continue phasing out BASE_PATH and SLASH

This commit is contained in:
Glenn Maynard
2003-12-10 09:26:05 +00:00
parent d6af0593d3
commit 11870a6072
21 changed files with 91 additions and 93 deletions
+5 -5
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@@ -57,7 +57,7 @@ bool AnnouncerManager::DoesAnnouncerExist( CString sAnnouncerName )
CString AnnouncerManager::GetAnnouncerDirFromName( CString sAnnouncerName ) CString AnnouncerManager::GetAnnouncerDirFromName( CString sAnnouncerName )
{ {
return ANNOUNCERS_DIR + sAnnouncerName + SLASH; return ANNOUNCERS_DIR + sAnnouncerName + "/";
} }
void AnnouncerManager::SwitchAnnouncer( CString sNewAnnouncerName ) void AnnouncerManager::SwitchAnnouncer( CString sNewAnnouncerName )
@@ -103,8 +103,8 @@ CString AnnouncerManager::GetPathTo( CString sAnnouncerName, CString sFolderName
const CString AnnouncerPath = GetAnnouncerDirFromName(sAnnouncerName); const CString AnnouncerPath = GetAnnouncerDirFromName(sAnnouncerName);
if( !DirectoryIsEmpty(AnnouncerPath+sFolderName+SLASH) ) if( !DirectoryIsEmpty(AnnouncerPath+sFolderName+"/") )
return AnnouncerPath+sFolderName+SLASH; return AnnouncerPath+sFolderName+"/";
/* Search for the announcer folder in the list of aliases. */ /* Search for the announcer folder in the list of aliases. */
int i; int i;
@@ -113,8 +113,8 @@ CString AnnouncerManager::GetPathTo( CString sAnnouncerName, CString sFolderName
if(sFolderName.CompareNoCase(aliases[i][0])) if(sFolderName.CompareNoCase(aliases[i][0]))
continue; /* no match */ continue; /* no match */
if( !DirectoryIsEmpty(AnnouncerPath+aliases[i][1]+SLASH) ) if( !DirectoryIsEmpty(AnnouncerPath+aliases[i][1]+"/") )
return AnnouncerPath+aliases[i][1]+SLASH; return AnnouncerPath+aliases[i][1]+"/";
} }
/* No announcer directory matched. In debug, create the directory by /* No announcer directory matched. In debug, create the directory by
+1 -1
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@@ -53,7 +53,7 @@ CString BannerCache::GetBannerCachePath( CString BannerPath )
{ {
/* Use GetHashForString, not ForFile, since we don't want to spend time /* Use GetHashForString, not ForFile, since we don't want to spend time
* checking the file size and date. */ * checking the file size and date. */
return ssprintf( CACHE_DIR "Banners" SLASH "%u", GetHashForString(BannerPath) ); return ssprintf( CACHE_DIR "Banners/%u", GetHashForString(BannerPath) );
} }
void BannerCache::LoadBanner( CString BannerPath ) void BannerCache::LoadBanner( CString BannerPath )
+1 -1
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@@ -24,7 +24,7 @@
Bookkeeper* BOOKKEEPER = NULL; // global and accessable from anywhere in our program Bookkeeper* BOOKKEEPER = NULL; // global and accessable from anywhere in our program
static const CString COINS_DAT = BASE_PATH "Data" SLASH "Coins.dat"; static const CString COINS_DAT = "Data/Coins.dat";
const int COINS_DAT_VERSION = 1; const int COINS_DAT_VERSION = 1;
+14 -14
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@@ -19,13 +19,13 @@
bool Character::Load( CString sCharDir ) bool Character::Load( CString sCharDir )
{ {
// Save character directory // Save character directory
if( sCharDir.Right(1)!=SLASH ) if( sCharDir.Right(1) != "/" )
sCharDir += SLASH; sCharDir += "/";
m_sCharDir = sCharDir; m_sCharDir = sCharDir;
// Save character name // Save character name
vector<CString> as; vector<CString> as;
split( sCharDir, SLASH, as ); split( sCharDir, "/", as );
