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itgmania212121/stepmania/src/Song.cpp
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#include "global.h"
/*
-----------------------------------------------------------------------------
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Class: Song
Desc: Holds metadata for a song and the song's step data.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
-----------------------------------------------------------------------------
*/
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#include "Notes.h"
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#include "RageUtil.h"
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#include <math.h> // for fmod
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#include "RageLog.h"
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#include "IniFile.h"
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#include "song.h"
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#include "NoteData.h"
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#include "MsdFile.h"
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#include "RageSound.h"
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#include "RageException.h"
#include "SongCacheIndex.h"
#include "GameManager.h"
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#include "PrefsManager.h"
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#include "StyleDef.h"
#include "Notes.h"
#include "GameState.h"
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#include "FontCharAliases.h"
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#include "TitleSubstitution.h"
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#include "NotesLoaderSM.h"
#include "NotesLoaderDWI.h"
#include "NotesLoaderBMS.h"
#include "NotesLoaderKSF.h"
#include "NotesWriterDWI.h"
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#include "NotesWriterSM.h"
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#include "SDL.h"
#include "SDL_image.h"
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const int FILE_CACHE_VERSION = 109; // increment this when Song or Notes changes to invalidate cache
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static int CompareBPMSegments(const BPMSegment &seg1, const BPMSegment &seg2)
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{
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return seg1.m_fStartBeat < seg2.m_fStartBeat;
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}
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void SortBPMSegmentsArray( vector<BPMSegment> &arrayBPMSegments )
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{
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sort( arrayBPMSegments.begin(), arrayBPMSegments.end(), CompareBPMSegments );
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}
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static int CompareStopSegments(const StopSegment &seg1, const StopSegment &seg2)
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{
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return seg1.m_fStartBeat < seg2.m_fStartBeat;
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}
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void SortStopSegmentsArray( vector<StopSegment> &arrayStopSegments )
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{
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sort( arrayStopSegments.begin(), arrayStopSegments.end(), CompareStopSegments );
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}
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int CompareBackgroundChanges(const BackgroundChange &seg1, const BackgroundChange &seg2)
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{
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return seg1.m_fStartBeat < seg2.m_fStartBeat;
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}
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void SortBackgroundChangesArray( vector<BackgroundChange> &arrayBackgroundChanges )
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{
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sort( arrayBackgroundChanges.begin(), arrayBackgroundChanges.end(), CompareBackgroundChanges );
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}
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//////////////////////////////
// Song
//////////////////////////////
Song::Song()
{
m_bChangedSinceSave = false;
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m_fBeat0OffsetInSeconds = 0;
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m_fMusicSampleStartSeconds = 0;
m_fMusicSampleLengthSeconds = 12.0f; // start fading out at m_fMusicSampleLengthSeconds-1 seconds
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m_iMusicBytes = 0;
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m_fMusicLengthSeconds = 0;
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m_fFirstBeat = -1;
m_fLastBeat = -1;
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m_SelectionDisplay = SHOW_ALWAYS;
}
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Song::~Song()
{
for( unsigned i=0; i<m_apNotes.size(); i++ )
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SAFE_DELETE( m_apNotes[i] );
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m_apNotes.clear();
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}
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void Song::AddBPMSegment( BPMSegment seg )
{
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m_BPMSegments.push_back( seg );
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SortBPMSegmentsArray( m_BPMSegments );
}
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void Song::AddStopSegment( StopSegment seg )
{
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m_StopSegments.push_back( seg );
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SortStopSegmentsArray( m_StopSegments );
}
void Song::AddBackgroundChange( BackgroundChange seg )
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{
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m_BackgroundChanges.push_back( seg );
SortBackgroundChangesArray( m_BackgroundChanges );
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}
float Song::GetMusicStartBeat() const
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{
float fBPS = m_BPMSegments[0].m_fBPM / 60.0f;
return -m_fBeat0OffsetInSeconds*fBPS;
};
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void Song::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
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{
// LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime );
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// This function is a nightmare. Don't even try to understand it. :-)
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fElapsedTime += m_fBeat0OffsetInSeconds;
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for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
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{
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float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
float fBPM = m_BPMSegments[i].m_fBPM;
float fBPS = fBPM / 60.0f;
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// calculate the number of seconds in this segment
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float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
unsigned j;
for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
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if( fStartBeatThisSegment <= m_StopSegments[j].m_fStartBeat && m_StopSegments[j].m_fStartBeat < fStartBeatNextSegment )
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{
// this freeze lies within this BPMSegment
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fSecondsInThisSegment += m_StopSegments[j].m_fStopSeconds;
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}
}
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if( fElapsedTime > fSecondsInThisSegment )
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{
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// this BPMSegement is NOT the current segment
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fElapsedTime -= fSecondsInThisSegment;
continue;
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}
// this BPMSegment IS the current segment
float fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
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{
if( fStartBeatThisSegment > m_StopSegments[j].m_fStartBeat ||
m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
continue;
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// this freeze lies within this BPMSegment
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if( m_StopSegments[j].m_fStartBeat > fBeatEstimate )
break;
fElapsedTime -= m_StopSegments[j].m_fStopSeconds;
// re-estimate
fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
if( fBeatEstimate < m_StopSegments[j].m_fStartBeat )
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{
fBeatOut = m_StopSegments[j].m_fStartBeat;
fBPSOut = fBPS;
bFreezeOut = true;
return;
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}
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}
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fBeatOut = fBeatEstimate;
fBPSOut = fBPS;
bFreezeOut = false;
return;
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}
}
// This is a super hack, but it's only called from ScreenEdit, so it's OK.
