1350 lines
40 KiB
C++
1350 lines
40 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: Song
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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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-----------------------------------------------------------------------------
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*/
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#include "song.h"
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#include "Notes.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "IniFile.h"
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#include "NoteData.h"
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#include "RageSound.h"
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#include "RageException.h"
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#include "SongCacheIndex.h"
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#include "GameManager.h"
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#include "PrefsManager.h"
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#include "StyleDef.h"
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#include "GameState.h"
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#include "FontCharAliases.h"
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#include "TitleSubstitution.h"
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#include "NotesLoaderSM.h"
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#include "NotesLoaderDWI.h"
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#include "NotesLoaderBMS.h"
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#include "NotesLoaderKSF.h"
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#include "NotesWriterDWI.h"
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#include "NotesWriterSM.h"
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#include "LyricsLoader.h"
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#include "SDL.h"
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#include "SDL_image.h"
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const int FILE_CACHE_VERSION = 117; // increment this when Song or Notes changes to invalidate cache
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const float DEFAULT_MUSIC_SAMPLE_LENGTH = 12.f;
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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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//////////////////////////////
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// Song
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//////////////////////////////
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Song::Song()
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{
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m_bIsLocked = false;
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m_bChangedSinceSave = false;
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m_fBeat0OffsetInSeconds = 0;
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m_fMusicSampleStartSeconds = -1;
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m_fMusicSampleLengthSeconds = DEFAULT_MUSIC_SAMPLE_LENGTH;
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m_iMusicBytes = 0;
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m_fMusicLengthSeconds = 0;
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m_fFirstBeat = -1;
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m_fLastBeat = -1;
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m_SelectionDisplay = SHOW_ALWAYS;
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m_DisplayBPMType = DISPLAY_ACTUAL;
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m_fDisplayBPMMin = 0;
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m_fDisplayBPMMax = 0;
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}
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Song::~Song()
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{
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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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{
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m_BPMSegments.push_back( seg );
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SortBPMSegmentsArray( m_BPMSegments );
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}
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void Song::AddStopSegment( StopSegment seg )
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{
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m_StopSegments.push_back( seg );
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SortStopSegmentsArray( m_StopSegments );
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}
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void Song::AddBackgroundChange( BackgroundChange seg )
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{
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m_BackgroundChanges.push_back( seg );
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SortBackgroundChangesArray( m_BackgroundChanges );
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}
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void Song::AddLyricSegment( LyricSegment seg )
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{
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m_LyricSegments.push_back( seg );
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}
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float Song::GetMusicStartBeat() const
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{
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float fBPS = m_BPMSegments[0].m_fBPM / 60.0f;
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return -m_fBeat0OffsetInSeconds*fBPS;
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};
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void Song::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
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{
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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;
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bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
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float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
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float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
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float fBPM = m_BPMSegments[i].m_fBPM;
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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;
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unsigned j;
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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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{
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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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}
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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;
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continue;
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}
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// this BPMSegment IS the current segment
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float fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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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 ||
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m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
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continue;
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// this freeze lies within this BPMSegment
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if( m_StopSegments[j].m_fStartBeat > fBeatEstimate )
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break;
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fElapsedTime -= m_StopSegments[j].m_fStopSeconds;
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// re-estimate
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fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
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if( fBeatEstimate < m_StopSegments[j].m_fStartBeat )
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{
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fBeatOut = m_StopSegments[j].m_fStartBeat;
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fBPSOut = fBPS;
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bFreezeOut = true;
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return;
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}
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}
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fBeatOut = fBeatEstimate;
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fBPSOut = fBPS;
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bFreezeOut = false;
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return;
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}
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}
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// This is a super hack, but it's only called from ScreenEdit, so it's OK.
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// 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.