m_sName = as.back(); m_sName = as.back();
// Save attacks // Save attacks
@@ -61,9 +61,9 @@ CString Character::GetModelPath() const
return ""; return "";
} }
CString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest" SLASH)); } CString Character::GetRestAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Rest/")); }
CString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp" SLASH)); } CString Character::GetWarmUpAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "WarmUp/")); }
CString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance" SLASH)); } CString Character::GetDanceAnimationPath() const { return DerefRedir(GetRandomFileInDir(m_sCharDir + "Dance/")); }
CString Character::GetTakingABreakPath() const CString Character::GetTakingABreakPath() const
{ {
CStringArray as; CStringArray as;
@@ -144,21 +144,21 @@ CString Character::GetHeadPath() const
bool Character::Has2DElems() bool Character::Has2DElems()
{ {
if( DoesFileExist(m_sCharDir + SLASH + "2DFail" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DFail/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DGood" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DGood/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DMiss" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DMiss/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DWin" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DWin/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DWinFever" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DWinFever/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DGreat" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DGreat/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
if( DoesFileExist(m_sCharDir + SLASH + "2DIdle" + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(m_sCharDir + "2DIdle/BGAnimation.ini") ) // check 2D Idle BGAnim exists
return true; return true;
return false; return false;
} }
+2 -2
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@@ -70,7 +70,7 @@ float Course::GetMeter( int Difficult ) const
return float(m_iMeter + (IsDifficult(Difficult)? DifficultMeterRamp:0)); return float(m_iMeter + (IsDifficult(Difficult)? DifficultMeterRamp:0));
/*LOG->Trace( "Course file '%s' contains a song '%s%s%s' that is not present", /*LOG->Trace( "Course file '%s' contains a song '%s%s%s' that is not present",
m_sPath.c_str(), sGroup.c_str(), sGroup.size()? SLASH:"", sSong.c_str());*/ m_sPath.c_str(), sGroup.c_str(), sGroup.size()? "/":"", sSong.c_str());*/
vector<Info> ci; vector<Info> ci;
GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, Difficult ); GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, Difficult );
@@ -351,7 +351,7 @@ void Course::Save()
{ {
// strip off everything but the group name and song dir // strip off everything but the group name and song dir
CStringArray as; CStringArray as;
split( entry.pSong->GetSongDir(), SLASH, as ); split( entry.pSong->GetSongDir(), "/", as );
ASSERT( !as.empty() ); ASSERT( !as.empty() );
CString sGroup = as[ as.size()-2 ]; CString sGroup = as[ as.size()-2 ];
CString sSong = as[ as.size()-1 ]; CString sSong = as[ as.size()-1 ];
+8 -8
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@@ -63,7 +63,7 @@ DancingCharacters::DancingCharacters()
CString sCharacterDirectory = pChar->m_sCharDir; CString sCharacterDirectory = pChar->m_sCharDir;
CString sCurrentAnim; CString sCurrentAnim;