// Writing an inverse function of GetBeatAndBPSFromElapsedTime() uber difficult,
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// so do a binary search to get close to the correct elapsed time.
float Song::GetElapsedTimeFromBeat( float fBeat ) const
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{
float fElapsedTimeBestGuess = this->m_fMusicLengthSeconds/2; // seconds
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float fSecondsToMove = fElapsedTimeBestGuess; // seconds
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float fBeatOut, fBPSOut;
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bool bFreezeOut;
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/* 0.001 gives higher precision and *takes about 7 more iterations than
* 0.100. A 90-second song took about 9 iterations; now it takes about
* 16. -glenn */
while( fSecondsToMove > 0.001f )
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{
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GetBeatAndBPSFromElapsedTime( fElapsedTimeBestGuess, fBeatOut, fBPSOut, bFreezeOut );
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/* If this is an exact match, we're done. However, if we're on a
* freeze segment, keep moving backwards until we're off it, so we
* return the time associated with the beginning of the freeze segment
* and not some random place in its middle. */
if( fBeatOut == fBeat && !bFreezeOut)
break;
if( fBeatOut >= fBeat )
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fElapsedTimeBestGuess -= fSecondsToMove;
else
fElapsedTimeBestGuess += fSecondsToMove;
fSecondsToMove /= 2;
}
return fElapsedTimeBestGuess;
}
CString Song::GetCacheFilePath() const
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{
return ssprintf( "Cache/%u", GetHashForString(m_sSongDir) );
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}
/* Get a path to the SM containing data for this song. It might
* be a cache file. */
const CString &Song::GetSongFilePath() const
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{
ASSERT ( m_sSongFileName.GetLength() != 0 );
return m_sSongFileName;
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}
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NotesLoader *Song::MakeLoader( CString sDir ) const
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{
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NotesLoader *ret;
/* Actually, none of these have any persistant data, so we
* could optimize this, but since they don't have any data,
* there's no real point ... */
ret = new SMLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
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ret = new DWILoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
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ret = new BMSLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
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ret = new KSFLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
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return NULL;
}
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bool Song::LoadWithoutCache( CString sDir )
{
//
// There was no entry in the cache for this song.
// Let's load it from a file, then write a cache entry.
//
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NotesLoader *ld = MakeLoader( sDir );
if(!ld)
{
LOG->Warn( "Couldn't find any SM, DWI, BMS, or KSF files in '%s'. This is not a valid song directory.", sDir.GetString() );
return false;
}
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bool success = ld->LoadFromDir( sDir, *this );
delete ld;
if(!success)
return false;
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TidyUpData();
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// save a cache file so we don't have to parse it all over again next time
SaveToCacheFile();
return true;
}
bool Song::LoadFromSongDir( CString sDir )
{
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// LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.GetString() );
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sDir.Replace("\\", "/");
// make sure there is a trailing slash at the end of sDir
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if( sDir.Right(1) != "/" )
sDir += "/";
// save song dir
m_sSongDir = sDir;
// save group name
CStringArray sDirectoryParts;
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split( m_sSongDir, "/", sDirectoryParts, false );
m_sGroupName = sDirectoryParts[sDirectoryParts.size()-3]; // second from last item
//
// First look in the cache for this song (without loading NoteData)
//
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unsigned uDirHash = SONGINDEX->GetCacheHash(m_sSongDir);
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if( GetHashForDirectory(m_sSongDir) == uDirHash && // this cache is up to date
DoesFileExist(GetCacheFilePath()))
{
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// LOG->Trace( "Loading '%s' from cache file '%s'.", m_sSongDir.GetString(), GetCacheFilePath().GetString() );
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SMLoader ld;
ld.LoadFromSMFile( GetCacheFilePath(), *this, true );
}
else
{
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if(!LoadWithoutCache(m_sSongDir))
return false;
}
{
/* Generated filename; this doesn't always point to a loadable file,
* but instead points to the file we should write changed files to,
* and will always be an .SM.
*
* This is a little tricky. We can't always use the song title directly,
* since it might contain characters we can't store in filenames. Two
* easy options: we could manually filter out invalid characters, or we
* could use the name of the directory, which is always a valid filename
* and should always be the same as the song. The former might not catch
* everything--filename restrictions are platform-specific; we might even
* be on an 8.3 filesystem, so let's do the latter.
*
* We can't rely on searching for other data filenames; it works for DWIs,
* but not KSFs and BMSs.
*
* So, let's do this (by priority):
* 1. If there's an .SM file, use that filename. No reason to use anything
* else; it's the filename in use.
* 2. If there's a .DWI, use it with a changed extension.
* 3. Otherwise, use the name of the directory, since it's definitely a valid
* filename, and should always be the title of the song (unlike KSFs).