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float Song::GetElapsedTimeFromBeat( float fBeat ) const
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{
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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
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* 0.100. A 90-second song took about 9 iterations; now it takes about
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* 16. -glenn */
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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
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* freeze segment, keep moving backwards until we're off it, so we
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* return the time associated with the beginning of the freeze segment
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* and not some random place in its middle. */
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if( fBeatOut == fBeat && !bFreezeOut)
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break;
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if( fBeatOut >= fBeat )
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fElapsedTimeBestGuess -= fSecondsToMove;
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else
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fElapsedTimeBestGuess += fSecondsToMove;
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fSecondsToMove /= 2;
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}
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return fElapsedTimeBestGuess;
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}
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CString Song::GetCacheFilePath() const
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{
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return ssprintf( "Cache/%u", GetHashForString(m_sSongDir) );
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}
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/* Get a path to the SM containing data for this song. It might
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* be a cache file. */
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const CString &Song::GetSongFilePath() const
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{
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ASSERT ( m_sSongFileName.GetLength() != 0 );
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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;
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/* Actually, none of these have any persistant data, so we
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* could optimize this, but since they don't have any data,
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* there's no real point ... */
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ret = new SMLoader;
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if(ret->Loadable( sDir )) return ret;
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delete ret;
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ret = new DWILoader;
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if(ret->Loadable( sDir )) return ret;
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delete ret;
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ret = new BMSLoader;
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if(ret->Loadable( sDir )) return ret;
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delete ret;
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ret = new KSFLoader;
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if(ret->Loadable( sDir )) return ret;
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delete ret;
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return NULL;
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}
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bool Song::LoadWithoutCache( CString sDir )
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{
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//
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// There was no entry in the cache for this song.
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// Let's load it from a file, then write a cache entry.
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//
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NotesLoader *ld = MakeLoader( sDir );
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if(!ld)
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{
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LOG->Warn( "Couldn't find any SM, DWI, BMS, or KSF files in '%s'. This is not a valid song directory.", sDir.c_str() );
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return false;
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}
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bool success = ld->LoadFromDir( sDir, *this );
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delete ld;
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if(!success)
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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
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SaveToCacheFile();
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return true;
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}
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bool Song::LoadFromSongDir( CString sDir )
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{
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// LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.c_str() );
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sDir.Replace("\\", "/");
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// make sure there is a trailing slash at the end of sDir
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if( sDir.Right(1) != "/" )
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sDir += "/";
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// save song dir
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m_sSongDir = sDir;
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// save group name
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CStringArray sDirectoryParts;
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split( m_sSongDir, "/", sDirectoryParts, false );
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m_sGroupName = sDirectoryParts[sDirectoryParts.size()-3]; // second from last item
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//
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// First look in the cache for this song (without loading NoteData)
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//
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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
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DoesFileExist(GetCacheFilePath()))
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{
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// LOG->Trace( "Loading '%s' from cache file '%s'.", m_sSongDir.c_str(), GetCacheFilePath().c_str() );
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SMLoader ld;
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ld.LoadFromSMFile( GetCacheFilePath(), *this, true );
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}
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else
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{
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if(!LoadWithoutCache(m_sSongDir))
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return false;
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}
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{
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/* Generated filename; this doesn't always point to a loadable file,
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* but instead points to the file we should write changed files to,
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* and will always be an .SM.
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*
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* This is a little tricky. We can't always use the song title directly,
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* since it might contain characters we can't store in filenames. Two
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* easy options: we could manually filter out invalid characters, or we
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* could use the name of the directory, which is always a valid filename
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* and should always be the same as the song. The former might not catch
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* everything--filename restrictions are platform-specific; we might even
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* be on an 8.3 filesystem, so let's do the latter.
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*
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* We can't rely on searching for other data filenames; it works for DWIs,
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* but not KSFs and BMSs.
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*
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* So, let's do this (by priority):
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* 1. If there's an .SM file, use that filename. No reason to use anything
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* else; it's the filename in use.
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* 2. If there's a .DWI, use it with a changed extension.
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* 3. Otherwise, use the name of the directory, since it's definitely a valid
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* filename, and should always be the title of the song (unlike KSFs).