sCurrentAnim = sCharacterDirectory + "2DIdle"; sCurrentAnim = sCharacterDirectory + "2DIdle";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasIdleAnim[p] = m_bHas2DElements[p] = true; m_bHasIdleAnim[p] = m_bHas2DElements[p] = true;
m_bgIdle[p].LoadFromAniDir( sCurrentAnim ); m_bgIdle[p].LoadFromAniDir( sCurrentAnim );
@@ -71,7 +71,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DMiss"; sCurrentAnim = sCharacterDirectory + "2DMiss";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasMissAnim[p] = m_bHas2DElements[p] = true; m_bHasMissAnim[p] = m_bHas2DElements[p] = true;
m_bgMiss[p].LoadFromAniDir( sCurrentAnim ); m_bgMiss[p].LoadFromAniDir( sCurrentAnim );
@@ -79,7 +79,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DGood"; sCurrentAnim = sCharacterDirectory + "2DGood";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasGoodAnim[p] = m_bHas2DElements[p] = true; m_bHasGoodAnim[p] = m_bHas2DElements[p] = true;
m_bgGood[p].LoadFromAniDir( sCurrentAnim ); m_bgGood[p].LoadFromAniDir( sCurrentAnim );
@@ -87,7 +87,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DGreat"; sCurrentAnim = sCharacterDirectory + "2DGreat";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasGreatAnim[p] = m_bHas2DElements[p] = true; m_bHasGreatAnim[p] = m_bHas2DElements[p] = true;
m_bgGreat[p].LoadFromAniDir( sCurrentAnim ); m_bgGreat[p].LoadFromAniDir( sCurrentAnim );
@@ -95,7 +95,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DFever"; sCurrentAnim = sCharacterDirectory + "2DFever";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasFeverAnim[p] = m_bHas2DElements[p] = true; m_bHasFeverAnim[p] = m_bHas2DElements[p] = true;
m_bgFever[p].LoadFromAniDir( sCurrentAnim ); m_bgFever[p].LoadFromAniDir( sCurrentAnim );
@@ -103,7 +103,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DFail"; sCurrentAnim = sCharacterDirectory + "2DFail";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasFailAnim[p] = m_bHas2DElements[p] = true; m_bHasFailAnim[p] = m_bHas2DElements[p] = true;
m_bgFail[p].LoadFromAniDir( sCurrentAnim ); m_bgFail[p].LoadFromAniDir( sCurrentAnim );
@@ -111,7 +111,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DWin"; sCurrentAnim = sCharacterDirectory + "2DWin";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasWinAnim[p] = m_bHas2DElements[p] = true; m_bHasWinAnim[p] = m_bHas2DElements[p] = true;
m_bgWin[p].LoadFromAniDir( sCurrentAnim ); m_bgWin[p].LoadFromAniDir( sCurrentAnim );
@@ -119,7 +119,7 @@ DancingCharacters::DancingCharacters()
} }
sCurrentAnim = sCharacterDirectory + "2DWinFever"; sCurrentAnim = sCharacterDirectory + "2DWinFever";
if( DoesFileExist(sCurrentAnim + SLASH + "BGAnimation.ini") ) // check 2D Idle BGAnim exists if( DoesFileExist(sCurrentAnim + "/BGAnimation.ini") ) // check 2D Idle BGAnim exists
{ {
m_bHasWinFeverAnim[p] = m_bHas2DElements[p] = true; m_bHasWinFeverAnim[p] = m_bHas2DElements[p] = true;
m_bgWinFever[p].LoadFromAniDir( sCurrentAnim ); m_bgWinFever[p].LoadFromAniDir( sCurrentAnim );
+3 -3
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@@ -261,9 +261,9 @@ const int NUM_ATTACKS_PER_LEVEL = 3;
const int ITEM_NONE = -1; const int ITEM_NONE = -1;
#define BG_ANIMS_DIR CString(BASE_PATH "BGAnimations" SLASH) #define BG_ANIMS_DIR CString("BGAnimations/")
#define VISUALIZATIONS_DIR CString(BASE_PATH "Visualizations" SLASH) #define VISUALIZATIONS_DIR CString("Visualizations/")
#define RANDOMMOVIES_DIR CString(BASE_PATH "RandomMovies" SLASH) #define RANDOMMOVIES_DIR CString("RandomMovies/")
