#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: SongManager Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ //#include #include "SongManager.h" #include "IniFile.h" #include "RageLog.h" #include "GameState.h" #include "PrefsManager.h" #include "RageException.h" #include "RageTimer.h" SongManager* SONGMAN = NULL; // global and accessable from anywhere in our program const CString g_sStatisticsFileName = "statistics.ini"; #define NUM_GROUP_COLORS THEME->GetMetricI("SongManager","NumGroupColors") #define GROUP_COLOR( i ) THEME->GetMetricC("SongManager",ssprintf("GroupColor%d",i+1)) #define EXTRA_COLOR THEME->GetMetricC("SongManager","ExtraColor") D3DXCOLOR g_GroupColors[30]; D3DXCOLOR g_ExtraColor; SongManager::SongManager( void(*callback)() ) { for( int i=0; im_asAdditionalSongFolders.GetSize(); i++ ) LoadStepManiaSongDir( PREFSMAN->m_asAdditionalSongFolders[i], callback ); // compute group names CArray arraySongs; arraySongs.Copy( m_pSongs ); SortSongPointerArrayByGroup( arraySongs ); for( i=0; im_sGroupName; if( m_arrayGroupNames.GetSize() == 0 || m_arrayGroupNames[m_arrayGroupNames.GetSize()-1] != sGroupName ) m_arrayGroupNames.Add( sGroupName ); } LOG->Trace( "Found %d Songs.", m_pSongs.GetSize() ); } void SongManager::LoadStepManiaSongDir( CString sDir, void(*callback)() ) { // trim off the trailing slash if any sDir.TrimRight( "/\\" ); // Find all group directories in "Songs" folder CStringArray arrayGroupDirs; GetDirListing( sDir+"\\*.*", arrayGroupDirs, true ); SortCStringArray( arrayGroupDirs ); for( int i=0; i< arrayGroupDirs.GetSize(); i++ ) // for each dir in /Songs/ { CString sGroupDirName = arrayGroupDirs[i]; if( 0 == stricmp( sGroupDirName, "cvs" ) ) // the directory called "CVS" continue; // ignore it // Check to see if they put a song directly inside of the group folder CStringArray arrayFiles; GetDirListing( ssprintf("%s\\%s\\*.mp3", sDir, sGroupDirName), arrayFiles ); GetDirListing( ssprintf("%s\\%s\\*.ogg", sDir, sGroupDirName), arrayFiles ); GetDirListing( ssprintf("%s\\%s\\*.wav", sDir, sGroupDirName), arrayFiles ); if( arrayFiles.GetSize() > 0 ) throw RageException( ssprintf( "The folder '%s' contains music files.\n\n" "This probably means that you have a song outside of a group folder.\n" "All song folders must reside in a group folder. For example, 'Songs\\DDR 4th Mix\\B4U'.\n" "See the StepMania readme for more info.", ssprintf("%s\\%s", sDir, sGroupDirName ) ) ); // Look for a group banner in this group folder CStringArray arrayGroupBanners; GetDirListing( ssprintf("%s\\%s\\*.png", sDir, sGroupDirName), arrayGroupBanners ); GetDirListing( ssprintf("%s\\%s\\*.jpg", sDir, sGroupDirName), arrayGroupBanners ); GetDirListing( ssprintf("%s\\%s\\*.gif", sDir, sGroupDirName), arrayGroupBanners ); GetDirListing( ssprintf("%s\\%s\\*.bmp", sDir, sGroupDirName), arrayGroupBanners ); if( arrayGroupBanners.GetSize() > 0 ) { m_mapGroupToBannerPath[sGroupDirName] = ssprintf("%s\\%s\\%s", sDir, sGroupDirName, arrayGroupBanners[0] ); LOG->Trace( ssprintf("Group banner for '%s' is '%s'.", sGroupDirName, m_mapGroupToBannerPath[sGroupDirName]) ); } // Find all Song folders in this group directory CStringArray arraySongDirs; GetDirListing( ssprintf("%s\\%s\\*.