*/
m_sSongFileName = m_sSongDir;
CStringArray asFileNames;
GetDirListing( m_sSongDir+"*.sm", asFileNames );
if( !asFileNames.empty() )
m_sSongFileName += asFileNames[0];
else {
GetDirListing( m_sSongDir+"*.dwi", asFileNames );
if( !asFileNames.empty() ) {
m_sSongFileName += asFileNames[0];
/* XXX: This would mess up "vote.for.dwight.d.eisenhower.dwi". */
m_sSongFileName.Replace( ".dwi", ".sm" );
} else {
m_sSongFileName += sDirectoryParts[sDirectoryParts.size()-2]; // last item
m_sSongFileName += ".sm";
}
}
}
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/* Add AutoGen pointers. (These aren't cached.) */
AddAutoGenNotes();
if( !HasMusic() )
return false; // don't load this song
else
return true; // do load this song
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}
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void Song::TidyUpData()
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{
if( !HasMusic() )
{
CStringArray arrayPossibleMusic;
GetDirListing( m_sSongDir + CString("*.mp3"), arrayPossibleMusic );
GetDirListing( m_sSongDir + CString("*.ogg"), arrayPossibleMusic );
GetDirListing( m_sSongDir + CString("*.wav"), arrayPossibleMusic );
if( !arrayPossibleMusic.empty() ) // we found a match
m_sMusicFile = arrayPossibleMusic[0];
// Don't throw on missing music. -Chris
// else
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// RageException::Throw( "The song in '%s' is missing a music file. You must place a music file in the song folder or remove the song", m_sSongDir.GetString() );
}
/* This must be done before radar calculation. */
if( HasMusic() )
{
RageSound sound;
sound.Load( GetMusicPath(), false ); /* don't pre-cache */
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m_fMusicLengthSeconds = sound.GetLengthSeconds();
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if(m_fMusicLengthSeconds == -1)
{
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/* It failed; bad file or something. It's already logged a warning,
* so just set the file to 0 seconds. */
m_fMusicLengthSeconds = 0;
} else if(m_fMusicLengthSeconds == 0) {
LOG->Warn("File %s is empty?", GetMusicPath().GetString());
} else if(m_fMusicLengthSeconds == -1) {
LOG->Warn("File %s: error getting length", GetMusicPath().GetString());
}
}
else // ! HasMusic()
{
m_fMusicLengthSeconds = 100; // guess
LOG->Warn("This song has no music file; guessing at %f seconds", m_fMusicLengthSeconds);
}
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if(m_fMusicLengthSeconds < 0)
{
LOG->Warn("File %i has negative length? (%i)", GetMusicPath().GetString(), m_fMusicLengthSeconds);
m_fMusicLengthSeconds = 0;
}
/* Generate these before we autogen notes, so the new notes can inherit
* their source's values. */
ReCalculateRadarValuesAndLastBeat();
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TrimRight(m_sMainTitle);
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if( m_sMainTitle == "" ) m_sMainTitle = "Untitled song";
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TrimRight(m_sSubTitle);
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if( m_sArtist == "" ) m_sArtist = "Unknown artist";
TranslateTitles();
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/* XXX don't throw due to broken songs */
if( m_BPMSegments.empty() )
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RageException::Throw( "No #BPM specified in '%s%s.'", m_sSongDir.GetString(), m_sSongFileName.GetString() );
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// We're going to try and do something intelligent here...
// The MusicSampleStart always seems to be about 100-120 beats into
// the song regardless of BPM. Let's take a shot-in-the dark guess.
if( m_fMusicSampleStartSeconds == 0 )
m_fMusicSampleStartSeconds = this->GetElapsedTimeFromBeat( 100 );
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/* Some DWIs have lengths in ms when they meant seconds, eg. #SAMPLELENGTH:10;.
* If the sample length is way too short, change it. */
if( m_fMusicSampleLengthSeconds < 3 )
m_fMusicSampleLengthSeconds = 10;
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//
// Here's the problem: We have a directory full of images. We want to determine which
// image is the banner, which is the background, and which is the CDTitle.
//
LOG->Trace("Looking for images...");
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//
// First, check the file name for hints.
