptions[p].ChooseRandomMofifiers();
}
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;
GAMESTATE->m_bDemonstration = true;
return true;
}
ScreenDemonstration::ScreenDemonstration() : ScreenGameplay(SetUpSongOptions()) // this is a hack to get some code to execute before the ScreenGameplay constructor
{
LOG->Trace( "ScreenDemonstration::ScreenDemonstration()" );
if( GAMESTATE->m_pCurSong == NULL ) // we didn't find a song.
{
this->SendScreenMessage( SM_GoToNextScreen, 0 ); // Abort demonstration.
return;
}
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 );
this->MoveToTail( &m_Fade );
m_Fade.OpenWipingRight();
ClearMessageQueue(); // remove all of the messages set in ScreenGameplay that animate "ready", "here we go", etc.
GAMESTATE->m_bPastHereWeGo = true;
m_StarWipe.SetOpened();
m_DancingState = STATE_DANCING;
this->SendScreenMessage( SM_BeginFadingToNextScreen, SECONDS_TO_SHOW );
}
ScreenDemonstration::~ScreenDemonstration()
{
GAMESTATE->m_bDemonstration = false;
GAMESTATE->Reset();
}
void ScreenDemonstration::Update( float fDeltaTime )
{
ScreenGameplay::Update( fDeltaTime );
// hide status icons
for( int i=0; i<NUM_STATUS_ICONS; i++ )
m_sprStatusIcons[i].SetDiffuse( RageColor(1,1,1,0) );
}
void ScreenDemonstration::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
//LOG->Trace( "ScreenDemonstration::Input()" );
//
// This should be the same as ScreenAttract::Input()
//
if(type != IET_FIRST_PRESS) return; // don't care
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == SDLK_F3 )
{
(int&)PREFSMAN->m_CoinMode = (PREFSMAN->m_CoinMode+1) % PrefsManager::NUM_COIN_MODES;
/*ResetGame();
This causes problems on ScreenIntroMovie, which results in the
movie being restarted and/or becoming out-of-synch -- Miryokuteki */
CString sMessage = "Coin Mode: ";
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_HOME: sMessage += "HOME"; break;
case PrefsManager::COIN_PAY: sMessage += "PAY"; break;
case PrefsManager::COIN_FREE: sMessage += "FREE"; break;
}
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->SystemMessage( sMessage );
return;
}
if( MenuI.IsValid() )
{
switch( MenuI.button )
{
case MENU_BUTTON_LEFT:
case MENU_BUTTON_RIGHT:
if( !m_Fade.IsOpening() && !m_Fade.IsClosing() )
m_Fade.CloseWipingRight( SM_GoToNextScreen );
break;
case MENU_BUTTON_COIN:
Screen::MenuCoin( MenuI.player ); // increment coins, play sound
m_soundMusic.Stop();
::Sleep( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
case MENU_BUTTON_START:
case MENU_BUTTON_BACK:
switch( PREFSMAN->m_CoinMode )
{
case PrefsManager::COIN_PAY:
if( GAMESTATE->m_iCoins < PREFSMAN->m_iCoinsPerCredit )
break; // don't fall through
// fall through
case PrefsManager::COIN_FREE:
case PrefsManager::COIN_HOME:
m_soundMusic.Stop();
SOUNDMAN->PlayOnce( THEME->GetPathTo("Sounds","insert coin") );
::Sleep( 800 ); // do a little pause, like the arcade does
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
break;
default:
ASSERT(0);
}
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:
m_soundMusic.Stop();
SCREENMAN->SetNewScreen( NEXT_SCREEN );
return;
}
ScreenGameplay::HandleScreenMessage( SM );
}