本文整理汇总了C++中Course::FindFixedSong方法的典型用法代码示例。如果您正苦于以下问题:C++ Course::FindFixedSong方法的具体用法?C++ Course::FindFixedSong怎么用?C++ Course::FindFixedSong使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Course
的用法示例。
在下文中一共展示了Course::FindFixedSong方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SetSong
void ScreenJukebox::SetSong()
{
ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
vector<Song*> vSongs;
/* Check to see if there is a theme course. If there is a course that has
* the exact same name as the theme, then we pick a song from this course. */
Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
if( pCourse != NULL )
for ( unsigned i = 0; i < pCourse->m_vEntries.size(); i++ )
if( pCourse->m_vEntries[i].IsFixedSong() )
vSongs.push_back( pCourse->m_vEntries[i].songID.ToSong() );
if ( vSongs.size() == 0 )
vSongs = SONGMAN->GetSongs( GAMESTATE->m_sPreferredSongGroup );
// Still nothing?
if( vSongs.size() == 0 )
return;
// Calculate what difficulties to show
vector<Difficulty> vDifficultiesToShow;
if( m_bDemonstration )
{
// HACK: This belongs in ScreenDemonstration.
ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
}
else
{
if( GAMESTATE->m_PreferredDifficulty[PLAYER_1] != Difficulty_Invalid )
{
vDifficultiesToShow.push_back( GAMESTATE->m_PreferredDifficulty[PLAYER_1] );
}
else
{
FOREACH_ENUM( Difficulty, dc )
vDifficultiesToShow.push_back( dc );
}
}
ASSERT( !vDifficultiesToShow.empty() );
// Search for a Song and Steps to play during the demo.
for( int i=0; i<1000; i++ )
{
Song* pSong = vSongs[RandomInt(vSongs.size())];
ASSERT( pSong != NULL );
if( !pSong->HasMusic() )
continue; // skip
if( !pSong->NormallyDisplayed() )
continue;
if( !pSong->ShowInDemonstrationAndRanking() )
continue; // skip
Difficulty dc = vDifficultiesToShow[ RandomInt(vDifficultiesToShow.size()) ];
Steps* pSteps = SongUtil::GetStepsByDifficulty( pSong, GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
if( pSteps == NULL )
continue; // skip
if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen())
continue; // skip
// Found something we can use!
GAMESTATE->m_pCurSong.Set( pSong );
// We just changed the song. Reset the original sync data.
AdjustSync::ResetOriginalSyncData();
FOREACH_PlayerNumber( p )
GAMESTATE->m_pCurSteps[p].Set( pSteps );
bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
if( bShowModifiers )
{
/* If we have a modifier course containing this song, apply its
* modifiers. Only check fixed course entries. */
vector<Course*> apCourses;
SONGMAN->GetAllCourses( apCourses, false );
vector<const CourseEntry *> apOptions;
vector<Course*> apPossibleCourses;
for( unsigned j = 0; j < apCourses.size(); ++j )
{
Course *lCourse = apCourses[j];
const CourseEntry *pEntry = lCourse->FindFixedSong( pSong );
if( pEntry == NULL || pEntry->attacks.size() == 0 )
continue;
if( !ALLOW_ADVANCED_MODIFIERS )
{
// There are some confusing mods that we don't want to show in demonstration.
bool bModsAreOkToShow = true;
AttackArray aAttacks = pEntry->attacks;
if( !pEntry->sModifiers.empty() )
aAttacks.push_back( Attack::FromGlobalCourseModifier( pEntry->sModifiers ) );
FOREACH_CONST( Attack, aAttacks, a )
{
RString s = a->sModifiers;
s.MakeLower();
//.........这里部分代码省略.........
示例2: SetSong
void ScreenJukebox::SetSong()
{
ThemeMetric<bool> ALLOW_ADVANCED_MODIFIERS(m_sName,"AllowAdvancedModifiers");
vector<Song*> vSongs;
//Check to see if there is a theme-course
//I.E. If there is a course called exactly the theme name,
//then we pick a song from this course.
Course *pCourse = SONGMAN->GetCourseFromName( THEME->GetCurThemeName() );
if( pCourse != NULL )
for ( unsigned i = 0; i < pCourse->m_entries.size(); i++ )
vSongs.push_back( pCourse->m_entries[i].pSong );
if ( vSongs.size() == 0 )
SONGMAN->GetSongs( vSongs, GAMESTATE->m_sPreferredSongGroup );
//
// Calculate what difficulties to show
//
vector<Difficulty> vDifficultiesToShow;
if( m_bDemonstration )
{
// HACK: This belongs in ScreenDemonstration
ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW_HERE(m_sName,"DifficultiesToShow");
vDifficultiesToShow = DIFFICULTIES_TO_SHOW_HERE.GetValue();
}
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 );
}
}
ASSERT( !vDifficultiesToShow.empty() )
//
// Search for a Song and Steps to play during the demo
//
for( int i=0; i<1000; i++ )
{
if( vSongs.size() == 0 )
return;
Song* pSong = vSongs[rand()%vSongs.size()];
if( !pSong->HasMusic() )
continue; // skip
if( UNLOCKMAN->SongIsLocked(pSong) )
continue;
if( !pSong->ShowInDemonstrationAndRanking() )
continue; // skip
Difficulty dc = vDifficultiesToShow[ rand()%vDifficultiesToShow.size() ];
Steps* pSteps = pSong->GetStepsByDifficulty( GAMESTATE->GetCurrentStyle()->m_StepsType, dc );
if( pSteps == NULL )
continue; // skip
if( !PREFSMAN->m_bAutogenSteps && pSteps->IsAutogen())
continue; // skip
// Found something we can use!
GAMESTATE->m_pCurSong.Set( pSong );
// We just changed the song. Reset the original sync data.
GAMESTATE->ResetOriginalSyncData();
FOREACH_PlayerNumber( p )
GAMESTATE->m_pCurSteps[p].Set( pSteps );
bool bShowModifiers = randomf(0,1) <= SHOW_COURSE_MODIFIERS_PROBABILITY;
if( bShowModifiers )
{
/* If we have a modifier course containing this song, apply its modifiers. Only check
* fixed course entries. */
vector<Course*> apCourses;
SONGMAN->GetAllCourses( apCourses, false );
vector<const CourseEntry *> apOptions;
vector<Course*> apPossibleCourses;
for( unsigned i = 0; i < apCourses.size(); ++i )
{
Course *pCourse = apCourses[i];
const CourseEntry *pEntry = pCourse->FindFixedSong( pSong );
if( pEntry == NULL || pEntry->attacks.size() == 0 )
continue;
if( !ALLOW_ADVANCED_MODIFIERS )
{
// There are some confusing mods that we don't want to show in demonstration.
bool bModsAreOkToShow = true;
AttackArray aAttacks = pEntry->attacks;
if( !pEntry->modifiers.empty() )
//.........这里部分代码省略.........