//
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if( !HasBanner() )
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{
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m_sBannerFile = "";
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// find an image with "banner" in the file name
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CStringArray arrayPossibleBanners;
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GetDirListing( m_sSongDir + CString("*banner*.png"), arrayPossibleBanners );
GetDirListing( m_sSongDir + CString("*banner*.jpg"), arrayPossibleBanners );
GetDirListing( m_sSongDir + CString("*banner*.bmp"), arrayPossibleBanners );
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GetDirListing( m_sSongDir + CString("*banner*.gif"), arrayPossibleBanners );
if( !arrayPossibleBanners.empty() )
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m_sBannerFile = arrayPossibleBanners[0];
}
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if( !HasBackground() )
{
m_sBackgroundFile = "";
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// find an image with "bg" or "background" in the file name
CStringArray arrayPossibleBGs;
GetDirListing( m_sSongDir + CString("*bg*.png"), arrayPossibleBGs );
GetDirListing( m_sSongDir + CString("*bg*.jpg"), arrayPossibleBGs );
GetDirListing( m_sSongDir + CString("*bg*.bmp"), arrayPossibleBGs );
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GetDirListing( m_sSongDir + CString("*bg*.gif"), arrayPossibleBGs );
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GetDirListing( m_sSongDir + CString("*background*.png"), arrayPossibleBGs );
GetDirListing( m_sSongDir + CString("*background*.jpg"), arrayPossibleBGs );
GetDirListing( m_sSongDir + CString("*background*.bmp"), arrayPossibleBGs );
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GetDirListing( m_sSongDir + CString("*background*.gif"), arrayPossibleBGs );
if( !arrayPossibleBGs.empty() )
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m_sBackgroundFile = arrayPossibleBGs[0];
}
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if( !HasCDTitle() )
{
m_sCDTitleFile = "";
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// find an image with "cdtitle" in the file name
CStringArray arrayPossibleCDTitles;
GetDirListing( m_sSongDir + CString("*cdtitle*.png"), arrayPossibleCDTitles );
GetDirListing( m_sSongDir + CString("*cdtitle*.jpg"), arrayPossibleCDTitles );
GetDirListing( m_sSongDir + CString("*cdtitle*.bmp"), arrayPossibleCDTitles );
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GetDirListing( m_sSongDir + CString("*cdtitle*.gif"), arrayPossibleCDTitles );
if( !arrayPossibleCDTitles.empty() )
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m_sCDTitleFile = arrayPossibleCDTitles[0];
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}
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//
// Now, For the images we still haven't found, look at the image dimensions of the remaining unclassified images.
//
CStringArray arrayImages;
GetDirListing( m_sSongDir + CString("*.png"), arrayImages );
GetDirListing( m_sSongDir + CString("*.jpg"), arrayImages );
GetDirListing( m_sSongDir + CString("*.bmp"), arrayImages );
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GetDirListing( m_sSongDir + CString("*.gif"), arrayImages );
unsigned i;
for( i=0; i<arrayImages.size(); i++ ) // foreach image
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{
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// Skip any image that we've already classified
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if( HasBanner() && stricmp(m_sBannerFile, arrayImages[i])==0 )
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continue; // skip
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if( HasBackground() && stricmp(m_sBackgroundFile, arrayImages[i])==0 )
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continue; // skip
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if( HasCDTitle() && stricmp(m_sCDTitleFile, arrayImages[i])==0 )
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continue; // skip
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SDL_Surface *img = IMG_Load( m_sSongDir + arrayImages[i] );
if( img )
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{
int width = img->w;
int height = img->h;
SDL_FreeSurface( img );
if( !HasBackground() && width >= 320 && height >= 240 )
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{
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m_sBackgroundFile = arrayImages[i];
continue;
}
if( !HasBanner() && 100<width && width<320 && 50<height && height<240 )
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{
m_sBannerFile = arrayImages[i];
continue;
}
if( !HasCDTitle() && width<=100 && height<=50 )
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{
m_sCDTitleFile = arrayImages[i];
continue;
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}
}
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}
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// If no BGChanges are specified and there are movies in the song directory, then assume
// they are DWI style where the movie begins at beat 0.
if( !HasBGChanges() )
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{
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CStringArray arrayPossibleMovies;
GetDirListing( m_sSongDir + CString("*movie*.avi"), arrayPossibleMovies );
GetDirListing( m_sSongDir + CString("*movie*.mpg"), arrayPossibleMovies );
GetDirListing( m_sSongDir + CString("*movie*.mpeg"), arrayPossibleMovies );
GetDirListing( m_sSongDir + CString("*.avi"), arrayPossibleMovies );