+2 -2
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@@ -40,8 +40,8 @@
GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program GameState* GAMESTATE = NULL; // global and accessable from anywhere in our program
#define CHARACTERS_DIR BASE_PATH "Characters" SLASH #define CHARACTERS_DIR "Characters/"
#define NAMES_BLACKLIST_FILE BASE_PATH "Data" SLASH "NamesBlacklist.dat" #define NAMES_BLACKLIST_FILE "Data/NamesBlacklist.dat"
GameState::GameState() GameState::GameState()
{ {
+1 -1
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@@ -25,7 +25,7 @@
InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
#define KEYMAPS_PATH BASE_PATH "Data" SLASH "Keymaps.ini" #define KEYMAPS_PATH "Data/Keymaps.ini"
InputMapper::InputMapper() InputMapper::InputMapper()
{ {
+2 -2
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@@ -27,9 +27,9 @@
NoteSkinManager* NOTESKIN = NULL; // global object accessable from anywhere in the program NoteSkinManager* NOTESKIN = NULL; // global object accessable from anywhere in the program
const CString NOTESKINS_DIR = BASE_PATH "NoteSkins" SLASH; const CString NOTESKINS_DIR = "NoteSkins/";
const CString GAME_BASE_NOTESKIN_NAME = "default"; const CString GAME_BASE_NOTESKIN_NAME = "default";
const CString GLOBAL_BASE_NOTESKIN_DIR = NOTESKINS_DIR + "common" SLASH "default" SLASH; const CString GLOBAL_BASE_NOTESKIN_DIR = NOTESKINS_DIR + "common/default/";
NoteSkinManager::NoteSkinManager() NoteSkinManager::NoteSkinManager()
{ {
+1 -1
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@@ -319,7 +319,7 @@ bool KSFLoader::LoadGlobalData( const CString &sPath, Song &out )
/* Try to fill in missing bits of information from the pathname. */ /* Try to fill in missing bits of information from the pathname. */
{ {
CStringArray asBits; CStringArray asBits;
split( sPath, SLASH, asBits, true); split( sPath, "/", asBits, true);
ASSERT(asBits.size() > 1); ASSERT(asBits.size() > 1);
LoadTags(asBits[asBits.size()-2], out); LoadTags(asBits[asBits.size()-2], out);
+2 -2
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@@ -20,8 +20,8 @@
#include "RageSoundReader_Resample.h" /* for ResampleQuality */ #include "RageSoundReader_Resample.h" /* for ResampleQuality */
#include "RageFile.h" #include "RageFile.h"
#define STEPMANIA_INI_PATH BASE_PATH "Data" SLASH "StepMania.ini" #define STEPMANIA_INI_PATH "Data/StepMania.ini"
#define STATIC_INI_PATH BASE_PATH "Data" SLASH "Static.ini" #define STATIC_INI_PATH "Data/Static.ini"
PrefsManager* PREFSMAN = NULL; // global and accessable from anywhere in our program PrefsManager* PREFSMAN = NULL; // global and accessable from anywhere in our program
+9 -9
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@@ -58,8 +58,8 @@ const int COURSE_SCORES_VERSION = 7;
static const char *MemCardDirs[NUM_PLAYERS] = static const char *MemCardDirs[NUM_PLAYERS] =
{ {
/* @ is important; see RageFileManager LoadedDriver::GetPath */ /* @ is important; see RageFileManager LoadedDriver::GetPath */
"@mc1" SLASH, "@mc1/",
"@mc2" SLASH, "@mc2/",
}; };
ProfileManager::ProfileManager() ProfileManager::ProfileManager()
@@ -94,7 +94,7 @@ void ProfileManager::GetLocalProfileNames( vector<CString> &asNamesOut )
CString sProfileID = vsProfileIDs[i]; CString sProfileID = vsProfileIDs[i];
Profile pro; Profile pro;
pro.LoadFromIni( USER_PROFILES_DIR + sProfileID + SLASH + PROFILE_FILE ); pro.LoadFromIni( USER_PROFILES_DIR + sProfileID + "/" + PROFILE_FILE );
