#include "global.h" #include "SongManager.h" #include "RageLog.h" #include "MsdFile.h" #include "NotesLoaderDWI.h" #include "BannerCache.h" #include "GameState.h" #include "PrefsManager.h" #include "RageException.h" #include "arch/LoadingWindow/LoadingWindow.h" #include "Course.h" #include "AnnouncerManager.h" #include "ThemeManager.h" #include "GameManager.h" #include "RageFile.h" #include "Sprite.h" #include "ProfileManager.h" #include "MemoryCardManager.h" #include "NotesLoaderSM.h" #include "song.h" #include "SongUtil.h" #include "Steps.h" #include "StepsUtil.h" #include "CourseUtil.h" #include "TrailUtil.h" #include "RageFileManager.h" #include "UnlockManager.h" #include "Foreach.h" #include "StatsManager.h" #include "Style.h" #include "BackgroundUtil.h" #include "Profile.h" #include "CourseLoaderCRS.h" #include "TitleSubstitution.h" SongManager* SONGMAN = NULL; // global and accessable from anywhere in our program const CString SONGS_DIR = "Songs/"; const CString COURSES_DIR = "Courses/"; static const ThemeMetric EXTRA_COLOR ("SongManager","ExtraColor"); static const ThemeMetric EXTRA_COLOR_METER ("SongManager","ExtraColorMeter"); CString SONG_GROUP_COLOR_NAME( size_t i ) { return ssprintf("SongGroupColor%i",(int) i+1); } CString COURSE_GROUP_COLOR_NAME( size_t i ) { return ssprintf("CourseGroupColor%i",(int) i+1); } SongManager::SongManager() { NUM_SONG_GROUP_COLORS .Load("SongManager","NumSongGroupColors"); SONG_GROUP_COLOR .Load("SongManager",SONG_GROUP_COLOR_NAME,NUM_SONG_GROUP_COLORS); NUM_COURSE_GROUP_COLORS .Load("SongManager","NumCourseGroupColors"); COURSE_GROUP_COLOR .Load("SongManager",COURSE_GROUP_COLOR_NAME,NUM_COURSE_GROUP_COLORS); } SongManager::~SongManager() { // Courses depend on Songs and Songs don't depend on Courses. // So, delete the Courses first. FreeCourses(); FreeSongs(); } void SongManager::InitAll( LoadingWindow *ld ) { InitSongsFromDisk( ld ); InitCoursesFromDisk( ld ); InitAutogenCourses(); } void SongManager::Reload( LoadingWindow *ld ) { FlushDirCache(); if( ld ) ld->SetText( "Reloading ..." ); // save scores before unloading songs, of the scores will be lost PROFILEMAN->SaveMachineProfile(); FreeSongs(); FreeCourses(); /* Always check songs for changes. */ const bool OldVal = PREFSMAN->m_bFastLoad; PREFSMAN->m_bFastLoad.Set( false ); InitAll( ld ); // reload scores afterward PROFILEMAN->LoadMachineProfile(); PREFSMAN->m_bFastLoad.Set( OldVal ); } void SongManager::InitSongsFromDisk( LoadingWindow *ld ) { RageTimer tm; LoadStepManiaSongDir( SONGS_DIR, ld ); LOG->Trace( "Found %d songs in %f seconds.", (int)m_pSongs.size(), tm.GetDeltaTime() ); } void SongManager::SanityCheckGroupDir( CString sDir ) const { // Check to see if they put a song directly inside the group folder. CStringArray arrayFiles; GetDirListing( sDir + "/*.mp3", arrayFiles ); GetDirListing( sDir + "/*.ogg", arrayFiles ); GetDirListing( sDir + "/*.wav", arrayFiles ); if( !arrayFiles.empty() ) RageException::Throw( "The folder '%s' contains music files.\n\n" "This means that you have a music outside of a song folder.\n" "All song folders must reside in a group folder. For example, 'Songs/Originals/MySong'.\n" "See the StepMania readme for more info.", sDir.c_str() ); } void SongManager::AddGroup( CString sDir, CString sGroupDirName ) { unsigned j; for(j = 0; j < m_sSongGroupNames.size(); ++j) if( sGroupDirName == m_sSongGroupNames[j] ) break; if( j != m_sSongGroupNames.size() ) return; /* the group is already added */ // Look for a group banner in this group folder CStringArray arrayGroupBanners; GetDirListing( sDir+sGroupDirName+"/*.png", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+"/*.jpg", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+"/*.gif", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+"/*.bmp", arrayGroupBanners ); CString sBannerPath; if( !arrayGroupBanners.empty() ) sBannerPath = sDir+sGroupDirName+"/"+arrayGroupBanners[0] ; else { // Look for a group banner in the parent folder GetDirListing( sDir+sGroupDirName+".png", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+".jpg", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+".gif", arrayGroupBanners ); GetDirListing( sDir+sGroupDirName+".bmp", arrayGroupBanners ); if( !arrayGroupBanners.empty() ) sBannerPath = sDir+arrayGroupBanners[0]; } LOG->Trace( "Group