GetDirListing( m_sSongDir + CString("*.mpg"), arrayPossibleMovies );
GetDirListing( m_sSongDir + CString("*.mpeg"), arrayPossibleMovies );
/* Use this->GetBeatFromElapsedTime(0) instead of 0 to start when the
* music starts. */
if( arrayPossibleMovies.size() == 1 )
this->AddBackgroundChange( BackgroundChange(0,arrayPossibleMovies[0]) );
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}
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for( i=0; i<m_apNotes.size(); i++ )
m_apNotes[i]->Compress();
}
void Song::TranslateTitles()
{
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static TitleSubst tsub;
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tsub.Subst(m_sMainTitle, m_sSubTitle, m_sArtist,
m_sMainTitleTranslit, m_sSubTitleTranslit, m_sArtistTranslit);
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}
void Song::ReCalculateRadarValuesAndLastBeat()
{
//
// calculate radar values and first/last beat
//
for( unsigned i=0; i<m_apNotes.size(); i++ )
{
Notes* pNotes = m_apNotes[i];
NoteData tempNoteData;
pNotes->GetNoteData( &tempNoteData );
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for( int r=0; r<NUM_RADAR_CATEGORIES; r++ )
{
/* If it's autogen, radar vals come from the parent. */
if(pNotes->IsAutogen())
continue;
pNotes->SetRadarValue(r, NoteDataUtil::GetRadarValue( tempNoteData, (RadarCategory)r, m_fMusicLengthSeconds ));
}
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/* Many songs have stray, empty song patterns. Ignore them, so
* they don't force the first beat of the whole song to 0. XXX Should
* we just delete them, now that new patterns can be created quickly
* in the editor? */
if(tempNoteData.GetLastRow() == 0)
continue;
float fFirstBeat = tempNoteData.GetFirstBeat();
float fLastBeat = tempNoteData.GetLastBeat();
if( m_fFirstBeat == -1 )
m_fFirstBeat = fFirstBeat;
else
m_fFirstBeat = min( m_fFirstBeat, fFirstBeat );
if( m_fLastBeat == -1 )
m_fLastBeat = fLastBeat;
else
m_fLastBeat = max( m_fLastBeat, fLastBeat );
}
}
void Song::GetNotes( vector<Notes*>& arrayAddTo, NotesType nt, Difficulty dc, int iMeterLow, int iMeterHigh, CString sDescription, bool bIncludeAutoGen ) const
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{
for( unsigned i=0; i<m_apNotes.size(); i++ ) // for each of the Song's Notes
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if( m_apNotes[i]->m_NotesType == nt )
if( dc==DIFFICULTY_INVALID || dc==m_apNotes[i]->GetDifficulty() )
if( iMeterLow==-1 || iMeterLow>=m_apNotes[i]->GetMeter() )
if( iMeterHigh==-1 || iMeterHigh<=m_apNotes[i]->GetMeter() )
if( sDescription=="" || sDescription==m_apNotes[i]->GetDescription() )
if( bIncludeAutoGen || !m_apNotes[i]->IsAutogen() )
arrayAddTo.push_back( m_apNotes[i] );
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}
Notes* Song::GetNotes( NotesType nt, Difficulty dc ) const
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{
vector<Notes*> vNotes;
GetNotes( vNotes, nt, dc );
if( vNotes.size() == 0 )
return NULL;
else
return vNotes[0];
}
Notes* Song::GetNotes( NotesType nt, int iMeterLow, int iMeterHigh ) const
{
vector<Notes*> vNotes;
GetNotes( vNotes, nt, DIFFICULTY_INVALID, iMeterLow, iMeterHigh );
if( vNotes.size() == 0 )
return NULL;
else
return vNotes[0];
}
Notes* Song::GetNotes( NotesType nt, CString sDescription ) const
{
vector<Notes*> vNotes;
GetNotes( vNotes, nt, DIFFICULTY_INVALID, -1, -1, sDescription );
if( vNotes.size() == 0 )
return NULL;
else
return vNotes[0];
}
Notes* Song::GetClosestNotes( NotesType nt, Difficulty dc ) const
{
Difficulty newDC = dc;
Notes* pNotes;
pNotes = GetNotes( nt, newDC );
if( pNotes )
return pNotes;
newDC = (Difficulty)(dc-1);
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
pNotes = GetNotes( nt, newDC );
if( pNotes )
return pNotes;
newDC = (Difficulty)(dc+1);
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
pNotes = GetNotes( nt, newDC );
if( pNotes )
return pNotes;
newDC = (Difficulty)(dc-2);
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
pNotes = GetNotes( nt, newDC );
if( pNotes )
return pNotes;
newDC = (Difficulty)(dc+2);
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
pNotes = GetNotes( nt, newDC );
return pNotes;
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}
void Song::GetEdits( vector<Notes*>& arrayAddTo, NotesType nt, bool bIncludeAutoGen ) const
{
}
/* Return whether the song is playable in the given style. */
bool Song::SongCompleteForStyle( const StyleDef *st ) const
{
if(!SongHasNotesType(st->m_NotesType))
return false;
return true;
}
bool Song::SongHasNotesType( NotesType nt ) const
{
for( unsigned i=0; i < m_apNotes.size(); i++ ) // foreach Notes
if( m_apNotes[i]->m_NotesType == nt )
return true;
return false;
}
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bool Song::SongHasNotesTypeAndDifficulty( NotesType nt, Difficulty dc ) const
{
for( unsigned i=0; i < m_apNotes.size(); i++ ) // foreach Notes
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if( m_apNotes[i]->m_NotesType == nt && m_apNotes[i]->GetDifficulty() == dc )
return true;
return false;
}
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void Song::SaveToCacheFile()
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{
LOG->Trace( "Song::SaveToCacheFile()" );
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SONGINDEX->AddCacheIndex(m_sSongDir, GetHashForDirectory(m_sSongDir));
SaveToSMFile( GetCacheFilePath(), true );
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}
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void Song::Save()
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{
LOG->Trace( "Song::SaveToSongFile()" );
/* rename all old files to avoid confusion.
