Files
itgmania212121/src/MusicWheel.cpp
T
2011-03-13 12:32:35 -05:00

1471 lines
44 KiB
C++

#include "global.h"
#include "MusicWheel.h"
#include "RageUtil.h"
#include "SongManager.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "Song.h"
#include "Course.h"
#include "Steps.h"
#include "UnlockManager.h"
#include "GameCommand.h"
#include "ActorUtil.h"
#include "SongUtil.h"
#include "CourseUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "PlayerState.h"
#include "CommonMetrics.h"
#include "MessageManager.h"
static Preference<bool> g_bMoveRandomToEnd( "MoveRandomToEnd", false );
#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
#define WHEEL_TEXT(s) THEME->GetString( "MusicWheel", ssprintf("%sText",s.c_str()) );
#define CUSTOM_ITEM_WHEEL_TEXT(s) THEME->GetString( "MusicWheel", ssprintf("CustomItem%sText",s.c_str()) );
static RString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
static RString CHOICE_NAME( RString s ) { return ssprintf("Choice%s",s.c_str()); }
static RString CUSTOM_WHEEL_ITEM_NAME( RString s ) { return ssprintf("CustomWheelItem%s",s.c_str()); }
static RString CUSTOM_WHEEL_ITEM_COLOR( RString s ) { return ssprintf("%sColor",s.c_str()); }
AutoScreenMessage( SM_SongChanged ); // TODO: Replace this with a Message and MESSAGEMAN
AutoScreenMessage( SM_SortOrderChanging );
AutoScreenMessage( SM_SortOrderChanged );
static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
{
switch( pm )
{
// in course modes, force a particular sort
case PLAY_MODE_ONI: return SORT_ONI_COURSES;
case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES;
case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES;
}
// If we're not in a course mode, don't start in a course sort.
switch( so )
{
case SORT_ONI_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ENDLESS_COURSES:
so = SortOrder_Invalid;
break;
}
return so;
}
MusicWheelItem *MusicWheel::MakeItem()
{
return new MusicWheelItem;
}
void MusicWheel::Load( RString sType )
{
ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds");
ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches");
NUM_SECTION_COLORS .Load(sType,"NumSectionColors");
SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor");
SORT_MENU_COLOR .Load(sType,"SortMenuColor");
SHOW_ROULETTE .Load(sType,"ShowRoulette");
SHOW_RANDOM .Load(sType,"ShowRandom");
SHOW_PORTAL .Load(sType,"ShowPortal");
RANDOM_PICKS_LOCKED_SONGS .Load(sType,"RandomPicksLockedSongs");
MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow");
RECENT_SONGS_TO_SHOW .Load(sType,"RecentSongsToShow");
MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames");
SORT_ORDERS .Load(sType,"SortOrders");
SHOW_EASY_FLAG .Load(sType,"UseEasyMarkerFlag");
USE_SECTIONS_WITH_PREFERRED_GROUP .Load(sType,"UseSectionsWithPreferredGroup");
HIDE_INACTIVE_SECTIONS .Load(sType,"OnlyShowActiveSection");
REMIND_WHEEL_POSITIONS .Load(sType,"RemindWheelPositions");
vector<RString> vsModeChoiceNames;
split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames );
CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames);
SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS);
CUSTOM_WHEEL_ITEM_NAMES .Load(sType,"CustomWheelItemNames");
vector<RString> vsCustomItemNames;
split( CUSTOM_WHEEL_ITEM_NAMES, ",", vsCustomItemNames );
CUSTOM_CHOICES.Load(sType,CUSTOM_WHEEL_ITEM_NAME,vsCustomItemNames);
CUSTOM_CHOICE_COLORS.Load(sType,CUSTOM_WHEEL_ITEM_COLOR,vsCustomItemNames);
ROULETTE_COLOR .Load(sType,"RouletteColor");
RANDOM_COLOR .Load(sType,"RandomColor");
PORTAL_COLOR .Load(sType,"PortalColor");
WheelBase::Load( sType );
SONGMAN->UpdateRankingCourses();
m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
// Update for SORT_MOST_PLAYED.
SONGMAN->UpdatePopular();
/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
* stable_sort) from its output, and title will be the secondary sort, without having
* to re-sort by title each time. */
SONGMAN->SortSongs();
RageTimer timer;
RString times;
/* Build all of the wheel item data. Do this after selecting the extra stage,
* so it knows to always display it. */
FOREACH_ENUM( SortOrder, so )
{
BuildWheelItemDatas( m_UnfilteredWheelItemDatas[so], so );
times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
}
LOG->Trace( "MusicWheel sorting took: %s", times.c_str() );
}
void MusicWheel::BeginScreen()
{
FOREACH_ENUM( SortOrder, so )
{
m_UnfilteredWheelItemDatas[so] = m_UnfilteredWheelItemDatas[so];
UpdateWheelItemDatas( so );
}
/* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this
* after building wheel item data.) */
{
const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[SORT_MODE_MENU];
for( unsigned i=0; i<from.size(); i++ )
{
ASSERT( &*from[i]->m_pAction );
if( from[i]->m_pAction->DescribesCurrentModeForAllPlayers() )
{
m_sLastModeMenuItem = from[i]->m_pAction->m_sName;
break;
}
}
}
WheelBase::BeginScreen();
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
{
m_WheelState = STATE_LOCKED;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
}
GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
// Never start in the mode menu; some elements may not initialize correctly.
if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
GAMESTATE->m_SortOrder.Set( SortOrder_Invalid );
GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) );
/* Only save the sort order if the player didn't already have one.