asNamesOut.push_back( pro.m_sName ); asNamesOut.push_back( pro.m_sName );
} }
} }
@@ -103,7 +103,7 @@ void ProfileManager::GetLocalProfileNames( vector<CString> &asNamesOut )
bool ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard ) bool ProfileManager::LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard )
{ {
ASSERT( !sProfileDir.empty() ); ASSERT( !sProfileDir.empty() );
ASSERT( sProfileDir.Right(1) == SLASH ); ASSERT( sProfileDir.Right(1) == "/" );
m_sProfileDir[pn] = sProfileDir; m_sProfileDir[pn] = sProfileDir;
m_bUsingMemoryCard[pn] = bIsMemCard; m_bUsingMemoryCard[pn] = bIsMemCard;
@@ -155,7 +155,7 @@ bool ProfileManager::LoadDefaultProfileFromMachine( PlayerNumber pn )
return false; return false;
} }
CString sDir = USER_PROFILES_DIR + sProfileID + SLASH; CString sDir = USER_PROFILES_DIR + sProfileID + "/";
return LoadProfile( pn, sDir, false ); return LoadProfile( pn, sDir, false );
} }
@@ -237,7 +237,7 @@ bool Profile::LoadFromIni( CString sIniPath )
Init(); Init();
CStringArray asBits; CStringArray asBits;
split( Dirname(sIniPath), SLASH, asBits, true ); split( Dirname(sIniPath), "/", asBits, true );
CString sLastDir = asBits.back(); // this is a number name, e.g. "0000001" CString sLastDir = asBits.back(); // this is a number name, e.g. "0000001"
// Fill in a default value in case ini doesn't have it. // Fill in a default value in case ini doesn't have it.
@@ -317,7 +317,7 @@ bool ProfileManager::CreateLocalProfile( CString sName )
} }
if( i == MAX_TRIES ) if( i == MAX_TRIES )
return false; return false;
sProfileDir += SLASH; sProfileDir += "/";
Profile pro; Profile pro;
pro.m_sName = sName; pro.m_sName = sName;
@@ -336,7 +336,7 @@ bool ProfileManager::RenameLocalProfile( CString sProfileID, CString sNewName )
ASSERT( !sProfileID.empty() ); ASSERT( !sProfileID.empty() );
CString sProfileDir = USER_PROFILES_DIR + sProfileID; CString sProfileDir = USER_PROFILES_DIR + sProfileID;
CString sProfileFile = sProfileDir + SLASH PROFILE_FILE; CString sProfileFile = sProfileDir + "/" + PROFILE_FILE;
Profile pro; Profile pro;
bool bResult; bool bResult;
@@ -356,7 +356,7 @@ bool ProfileManager::DeleteLocalProfile( CString sProfileID )
// delete all files in profile dir // delete all files in profile dir
CString sProfileDir = USER_PROFILES_DIR + sProfileID; CString sProfileDir = USER_PROFILES_DIR + sProfileID;
CStringArray asFilesToDelete; CStringArray asFilesToDelete;
GetDirListing( sProfileDir + SLASH "*", asFilesToDelete, false, true ); GetDirListing( sProfileDir + "/*", asFilesToDelete, false, true );
for( unsigned i=0; i<asFilesToDelete.size(); i++ ) for( unsigned i=0; i<asFilesToDelete.size(); i++ )
remove( asFilesToDelete[i] ); remove( asFilesToDelete[i] );
+4 -4
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@@ -55,12 +55,12 @@ bool RandomSample::LoadSoundDir( CString sDir, int iMaxToLoad )
* so we'll look for eg. themes\Default\sounds\sDir\*.mp3. Otherwise, * so we'll look for eg. themes\Default\sounds\sDir\*.mp3. Otherwise,
* don't, so we'll look for all of the files starting with sDir, * don't, so we'll look for all of the files starting with sDir,
* eg. themes\Default\sounds\sDir*.mp3. */ * eg. themes\Default\sounds\sDir*.mp3. */
if(IsADirectory(sDir) && sDir[sDir.GetLength()-1] != SLASH ) if(IsADirectory(sDir) && sDir[sDir.GetLength()-1] != "/" )
sDir += SLASH; sDir += "/";
#else #else