*
* This also serves as a backup, so rename .sm's, too. If we crash when
* saving the .sm, we don't want to lose what we had. But, what we really
* should be doing is saving to another file (eg. foo.sm.new), then once we
* know we havn't crashed, move the old .sm to .sm.old and the new one to
* the real filename. That way, if we crash, we don't leave the song in an
* unplayable state where the user has to manually un-rename stuff. XXX -glenn
*/
CStringArray arrayOldFileNames;
GetDirListing( m_sSongDir + "*.bms", arrayOldFileNames );
GetDirListing( m_sSongDir + "*.dwi", arrayOldFileNames );
GetDirListing( m_sSongDir + "*.ksf", arrayOldFileNames );
GetDirListing( m_sSongDir + "*.sm", arrayOldFileNames );
for( unsigned i=0; i<arrayOldFileNames.size(); i++ )
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{
CString sOldPath = m_sSongDir + arrayOldFileNames[i];
CString sNewPath = sOldPath + ".old";
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rename( sOldPath, sNewPath );
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}
ReCalculateRadarValuesAndLastBeat();
TranslateTitles();
SaveToSMFile( GetSongFilePath(), false );
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SaveToDWIFile();
}
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void Song::SaveToSMFile( CString sPath, bool bSavingCache )
{
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LOG->Trace( "Song::SaveToSMFile('%s')", sPath.GetString() );
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NotesWriterSM wr;
wr.Write(sPath, *this, bSavingCache);
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}
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void Song::SaveToDWIFile()
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{
LOG->Trace( "Song::SaveToSongFileAndDWI()" );
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CString sPath = GetSongFilePath();
sPath.Replace( ".sm", ".dwi" );
NotesWriterDWI wr;
wr.Write(sPath, *this);
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}
void Song::AddAutoGenNotes()
{
for( NotesType ntMissing=(NotesType)0; ntMissing<NUM_NOTES_TYPES; ntMissing=(NotesType)(ntMissing+1) )
{
if( SongHasNotesType(ntMissing) )
continue;
// missing Notes of this type
int iNumTracksOfMissing = GAMEMAN->NotesTypeToNumTracks(ntMissing);
// look for closest match
NotesType ntBestMatch = (NotesType)-1;
int iBestTrackDifference = 10000; // inf
for( NotesType nt=(NotesType)0; nt<NUM_NOTES_TYPES; nt=(NotesType)(nt+1) )
{
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vector<Notes*> apNotes;
this->GetNotes( apNotes, nt );
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if(apNotes.empty() || apNotes[0]->IsAutogen())
continue; /* can't autogen from other autogen */
int iNumTracks = GAMEMAN->NotesTypeToNumTracks(nt);
int iTrackDifference = abs(iNumTracks-iNumTracksOfMissing);
if( iTrackDifference < iBestTrackDifference )
{
ntBestMatch = nt;
iBestTrackDifference = iTrackDifference;
}
}
if( ntBestMatch != -1 )
AutoGen( ntMissing, ntBestMatch );
}
}
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void Song::AutoGen( NotesType ntTo, NotesType ntFrom )
{
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// int iNumTracksOfTo = GAMEMAN->NotesTypeToNumTracks(ntTo);
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for( unsigned int j=0; j<m_apNotes.size(); j++ )
{
Notes* pOriginalNotes = m_apNotes[j];
if( pOriginalNotes->m_NotesType == ntFrom )
{
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Notes* pNewNotes = new Notes;
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pNewNotes->AutogenFrom(pOriginalNotes, ntTo);
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this->m_apNotes.push_back( pNewNotes );
}
}
}
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void Song::RemoveAutoGenNotes()
{
for( int j=m_apNotes.size()-1; j>=0; j-- )
{
if( m_apNotes[j]->IsAutogen() )
{
delete m_apNotes[j];
m_apNotes.erase( m_apNotes.begin()+j );
}
}
}
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Grade Song::GetGradeForDifficulty( const StyleDef *st, PlayerNumber pn, Difficulty dc ) const
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{
// return max grade of notes in difficulty class
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vector<Notes*> aNotes;
this->GetNotes( aNotes, st->m_NotesType );
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SortNotesArrayByDifficulty( aNotes );
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Grade grade = GRADE_NO_DATA;
for( unsigned i=0; i<aNotes.size(); i++ )
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{
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const Notes* pNotes = aNotes[i];
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if( pNotes->GetDifficulty() == dc )
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grade = max( grade, pNotes->m_MemCardScores[pn].grade );
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}
return grade;
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}
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bool Song::IsNew() const
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{
return GetNumTimesPlayed()==0;
}
bool Song::IsEasy( NotesType nt ) const
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{
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Notes* pBeginnerNotes = GetNotes( nt, DIFFICULTY_BEGINNER );
Notes* pEasyNotes = GetNotes( nt, DIFFICULTY_EASY );
Notes* pHardNotes = GetNotes( nt, DIFFICULTY_HARD );
// HACK: Looks bizarre to see the easy mark by Legend of MAX.