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*/
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m_sSongFileName = m_sSongDir;
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CStringArray asFileNames;
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GetDirListing( m_sSongDir+"*.sm", asFileNames );
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if( !asFileNames.empty() )
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m_sSongFileName += asFileNames[0];
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else {
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GetDirListing( m_sSongDir+"*.dwi", asFileNames );
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if( !asFileNames.empty() ) {
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m_sSongFileName += asFileNames[0];
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/* XXX: This would mess up "vote.for.dwight.d.eisenhower.dwi". */
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m_sSongFileName.Replace( ".dwi", ".sm" );
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} else {
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m_sSongFileName += sDirectoryParts[sDirectoryParts.size()-2]; // last item
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m_sSongFileName += ".sm";
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}
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}
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}
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/* Add AutoGen pointers. (These aren't cached.) */
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AddAutoGenNotes();
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if( !HasMusic() )
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return false; // don't load this song
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else
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return true; // do load this song
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}
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void Song::TidyUpData()
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{
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if( !HasMusic() )
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{
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CStringArray arrayPossibleMusic;
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GetDirListing( m_sSongDir + CString("*.mp3"), arrayPossibleMusic );
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GetDirListing( m_sSongDir + CString("*.ogg"), arrayPossibleMusic );
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GetDirListing( m_sSongDir + CString("*.wav"), arrayPossibleMusic );
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if( !arrayPossibleMusic.empty() ) // we found a match
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m_sMusicFile = arrayPossibleMusic[0];
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// Don't throw on missing music. -Chris
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// 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.c_str() );
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}
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/* This must be done before radar calculation. */
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if( HasMusic() )
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{
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RageSound sound;
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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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{
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/* It failed; bad file or something. It's already logged a warning,
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* so just set the file to 0 seconds. */
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m_fMusicLengthSeconds = 0;
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} else if(m_fMusicLengthSeconds == 0) {
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LOG->Warn("File %s is empty?", GetMusicPath().c_str());
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} else if(m_fMusicLengthSeconds == -1) {
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LOG->Warn("File %s: error getting length", GetMusicPath().c_str());
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}
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}
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else // ! HasMusic()
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{
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m_fMusicLengthSeconds = 100; // guess
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LOG->Warn("This song has no music file; guessing at %f seconds", m_fMusicLengthSeconds);
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}
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if(m_fMusicLengthSeconds < 0)
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{
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LOG->Warn("File %i has negative length? (%i)", GetMusicPath().c_str(), m_fMusicLengthSeconds);
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m_fMusicLengthSeconds = 0;
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}
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/* Generate these before we autogen notes, so the new notes can inherit
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* their source's values. */
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ReCalculateRadarValuesAndLastBeat();
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TrimRight(m_sMainTitle);
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if( m_sMainTitle == "" )
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{
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/* Use the song directory name. */
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CString SongDir = this->GetSongDir();
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SongDir.Replace("\\", "/");
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vector<CString> parts;
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split(SongDir, "/", parts);
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ASSERT(parts.size() > 0);
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NotesLoader::GetMainAndSubTitlesFromFullTitle( parts[parts.size()-1], m_sMainTitle, m_sSubTitle );
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}
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TrimRight(m_sSubTitle);
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if( m_sArtist == "" ) m_sArtist = "Unknown artist";
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TranslateTitles();
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if( m_BPMSegments.empty() )
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{
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/* XXX: Once we have a way to display warnings that the user actually
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* cares about (unlike most warnings), this should be one of them. */
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LOG->Warn( "No BPM segments specified in '%s%s', default provided.",
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m_sSongDir.c_str(), m_sSongFileName.c_str() );
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AddBPMSegment( BPMSegment(0, 60) );
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}
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/* Only automatically set the sample time if there was no sample length
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* (m_fMusicSampleStartSeconds == -1). */
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/* We don't want to test if m_fMusicSampleStartSeconds == 0, since some
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* people really do want the sample to start at the very beginning of the song. */
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/* Having a sample start of 0 sounds terrible for most songs because because
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* of the silence at the beginning. Many of my files have a 0 for the
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* sample start that was not manually set, and I assume other people have the same.
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* If there are complaints atou manually-set sample start at 0 is being ignored,
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* then change this back. -Chris */
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if( m_fMusicSampleStartSeconds == -1 ||
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m_fMusicSampleStartSeconds == 0 ||
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m_fMusicSampleStartSeconds+m_fMusicSampleLengthSeconds > this->m_fMusicLengthSeconds )
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{
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m_fMusicSampleStartSeconds = this->GetElapsedTimeFromBeat( 100 );
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if( m_fMusicSampleStartSeconds+m_fMusicSampleLengthSeconds > this->m_fMusicLengthSeconds )
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{
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// fix for BAG and other slow songs
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int iBeat = (int)(m_fLastBeat/2);
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/* Er. I see that this truncates the beat down to a multiple
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* of 10, but what's the logic behind doing that? (It'd make
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* sense to use a multiple of 4, so we try to line up to a
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* measure ...) -glenn */
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iBeat = iBeat - iBeat%10;
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m_fMusicSampleStartSeconds = this->GetElapsedTimeFromBeat( (float)iBeat );
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}
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}
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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 > 30 )
|
|
m_fMusicSampleLengthSeconds = DEFAULT_MUSIC_SAMPLE_LENGTH;
|
|
|
|
//
|
|
// 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...");
|
|
|
|
/* Replace backslashes with slashes in all paths. */
|
|
m_sMusicFile.Replace("\\", "/");
|
|
m_sBannerFile.Replace("\\", "/");
|
|
m_sBackgroundFile.Replace("\\", "/");
|
|
m_sCDTitleFile.Replace("\\", "/");
|
|
m_sLyricsFile.Replace("\\", "/");
|
|
|
|
/* Many imported files contain erroneous whitespace before or after
|
|
* filenames. Paths usually don't actually start or end with spaces,
|
|
* so let's just remove it. */
|
|
TrimLeft(m_sBannerFile);
|
|
TrimRight(m_sBannerFile);
|
|
TrimLeft(m_sBackgroundFile);
|
|
TrimRight(m_sBackgroundFile);
|
|
TrimLeft(m_sCDTitleFile);
|
|
TrimRight(m_sCDTitleFile);
|
|
TrimLeft(m_sLyricsFile);
|
|
TrimRight(m_sLyricsFile);
|
|
|
|
//
|
|
// First, check the file name for hints.