// make sure there's a slash at the end of this path // make sure there's a slash at the end of this path
if( sDir.Right(1) != SLASH ) if( sDir.Right(1) != "/" )
sDir += SLASH; sDir += "/";
#endif #endif
CStringArray arraySoundFiles; CStringArray arraySoundFiles;
+1 -1
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@@ -65,7 +65,7 @@ static const char *anims[NUM_ANIMATIONS] =
static CString GetAnimPath( Animation a ) static CString GetAnimPath( Animation a )
{ {
return ssprintf("Characters%s%s", SLASH, anims[a]); return CString("Characters/") + anims[a];
} }
static bool HaveAllCharAnimations() static bool HaveAllCharAnimations()
+1 -1
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@@ -42,7 +42,7 @@ ScreenSandbox::ScreenSandbox( CString sClassName ) : Screen( sClassName )
//m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" ); //m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" );
m_model.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" ); m_model.LoadMilkshapeAscii( "Characters/DancePads-DDR.txt" );
m_model.SetXY(CENTER_X, CENTER_Y); m_model.SetXY(CENTER_X, CENTER_Y);
m_model.SetRotationX( 15 ); m_model.SetRotationX( 15 );
m_model.SetZoom(5); m_model.SetZoom(5);
+7 -7
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@@ -319,7 +319,7 @@ float Song::GetElapsedTimeFromBeat( float fBeat ) const
CString Song::GetCacheFilePath() const CString Song::GetCacheFilePath() const
{ {
return ssprintf( CACHE_DIR "Songs" SLASH "%u", GetHashForString(m_sSongDir) ); return ssprintf( CACHE_DIR "Songs/%u", GetHashForString(m_sSongDir) );
} }
/* Get a path to the SM containing data for this song. It might /* Get a path to the SM containing data for this song. It might
@@ -366,15 +366,15 @@ bool Song::LoadFromSongDir( CString sDir, bool bAllowCache )
ASSERT( sDir != "" ); ASSERT( sDir != "" );
// make sure there is a trailing slash at the end of sDir // make sure there is a trailing slash at the end of sDir
if( sDir.Right(1) != SLASH ) if( sDir.Right(1) != "/" )
sDir += SLASH; sDir += "/";
// save song dir // save song dir
m_sSongDir = sDir; m_sSongDir = sDir;
// save group name // save group name
CStringArray sDirectoryParts; CStringArray sDirectoryParts;
split( m_sSongDir, SLASH, sDirectoryParts, false ); split( m_sSongDir, "/", sDirectoryParts, false );
ASSERT( sDirectoryParts.size() >= 4 ); /* Songs/Slow/Taps/ */ ASSERT( sDirectoryParts.size() >= 4 ); /* Songs/Slow/Taps/ */
m_sGroupName = sDirectoryParts[sDirectoryParts.size()-3]; // second from last item m_sGroupName = sDirectoryParts[sDirectoryParts.size()-3]; // second from last item
ASSERT( m_sGroupName != "" ); ASSERT( m_sGroupName != "" );
@@ -660,7 +660,7 @@ void Song::TidyUpData()
/* Use the song directory name. */ /* Use the song directory name. */
CString SongDir = this->GetSongDir(); CString SongDir = this->GetSongDir();
vector<CString> parts; vector<CString> parts;
split(SongDir, SLASH, parts); split(SongDir, "/", parts);
ASSERT(parts.size() > 0); ASSERT(parts.size() > 0);
NotesLoader::GetMainAndSubTitlesFromFullTitle( parts[parts.size()-1], m_sMainTitle, m_sSubTitle ); NotesLoader::GetMainAndSubTitlesFromFullTitle( parts[parts.size()-1], m_sMainTitle, m_sSubTitle );
@@ -1651,7 +1651,7 @@ CString Song::GetMusicPath() const
{ {
/* If there's no path in the music file, the file is in the same directory /* If there's no path in the music file, the file is in the same directory
* as the song. (This is the preferred configuration.) */ * as the song. (This is the preferred configuration.) */