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if( pHardNotes && pHardNotes->GetMeter() > 9 )
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return false;
if( pBeginnerNotes && pBeginnerNotes->GetMeter()==1 )
return true;
else if( pEasyNotes && pEasyNotes->GetMeter()==1 )
return true;
else
return false;
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}
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bool Song::HasEdits( NotesType nt ) const
{
vector<Notes*> vpNotes;
this->GetEdits( vpNotes, nt );
return vpNotes.size() > 0;
}
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/////////////////////////////////////
// Sorting
/////////////////////////////////////
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int CompareSongPointersByTitle(const Song *pSong1, const Song *pSong2)
{
//Prefer transliterations to full titles
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CString sTitle1 = pSong1->GetFullTranslitTitle();
CString sTitle2 = pSong2->GetFullTranslitTitle();
int ret = sTitle1.CompareNoCase(sTitle2);
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if(ret < 0) return true;
if(ret > 0) return false;
/* The titles are the same. Ensure we get a consistent ordering
* by comparing the unique SongFilePaths. */
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return pSong1->GetSongFilePath().CompareNoCase(pSong2->GetSongFilePath()) < 0;
}
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void SortSongPointerArrayByTitle( vector<Song*> &arraySongPointers )
{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByTitle );
}
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int CompareSongPointersByDifficulty(const Song *pSong1, const Song *pSong2)
{
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vector<Notes*> aNotes1;
vector<Notes*> aNotes2;
pSong1->GetNotes( aNotes1, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
pSong2->GetNotes( aNotes2, GAMESTATE->GetCurrentStyleDef()->m_NotesType );
int iEasiestMeter1 = 1000; // infinity
int iEasiestMeter2 = 1000; // infinity
unsigned i;
for( i=0; i<aNotes1.size(); i++ )
if(aNotes1[i]->GetDifficulty() != DIFFICULTY_BEGINNER) //sort by anything but beginner
iEasiestMeter1 = min( iEasiestMeter1, aNotes1[i]->GetMeter() );
for( i=0; i<aNotes2.size(); i++ )
if(aNotes2[i]->GetDifficulty() != DIFFICULTY_BEGINNER)
iEasiestMeter2 = min( iEasiestMeter2, aNotes2[i]->GetMeter() );
// odd case where there are only beginner steps... what to do? should probably
// act just like it was a 1-footer, even if the beginner steps aren't
if( iEasiestMeter1 == 1000 )
iEasiestMeter1 = 1;
if( iEasiestMeter2 == 1000 )
iEasiestMeter2 = 1;
if( iEasiestMeter1 < iEasiestMeter2 )
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return true;
if( iEasiestMeter1 > iEasiestMeter2 )
return false;
return CompareSongPointersByTitle( pSong1, pSong2 );
}
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void SortSongPointerArrayByDifficulty( vector<Song*> &arraySongPointers )
{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByDifficulty );
}
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bool CompareSongPointersByBPM(const Song *pSong1, const Song *pSong2)
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{
float fMinBPM1, fMaxBPM1, fMinBPM2, fMaxBPM2;
pSong1->GetMinMaxBPM( fMinBPM1, fMaxBPM1 );
pSong2->GetMinMaxBPM( fMinBPM2, fMaxBPM2 );
if( fMaxBPM1 < fMaxBPM2 )
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return true;
if( fMaxBPM1 > fMaxBPM2 )
return false;
return CompareCStringsAsc( pSong1->GetSongFilePath(), pSong2->GetSongFilePath() );
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}
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void SortSongPointerArrayByBPM( vector<Song*> &arraySongPointers )
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{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByBPM );
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}
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int CompareSongPointersByArtist(const Song *pSong1, const Song *pSong2)
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{
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CString sArtist1 = pSong1->m_sArtist;
CString sArtist2 = pSong2->m_sArtist;
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if( sArtist1 < sArtist2 )
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return true;
if( sArtist1 > sArtist2 )
return false;
return CompareSongPointersByTitle( pSong1, pSong2 );
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}
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void SortSongPointerArrayByArtist( vector<Song*> &arraySongPointers )
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{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByArtist );
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}
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int CompareSongPointersByGroup(const Song *pSong1, const Song *pSong2)
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{
const CString &sGroup1 = pSong1->m_sGroupName;
const CString &sGroup2 = pSong2->m_sGroupName;
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2002-02-24 01:43:11 +00:00
if( sGroup1 < sGroup2 )
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return true;
if( sGroup1 > sGroup2 )
return false;
/* Same group; compare by difficulty. */
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return CompareSongPointersByDifficulty( pSong1, pSong2 );
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}
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void SortSongPointerArrayByGroup( vector<Song*> &arraySongPointers )
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{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroup );
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}
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int CompareSongPointersByMostPlayed(const Song *pSong1, const Song *pSong2)
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{
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int iNumTimesPlayed1 = pSong1->GetNumTimesPlayed();
int iNumTimesPlayed2 = pSong2->GetNumTimesPlayed();
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if( iNumTimesPlayed1 > iNumTimesPlayed2 )
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return true;
if( iNumTimesPlayed1 < iNumTimesPlayed2 )
return false;
return CompareSongPointersByTitle( pSong1, pSong2 );
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}
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void SortSongPointerArrayByMostPlayed( vector<Song*> &arraySongPointers )
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{
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sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByMostPlayed );
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}
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bool Song::NormallyDisplayed() const
{
if(!PREFSMAN->m_bHiddenSongs) return true;
return m_SelectionDisplay == SHOW_ALWAYS;
}
bool Song::RouletteDisplayed() const
{
if(!PREFSMAN->m_bHiddenSongs) return true;
return m_SelectionDisplay != SHOW_NEVER;
}
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bool Song::HasMusic() const {return m_sMusicFile != "" && IsAFile(GetMusicPath()); }
bool Song::HasBanner() const {return m_sBannerFile != "" && IsAFile(GetBannerPath()); }
bool Song::HasBackground() const {return m_sBackgroundFile != "" && IsAFile(GetBackgroundPath()); }
bool Song::HasCDTitle() const {return m_sCDTitleFile != "" && IsAFile(GetCDTitlePath()); }
bool Song::HasBGChanges() const {return !m_BackgroundChanges.empty(); }
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int Song::GetNumTimesPlayed() const
{
int iTotalNumTimesPlayed = 0;
for( unsigned i=0; i<m_apNotes.size(); i++ )
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{
iTotalNumTimesPlayed += m_apNotes[i]->m_MemCardScores[MEMORY_CARD_MACHINE].iNumTimesPlayed;
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}
return iTotalNumTimesPlayed;
}
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/* Search semantics for all song files:
*
* If the path doesn't have any directory separators, it's a filename in the
* song directory.