|
|
//
|
|
if( !HasBanner() )
|
|
{
|
|
// m_sBannerFile = "";
|
|
|
|
// find an image with "banner" in the file name
|
|
CStringArray arrayPossibleBanners;
|
|
GetDirListing( m_sSongDir + CString("*banner*.png"), arrayPossibleBanners );
|
|
GetDirListing( m_sSongDir + CString("*banner*.jpg"), arrayPossibleBanners );
|
|
GetDirListing( m_sSongDir + CString("*banner*.bmp"), arrayPossibleBanners );
|
|
GetDirListing( m_sSongDir + CString("*banner*.gif"), arrayPossibleBanners );
|
|
if( !arrayPossibleBanners.empty() )
|
|
m_sBannerFile = arrayPossibleBanners[0];
|
|
}
|
|
|
|
if( !HasBackground() )
|
|
{
|
|
// m_sBackgroundFile = "";
|
|
|
|
// 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 );
|
|
GetDirListing( m_sSongDir + CString("*bg*.gif"), arrayPossibleBGs );
|
|
GetDirListing( m_sSongDir + CString("*background*.png"), arrayPossibleBGs );
|
|
GetDirListing( m_sSongDir + CString("*background*.jpg"), arrayPossibleBGs );
|
|
GetDirListing( m_sSongDir + CString("*background*.bmp"), arrayPossibleBGs );
|
|
GetDirListing( m_sSongDir + CString("*background*.gif"), arrayPossibleBGs );
|
|
if( !arrayPossibleBGs.empty() )
|
|
m_sBackgroundFile = arrayPossibleBGs[0];
|
|
}
|
|
|
|
if( !HasCDTitle() )
|
|
{
|
|
// m_sCDTitleFile = "";
|
|
|
|
// 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 );
|
|
GetDirListing( m_sSongDir + CString("*cdtitle*.gif"), arrayPossibleCDTitles );
|
|
if( !arrayPossibleCDTitles.empty() )
|
|
m_sCDTitleFile = arrayPossibleCDTitles[0];
|
|
}
|
|
|
|
if( !HasLyrics() )
|
|
{
|
|
// Check if there is a lyric file in here
|
|
CStringArray arrayLyricFiles;
|
|
GetDirListing(m_sSongDir + CString("*.lrc"), arrayLyricFiles );
|
|
if( !arrayLyricFiles.empty() )
|
|
m_sLyricsFile = arrayLyricFiles[0];
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// 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 );
|
|
GetDirListing( m_sSongDir + CString("*.gif"), arrayImages );
|
|
unsigned i;
|
|
for( i=0; i<arrayImages.size(); i++ ) // foreach image
|
|
{
|
|
// Skip any image that we've already classified
|
|
|
|
if( HasBanner() && stricmp(m_sBannerFile, arrayImages[i])==0 )
|
|
continue; // skip
|
|
|
|
if( HasBackground() && stricmp(m_sBackgroundFile, arrayImages[i])==0 )
|
|
continue; // skip
|
|
|
|
if( HasCDTitle() && stricmp(m_sCDTitleFile, arrayImages[i])==0 )
|
|
continue; // skip
|
|
|
|
SDL_Surface *img = IMG_Load( m_sSongDir + arrayImages[i] );
|
|
if( !img )
|
|
{
|
|
LOG->Trace("Couldn't load %s%s: %s",
|
|
m_sSongDir.c_str(), arrayImages[i].c_str(), SDL_GetError());
|
|
continue;
|
|
}
|
|
|
|
const int width = img->w;
|
|
const int height = img->h;
|
|
SDL_FreeSurface( img );
|
|
|
|
if( !HasBackground() && width >= 320 && height >= 240 )
|
|
{
|
|
m_sBackgroundFile = arrayImages[i];
|
|
continue;
|
|
}
|
|
if( !HasBanner() && 100<=width && width<=320 && 50<=height && height<=240 )
|
|
{
|
|
m_sBannerFile = arrayImages[i];
|
|
continue;
|
|
}
|
|
/* Agh. DWI's inline title images are triggering this, resulting in kanji,
|
|
* etc., being used as a CDTitle for songs with none. Some sample data
|
|
* from random incarnatoins:
|
|
* 42x50 35x50 50x50 144x49
|
|
* It looks like ~50 height is what people use to align to DWI's font.