* If he did, don't overwrite it. */
if( GAMESTATE->m_PreferredSortOrder == SortOrder_Invalid )
GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
/* Invalidate current Song if it can't be played
* because there are not enough stages remaining. */
if( GAMESTATE->m_pCurSong != NULL &&
GameState::GetNumStagesMultiplierForSong( GAMESTATE->m_pCurSong ) > GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer() )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
/* Invalidate current Steps if it can't be played
* because there are not enough stages remaining. */
FOREACH_ENUM( PlayerNumber, p )
{
if( GAMESTATE->m_pCurSteps[p] != NULL )
{
vector<Steps*> vpPossibleSteps;
if( GAMESTATE->m_pCurSong != NULL )
SongUtil::GetPlayableSteps( GAMESTATE->m_pCurSong, vpPossibleSteps );
bool bStepsIsPossible = find( vpPossibleSteps.begin(), vpPossibleSteps.end(), GAMESTATE->m_pCurSteps[p] ) == vpPossibleSteps.end();
if( !bStepsIsPossible )
GAMESTATE->m_pCurSteps[p].Set( NULL );
}
}
if(GAMESTATE->m_sPreferredSongGroup != GROUP_ALL)
{
// If a preferred song group is set, open the group and select the
// first song in the group. -aj
if(!GAMESTATE->IsCourseMode())
{
vector<Song*> vTemp = SONGMAN->GetSongs(GAMESTATE->m_sPreferredSongGroup);
ASSERT(vTemp.size() > 0);
GAMESTATE->m_pCurSong.Set(vTemp[0]);
};
SetOpenSection(GAMESTATE->m_sPreferredSongGroup);
SelectSongOrCourse();
}
else if( !SelectSongOrCourse() )
{
// Select the the previously selected song (if any)
SetOpenSection("");
}
if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
{
// store the group song index, run this also here because it forgets the current position when
// not changing the song if you came back from gameplay or your last round song (profiles)
// is not the first one in the group.
for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
{
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
{
m_viWheelPositions[idx] = m_iSelection;
}
}
}
// rebuild the WheelItems that appear on screen
RebuildWheelItems();
}
MusicWheel::~MusicWheel()
{
FOREACH_ENUM( SortOrder, so )
FOREACH( MusicWheelItemData*, m_UnfilteredWheelItemDatas[so], i )
delete *i;
}
/* If a song or course is set in GAMESTATE and available, select it. Otherwise,
* choose the first available song or course. Return true if an item was set,
* false if no items are available. */
bool MusicWheel::SelectSongOrCourse()
{
if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) )
return true;
if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) )
return true;
if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) )
return true;
if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) )
return true;
// Select the first selectable song based on the sort order...
vector<MusicWheelItemData *> &wiWheelItems = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
for( unsigned i = 0; i < wiWheelItems.size(); i++ )
{
if( wiWheelItems[i]->m_pSong )
return SelectSong( wiWheelItems[i]->m_pSong );
else if ( wiWheelItems[i]->m_pCourse )
return SelectCourse( wiWheelItems[i]->m_pCourse );
}
LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" );
return false;
}
bool MusicWheel::SelectSection( const RString & SectionName )
{
for( unsigned int i = 0; i < m_CurWheelItemData.size(); ++i )
{
if( m_CurWheelItemData[i]->m_sText == SectionName )
{
m_iSelection = i; // select it
return true;
}
}
return false;
}
bool MusicWheel::SelectSong( const Song *p )
{
if( p == NULL )
return false;
unsigned i;
vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i]->m_pSong == p )
{
// make its group the currently expanded group
SetOpenSection( from[i]->m_sText );
break;
}
}
if( i == from.size() )
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemData(i)->m_pSong == p )
m_iSelection = i; // select it
}
return true;
}
bool MusicWheel::SelectCourse( const Course *p )
{
if( p == NULL )
return false;
unsigned i;
vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i]->m_pCourse == p )
{
// make its group the currently expanded group
SetOpenSection( from[i]->m_sText );
break;
}
}
if( i == from.size() )
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemData(i)->m_pCourse == p )
m_iSelection = i; // select it
}
return true;
}
bool MusicWheel::SelectModeMenuItem()
{
/* Select the last-chosen option. */
ASSERT( GAMESTATE->m_SortOrder == SORT_MODE_MENU );
const vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
unsigned i;
for( i=0; i<from.size(); i++ )
{
const GameCommand &gc = *from[i]->m_pAction;
if( gc.m_sName == m_sLastModeMenuItem )
break;
}
if( i == from.size() )
return false;
// make its group the currently expanded group
SetOpenSection( from[i]->m_sText );
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemData(i)->m_pAction->m_sName != m_sLastModeMenuItem )
continue;
m_iSelection = i; // select it
break;
}
return true;
}
void MusicWheel::BuildWheelItemDatas( vector<MusicWheelItemData *> &arrayWheelItemDatas, SortOrder so )
{
switch( so )
{
case SORT_MODE_MENU:
{
vector<RString> vsNames;
split( MODE_MENU_CHOICE_NAMES, ",", vsNames );
for( unsigned i=0; i<vsNames.size(); ++i )
{
MusicWheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR, 0 );
wid.m_pAction = HiddenPtr<GameCommand>( new GameCommand );
wid.m_pAction->m_sName = vsNames[i];
wid.m_pAction->Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
wid.m_sLabel = WHEEL_TEXT( vsNames[i] );
if( !wid.m_pAction->IsPlayable() )
continue;
arrayWheelItemDatas.push_back( new MusicWheelItemData(wid) );
}
break;
}
case SORT_PREFERRED:
case SORT_ROULETTE:
case SORT_GROUP:
case SORT_TITLE:
case SORT_BPM:
case SORT_POPULARITY:
case SORT_TOP_GRADES:
case SORT_ARTIST:
case SORT_GENRE:
case SORT_BEGINNER_METER:
case SORT_EASY_METER:
case SORT_MEDIUM_METER:
case SORT_HARD_METER:
case SORT_CHALLENGE_METER:
case SORT_LENGTH:
case SORT_RECENT:
{
// Get all songs that can be shown in this sort. Filtering songs
// that can't be played will happen later, in UpdateWheelItemDatas.