*", sDir, sGroupDirName), arraySongDirs, true ); SortCStringArray( arraySongDirs ); for( int j=0; j< arraySongDirs.GetSize(); j++ ) // for each song dir { CString sSongDirName = arraySongDirs[j]; if( 0 == stricmp( sSongDirName, "cvs" ) ) // the directory called "CVS" continue; // ignore it // this is a song directory. Load a new song! GAMESTATE->m_sLoadingMessage = ssprintf("Loading songs...\n%s\n%s", sGroupDirName, sSongDirName); if( callback ) callback(); Song* pNewSong = new Song; pNewSong->LoadFromSongDir( ssprintf("%s\\%s\\%s", sDir, sGroupDirName, sSongDirName) ); m_pSongs.Add( pNewSong ); } } GAMESTATE->m_sLoadingMessage = "Done loading songs."; if( callback ) callback(); } /* void SongManager::LoadDWISongDir( CString DWIHome ) { // trim off the trailing slash if any DWIHome.TrimRight( "/\\" ); // this has to be fixed, DWI doesn't put files // in it's DWI folder. It puts them in Songs// // so what we have to do, is go to the DWI directory (which will // be changeable by the user so they don't have to copy everything // over and have two copies of everything // Find all directories in "DWIs" folder CStringArray arrayDirs; CStringArray MixDirs; // now we've got the listing of the mix directories // and we need to use THOSE directories to find our // dwis GetDirListing( ssprintf("%s\\Songs\\*.*", DWIHome ), MixDirs, true ); SortCStringArray( MixDirs ); for( int i=0; i< MixDirs.GetSize(); i++ ) // for each dir in /Songs/ { // the dir name will most likely be something like // Dance Dance Revolution 4th Mix, etc. CString sDirName = MixDirs[i]; sDirName.MakeLower(); if( sDirName == "cvs" ) // ignore the directory called "CVS" continue; GetDirListing( ssprintf("%s\\Songs\\%s\\*.*", DWIHome, MixDirs[i]), arrayDirs, true); SortCStringArray(arrayDirs, true); for( int b = 0; b < arrayDirs.GetSize(); b++) { // Find all DWIs in this directory CStringArray arrayDWIFiles; GetDirListing( ssprintf("%s\\Songs\\%s\\%s\\*.dwi", DWIHome, MixDirs[i], arrayDirs[b]), arrayDWIFiles, false); SortCStringArray( arrayDWIFiles ); for( int j=0; j< arrayDWIFiles.GetSize(); j++ ) // for each DWI file { CString sDWIFileName = arrayDWIFiles[j]; sDWIFileName.MakeLower(); // load DWIs from the sub dirs Song* pNewSong = new Song; pNewSong->LoadFromDWIFile( ssprintf("%s\\Songs\\%s\\%s\\%s", DWIHome, MixDirs[i], arrayDirs[b], sDWIFileName) ); m_pSongs.Add( pNewSong ); } } } } */ void SongManager::FreeSongArray() { // Memory is being corrupt somewhere, and this is causing a crash. Bad news. I'll fix it later. Let the OS free it for now. for( int i=0; iTrace( "WARNING: Could not read config file '%s'.", g_sStatisticsFileName ); return; // load nothing } // load song statistics IniFile::key* pKey = ini.GetKey( "Statistics" ); if( pKey ) { for( int i=0; inames.GetSize(); i++ ) { CString name = pKey->names[i]; CString value = pKey->values[i]; // Each value has the format "SongName::StepsName=TimesPlayed::TopGrade::TopScore::MaxCombo". char szSongDir[256]; char szNotesName[256]; int iRetVal; int i; // Parse for Song name and Notes name iRetVal = sscanf( name, "%[^:]::%[^\n]", szSongDir, szNotesName ); if( iRetVal != 2 ) continue; // this line doesn't match what is expected // Search for the corresponding Song pointer. Song* pSong = NULL; for( i=0; im_sSongDir == szSongDir ) // match! { pSong = m_pSongs[i]; break; } } if( pSong == NULL ) // didn't find a match continue; // skip this entry // Search for the corresponding Notes pointer. Notes* pNotes = NULL; for( i=0; im_apNotes.GetSize(); i++ ) { if( pSong->m_apNotes[i]->m_sDescription == szNotesName ) // match! { pNotes = pSong->m_apNotes[i]; break; } } if( pNotes == NULL ) // didn't find a match continue; // skip this entry // Parse the Notes statistics. char szGradeLetters[10]; // longest possible string is "AAA" iRetVal = sscanf( value, "%d::%[^:]::%d::%d", &pNotes->m_iNumTimesPlayed, szGradeLetters, &pNotes->m_iTopScore, &pNotes->m_iMaxCombo ); if( iRetVal != 4 ) continue; pNotes->m_TopGrade = StringToGrade( szGradeLetters ); } } } void SongManager::SaveStatisticsToDisk() { IniFile ini; ini.SetPath( g_sStatisticsFileName ); // save song statistics for( int i=0; im_apNotes.GetSize(); j++ ) // for each Notes { Notes* pNotes = pSong->m_apNotes[j]; if( pNotes->m_TopGrade == GRADE_NO_DATA ) continue; // skip // Each value has the format "SongName::NotesName=TimesPlayed::TopGrade::TopScore::MaxCombo". CString sName = ssprintf( "%s::%s", pSong->m_sSongDir, pNotes->m_sDescription ); CString sValue = ssprintf( "%d::%s::%d::%d", pNotes->m_iNumTimesPlayed, GradeToString( pNotes->m_TopGrade ), pNotes->m_iTopScore, pNotes->m_iMaxCombo ); ini.SetValue( "Statistics", sName, sValue ); } } ini.WriteFile(); } CString SongManager::GetGroupBannerPath( CString sGroupName ) { CString sPath; if( m_mapGroupToBannerPath.Lookup( sGroupName, sPath ) ) return sPath; else return ""; } void SongManager::GetGroupNames( CStringArray &AddTo ) { AddTo.Copy( m_arrayGroupNames ); } D3DXCOLOR SongManager::GetGroupColor( const CString &sGroupName ) { // search for the group index for( int i=0; im_apNotes.GetSize(); i++ ) { Notes* pNotes = pSong->m_apNotes[i]; if( pNotes->m_iMeter == 10 ) return EXTRA_COLOR; } return GetGroupColor( pSong->m_sGroupName ); } void SongManager::GetSongsInGroup( const CString sGroupName, CArray &AddTo ) { for( int i=0; im_sGroupName ) AddTo.Add( pSong ); } SortSongPointerArrayByGroup( AddTo ); } CString SongManager::ShortenGroupName( const CString &sOrigGroupName ) { CString sShortName = sOrigGroupName; sShortName.Replace( "Dance Dance Revolution", "DDR" ); sShortName.Replace( "dance dance revolution", "DDR" ); sShortName.Replace( "DANCE DANCE REVOLUTION", "DDR" ); sShortName.Replace( "Pump It Up", "Pump" ); sShortName.Replace( "pump it up", "pump" ); sShortName.Replace( "PUMP IT UP", "PUMP" ); return sShortName; } void SongManager::InitCoursesFromDisk() { // // Load courses from CRS files // CStringArray saCourseFiles; GetDirListing( "Courses\\*.crs", saCourseFiles ); for( int i=0; i 0 ) m_aOniCourses.Add( course ); } // // Create endless courses // CStringArray saGroupNames; this->GetGroupNames( saGroupNames ); for( int g=0; g apGroupSongs; GetSongsInGroup( sGroupName, apGroupSongs ); for( DifficultyClass dc=CLASS_EASY; dc<=CLASS_HARD; dc=DifficultyClass(dc+1) ) // foreach DifficultyClass { Course course; course.CreateEndlessCourseFromGroupAndDifficultyClass( sGroupName, dc, apGroupSongs ); if( course.m_iStages > 0 ) m_aEndlessCourses.Add( course ); } } // // Load extra stages // for( g=0; g 0 ) m_aExtraCourses.Add( course ); } } } void SongManager::ReloadCourses() { } bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredGroup, Song*& pSongOut, Notes*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out ) { CString sCoursePath = "Songs\\" + sPreferredGroup + "\\" + (bExtra2 ? "extra2" : "extra1") + ".crs"; if( !DoesFileExist(sCoursePath) ) return false; Course course; course.LoadFromCRSFile( sCoursePath, m_pSongs ); if( course.m_iStages <= 0 ) return false; pSongOut = course.m_apSongs[0]; pNotesOut = course.GetNotesForStage( 0 ); if( pNotesOut == NULL ) return false; po_out.FromString( course.m_asModifiers[0] ); so_out.FromString( course.m_asModifiers[0] ); return true; } void SongManager::GetExtraStageInfo( bool bExtra2, CString sPreferredGroup, const StyleDef *sd, Song*& pSongOut, Notes*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out ) { if(GetExtraStageInfoFromCourse(bExtra2, sPreferredGroup, pSongOut, pNotesOut, po_out, so_out)) return; // Choose a hard song for the extra stage Song* pExtra1Song = NULL; // the absolute hardest Song and Notes. Use this for extra stage 1. Notes* pExtra1Notes = NULL; Song* pExtra2Song = NULL; // a medium-hard Song and Notes. Use this for extra stage 2. Notes* pExtra2Notes = NULL; CArray apSongs; SONGMAN->GetSongsInGroup( GAMESTATE->m_sPreferredGroup, apSongs ); for( int s=0; s apNotes; pSong->GetNotesThatMatch( sd, 0, apNotes ); for( int n=0; n 8 if( bExtra2 && pNotes->m_iMeter > 8 ) continue; // skip if( pExtra2Notes == NULL || CompareNotesPointersByDifficulty(pExtra2Notes,pNotes) == -1 ) // pNotes is harder than pHardestNotes { pExtra2Song = pSong; pExtra2Notes = pNotes; } } } if( pExtra2Song == NULL && pExtra1Song != NULL ) { pExtra2Song = pExtra1Song; pExtra2Notes = pExtra1Notes; } // If there are any notes at all that match this NotesType, everything should be filled out. // Also, it's guaranteed that there is at least one Notes that matches the NotesType because the player // had to play something before reaching the extra stage! ASSERT( pExtra2Song && pExtra1Song && pExtra2Notes && pExtra1Notes ); pSongOut = (bExtra2 ? pExtra2Song : pExtra1Song); pNotesOut = (bExtra2 ? pExtra2Notes : pExtra1Notes); po_out.Init(); so_out.Init(); po_out.m_bReverseScroll = true; po_out.m_fArrowScrollSpeed = 1.5f; so_out.m_DrainType = (bExtra2 ? SongOptions::DRAIN_SUDDEN_DEATH : SongOptions::DRAIN_NO_RECOVER); // should we do something fancy here, like turn on different effects? int iSongHash = GetHashForString( pSongOut->m_sSongDir ); switch( ((UINT)iSongHash) % 6 ) { case 0: po_out.m_EffectType = PlayerOptions::EFFECT_DIZZY; break; case 1: po_out.m_bDark = true; break; case 2: po_out.m_EffectType = PlayerOptions::EFFECT_DRUNK; break; case 3: po_out.m_EffectType = PlayerOptions::EFFECT_MINI; break; case 4: po_out.m_EffectType = PlayerOptions::EFFECT_SPACE; break; case 5: po_out.m_EffectType = PlayerOptions::EFFECT_WAVE; break; default: ASSERT(0); } } /* Pick a random song (for the demonstration). */ bool SongManager::ChooseRandomSong() { if( SONGMAN->m_pSongs.GetSize() == 0 ) return false; int i; for( i=0; i<600; i++ ) // try 600 times { Song* pSong = m_pSongs[ rand()%m_pSongs.GetSize() ]; for( int j=0; j<3; j++ ) // try 3 times { if( pSong->m_apNotes.GetSize() == 0 ) continue; /* XXX: This assumes we're set to a style that doesn't use separate * notes for each player, such as VERSUS. */ Notes* pNotes = pSong->m_apNotes[ rand()%pSong->m_apNotes.GetSize() ]; if( pNotes->m_NotesType != GAMESTATE->GetCurrentStyleDef()->m_NotesTypes[0] ) continue; // found something we can use! GAMESTATE->m_pCurSong = pSong; for( int p=0; pm_pCurNotes[p] = pNotes; return true; } } return false; }