banner for '%s' is '%s'.", sGroupDirName.c_str(), sBannerPath != ""? sBannerPath.c_str():"(none)" ); m_sSongGroupNames.push_back( sGroupDirName ); m_sSongGroupBannerPaths.push_back( sBannerPath ); } void SongManager::LoadStepManiaSongDir( CString sDir, LoadingWindow *ld ) { /* Make sure sDir has a trailing slash. */ if( sDir.Right(1) != "/" ) sDir += "/"; // Find all group directories in "Songs" folder CStringArray arrayGroupDirs; GetDirListing( sDir+"*", arrayGroupDirs, true ); SortCStringArray( arrayGroupDirs ); StripCvs( arrayGroupDirs ); FOREACH_CONST( CString, arrayGroupDirs, s ) // foreach dir in /Songs/ { CString sGroupDirName = *s; SanityCheckGroupDir(sDir+sGroupDirName); // Find all Song folders in this group directory CStringArray arraySongDirs; GetDirListing( sDir+sGroupDirName + "/*", arraySongDirs, true, true ); StripCvs( arraySongDirs ); SortCStringArray( arraySongDirs ); LOG->Trace("Attempting to load %i songs from \"%s\"", int(arraySongDirs.size()), (sDir+sGroupDirName).c_str() ); int loaded = 0; for( unsigned j=0; j< arraySongDirs.size(); ++j ) // for each song dir { CString sSongDirName = arraySongDirs[j]; // this is a song directory. Load a new song! if( ld ) { ld->SetText( ssprintf("Loading songs...\n%s\n%s", Basename(sGroupDirName).c_str(), Basename(sSongDirName).c_str())); ld->Paint(); } Song* pNewSong = new Song; if( !pNewSong->LoadFromSongDir( sSongDirName ) ) { /* The song failed to load. */ delete pNewSong; continue; } m_pSongs.push_back( pNewSong ); loaded++; } LOG->Trace("Loaded %i songs from \"%s\"", loaded, (sDir+sGroupDirName).c_str() ); /* Don't add the group name if we didn't load any songs in this group. */ if(!loaded) continue; /* Add this group to the group array. */ AddGroup(sDir, sGroupDirName); /* Cache and load the group banner. */ BANNERCACHE->CacheBanner( GetSongGroupBannerPath(sGroupDirName) ); /* Load the group sym links (if any)*/ LoadGroupSymLinks(sDir, sGroupDirName); } } // Instead of "symlinks", songs should have membership in multiple groups. // -Chris void SongManager::LoadGroupSymLinks(CString sDir, CString sGroupFolder) { // Find all symlink files in this folder CStringArray arraySymLinks; GetDirListing( sDir+sGroupFolder+"/*.include", arraySymLinks, false ); SortCStringArray( arraySymLinks ); for( unsigned s=0; s< arraySymLinks.size(); s++ ) // for each symlink in this dir, add it in as a song. { MsdFile msdF; msdF.ReadFile( sDir+sGroupFolder+"/"+arraySymLinks[s].c_str() ); CString sSymDestination = msdF.GetParam(0,1); // Should only be 1 vale¶m...period. Song* pNewSong = new Song; if( !pNewSong->LoadFromSongDir( sSymDestination ) ) { delete pNewSong; // The song failed to load. } else { const vector& vpSteps = pNewSong->GetAllSteps(); while( vpSteps.size() ) pNewSong->DeleteSteps( vpSteps[0] ); FOREACH_BackgroundLayer( i ) pNewSong->GetBackgroundChanges(i).clear(); pNewSong->m_bIsSymLink = true; // Very important so we don't double-parse later pNewSong->m_sGroupName = sGroupFolder; m_pSongs.push_back( pNewSong ); } } } void SongManager::PreloadSongImages() { if( PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_FULL ) return; /* Load textures before unloading old ones, so we don't reload textures * that we don't need to. */ RageTexturePreloader preload; const vector &songs = SONGMAN->GetAllSongs(); for( unsigned i = 0; i < songs.size(); ++i ) { if( !songs[i]->HasBanner() ) continue; const RageTextureID ID = Sprite::SongBannerTexture( songs[i]->GetBannerPath() ); preload.Load( ID ); } vector courses; SONGMAN->GetAllCourses( courses, false ); for( unsigned i = 0; i < courses.size(); ++i ) { if( !courses[i]->HasBanner() ) continue; const RageTextureID ID = Sprite::SongBannerTexture( courses[i]->m_sBannerPath ); preload.Load( ID ); } preload.Swap( m_TexturePreload ); } void SongManager::FreeSongs() { m_sSongGroupNames.clear(); m_sSongGroupBannerPaths.clear(); for( unsigned i=0; iGetCurrentStyle()->m_StepsType; const vector& vpSteps = pSong->GetAllSteps(); for( unsigned i=0; iGetDifficulty() ) { case DIFFICULTY_CHALLENGE: case DIFFICULTY_EDIT: continue; } // if(pSteps->m_StepsType != st) // continue; if( pSteps->GetMeter() >= EXTRA_COLOR_METER ) return (RageColor)EXTRA_COLOR; } return GetSongGroupColor( pSong->m_sGroupName ); } CString SongManager::GetCourseGroupBannerPath( const