vector<Song*> arraySongs;
switch( so )
{
case SORT_PREFERRED:
SONGMAN->GetPreferredSortSongs( arraySongs );
break;
case SORT_POPULARITY:
arraySongs = SONGMAN->GetPopularSongs();
break;
default:
arraySongs = SONGMAN->GetAllSongs();
break;
}
bool bUseSections = true;
// sort the songs
switch( so )
{
case SORT_PREFERRED:
// obey order specified by the preferred sort list
break;
case SORT_ROULETTE:
{
StepsType st;
Difficulty dc;
SongUtil::GetStepsTypeAndDifficultyFromSortOrder( SORT_EASY_METER, st, dc );
SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, st, dc );
if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup );
bUseSections = false;
break;
}
case SORT_GROUP:
SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
if(USE_SECTIONS_WITH_PREFERRED_GROUP)
bUseSections = true;
else
bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL;
break;
case SORT_TITLE:
SongUtil::SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SongUtil::SortSongPointerArrayByBPM( arraySongs );
break;
case SORT_POPULARITY:
if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
bUseSections = false;
break;
case SORT_TOP_GRADES:
SongUtil::SortSongPointerArrayByGrades( arraySongs, true );
break;
case SORT_ARTIST:
SongUtil::SortSongPointerArrayByArtist( arraySongs );
break;
case SORT_GENRE:
SongUtil::SortSongPointerArrayByGenre( arraySongs );
break;
case SORT_LENGTH:
SongUtil::SortSongPointerArrayByLength( arraySongs );
break;
case SORT_RECENT:
SongUtil::SortByMostRecentlyPlayedForMachine( arraySongs );
if( (int) arraySongs.size() > RECENT_SONGS_TO_SHOW )
arraySongs.erase( arraySongs.begin()+RECENT_SONGS_TO_SHOW, arraySongs.end() );
bUseSections = false;
break;
case SORT_BEGINNER_METER:
case SORT_EASY_METER:
case SORT_MEDIUM_METER:
case SORT_HARD_METER:
case SORT_CHALLENGE_METER:
case SORT_DOUBLE_EASY_METER:
case SORT_DOUBLE_MEDIUM_METER:
case SORT_DOUBLE_HARD_METER:
case SORT_DOUBLE_CHALLENGE_METER:
StepsType st;
Difficulty dc;
SongUtil::GetStepsTypeAndDifficultyFromSortOrder( so, st, dc );
SongUtil::SortSongPointerArrayByStepsTypeAndMeter( arraySongs, st, dc );
break;
default:
ASSERT(0); // unhandled SortOrder
}
// Build an array of WheelItemDatas from the sorted list of Song*'s
arrayWheelItemDatas.clear(); // clear out the previous wheel items
arrayWheelItemDatas.reserve( arraySongs.size() );
switch( PREFSMAN->m_MusicWheelUsesSections )
{
case MusicWheelUsesSections_NEVER:
bUseSections = false;
break;
case MusicWheelUsesSections_ABC_ONLY:
if( so != SORT_TITLE && so != SORT_GROUP )
bUseSections = false;
break;
}
if( bUseSections )
{
// Sorting twice isn't necessary. Instead, modify the compatator
// functions in Song.cpp to have the desired effect. -Chris
/* Keeping groups together with the sorts is tricky and brittle; we
* keep getting OTHER split up without this. However, it puts the
* Grade and BPM sorts in the wrong order, and they're already correct,
* so don't re-sort for them. */
/* We're using sections, so use the section name as the top-level sort. */
switch( so )
{
case SORT_PREFERRED:
case SORT_TOP_GRADES:
case SORT_BPM:
break; // don't sort by section
default:
SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);
break;
}
}
// make WheelItemDatas with sections
RString sLastSection = "";
int iSectionColorIndex = 0;
for( unsigned i=0; i< arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
if( bUseSections )
{
RString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );
if( sThisSection != sLastSection )
{
// new section, make a section item
// todo: preferred sort section color handling? -aj
RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
// In certain situations (e.g. simulating Pump it Up), themes may
// want to only show one group at a time.