|
|
*
|
|
* My tallest CDTitle is 44. Let's cut off in the middle and hope for
|
|
* the best. */
|
|
if( !HasCDTitle() && width<=100 && height<=48 )
|
|
{
|
|
m_sCDTitleFile = arrayImages[i];
|
|
continue;
|
|
}
|
|
}
|
|
|
|
|
|
// 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() )
|
|
{
|
|
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],1.f,true,true,false) );
|
|
}
|
|
|
|
for( i=0; i<m_apNotes.size(); i++ )
|
|
m_apNotes[i]->Compress();
|
|
}
|
|
|
|
void Song::TranslateTitles()
|
|
{
|
|
static TitleSubst tsub("songs");
|
|
|
|
tsub.Subst(m_sMainTitle, m_sSubTitle, m_sArtist,
|
|
m_sMainTitleTranslit, m_sSubTitleTranslit, m_sArtistTranslit);
|
|
}
|
|
|
|
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 );
|
|
|
|
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 ));
|
|
}
|
|
|
|
/* 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
|
|
{
|
|
for( unsigned i=0; i<m_apNotes.size(); i++ ) // for each of the Song's Notes
|
|
{
|
|
if( m_apNotes[i]->m_NotesType != nt ) continue;
|
|
if( dc != DIFFICULTY_INVALID && dc != m_apNotes[i]->GetDifficulty() )
|
|
continue;
|
|
if( iMeterLow != -1 && iMeterLow > m_apNotes[i]->GetMeter() )
|
|
continue;
|
|
if( iMeterHigh != -1 && iMeterHigh < m_apNotes[i]->GetMeter() )
|
|
continue;
|
|
if( sDescription != "" && sDescription != m_apNotes[i]->GetDescription() )
|
|
continue;
|
|
if( !bIncludeAutoGen && m_apNotes[i]->IsAutogen() )
|
|
continue;
|
|
arrayAddTo.push_back( m_apNotes[i] );
|
|
}
|
|
}
|
|
|
|
Notes* Song::GetNotes( NotesType nt, Difficulty dc, bool bIncludeAutoGen ) const
|
|
{
|
|
vector<Notes*> vNotes;
|
|
GetNotes( vNotes, nt, dc, -1, -1, "", bIncludeAutoGen );
|
|
if( vNotes.size() == 0 )
|
|
return NULL;
|
|
else
|
|
return vNotes[0];
|
|
}
|
|
|
|
Notes* Song::GetNotes( NotesType nt, int iMeterLow, int iMeterHigh, bool bIncludeAutoGen ) const
|
|
{
|
|
vector<Notes*> vNotes;
|
|
GetNotes( vNotes, nt, DIFFICULTY_INVALID, iMeterLow, iMeterHigh, "", bIncludeAutoGen );
|
|
if( vNotes.size() == 0 )
|
|
return NULL;
|
|
else
|
|
return vNotes[0];
|
|
}
|
|
|
|
Notes* Song::GetNotes( NotesType nt, CString sDescription, bool bIncludeAutoGen ) const
|
|
{
|
|
vector<Notes*> vNotes;
|
|
GetNotes( vNotes, nt, DIFFICULTY_INVALID, -1, -1, sDescription, bIncludeAutoGen );
|
|
if( vNotes.size() == 0 )
|
|
return NULL;
|
|
else
|
|
return vNotes[0];
|
|
}
|
|
|
|
|
|
Notes* Song::GetClosestNotes( NotesType nt, Difficulty dc, bool bIncludeAutoGen ) const
|
|
{
|
|
Difficulty newDC = dc;
|
|
Notes* pNotes;
|
|
pNotes = GetNotes( nt, newDC, bIncludeAutoGen );
|
|
if( pNotes )
|
|
return pNotes;
|
|
newDC = (Difficulty)(dc-1);
|
|
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
|
|
pNotes = GetNotes( nt, newDC, bIncludeAutoGen );
|
|
if( pNotes )
|
|
return pNotes;
|
|
newDC = (Difficulty)(dc+1);
|
|
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
|
|
pNotes = GetNotes( nt, newDC, bIncludeAutoGen );
|
|
if( pNotes )
|
|
return pNotes;
|
|
newDC = (Difficulty)(dc-2);
|
|
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