*
* If it does, it's relative to the top directory of the tree it was loaded
* from, eg ".\music\stuff\song.ogg". Most of the time, that's the SM tree,
* and that's the PWD, so just return it directly. If the file was originally
* loaded from the DWIPath, it's relative to that, so prepend it.
*
* Some DWI's do have relative paths that don't start with ".\".
*/
/* We only follow this for song files and cdtitles; it's for compatibility
* with DWI. We prefer paths relative to the song directory; only support
* that for all other paths. */
/* Note: Prepending the dwipath is ugly. The first impression might be to
* add a Song::TopFilePath, but don't do that--we have too much stuff in there
* already. We don't really need it; this is the only place it'd be used. What
* we *should* be doing is prepending this path when we first load the song.
* However, dwipaths are usually like "c:\games\dwi", and we can't store colons
* in SM's; they'll get interpreted as delimiters. So:
* XXX: Add some kind of escape character to SM's.
*
* -glenn */
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CString Song::GetMusicPath() const
{
/* If there's no path in the music file, the file is in the same directory
* as the song. (This is the preferred configuration.) */
if( m_sMusicFile.Find('/') == -1)
return m_sSongDir+m_sMusicFile;
/* The file has a path. If it was loaded from the m_DWIPath, it's relative
* to that. */
if( PREFSMAN->m_DWIPath!="" && m_sSongDir.Left(PREFSMAN->m_DWIPath.GetLength()) == PREFSMAN->m_DWIPath )
return PREFSMAN->m_DWIPath+"/"+m_sMusicFile;
/* Otherwise, it's relative to the top of the SM directory (the CWD), so
* return it directly. */
return m_sMusicFile;
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}
CString Song::GetBannerPath() const
{
return m_sSongDir+m_sBannerFile;
}
CString Song::GetCDTitlePath() const
{
if( m_sCDTitleFile.Find('/') == -1)
return m_sSongDir+m_sCDTitleFile;
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if( PREFSMAN->m_DWIPath!="" && m_sSongDir.Left(PREFSMAN->m_DWIPath.GetLength()) == PREFSMAN->m_DWIPath )
return PREFSMAN->m_DWIPath+"/"+m_sCDTitleFile;
return m_sCDTitleFile;
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}
CString Song::GetBackgroundPath() const
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{
return m_sSongDir+m_sBackgroundFile;
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}
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CString Song::GetDisplayMainTitle() const
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{
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if(!PREFSMAN->m_bShowTranslations) return GetTranslitMainTitle();
return m_sMainTitle;
}
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CString Song::GetDisplaySubTitle() const
{
if(!PREFSMAN->m_bShowTranslations) return GetTranslitSubTitle();
return m_sSubTitle;
}
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CString Song::GetDisplayArtist() const
{
if(!PREFSMAN->m_bShowTranslations) return GetTranslitArtist();
return m_sArtist;
}
CString Song::GetFullDisplayTitle() const
{
CString Title = GetDisplayMainTitle();
CString SubTitle = GetDisplaySubTitle();
if(!SubTitle.empty()) Title += " " + SubTitle;
return Title;
}
CString Song::GetFullTranslitTitle() const
{
CString Title = GetTranslitMainTitle();
CString SubTitle = GetTranslitSubTitle();
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if(!SubTitle.empty()) Title += " " + SubTitle;
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return Title;
}
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/* Get the first/last beat of any currently active note pattern. If two
* players are active, they often have the same start beat, but they don't
* have to.
*
* This is currently slow (notedata can't cache the return, and getnotedata
* is slow). */
#if 0 /* XXX not finished/tested/used yet -glenn */
float Song::GetFirstBeat() const
{
float first = MAX_BEATS;
for( int pn = 0; pn < NUM_PLAYERS; ++pn) {
if(!GAMESTATE->IsPlayerEnabled(pn)) continue;
NoteData tempNoteData;
GAMESTATE->m_pCurNotes[pn]->GetNoteData( &tempNoteData );
first = min(first, tempNoteData.GetFirstBeat());
}
return first;
}
float Song::GetLastBeat() const
{
float last = MAX_BEATS;
for( int pn = 0; pn < NUM_PLAYERS; ++pn) {
if(!GAMESTATE->IsPlayerEnabled(pn)) continue;
NoteData tempNoteData;
GAMESTATE->m_pCurNotes[pn]->GetNoteData( &tempNoteData );
last = max(last, tempNoteData.GetLastBeat());
}
return last;
}
#endif
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void Song::AddNotes( Notes* pNotes )
{
m_apNotes.push_back( pNotes );
}
void Song::RemoveNotes( Notes* pNotes )
{
// Avoid any stale Note::parent pointers by removing all AutoGen'd Notes,
// then adding them again.
RemoveAutoGenNotes();
for( unsigned j=m_apNotes.size()-1; j>=0; j-- )
{
if( m_apNotes[j] == pNotes )
{
delete m_apNotes[j];
m_apNotes.erase( m_apNotes.begin()+j );
break;
}
}
AddAutoGenNotes();
}