if( !HIDE_INACTIVE_SECTIONS )
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection, 0) );
sLastSection = sThisSection;
}
}
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SONG, pSong, sLastSection, NULL, SONGMAN->GetSongColor(pSong), 0) );
}
if( so != SORT_ROULETTE )
{
if( SHOW_ROULETTE )
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_ROULETTE, NULL, "", NULL, ROULETTE_COLOR, 0) );
if( SHOW_RANDOM )
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_RANDOM, NULL, "", NULL, RANDOM_COLOR, 0) );
if( SHOW_PORTAL )
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_PORTAL, NULL, "", NULL, PORTAL_COLOR, 0) );
// add custom wheel items
vector<RString> vsNames;
split( CUSTOM_WHEEL_ITEM_NAMES, ",", vsNames );
for( unsigned i=0; i<vsNames.size(); ++i )
{
MusicWheelItemData wid( TYPE_CUSTOM, NULL, "", NULL, CUSTOM_CHOICE_COLORS.GetValue(vsNames[i]), 0 );
wid.m_pAction = HiddenPtr<GameCommand>( new GameCommand );
wid.m_pAction->m_sName = vsNames[i];
wid.m_pAction->Load( i, ParseCommands(CUSTOM_CHOICES.GetValue(vsNames[i])) );
wid.m_sLabel = CUSTOM_ITEM_WHEEL_TEXT( vsNames[i] );
if( !wid.m_pAction->IsPlayable() )
continue;
arrayWheelItemDatas.push_back( new MusicWheelItemData(wid) );
}
}
if( GAMESTATE->IsAnExtraStageAndSelectionLocked() )
{
Song* pSong;
Steps* pSteps;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps );
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
if( arrayWheelItemDatas[i]->m_pSong == pSong )
{
// Change the song color.
arrayWheelItemDatas[i]->m_color = SONG_REAL_EXTRA_COLOR;
break;
}
}
}
break;
}
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
{
bool bOnlyPreferred = PREFSMAN->m_CourseSortOrder == COURSE_SORT_PREFERRED;
vector<CourseType> vct;
switch( so )
{
case SORT_NONSTOP_COURSES:
vct.push_back( COURSE_TYPE_NONSTOP );
break;
case SORT_ONI_COURSES:
vct.push_back( COURSE_TYPE_ONI );
vct.push_back( COURSE_TYPE_SURVIVAL );
break;
case SORT_ENDLESS_COURSES:
vct.push_back( COURSE_TYPE_ENDLESS );
break;
case SORT_ALL_COURSES:
FOREACH_ENUM( CourseType, i )
vct.push_back( i );
break;
default: ASSERT(0); break;
}
vector<Course*> apCourses;
FOREACH_CONST( CourseType, vct, ct )
{
if( bOnlyPreferred )
SONGMAN->GetPreferredSortCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses );
else
SONGMAN->GetCourses( *ct, apCourses, PREFSMAN->m_bAutogenGroupCourses );
}
switch( PREFSMAN->m_CourseSortOrder )
{
case COURSE_SORT_SONGS:
CourseUtil::SortCoursePointerArrayByDifficulty( apCourses );
break;
case COURSE_SORT_PREFERRED:
break;
case COURSE_SORT_METER:
CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses );
break;
case COURSE_SORT_METER_SUM:
CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses );
break;
case COURSE_SORT_RANK:
CourseUtil::SortCoursePointerArrayByRanking( apCourses );
break;
default: ASSERT(0);
}
// since we can't agree, make it an option
if( PREFSMAN->m_CourseSortOrder != COURSE_SORT_SONGS && g_bMoveRandomToEnd )
CourseUtil::MoveRandomToEnd( apCourses );
if( so == SORT_ALL_COURSES )
CourseUtil::SortCoursePointerArrayByType( apCourses );
RString sLastSection = "";
int iSectionColorIndex = 0;
for( unsigned i=0; i<apCourses.size(); i++ ) // foreach course
{
Course* pCourse = apCourses[i];
// if unlocks are on, make sure it is unlocked
if ( UNLOCKMAN->CourseIsLocked(pCourse) )
continue;
RString sThisSection = "";
if( so == SORT_ALL_COURSES )
{
switch( pCourse->GetPlayMode() )
{
case PLAY_MODE_ONI: sThisSection = "Oni"; break;
case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break;
case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break;
}
}
if( sThisSection != sLastSection ) // new section, make a section item
{
RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c, 0) );
sLastSection = sThisSection;
}
RageColor c = ( pCourse->m_sGroupName.size() == 0 ) ? pCourse->GetColor() : SONGMAN->GetCourseColor(pCourse);
arrayWheelItemDatas.push_back( new MusicWheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, c, 0) );
}
break;
}
}
// init music status icons
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
MusicWheelItemData& WID = *arrayWheelItemDatas[i];
if( WID.m_pSong != NULL )
{
WID.m_Flags.bEdits = false;
set<StepsType> vStepsType;
SongUtil::GetPlayableStepsTypes( WID.m_pSong, vStepsType );
FOREACHS( StepsType, vStepsType, st )
WID.m_Flags.bEdits |= WID.m_pSong->HasEdits( *st );
WID.m_Flags.iStagesForSong = GameState::GetNumStagesMultiplierForSong( WID.m_pSong );
}
else if( WID.m_pCourse != NULL )
{
WID.m_Flags.bEdits = WID.m_pCourse->IsAnEdit();
WID.m_Flags.iStagesForSong = 1;
}
}
}
/* The screen is starting. Take m_UnfilteredWheelItemDatas created on load by
* BuildWheelItemDatas and update them for the current state. Output the
* results into m_WheelItemDatas. */
void MusicWheel::UpdateWheelItemDatas( SortOrder so )
{
vector<MusicWheelItemData *> &aWheelItemDatas = m_UnfilteredWheelItemDatas[so];
// Only add TYPE_PORTAL if there's at least one song on the list.