CString &sCourseGroup ) { map::const_iterator iter = m_mapCourseGroupToInfo.find( sCourseGroup ); if( iter == m_mapCourseGroupToInfo.end() ) { ASSERT_M( 0, ssprintf("requested banner for course group '%s' that doesn't exist",sCourseGroup.c_str()) ); return CString(); } else { return iter->second.m_sBannerPath; } } void SongManager::GetCourseGroupNames( CStringArray &AddTo ) { FOREACHM_CONST( CString, CourseGroupInfo, m_mapCourseGroupToInfo, iter ) AddTo.push_back( iter->first ); } bool SongManager::DoesCourseGroupExist( const CString &sCourseGroup ) { return m_mapCourseGroupToInfo.find( sCourseGroup ) != m_mapCourseGroupToInfo.end(); } RageColor SongManager::GetCourseGroupColor( const CString &sCourseGroup ) { int iIndex = 0; FOREACHM_CONST( CString, CourseGroupInfo, m_mapCourseGroupToInfo, iter ) { if( iter->first == sCourseGroup ) return SONG_GROUP_COLOR.GetValue( iIndex%NUM_SONG_GROUP_COLORS ); iIndex++; } ASSERT_M( 0, ssprintf("requested color for course group '%s' that doesn't exist",sCourseGroup.c_str()) ); return RageColor(1,1,1,1); } RageColor SongManager::GetCourseColor( const Course* pCourse ) { return GetCourseGroupColor( pCourse->m_sGroupName ); } static void GetSongsFromVector( const vector &Songs, vector &AddTo, CString sGroupName, int iMaxStages ) { AddTo.clear(); for( unsigned i=0; im_sGroupName ) if( SongManager::GetNumStagesForSong(Songs[i]) <= iMaxStages ) AddTo.push_back( Songs[i] ); } void SongManager::GetSongs( vector &AddTo, CString sGroupName, int iMaxStages ) const { GetSongsFromVector( m_pSongs, AddTo, sGroupName, iMaxStages ); } void SongManager::GetBestSongs( vector &AddTo, CString sGroupName, int iMaxStages, ProfileSlot slot ) const { GetSongsFromVector( m_pBestSongs[slot], AddTo, sGroupName, iMaxStages ); } int SongManager::GetNumSongs() const { return m_pSongs.size(); } int SongManager::GetNumSongGroups() const { return m_sSongGroupNames.size(); } int SongManager::GetNumCourses() const { return m_pCourses.size(); } int SongManager::GetNumCourseGroups() const { return m_mapCourseGroupToInfo.size(); } int SongManager::GetNumEditCourses( ProfileSlot slot ) const { int iNum = 0; FOREACH_CONST( Course*, m_pCourses, p ) { if( (*p)->GetLoadedFromProfileSlot() == slot ) iNum++; } return iNum; } CString SongManager::ShortenGroupName( CString sLongGroupName ) { static TitleSubst tsub("Groups"); TitleFields title; title.Title = sLongGroupName; tsub.Subst( title ); return title.Title; } int SongManager::GetNumStagesForSong( const Song* pSong ) { ASSERT( pSong ); if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fMarathonVerSongSeconds ) return 3; if( pSong->m_fMusicLengthSeconds > PREFSMAN->m_fLongVerSongSeconds ) return 2; else return 1; } void SongManager::InitCoursesFromDisk( LoadingWindow *ld ) { LOG->Trace( "Loading courses." ); // // Load courses from in Courses dir // { CStringArray saCourseFiles; GetDirListing( COURSES_DIR+"*.crs", saCourseFiles, false, true ); for( unsigned i=0; iSetText( ssprintf("Loading courses...\n%s\n%s", "Courses", Basename(saCourseFiles[i]).c_str())); ld->Paint(); } } } // Find all group directories in Courses dir { vector vsCourseGroupNames; GetDirListing( COURSES_DIR+"*", vsCourseGroupNames, true ); StripCvs( vsCourseGroupNames ); SortCStringArray( vsCourseGroupNames ); FOREACH( CString, vsCourseGroupNames, sCourseGroup ) // for each dir in /Courses/ { // Find all CRS files in this group directory CStringArray vsCoursePaths; GetDirListing( COURSES_DIR + *sCourseGroup + "/*.crs", vsCoursePaths, false, true ); SortCStringArray( vsCoursePaths ); FOREACH_CONST( CString, vsCoursePaths, sCoursePath ) { if( ld ) { ld->SetText( ssprintf("Loading courses...