|
|
pNotes = GetNotes( nt, newDC, bIncludeAutoGen );
|
|
if( pNotes )
|
|
return pNotes;
|
|
newDC = (Difficulty)(dc+2);
|
|
CLAMP( (int&)newDC, 0, NUM_DIFFICULTIES-1 );
|
|
pNotes = GetNotes( nt, newDC, bIncludeAutoGen );
|
|
return pNotes;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bool Song::SongHasNotesTypeAndDifficulty( NotesType nt, Difficulty dc ) const
|
|
{
|
|
for( unsigned i=0; i < m_apNotes.size(); i++ ) // foreach Notes
|
|
if( m_apNotes[i]->m_NotesType == nt && m_apNotes[i]->GetDifficulty() == dc )
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
void Song::SaveToCacheFile()
|
|
{
|
|
LOG->Trace( "Song::SaveToCacheFile()" );
|
|
|
|
SONGINDEX->AddCacheIndex(m_sSongDir, GetHashForDirectory(m_sSongDir));
|
|
SaveToSMFile( GetCacheFilePath(), true );
|
|
}
|
|
|
|
void Song::Save()
|
|
{
|
|
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++ )
|
|
{
|
|
CString sOldPath = m_sSongDir + arrayOldFileNames[i];
|
|
CString sNewPath = sOldPath + ".old";
|
|
rename( sOldPath, sNewPath );
|
|
}
|
|
|
|
ReCalculateRadarValuesAndLastBeat();
|
|
TranslateTitles();
|
|
|
|
SaveToSMFile( GetSongFilePath(), false );
|
|
SaveToDWIFile();
|
|
}
|
|
|
|
|
|
void Song::SaveToSMFile( CString sPath, bool bSavingCache )
|
|
{
|
|
LOG->Trace( "Song::SaveToSMFile('%s')", sPath.c_str() );
|
|
|
|
NotesWriterSM wr;
|
|
wr.Write(sPath, *this, bSavingCache);
|
|
}
|
|
|
|
void Song::SaveToDWIFile()
|
|
{
|
|
LOG->Trace( "Song::SaveToSongFileAndDWI()" );
|
|
|
|
CString sPath = GetSongFilePath();
|
|
sPath.Replace( ".sm", ".dwi" );
|
|
|
|
NotesWriterDWI wr;
|
|
wr.Write(sPath, *this);
|
|
}
|
|
|
|
|
|
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) )
|
|
{
|
|
vector<Notes*> apNotes;
|
|
this->GetNotes( apNotes, nt );
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
void Song::AutoGen( NotesType ntTo, NotesType ntFrom )
|
|
{
|
|
// int iNumTracksOfTo = GAMEMAN->NotesTypeToNumTracks(ntTo);
|
|
|
|
for( unsigned int j=0; j<m_apNotes.size(); j++ )
|
|
{
|
|
Notes* pOriginalNotes = m_apNotes[j];
|
|
if( pOriginalNotes->m_NotesType == ntFrom )
|
|
{
|
|
Notes* pNewNotes = new Notes;
|
|
pNewNotes->AutogenFrom(pOriginalNotes, ntTo);
|
|
this->m_apNotes.push_back( pNewNotes );
|
|
}
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
Grade Song::GetGradeForDifficulty( const StyleDef *st, PlayerNumber pn, Difficulty dc ) const
|
|
{
|
|
// return max grade of notes in difficulty class
|
|
vector<Notes*> aNotes;
|
|
this->GetNotes( aNotes, st->m_NotesType );
|
|
SortNotesArrayByDifficulty( aNotes );
|
|
|
|
Grade grade = GRADE_NO_DATA;
|
|
|
|
for( unsigned i=0; i<aNotes.size(); i++ )
|
|
{
|
|
const Notes* pNotes = aNotes[i];
|
|
if( pNotes->GetDifficulty() == dc )
|
|
grade = max( grade, pNotes->m_MemCardScores[pn].grade );
|
|
}
|
|
return grade;
|
|
}
|
|
|
|
|
|
bool Song::IsNew() const
|
|
{
|
|
return GetNumTimesPlayed()==0;
|
|
}
|
|
|
|
bool Song::IsEasy( NotesType nt ) const
|
|
{
|
|
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.