bool bFoundAnySong = false;
for( unsigned i=0; !bFoundAnySong && i < aWheelItemDatas.size(); i++ )
if( aWheelItemDatas[i]->m_Type == TYPE_SONG )
bFoundAnySong = true;
vector<bool> aiRemove;
aiRemove.insert( aiRemove.begin(), aWheelItemDatas.size(), false );
const int iMaxStagesForSong = GAMESTATE->GetSmallestNumStagesLeftForAnyHumanPlayer();
Song *pExtraStageSong = NULL;
if( GAMESTATE->IsAnExtraStage() )
{
Steps *pSteps;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pExtraStageSong, pSteps );
}
// Mark any songs that aren't playable in aiRemove.
for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
{
MusicWheelItemData& WID = *aWheelItemDatas[i];
// If we have no songs, remove Random and Portal.
if( WID.m_Type == TYPE_RANDOM || WID.m_Type == TYPE_PORTAL )
{
if( !bFoundAnySong )
aiRemove[i] = true;
continue;
}
// Filter songs that we don't have enough stages to play.
if( WID.m_Type == TYPE_SONG )
{
Song* pSong = WID.m_pSong;
// Never remove the extra stage song.
if( pExtraStageSong && WID.m_pSong == pExtraStageSong )
continue;
// Check that we have enough stages to play this song, and that it's not disabled.
if( GAMESTATE->GetNumStagesMultiplierForSong(WID.m_pSong) > iMaxStagesForSong )
{
aiRemove[i] = true;
continue;
}
int iLocked = UNLOCKMAN->SongIsLocked( pSong );
if( UNLOCKMAN->SongIsLocked(pSong) & LOCKED_DISABLED )
{
aiRemove[i] = true;
continue;
}
// If we're on an extra stage, and this song is selected, ignore #SELECTABLE.
if( pSong != GAMESTATE->m_pCurSong || !GAMESTATE->IsAnExtraStage() )
{
// Hide songs that asked to be hidden via #SELECTABLE.
if( iLocked & LOCKED_SELECTABLE )
{
aiRemove[i] = true;
continue;
}
if( so != SORT_ROULETTE && iLocked & LOCKED_ROULETTE )
{
aiRemove[i] = true;
continue;
}
}
/* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette
* and Random, too. */
if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && iLocked )
{
aiRemove[i] = true;
continue;
}
// If the song has no steps for the current style, remove it.
if( !pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
{
aiRemove[i] = true;
continue;
}
}
if( WID.m_Type == TYPE_COURSE )
{
if( !WID.m_pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
aiRemove[i] = true;
}
}
// Filter out the songs we're removing.
vector<MusicWheelItemData *> &aFilteredData = m_WheelItemDatas[so];
aFilteredData.reserve( aWheelItemDatas.size() );
for( unsigned i=0; i< aWheelItemDatas.size(); i++ )
{
if( aiRemove[i] )
continue;
aFilteredData.push_back( aWheelItemDatas[i] );
}
// Update the song count in each section header.
for( unsigned i=0; i < aFilteredData.size(); )
{
MusicWheelItemData& WID = *aFilteredData[i];
++i;
if( WID.m_Type != TYPE_SECTION )
continue;
// Count songs in this section
WID.m_iSectionCount = 0;
for( ; i < aFilteredData.size() && aFilteredData[i]->m_sText == WID.m_sText; ++i )
++WID.m_iSectionCount;
}
// If we have any section headers with no songs, then we filtered all of
// the songs in that group, so remove it. This isn't optimized like the
// above since this is a rare case.
for( unsigned i=0; i < aFilteredData.size(); ++i )
{
MusicWheelItemData& WID = *aFilteredData[i];
if( WID.m_Type != TYPE_SECTION )
continue;
if( WID.m_iSectionCount > 0 )
continue;
aFilteredData.erase( aFilteredData.begin()+i, aFilteredData.begin()+i+1 );
--i;
}
// Update the popularity. This is affected by filtering.
if( so == SORT_POPULARITY )
{
for( unsigned i=0; i< min(3u,aFilteredData.size()); i++ )
{
MusicWheelItemData& WID = *aFilteredData[i];
WID.m_Flags.iPlayersBestNumber = i+1;
}
}
// Update the easy status. This is affected by the steps type.