\n%s\n%s", Basename(*sCourseGroup).c_str(), Basename(*sCoursePath).c_str())); ld->Paint(); } Course* pCourse = new Course; CourseLoaderCRS::LoadFromCRSFile( *sCoursePath, *pCourse ); m_pCourses.push_back( pCourse ); } } } RefreshCourseGroupInfo(); } void SongManager::InitAutogenCourses() { // // Create group courses for Endless and Nonstop // CStringArray saGroupNames; this->GetSongGroupNames( saGroupNames ); Course* pCourse; for( unsigned g=0; g apGroupSongs; GetSongs( apGroupSongs, sGroupName ); // Generate random courses from each group. pCourse = new Course; pCourse->AutogenEndlessFromGroup( sGroupName, DIFFICULTY_MEDIUM ); m_pCourses.push_back( pCourse ); pCourse = new Course; pCourse->AutogenNonstopFromGroup( sGroupName, DIFFICULTY_MEDIUM ); m_pCourses.push_back( pCourse ); } vector apCourseSongs = GetAllSongs(); // Generate "All Songs" endless course. pCourse = new Course; pCourse->AutogenEndlessFromGroup( "", DIFFICULTY_MEDIUM ); m_pCourses.push_back( pCourse ); /* Generate Oni courses from artists. Only create courses if we have at least * four songs from an artist; create 3- and 4-song courses. */ { /* We normally sort by translit artist. However, display artist is more * consistent. For example, transliterated Japanese names are alternately * spelled given- and family-name first, but display titles are more consistent. */ vector apSongs = this->GetAllSongs(); SongUtil::SortSongPointerArrayByDisplayArtist( apSongs ); CString sCurArtist = ""; CString sCurArtistTranslit = ""; int iCurArtistCount = 0; vector aSongs; unsigned i = 0; do { CString sArtist = i >= apSongs.size()? CString(""): apSongs[i]->GetDisplayArtist(); CString sTranslitArtist = i >= apSongs.size()? CString(""): apSongs[i]->GetTranslitArtist(); if( i < apSongs.size() && !sCurArtist.CompareNoCase(sArtist) ) { aSongs.push_back( apSongs[i] ); ++iCurArtistCount; continue; } /* Different artist, or we're at the end. If we have enough entries for * the last artist, add it. Skip blanks and "Unknown artist". */ if( iCurArtistCount >= 3 && sCurArtistTranslit != "" && sCurArtistTranslit.CompareNoCase("Unknown artist") && sCurArtist.CompareNoCase("Unknown artist") ) { pCourse = new Course; pCourse->AutogenOniFromArtist( sCurArtist, sCurArtistTranslit, aSongs, DIFFICULTY_HARD ); m_pCourses.push_back( pCourse ); } aSongs.clear(); if( i < apSongs.size() ) { sCurArtist = sArtist; sCurArtistTranslit = sTranslitArtist; iCurArtistCount = 1; aSongs.push_back( apSongs[i] ); } } while( i++ < apSongs.size() ); } } void SongManager::FreeCourses() { for( unsigned i=0; im_sGroupName ]; // insert } void SongManager::DeleteCourse( Course *pCourse ) { vector::iterator iter = find( m_pCourses.begin(), m_pCourses.end(), pCourse ); ASSERT( iter != m_pCourses.end() ); m_pCourses.erase( iter ); UpdateBest(); UpdateShuffled(); RefreshCourseGroupInfo(); } /* Called periodically to wipe out cached NoteData. This is called when we change * screens. */ void SongManager::Cleanup() { for( unsigned i=0; i& vpSteps = pSong->GetAllSteps(); for( unsigned n=0; nCompress(); } } } /* Flush all Song*, Steps* and Course* caches. This is called on reload, and when * any of those are removed or changed. This doesn't touch GAMESTATE and StageStats * pointers, which are updated explicitly in Song::RevertFromDisk. */ void SongManager::Invalidate( Song *pStaleSong ) { // // Save list of all old Course and Trail pointers // map mapOldCourseToCourseID; typedef pair TrailIDAndCourse; map mapOldTrailToTrailIDAndCourse; FOREACH_CONST( Course*, this->m_pCourses, pCourse ) { CourseID id; id.FromCourse( *pCourse ); mapOldCourseToCourseID[*pCourse] = id; vector Trails; (*pCourse)->GetAllCachedTrails( Trails ); FOREACH_CONST( Trail*, Trails, pTrail ) { TrailID id; id.FromTrail( *pTrail ); mapOldTrailToTrailIDAndCourse[*pTrail] = TrailIDAndCourse(id, *pCourse); } } // It's a real pain to selectively invalidate only those Courses with // dependencies on the stale Song. So, instead, just reload all Courses. // It doesn't take very long. FreeCourses(); InitCoursesFromDisk( NULL ); InitAutogenCourses(); // invalidate cache StepsID::ClearCache(); #define CONVERT_COURSE_POINTER( pCourse ) do { \ CourseID id = mapOldCourseToCourseID[pCourse]; /* this will always succeed */ \ pCourse = id.ToCourse(); \ } while(false) /* Ugly: We need the course pointer to restore a trail pointer, and both have * been invalidated. We need to go through our mapping, and update the course * pointers, so we can use that to update trail pointers. */ { map::iterator it; for( it = mapOldTrailToTrailIDAndCourse.begin(); it != mapOldTrailToTrailIDAndCourse.end(); ++it ) { TrailIDAndCourse &tidc = it->second; CONVERT_COURSE_POINTER( tidc.second ); } } { CourseID id = mapOldCourseToCourseID[GAMESTATE->m_pCurCourse]; /* this will always succeed */ GAMESTATE->m_pCurCourse.Set( id.ToCourse() ); } CONVERT_COURSE_POINTER( GAMESTATE->m_pPreferredCourse ); #define CONVERT_TRAIL_POINTER( pTrail ) do { \ if( pTrail != NULL ) { \ map::iterator it; \ it = mapOldTrailToTrailIDAndCourse.find(pTrail); \ ASSERT_M( it != mapOldTrailToTrailIDAndCourse.end(), ssprintf("%p", pTrail.Get()) ); \ const TrailIDAndCourse &tidc = it->second; \ const TrailID &id = tidc.first; \ const Course *pCourse = tidc.second; \ pTrail.Set( id.ToTrail( pCourse, true ) ); \ } \ } while(false) FOREACH_PlayerNumber( pn ) { CONVERT_TRAIL_POINTER( GAMESTATE->m_pCurTrail[pn] ); } } /* If bAllowNotesLoss is true, any global notes pointers which no longer exist * (or exist but couldn't be matched) will be set to NULL. This is used when * reverting out of the editor. If false, this is unexpected and will assert. * This is used when reverting out of gameplay, in which case we may have StageStats, * etc. which may cause hard-to-trace crashes down the line if we set them to NULL. */ void CONVERT_STEPS_POINTER( Steps *&pSteps, const map &mapOldStepsToStepsID, const Song *pSong, bool bAllowNotesLoss ) { if( pSteps == NULL ) return; map::const_iterator it = mapOldStepsToStepsID.find(pSteps); if( it != mapOldStepsToStepsID.end() ) pSteps = it->second.ToSteps(pSong, bAllowNotesLoss); } void CONVERT_STEPS_POINTER( BroadcastOnChangePtr &pSteps, const map &mapOldStepsToStepsID, const Song *pSong, bool bAllowNotesLoss ) { if( pSteps == NULL ) return; map::const_iterator it = mapOldStepsToStepsID.find(pSteps); if( it != mapOldStepsToStepsID.end() ) pSteps.Set( it->second.ToSteps(pSong, bAllowNotesLoss) ); } void SongManager::RevertFromDisk( Song *pSong, bool bAllowNotesLoss ) { /* Reverting from disk is brittle, and touches a lot of tricky and rarely- * used code paths. If it's ever used during a game, log it. */ LOG->MapLog( "RevertFromDisk", "Reverted \"%s\" from disk", pSong->GetTranslitMainTitle().c_str() ); // Ugly: When we re-load the song, the Steps* will change. // Fix GAMESTATE->m_CurSteps, STATSMAN->m_CurStageStats, STATSMAN->m_vPlayedStageStats[] after reloading. /* XXX: This is very brittle. However, we must know about all globals uses of Steps*, * so we can check to make sure we didn't lose any steps which are referenced ... */ // // Save list of all old Steps pointers for the song // map mapOldStepsToStepsID; FOREACH_CONST( Steps*, pSong->GetAllSteps(), pSteps ) { StepsID id; id.FromSteps( *pSteps ); mapOldStepsToStepsID[*pSteps] = id; } // // Reload the song // const CString dir = pSong->GetSongDir(); FILEMAN->FlushDirCache( dir ); /* Erase existing data and reload. */ pSong->Reset(); const bool OldVal = PREFSMAN->m_bFastLoad; PREFSMAN->m_bFastLoad.Set( false ); pSong->LoadFromSongDir( dir ); /* XXX: reload edits? */ PREFSMAN->m_bFastLoad.Set( OldVal ); /* Courses cache Steps pointers. On the off chance that this isn't the last * thing this screen does, clear that cache. */ /* TODO: Don't make Song depend on SongManager. This is breaking * encapsulation and placing confusing limitation on what can be done in * SONGMAN->Invalidate(). -Chris */ this->Invalidate( pSong ); StepsID::ClearCache(); FOREACH_PlayerNumber( p ) { CONVERT_STEPS_POINTER( GAMESTATE->m_pCurSteps[p], mapOldStepsToStepsID, pSong, bAllowNotesLoss ); FOREACH( Steps*, STATSMAN->m_CurStageStats.m_player[p].vpPlayedSteps, pSteps ) CONVERT_STEPS_POINTER( *pSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss ); FOREACH( StageStats, STATSMAN->m_vPlayedStageStats, ss ) FOREACH( Steps*, ss->m_player[p].vpPlayedSteps, pSteps ) CONVERT_STEPS_POINTER( *pSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss ); } CONVERT_STEPS_POINTER( GAMESTATE->m_pEditSourceSteps, mapOldStepsToStepsID, pSong, bAllowNotesLoss ); } void SongManager::RegenerateNonFixedCourses() { for( unsigned i=0; i < m_pCourses.size(); i++ ) m_pCourses[i]->RegenerateNonFixedTrails(); } void SongManager::SetPreferences() { for( unsigned int i=0; im_bAutogenSteps may have changed. */ m_pSongs[i]->RemoveAutoGenNotes(); m_pSongs[i]->AddAutoGenNotes(); } } void SongManager::GetAllCourses( vector &AddTo, bool bIncludeAutogen ) { for( unsigned i=0; im_bIsAutogen ) AddTo.push_back( m_pCourses[i] ); } void SongManager::GetCourses( CourseType ct, vector &AddTo, bool bIncludeAutogen ) { for( unsigned i=0; iGetCourseType() == ct ) if( bIncludeAutogen || !m_pCourses[i]->m_bIsAutogen ) AddTo.push_back( m_pCourses[i] ); } void SongManager::GetCoursesInGroup( vector &AddTo, const CString &sCourseGroup, bool bIncludeAutogen ) { for( unsigned i=0; im_sGroupName == sCourseGroup ) if( bIncludeAutogen || !m_pCourses[i]->m_bIsAutogen ) AddTo.push_back( m_pCourses[i] ); } bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredGroup, Song*& pSongOut, Steps*& pStepsOut, PlayerOptions *pPlayerOptionsOut, SongOptions *pSongOptionsOut ) { const CString sCourseSuffix = sPreferredGroup + "/" + (bExtra2 ? "extra2" : "extra1") + ".crs"; CString sCoursePath = SONGS_DIR + sCourseSuffix; /* Couldn't find course in DWI path or alternative song folders */ if( !DoesFileExist(sCoursePath) ) return false; Course course; CourseLoaderCRS::LoadFromCRSFile( sCoursePath, course ); if( course.GetEstimatedNumStages() <= 0 ) return false; Trail *pTrail = course.GetTrail( GAMESTATE->GetCurrentStyle()->m_StepsType ); if( pTrail->m_vEntries.empty() ) return false; if( pPlayerOptionsOut != NULL ) { pPlayerOptionsOut->Init(); pPlayerOptionsOut->FromString( pTrail->m_vEntries[0].Modifiers ); } if( pSongOptionsOut != NULL ) { pSongOptionsOut->Init(); pSongOptionsOut->FromString( pTrail->m_vEntries[0].Modifiers ); } pSongOut = pTrail->m_vEntries[0].pSong; pStepsOut = pTrail->m_vEntries[0].pSteps; return true; } /* Return true if n1 < n2. */ bool CompareNotesPointersForExtra(const Steps *n1, const Steps *n2) { /* Equate CHALLENGE to HARD. */ Difficulty d1 = min(n1->GetDifficulty(), DIFFICULTY_HARD); Difficulty d2 = min(n2->GetDifficulty(), DIFFICULTY_HARD); if(d1 < d2) return true; if(d1 > d2) return false; /* n1 difficulty == n2 difficulty */ if(StepsUtil::CompareNotesPointersByMeter(n1,n2)) return true; if(StepsUtil::CompareNotesPointersByMeter(n2,n1)) return false; /* n1 meter == n2 meter */ return StepsUtil::CompareNotesPointersByRadarValues(n1,n2); } void SongManager::GetExtraStageInfo( bool bExtra2, const Style *sd, Song*& pSongOut, Steps*& pStepsOut, PlayerOptions *pPlayerOptionsOut, SongOptions *pSongOptionsOut ) { CString sGroup = GAMESTATE->m_sPreferredSongGroup; if( sGroup == GROUP_ALL ) { if( GAMESTATE->m_pCurSong == NULL ) { /* This normally shouldn't happen, but it's helpful to permit it for testing. */ LOG->Warn( "GetExtraStageInfo() called in GROUP_ALL, but GAMESTATE->m_pCurSong == NULL" ); GAMESTATE->m_pCurSong.Set( SONGMAN->GetRandomSong() ); } sGroup = GAMESTATE->m_pCurSong->m_sGroupName; } ASSERT_M( sGroup != "", ssprintf("%p '%s' '%s'", GAMESTATE->m_pCurSong.Get(), GAMESTATE->m_pCurSong? GAMESTATE->m_pCurSong->GetSongDir().c_str():"", GAMESTATE->m_pCurSong? GAMESTATE->m_pCurSong->m_sGroupName.c_str():"") ); if( GetExtraStageInfoFromCourse(bExtra2, sGroup, pSongOut, pStepsOut, pPlayerOptionsOut, pSongOptionsOut) ) return; // Choose a hard song for the extra stage Song* pExtra1Song = NULL; // the absolute hardest Song and Steps. Use this for extra stage 1. Steps* pExtra1Notes = NULL; Song* pExtra2Song = NULL; // a medium-hard Song and Steps. Use this for extra stage 2. Steps* pExtra2Notes = NULL; vector apSongs; SONGMAN->GetSongs( apSongs, sGroup ); for( unsigned s=0; s apSteps; pSong->GetSteps( apSteps, sd->m_StepsType ); for( unsigned n=0; n 8 if( bExtra2 && pSteps->GetMeter() > 8 ) continue; // skip if( pExtra2Notes == NULL || CompareNotesPointersForExtra(pExtra2Notes,pSteps) ) // pSteps is harder than pHardestNotes { pExtra2Song = pSong; pExtra2Notes = pSteps; } } } if( pExtra2Song == NULL && pExtra1Song != NULL ) { pExtra2Song = pExtra1Song; pExtra2Notes = pExtra1Notes; } // If there are any notes at all that match this StepsType, everything should be filled out. // Also, it's guaranteed that there is at least one Steps that matches the StepsType because the player // had to play something before reaching the extra stage! ASSERT( pExtra2Song && pExtra1Song && pExtra2Notes && pExtra1Notes ); pSongOut = (bExtra2 ? pExtra2Song : pExtra1Song); pStepsOut = (bExtra2 ? pExtra2Notes : pExtra1Notes); if( pPlayerOptionsOut != NULL ) { pPlayerOptionsOut->Init(); pPlayerOptionsOut->m_fScrolls[PlayerOptions::SCROLL_REVERSE] = 1; pPlayerOptionsOut->m_fScrollSpeed = 1.5f; pPlayerOptionsOut->m_fDark = 1; } if( pSongOptionsOut != NULL ) { pSongOptionsOut->Init(); pSongOptionsOut->m_DrainType = (bExtra2 ? SongOptions::DRAIN_SUDDEN_DEATH : SongOptions::DRAIN_NO_RECOVER); } } Song* SongManager::GetRandomSong() { if( m_pShuffledSongs.empty() ) return