if( m_sMusicFile.Find(SLASH[0]) == -1) if( m_sMusicFile.Find('/') == -1)
return m_sSongDir+m_sMusicFile; return m_sSongDir+m_sMusicFile;
/* Otherwise, it's relative to the top of the SM directory (the CWD), so /* Otherwise, it's relative to the top of the SM directory (the CWD), so
@@ -1675,7 +1675,7 @@ CString Song::GetLyricsPath() const
CString Song::GetCDTitlePath() const CString Song::GetCDTitlePath() const
{ {
if( m_sCDTitleFile.Find(SLASH[0]) != -1 ) if( m_sCDTitleFile.Find('/') != -1 )
return m_sSongDir+m_sCDTitleFile; return m_sSongDir+m_sCDTitleFile;
return m_sCDTitleFile; return m_sCDTitleFile;
} }
+2 -2
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@@ -34,8 +34,8 @@
SongManager* SONGMAN = NULL; // global and accessable from anywhere in our program SongManager* SONGMAN = NULL; // global and accessable from anywhere in our program
#define SONGS_DIR BASE_PATH "Songs" SLASH #define SONGS_DIR "Songs/"
#define COURSES_DIR BASE_PATH "Courses" SLASH #define COURSES_DIR "Courses/"
#define NUM_GROUP_COLORS THEME->GetMetricI("SongManager","NumGroupColors") #define NUM_GROUP_COLORS THEME->GetMetricI("SongManager","NumGroupColors")
+1 -1
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@@ -773,7 +773,7 @@ static void MountTreeOfZips( const CString &dir )
} }
} }
#define UNLOCKS_PATH BASE_PATH "Data/Unlocks.dat" #define UNLOCKS_PATH "Data/Unlocks.dat"
#ifdef _XBOX #ifdef _XBOX
char *xboxargv[] = { "d:\\default.xbe" }; char *xboxargv[] = { "d:\\default.xbe" };
+1 -1
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@@ -35,7 +35,7 @@ const CString BASE_THEME_NAME = "default";
const CString FALLBACK_THEME_NAME = "fallback"; const CString FALLBACK_THEME_NAME = "fallback";
const CString LANGUAGES_SUBDIR = "Languages" SLASH; const CString LANGUAGES_SUBDIR = "Languages" SLASH;
const CString BASE_LANGUAGE = "english"; const CString BASE_LANGUAGE = "english";
const CString THEMES_DIR = BASE_PATH "Themes" SLASH; const CString THEMES_DIR = "Themes/";
const CString METRICS_FILE = "metrics.ini"; const CString METRICS_FILE = "metrics.ini";
const CString ELEMENT_CATEGORY_STRING[NUM_ELEMENT_CATEGORIES] = const CString ELEMENT_CATEGORY_STRING[NUM_ELEMENT_CATEGORIES] =
{ {
+23 -25
View File
@@ -22,12 +22,10 @@
#include "IniFile.h" #include "IniFile.h"
#include "MsdFile.h" #include "MsdFile.h"
using namespace std;
#include "stdio.h"
UnlockSystem* UNLOCKSYS = NULL; // global and accessable from anywhere in our program UnlockSystem* UNLOCKSYS = NULL; // global and accessable from anywhere in our program
#define MEMCARD_PATH "Data/MemCard.ini"
UnlockSystem::UnlockSystem() UnlockSystem::UnlockSystem()
{ {
UNLOCKSYS = this; UNLOCKSYS = this;
@@ -41,9 +39,9 @@ UnlockSystem::UnlockSystem()
StagesCleared = 0; StagesCleared = 0;
RouletteSeeds = "1"; RouletteSeeds = "1";
ReadValues("Data" SLASH "MemCard.ini"); // in case its ever accessed, ReadValues( MEMCARD_PATH ); // in case its ever accessed,
// we want the values to be available // we want the values to be available
WriteValues("Data" SLASH "MemCard.ini"); // create if it does not exist WriteValues( MEMCARD_PATH ); // create if it does not exist
} }
void UnlockSystem::RouletteUnlock( const Song *song ) void UnlockSystem::RouletteUnlock( const Song *song )
@@ -60,7 +58,7 @@ void UnlockSystem::RouletteUnlock( const Song *song )
ASSERT( p->m_iRouletteSeed < (int) RouletteSeeds.size() ); ASSERT( p->m_iRouletteSeed < (int) RouletteSeeds.size() );