if( SHOW_EASY_FLAG )
{
for( unsigned i=0; i<aFilteredData.size(); i++ )
{
MusicWheelItemData& WID = *aFilteredData[i];
if( WID.m_pSong == NULL )
continue;
WID.m_Flags.bHasBeginnerOr1Meter = WID.m_pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType );
}
}
// If we've filtered all items, insert a dummy.
if( aFilteredData.empty() )
aFilteredData.push_back( new MusicWheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1), 0) );
}
void MusicWheel::UpdateSwitch()
{
switch( m_WheelState )
{
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
const Song* pPrevSelectedSong = GetCurWheelItemData(m_iSelection)->m_pSong;
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
SetOpenSection( SongUtil::GetSectionNameFromSongAndSort(pPrevSelectedSong, GAMESTATE->m_SortOrder) );
m_iSelection = 0;
// Select the previously selected item
switch( GAMESTATE->m_SortOrder )
{
default:
// Look for the last selected song or course
SelectSongOrCourse();
break;
case SORT_MODE_MENU:
SelectModeMenuItem();
break;
}
// Change difficulty for sorts by meter
// XXX: do this with GameCommand?
StepsType st;
Difficulty dc;
if( SongUtil::GetStepsTypeAndDifficultyFromSortOrder( GAMESTATE->m_SortOrder, st, dc ) )
{
ASSERT( dc != Difficulty_Invalid );
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
GAMESTATE->m_PreferredDifficulty[p].Set( dc );
}
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
RebuildWheelItems();
TweenOnScreenForSort();
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
m_WheelState = STATE_SELECTING; // now, wait for input
break;
case STATE_SELECTING:
m_fTimeLeftInState = 0;
break;
case STATE_ROULETTE_SPINNING:
case STATE_RANDOM_SPINNING:
break;
case STATE_LOCKED:
break;
case STATE_ROULETTE_SLOWING_DOWN:
if( m_iSwitchesLeftInSpinDown == 0 )
{
m_WheelState = STATE_LOCKED;
m_fTimeLeftInState = 0;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
// Send this again so the screen starts sample music.
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
}
else
{
--m_iSwitchesLeftInSpinDown;
const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
ASSERT( m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4 );
m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
m_Moving = 0;
LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
if( m_iSwitchesLeftInSpinDown == 0 )
ChangeMusic( randomf(0,1) >= 0.5f? 1:-1 );
else
ChangeMusic( 1 );
}
break;
default:
ASSERT(0); // all state changes should be handled explicitly
break;
}
}
void MusicWheel::ChangeMusic( int iDist )
{
m_iSelection += iDist;
wrap( m_iSelection, m_CurWheelItemData.size() );
if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
{
// store the group song index
for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
{
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
{
m_viWheelPositions[idx] = m_iSelection;
}
}
}
RebuildWheelItems( iDist );
m_fPositionOffsetFromSelection += iDist;
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
// If we're moving automatically, don't play this; it'll be called in Update.
if(!IsMoving())
m_soundChangeMusic.Play();
}
bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
{
ASSERT( new_so < NUM_SortOrder );
if( GAMESTATE->m_SortOrder == new_so )
return false;
// Don't change to SORT_MODE_MENU if it doesn't have at least two choices.
if( new_so == SORT_MODE_MENU && m_UnfilteredWheelItemDatas[new_so].size() < 2 )
return false;
switch( m_WheelState )
{
case STATE_SELECTING:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
break; // fall through
default:
return false; // don't continue
}
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 );
m_soundChangeSort.Play();
TweenOffScreenForSort();
// Save the new preference.
if( IsSongSort(new_so) )
GAMESTATE->m_PreferredSortOrder = new_so;
GAMESTATE->m_SortOrder.Set( new_so );
return true;
}
bool MusicWheel::NextSort() // return true if change successful
{
// don't allow NextSort when on the mode menu
if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
return false;
vector<SortOrder> aSortOrders;
{
Lua *L = LUA->Get();
SORT_ORDERS.PushSelf( L );
FOREACH_LUATABLEI( L, -1, i )
{
SortOrder so = Enum::Check<SortOrder>( L, -1, true );
aSortOrders.push_back( so );
}
lua_pop( L, 1 );
LUA->Release(L);
}
// find the index of the current sort
int cur = 0;
while( cur < int(aSortOrders.size()) && aSortOrders[cur] != GAMESTATE->m_SortOrder )
++cur;
// move to the next sort with wrapping
++cur;
wrap( cur, aSortOrders.size() );
// apply new sort
SortOrder soNew = aSortOrders[cur];
return ChangeSort( soNew );
}
bool MusicWheel::Select() // return true if this selection ends the screen
{
LOG->Trace( "MusicWheel::Select()" );
switch( m_WheelState )
{
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
case STATE_ROULETTE_SLOWING_DOWN:
return false;
case STATE_ROULETTE_SPINNING:
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + RandomInt( ROULETTE_SLOW_DOWN_SWITCHES/2 );
m_fTimeLeftInState = 0.1f;
return false;
case STATE_RANDOM_SPINNING:
m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
m_WheelState = STATE_LOCKED;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
// Set m_Moving to zero to stop the sounds from playing.