NULL; static int i = 0; for( int iThrowAway=0; iThrowAway<100; iThrowAway++ ) { i++; wrap( i, m_pShuffledSongs.size() ); Song *pSong = m_pShuffledSongs[ i ]; if( pSong->IsTutorial() ) continue; if( UNLOCKMAN->SongIsLocked(pSong) ) continue; return pSong; } return NULL; } Course* SongManager::GetRandomCourse() { if( m_pShuffledCourses.empty() ) return NULL; static int i = 0; for( int iThrowAway=0; iThrowAway<100; iThrowAway++ ) { i++; wrap( i, m_pShuffledCourses.size() ); Course *pCourse = m_pShuffledCourses[ i ]; if( pCourse->m_bIsAutogen && !PREFSMAN->m_bAutogenGroupCourses ) continue; if( pCourse->GetCourseType() == COURSE_TYPE_ENDLESS ) continue; if( UNLOCKMAN->CourseIsLocked(pCourse) ) continue; return pCourse; } return NULL; } Song* SongManager::GetSongFromDir( CString sDir ) { if( sDir.Right(1) != "/" ) sDir += "/"; sDir.Replace( '\\', '/' ); for( unsigned int i=0; iGetSongDir()) == 0 ) return m_pSongs[i]; return NULL; } Course* SongManager::GetCourseFromPath( CString sPath ) { if( sPath == "" ) return NULL; FOREACH_CONST( Course*, m_pCourses, c ) { if( sPath.CompareNoCase((*c)->m_sPath) == 0 ) return *c; } return NULL; } Course* SongManager::GetCourseFromName( CString sName ) { if( sName == "" ) return NULL; for( unsigned int i=0; iGetDisplayFullTitle()) == 0 ) return m_pCourses[i]; return NULL; } /* * GetSongDir() contains a path to the song, possibly a full path, eg: * Songs\Group\SongName or * My Other Song Folder\Group\SongName or * c:\Corny J-pop\Group\SongName * * Most course group names are "Group\SongName", so we want to * match against the last two elements. Let's also support * "SongName" alone, since the group is only important when it's * potentially ambiguous. * * Let's *not* support "Songs\Group\SongName" in course files. * That's probably a common error, but that would result in * course files floating around that only work for people who put * songs in "Songs"; we don't want that. */ Song *SongManager::FindSong( CString sPath ) { sPath.Replace( '\\', '/' ); CStringArray bits; split( sPath, "/", bits ); if( bits.size() == 1 ) return FindSong( "", bits[0] ); else if( bits.size() == 2 ) return FindSong( bits[0], bits[1] ); return NULL; } Song *SongManager::FindSong( CString sGroup, CString sSong ) { // foreach song for( unsigned i = 0; i < m_pSongs.size(); i++ ) { if( m_pSongs[i]->Matches(sGroup, sSong) ) return m_pSongs[i]; } return NULL; } Course *SongManager::FindCourse( CString sName ) { for( unsigned i = 0; i < m_pCourses.size(); i++ ) { if( !sName.CompareNoCase(m_pCourses[i]->GetDisplayFullTitle()) ) return m_pCourses[i]; } return NULL; } void SongManager::UpdateBest() { // update players best vector apBestSongs = m_pSongs; for ( unsigned j=0; j < apBestSongs.size() ; ++j ) { bool bFiltered = false; /* Filter out hidden songs. */ if( apBestSongs[j]->GetDisplayed() != Song::SHOW_ALWAYS ) bFiltered = true; /* Filter out locked songs. */ if( UNLOCKMAN->SongIsLocked(apBestSongs[j]) ) bFiltered = true; if( !bFiltered ) continue; /* Remove it. */ swap( apBestSongs[j], apBestSongs.back() ); apBestSongs.erase( apBestSongs.end()-1 ); --j; } SongUtil::SortSongPointerArrayByTitle( apBestSongs ); vector apBestCourses[NUM_CourseType]; FOREACH_CourseType( ct ) { GetCourses( ct, apBestCourses[ct], PREFSMAN->m_bAutogenGroupCourses ); CourseUtil::SortCoursePointerArrayByTitle( apBestCourses[ct] ); } FOREACH_ProfileSlot( i ) { m_pBestSongs[i] = apBestSongs; SongUtil::SortSongPointerArrayByNumPlays( m_pBestSongs[i], i, true ); FOREACH_CourseType( ct ) { vector &vpCourses = m_pBestCourses[i][ct]; vpCourses = apBestCourses[ct]; CourseUtil::SortCoursePointerArrayByNumPlays( vpCourses, i, true ); } } } void SongManager::UpdateShuffled() { // update shuffled m_pShuffledSongs = m_pSongs; random_shuffle( m_pShuffledSongs.begin(), m_pShuffledSongs.end() ); m_pShuffledCourses = m_pCourses; random_shuffle( m_pShuffledCourses.begin(), m_pShuffledCourses.end() ); } void SongManager::SortSongs() { SongUtil::SortSongPointerArrayByTitle( m_pSongs ); } void SongManager::UpdateRankingCourses() { /* Updating the ranking courses data is fairly expensive * since it involves comparing strings. Do so sparingly. */ CStringArray RankingCourses; split( THEME->GetMetric("ScreenRanking","CoursesToShow"),",", RankingCourses); for( unsigned i=0; i < m_pCourses.size(); i++ ) { if( m_pCourses[i]->GetEstimatedNumStages() > 7 ) m_pCourses[i]->m_SortOrder_Ranking = 3; else m_pCourses[i]->m_SortOrder_Ranking = 2; for( unsigned j = 0; j < RankingCourses.size(); j++ ) if( !RankingCourses[j].CompareNoCase(m_pCourses[i]->m_sPath) ) m_pCourses[i]->m_SortOrder_Ranking = 1; } } void SongManager::RefreshCourseGroupInfo() { m_mapCourseGroupToInfo.clear(); FOREACH_CONST( Course*, m_pCourses, c ) { m_mapCourseGroupToInfo[(*c)->m_sGroupName]; // insert } // TODO: Search for course group banners FOREACHM( CString, CourseGroupInfo, m_mapCourseGroupToInfo, iter ) { } } void SongManager::LoadAllFromProfileDir( const CString &sProfileDir, ProfileSlot slot ) { { // // Load all edit steps // CString sDir = sProfileDir + EDIT_STEPS_SUBDIR; CStringArray vsFiles; GetDirListing( sDir+"*.edit", vsFiles, false, true ); int iNumEditsLoaded = GetNumEditsLoadedFromProfile( slot ); int size = min( (int) vsFiles.size(), MAX_EDIT_STEPS_PER_PROFILE - iNumEditsLoaded ); for( int i=0; i apSteps; pSong->GetSteps( apSteps ); for( unsigned i = 0; i < apSteps.size(); ++i ) { const Steps *pSteps = apSteps[i]; if( pSteps->WasLoadedFromProfile() && pSteps->GetLoadedFromProfileSlot() == slot ) ++iCount; } } return iCount; } void SongManager::FreeAllLoadedFromProfile( ProfileSlot slot ) { FOREACH( Song*, m_pSongs, s ) (*s)->FreeAllLoadedFromProfile( slot ); vector apToDelete; FOREACH( Course*, m_pCourses, c ) { Course *pCourse = *c; if( pCourse->GetLoadedFromProfileSlot() == PROFILE_SLOT_INVALID ) continue; if( slot == PROFILE_SLOT_INVALID || pCourse->GetLoadedFromProfileSlot() == slot ) apToDelete.push_back( *c ); } // XXX: this will update best, etc. every time; too slow for( unsigned i = 0; i < apToDelete.size(); ++i ) this->DeleteCourse( apToDelete[i] ); // After freeing some Steps pointers, the cache will be invalid. StepsID::ClearCache(); } int SongManager::GetNumStepsLoadedFromProfile() { int iCount = 0; FOREACH( Song*, m_pSongs, s ) { vector vpAllSteps = (*s)->GetAllSteps(); FOREACH( Steps*, vpAllSteps, ss ) { if( (*ss)->GetLoadedFromProfileSlot() != PROFILE_SLOT_INVALID ) iCount++; } } return iCount; } // lua start #include "LuaBinding.h" class LunaSongManager: public Luna { public: LunaSongManager() { LUA->Register( Register ); } static int GetAllSongs( T* p, lua_State *L ) { const vector &v = p->GetAllSongs(); LuaHelpers::CreateTableFromArray( v, L ); return 1; } static int GetAllCourses( T* p, lua_State *L ) { vector v; p->GetAllCourses( v, BArg(1) ); LuaHelpers::CreateTableFromArray( v, L ); return 1; } static int FindSong( T* p, lua_State *L ) { Song *pS = p->FindSong(SArg(1)); if(pS) pS->PushSelf(L); else lua_pushnil(L); return 1; } static int FindCourse( T* p, lua_State *L ) { Course *pC = p->FindCourse(SArg(1)); if(pC) pC->PushSelf(L); else lua_pushnil(L); return 1; } static int GetRandomSong( T* p, lua_State *L ) { Song *pS = p->GetRandomSong(); if(pS) pS->PushSelf(L); else lua_pushnil(L); return 1; } static int GetRandomCourse( T* p, lua_State *L ){ Course *pC = p->GetRandomCourse(); if(pC) pC->PushSelf(L); else lua_pushnil(L); return 1; } static int GetNumSongs( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumSongs() ); return 1; } static int GetNumSongGroups( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumSongGroups() ); return 1; } static int GetNumCourses( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumCourses() ); return 1; } static int GetNumCourseGroups( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumCourseGroups() ); return 1; } static void Register(lua_State *L) { ADD_METHOD( GetAllSongs ); ADD_METHOD( GetAllCourses ); ADD_METHOD( FindSong ); ADD_METHOD( FindCourse ); ADD_METHOD( GetRandomSong ); ADD_METHOD( GetRandomCourse ); ADD_METHOD( GetNumSongs ); ADD_METHOD( GetNumSongGroups ); ADD_METHOD( GetNumCourses ); ADD_METHOD( GetNumCourseGroups ); Luna::Register( L ); // Add global singleton if constructed already. If it's not constructed yet, // then we'll register it later when we reinit Lua just before // initializing the display. if( SONGMAN ) { lua_pushstring(L, "SONGMAN"); SONGMAN->PushSelf( L ); lua_settable(L, LUA_GLOBALSINDEX); } } }; LUA_REGISTER_CLASS( SongManager ) // lua end /* * (c) 2001-2004 Chris Danford, 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. */