|
|
if( pHardNotes && pHardNotes->GetMeter() > 9 )
|
|
return false;
|
|
|
|
if( pBeginnerNotes && pBeginnerNotes->GetMeter()==1 )
|
|
return true;
|
|
else if( pEasyNotes && pEasyNotes->GetMeter()==1 )
|
|
return true;
|
|
else
|
|
return false;
|
|
}
|
|
|
|
bool Song::HasEdits( NotesType nt ) const
|
|
{
|
|
vector<Notes*> vpNotes;
|
|
this->GetEdits( vpNotes, nt );
|
|
return vpNotes.size() > 0;
|
|
}
|
|
|
|
/////////////////////////////////////
|
|
// Sorting
|
|
/////////////////////////////////////
|
|
|
|
bool CompareSongPointersByTitle(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
// Prefer transliterations to full titles
|
|
int ret = pSong1->GetTranslitMainTitle().CompareNoCase(pSong2->GetTranslitMainTitle());
|
|
if(ret < 0) return true;
|
|
if(ret > 0) return false;
|
|
|
|
ret = pSong1->GetTranslitSubTitle().CompareNoCase(pSong2->GetTranslitSubTitle());
|
|
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. */
|
|
return pSong1->GetSongFilePath().CompareNoCase(pSong2->GetSongFilePath()) < 0;
|
|
}
|
|
|
|
void SortSongPointerArrayByTitle( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByTitle );
|
|
}
|
|
|
|
int CompareSongPointersByDifficulty(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
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 )
|
|
return true;
|
|
if( iEasiestMeter1 > iEasiestMeter2 )
|
|
return false;
|
|
return CompareSongPointersByTitle( pSong1, pSong2 );
|
|
}
|
|
|
|
void SortSongPointerArrayByDifficulty( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByDifficulty );
|
|
}
|
|
|
|
bool CompareSongPointersByBPM(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
float fMinBPM1, fMaxBPM1, fMinBPM2, fMaxBPM2;
|
|
pSong1->GetActualBPM( fMinBPM1, fMaxBPM1 );
|
|
pSong2->GetActualBPM( fMinBPM2, fMaxBPM2 );
|
|
|
|
if( fMaxBPM1 < fMaxBPM2 )
|
|
return true;
|
|
if( fMaxBPM1 > fMaxBPM2 )
|
|
return false;
|
|
|
|
return CompareCStringsAsc( pSong1->GetSongFilePath(), pSong2->GetSongFilePath() );
|
|
}
|
|
|
|
void SortSongPointerArrayByBPM( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByBPM );
|
|
}
|
|
|
|
|
|
int CompareSongPointersByArtist(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
CString sArtist1 = pSong1->m_sArtist;
|
|
CString sArtist2 = pSong2->m_sArtist;
|
|
|
|
if( sArtist1 < sArtist2 )
|
|
return true;
|
|
if( sArtist1 > sArtist2 )
|
|
return false;
|
|
return CompareSongPointersByTitle( pSong1, pSong2 );
|
|
}
|
|
|
|
void SortSongPointerArrayByArtist( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByArtist );
|
|
}
|
|
|
|
int CompareSongPointersByGroupAndDifficulty(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
const CString &sGroup1 = pSong1->m_sGroupName;
|
|
const CString &sGroup2 = pSong2->m_sGroupName;
|
|
|
|
if( sGroup1 < sGroup2 )
|
|
return true;
|
|
if( sGroup1 > sGroup2 )
|
|
return false;
|
|
|
|
/* Same group; compare by difficulty. */
|
|
return CompareSongPointersByDifficulty( pSong1, pSong2 );
|
|
}
|
|
|
|
void SortSongPointerArrayByGroupAndDifficulty( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndDifficulty );
|
|
}
|
|
|
|
int CompareSongPointersByGroupAndTitle(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
const CString &sGroup1 = pSong1->m_sGroupName;
|
|
const CString &sGroup2 = pSong2->m_sGroupName;
|
|
|
|
if( sGroup1 < sGroup2 )
|
|
return true;
|
|
if( sGroup1 > sGroup2 )
|
|
return false;
|
|
|
|
/* Same group; compare by name. */
|
|
return CompareSongPointersByTitle( pSong1, pSong2 );
|
|
}
|
|
|
|
void SortSongPointerArrayByGroupAndTitle( vector<Song*> &arraySongPointers )
|
|
{
|
|
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroupAndTitle );
|
|
}
|
|
|
|
bool CompareSongPointersByMostPlayed(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
return pSong1->GetNumTimesPlayed() < pSong2->GetNumTimesPlayed();
|
|
/*
|
|
Comparing titles is slow, and this makes course selection choppy. Turning this
|
|
off means we don't get consistent orderings of songs that have been played
|
|
the same amount, but that shouldn't be a big problem; the songs should stay
|
|
in the same original order during a single load of the game anyway (and will
|
|
probably stay in the same general order even across loads). The number of
|
|
plays is more likely to change.