m_Moving = 0;
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
return true;
}
if( !WheelBase::Select() )
return false;
switch( m_CurWheelItemData[m_iSelection]->m_Type )
{
case TYPE_ROULETTE:
StartRoulette();
return false;
case TYPE_RANDOM:
StartRandom();
return false;
case TYPE_SONG:
case TYPE_COURSE:
case TYPE_PORTAL:
break;
case TYPE_SORT:
GetCurWheelItemData(m_iSelection)->m_pAction->ApplyToAllPlayers();
ChangeSort( GAMESTATE->m_PreferredSortOrder );
m_sLastModeMenuItem = GetCurWheelItemData(m_iSelection)->m_pAction->m_sName;
return false;
case TYPE_CUSTOM:
GetCurWheelItemData(m_iSelection)->m_pAction->ApplyToAllPlayers();
if( GetCurWheelItemData(m_iSelection)->m_pAction->m_sScreen != "" )
return true;
else
return false;
}
return true;
}
void MusicWheel::StartRoulette()
{
MESSAGEMAN->Broadcast("StartRoulette");
m_WheelState = STATE_ROULETTE_SPINNING;
m_Moving = 1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
GAMESTATE->m_SortOrder.Set( SORT_ROULETTE );
SetOpenSection( "" );
RebuildWheelItems();
}
void MusicWheel::StartRandom()
{
MESSAGEMAN->Broadcast("StartRandom");
/* If RANDOM_PICKS_LOCKED_SONGS is disabled, pick a song from the active sort and
* section. If enabled, picking from the section makes it too easy to trick the
* game into picking a locked song, so pick from SORT_ROULETTE. */
if( RANDOM_PICKS_LOCKED_SONGS )
{
// Shuffle and use the roulette wheel.
RandomGen rnd;
random_shuffle( m_UnfilteredWheelItemDatas[SORT_ROULETTE].begin(), m_UnfilteredWheelItemDatas[SORT_ROULETTE].end(), rnd );
GAMESTATE->m_SortOrder.Set( SORT_ROULETTE );
}
else
{
GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
}
SetOpenSection( "" );
m_Moving = -1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
m_SpinSpeed *= 20.0f; /* faster! */
m_WheelState = STATE_RANDOM_SPINNING;
SelectSong( GetPreferredSelectionForRandomOrPortal() );
RebuildWheelItems();
}
void MusicWheel::SetOpenSection( RString group )
{
//LOG->Trace( "SetOpenSection %s", group.c_str() );
m_sExpandedSectionName = group;
// wheel positions = num song groups
if ( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
m_viWheelPositions.resize( SONGMAN->GetNumSongGroups() );
const WheelItemBaseData *old = NULL;
if( !m_CurWheelItemData.empty() )
old = GetCurWheelItemData(m_iSelection);
vector<const Style*> vpPossibleStyles;
if( CommonMetrics::AUTO_SET_STYLE )
GAMEMAN->GetCompatibleStyles( GAMESTATE->m_pCurGame, GAMESTATE->GetNumPlayersEnabled(), vpPossibleStyles );
m_CurWheelItemData.clear();
vector<MusicWheelItemData *> &from = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
m_CurWheelItemData.reserve( from.size() );
for( unsigned i = 0; i < from.size(); ++i )
{
MusicWheelItemData &d = *from[i];
if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) && !d.m_sText.empty() &&
d.m_sText != group )
continue;
// If AUTO_SET_STYLE, hide courses that prefer a style that isn't available.
if( d.m_Type == TYPE_COURSE && CommonMetrics::AUTO_SET_STYLE )
{
const Style *pStyle = d.m_pCourse->GetCourseStyle( GAMESTATE->m_pCurGame, GAMESTATE->GetNumSidesJoined() );
if( pStyle )
{
if( find( vpPossibleStyles.begin(), vpPossibleStyles.end(), pStyle ) == vpPossibleStyles.end() )
continue;
}
}
// Only show tutorial songs in arcade
if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR &&
d.m_pSong &&
d.m_pSong->IsTutorial() )
continue;
m_CurWheelItemData.push_back(&d);
}
//restore the past group song index
if( REMIND_WHEEL_POSITIONS && HIDE_INACTIVE_SECTIONS )
{
for( unsigned idx = 0 ; idx < m_viWheelPositions.size() ; idx++ )
{
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(idx) )
{
m_iSelection = m_viWheelPositions[idx];
}
}
}
else
{
// Try to select the item that was selected before changing groups
m_iSelection = 0;
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i] == old )
{
m_iSelection=i;
break;
}
}
}
RebuildWheelItems();
}
// sm-ssc additions: jump to group
RString MusicWheel::JumpToNextGroup()
{
// Thanks to Juanelote for this logic:
if( HIDE_INACTIVE_SECTIONS )
{
//todo: make it work with other sort types
unsigned iNumGroups = SONGMAN->GetNumSongGroups();
for(unsigned i = 0 ; i < iNumGroups ; i++)
{
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
{
if ( i < iNumGroups - 1 )
return SONGMAN->GetSongGroupByIndex(i+1);
else
{
//i = 0;
return SONGMAN->GetSongGroupByIndex(0);
}
}
}
}
else
{
unsigned int iLastSelection = m_iSelection;
for( unsigned int i = m_iSelection; i < m_CurWheelItemData.size(); ++i )
{
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
{
m_iSelection = i;
return m_CurWheelItemData[i]->m_sText;
}
}
// it should not get down here, but it might happen... only search up to
// the previous selection.