RouletteSeeds[p->m_iRouletteSeed] = '1'; RouletteSeeds[p->m_iRouletteSeed] = '1';
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
} }
bool UnlockSystem::CourseIsLocked( const Course *course ) bool UnlockSystem::CourseIsLocked( const Course *course )
@@ -420,88 +418,88 @@ bool UnlockSystem::WriteValues( CString filename)
float UnlockSystem::UnlockAddAP(float credit) float UnlockSystem::UnlockAddAP(float credit)
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
ArcadePoints += credit; ArcadePoints += credit;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return ArcadePoints; return ArcadePoints;
} }
float UnlockSystem::UnlockAddAP(Grade credit) float UnlockSystem::UnlockAddAP(Grade credit)
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
if (credit != GRADE_E && credit != GRADE_D) if (credit != GRADE_E && credit != GRADE_D)
ArcadePoints += 1; ArcadePoints += 1;
if (credit == GRADE_AAA) if (credit == GRADE_AAA)
ArcadePoints += 9; ArcadePoints += 9;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return ArcadePoints; return ArcadePoints;
} }
float UnlockSystem::UnlockAddDP(float credit) float UnlockSystem::UnlockAddDP(float credit)
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
// we don't want to ever take away dance points // we don't want to ever take away dance points
if (credit > 0) DancePoints += credit; if (credit > 0) DancePoints += credit;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return DancePoints; return DancePoints;
} }
float UnlockSystem::UnlockAddSP(float credit) float UnlockSystem::UnlockAddSP(float credit)
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
SongPoints += credit; SongPoints += credit;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return SongPoints; return SongPoints;
} }
float UnlockSystem::UnlockAddSP(Grade credit) float UnlockSystem::UnlockAddSP(Grade credit)
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
const float SongPointsVals[NUM_GRADES] = { -1 /* unused */, 0, 1, 2, 3, 4, 5, 10, 20 }; const float SongPointsVals[NUM_GRADES] = { -1 /* unused */, 0, 1, 2, 3, 4, 5, 10, 20 };
SongPoints += SongPointsVals[credit]; SongPoints += SongPointsVals[credit];
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return SongPoints; return SongPoints;
} }
float UnlockSystem::UnlockClearExtraStage() float UnlockSystem::UnlockClearExtraStage()
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
ExtraClearPoints++; ExtraClearPoints++;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return ExtraClearPoints; return ExtraClearPoints;
} }
float UnlockSystem::UnlockFailExtraStage() float UnlockSystem::UnlockFailExtraStage()
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
ExtraFailPoints++; ExtraFailPoints++;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return ExtraFailPoints; return ExtraFailPoints;
} }
float UnlockSystem::UnlockClearStage() float UnlockSystem::UnlockClearStage()
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
StagesCleared++; StagesCleared++;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return StagesCleared; return StagesCleared;
} }
float UnlockSystem::UnlockToasty() float UnlockSystem::UnlockToasty()
{ {
ReadValues("Data" SLASH "MemCard.ini"); ReadValues( MEMCARD_PATH );
ToastyPoints++; ToastyPoints++;
WriteValues("Data" SLASH "MemCard.ini"); WriteValues( MEMCARD_PATH );
return ToastyPoints; return ToastyPoints;
} }