|
|
|
|
This is mostly a problem with new games, where there are a large number of songs
|
|
that have all been played 0 times.
|
|
|
|
int iNumTimesPlayed1 = pSong1->GetNumTimesPlayed();
|
|
int iNumTimesPlayed2 = pSong2->GetNumTimesPlayed();
|
|
|
|
if( iNumTimesPlayed1 > iNumTimesPlayed2 )
|
|
return true;
|
|
if( iNumTimesPlayed1 < iNumTimesPlayed2 )
|
|
return false;
|
|
return CompareSongPointersByTitle( pSong1, pSong2 );
|
|
*/
|
|
}
|
|
/* Actually, just calculating GetNumTimesPlayed within the sort is pretty
|
|
* slow, so let's precompute it. (This could be generalized with a template.) */
|
|
map<const Song*, int> song_sort_val;
|
|
|
|
bool CompareSongPointersBySortVal(const Song *pSong1, const Song *pSong2)
|
|
{
|
|
return song_sort_val[pSong1] < song_sort_val[pSong2];
|
|
}
|
|
|
|
void SortSongPointerArrayByMostPlayed( vector<Song*> &arraySongPointers )
|
|
{
|
|
for(unsigned i = 0; i < arraySongPointers.size(); ++i)
|
|
song_sort_val[arraySongPointers[i]] = arraySongPointers[i]->GetNumTimesPlayed();
|
|
stable_sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersBySortVal );
|
|
reverse( arraySongPointers.begin(), arraySongPointers.end() );
|
|
song_sort_val.clear();
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bool Song::HasMusic() const {return m_sMusicFile != "" && IsAFile(GetMusicPath()); }
|
|
bool Song::HasBanner() const {return m_sBannerFile != "" && IsAFile(GetBannerPath()); }
|
|
bool Song::HasLyrics() const {return m_sLyricsFile != "" && IsAFile(GetLyricsPath()); }
|
|
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(); }
|
|
|
|
int Song::GetNumTimesPlayed() const
|
|
{
|
|
int iTotalNumTimesPlayed = 0;
|
|
for( unsigned i=0; i<m_apNotes.size(); i++ )
|
|
{
|
|
iTotalNumTimesPlayed += m_apNotes[i]->m_MemCardScores[MEMORY_CARD_MACHINE].iNumTimesPlayed;
|
|
}
|
|
return iTotalNumTimesPlayed;
|
|
}
|
|
|
|
/* 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 */
|
|
|
|
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;
|
|
}
|
|
|
|
CString Song::GetBannerPath() const
|
|
{
|
|
return m_sSongDir+m_sBannerFile;
|
|
}
|
|
|
|
CString Song::GetLyricsPath() const
|
|
{
|
|
return m_sSongDir+m_sLyricsFile;
|
|
}
|
|
|
|
CString Song::GetCDTitlePath() const
|
|
{
|
|
if( m_sCDTitleFile.Find('/') == -1)
|
|
return m_sSongDir+m_sCDTitleFile;
|
|
|
|
if( PREFSMAN->m_DWIPath!="" && m_sSongDir.Left(PREFSMAN->m_DWIPath.GetLength()) == PREFSMAN->m_DWIPath )
|
|
return PREFSMAN->m_DWIPath+"/"+m_sCDTitleFile;
|
|
|
|
return m_sCDTitleFile;
|
|
}
|
|
|
|
CString Song::GetBackgroundPath() const
|
|
{
|
|
return m_sSongDir+m_sBackgroundFile;
|
|
}
|
|
|
|
CString Song::GetDisplayMainTitle() const
|
|
{
|
|
if(!PREFSMAN->m_bShowNative) return GetTranslitMainTitle();
|
|
return m_sMainTitle;
|
|
}
|
|
|
|
CString Song::GetDisplaySubTitle() const
|
|
{
|
|
if(!PREFSMAN->m_bShowNative) return GetTranslitSubTitle();
|
|
return m_sSubTitle;
|
|
}
|
|
|
|
CString Song::GetDisplayArtist() const
|
|
{
|
|
if(!PREFSMAN->m_bShowNative) 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();
|
|
|
|
if(!SubTitle.empty()) Title += " " + SubTitle;
|
|
return Title;
|
|
}
|
|
|
|
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();
|
|
}
|