for( unsigned int i = 0; i < iLastSelection; ++i )
{
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
{
m_iSelection = i;
return m_CurWheelItemData[i]->m_sText;
}
}
}
// it shouldn't get here, but just in case...
return "";
}
RString MusicWheel::JumpToPrevGroup()
{
if( HIDE_INACTIVE_SECTIONS )
{
unsigned iNumGroups = SONGMAN->GetNumSongGroups();
for(unsigned i = 0 ; i < iNumGroups ; i++)
{
if( m_sExpandedSectionName == SONGMAN->GetSongGroupByIndex(i) )
{
if ( i > 0 )
return SONGMAN->GetSongGroupByIndex(i-1);
else
{
//i = iNumGroups - 1;
return SONGMAN->GetSongGroupByIndex(iNumGroups - 1);
}
}
}
}
else
{
for( unsigned int i = m_iSelection; i > 0; --i )
{
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION && i != (unsigned int)m_iSelection )
{
m_iSelection = i;
return m_CurWheelItemData[i]->m_sText;
}
}
// in case it wasn't found above:
for( unsigned int i = m_CurWheelItemData.size()-1; i > 0; --i )
{
LOG->Trace( ssprintf("JumpToPrevGroup iteration 2 | i = %u",i) );
if( m_CurWheelItemData[i]->m_Type == TYPE_SECTION )
{
m_iSelection = i;
LOG->Trace( ssprintf("finding it in #2 | i = %u | text = %s",i, m_CurWheelItemData[i]->m_sText.c_str()) );
return m_CurWheelItemData[i]->m_sText;
}
}
}
// it shouldn't get here, but just in case...
return "";
}
// Called on late join. Selectable courses may have changed; reopen the section.
void MusicWheel::PlayerJoined()
{
// TRICKY: If Autogen is off and someone joins, the first player may be on
// a song that has an illegal stepstype for the current amount of players.
// (e.g. a song that only has doubles difficulties and a second player joins.)
// We need to rebuild the wheel item data in this situation. -aj
if( !GAMESTATE->IsCourseMode() && !PREFSMAN->m_bAutogenSteps )
{
BuildWheelItemDatas( m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder], GAMESTATE->m_SortOrder );
}
SetOpenSection( m_sExpandedSectionName );
}
bool MusicWheel::IsRouletting() const
{
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
m_WheelState == STATE_RANDOM_SPINNING;
}
Song* MusicWheel::GetSelectedSong()
{
switch( m_CurWheelItemData[m_iSelection]->m_Type )
{
case TYPE_PORTAL:
return GetPreferredSelectionForRandomOrPortal();
}
return GetCurWheelItemData(m_iSelection)->m_pSong;
}
/* Find a random song. If possible, find one that has the preferred difficulties of
* each player. Prefer songs in the active group, if any.
*
* Note that if this is called, we *must* find a song. We will only be called if
* the active sort has at least one song, but there may be no open group. This means
* that any filters and preferences applied here must be optional. */
Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
{
// probe to find a song that has the preferred
// difficulties of each player
vector<Difficulty> vDifficultiesToRequire;
FOREACH_HumanPlayer(p)
{
if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Invalid )
continue; // skip
// TRICKY: Don't require that edits be present if perferred
// difficulty is Difficulty_Edit. Otherwise, players could use this
// to set up a 100% chance of getting a particular locked song by
// having a single edit for a locked song.
if( GAMESTATE->m_PreferredDifficulty[p] == Difficulty_Edit )
continue; // skip
vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
}
RString sPreferredGroup = m_sExpandedSectionName;
vector<MusicWheelItemData *> &wid = m_UnfilteredWheelItemDatas[GAMESTATE->m_SortOrder];
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
#define NUM_PROBES 1000
for( int i=0; i<NUM_PROBES; i++ )
{
/* Maintaining difficulties is higher priority than maintaining
* the current group. */
if( i == NUM_PROBES/4 )
sPreferredGroup = "";
if( i == NUM_PROBES/2 )
vDifficultiesToRequire.clear();
int iSelection = RandomInt( wid.size() );
if( wid[iSelection]->m_Type != TYPE_SONG )
continue;
const Song *pSong = wid[iSelection]->m_pSong;
if( !sPreferredGroup.empty() && wid[iSelection]->m_sText != sPreferredGroup )
continue;
// There's an off possibility that somebody might have only one song with only beginner steps.
if( i < 900 && pSong->IsTutorial() )
continue;
FOREACH( Difficulty, vDifficultiesToRequire, d )
if( !pSong->HasStepsTypeAndDifficulty(st,*d) )
goto try_next;
return wid[iSelection]->m_pSong;
try_next:
;
}
LOG->Warn( "Couldn't find any songs" );
return wid[0]->m_pSong;
}
void MusicWheel::FinishChangingSorts()
{
FinishTweening();
m_WheelState = STATE_SELECTING;
m_fTimeLeftInState = 0;
}
/*
* (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard
* 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.
*/