Files
itgmania212121/stepmania/src/Song.cpp
T
2002-10-31 04:23:39 +00:00

1124 lines
34 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Song
Desc: Holds metadata for a song and the song's step data.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Notes.h"
#include "RageUtil.h"
#include <math.h> // for fmod
#include "RageLog.h"
#include "IniFile.h"
#include "Song.h"
#include "NoteData.h"
#include "MsdFile.h"
#include "RageSoundStream.h"
#include "RageException.h"
#include "SongCacheIndex.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "StyleDef.h"
#include "Notes.h"
#include "GameState.h"
#include "NotesLoaderSM.h"
#include "NotesLoaderDWI.h"
#include "NotesLoaderBMS.h"
#include "NotesLoaderKSF.h"
#include "NotesWriterDWI.h"
// needed for D3DXGetImageInfo. Remove this ASAP!
#include "D3DX8.h"
const int FILE_CACHE_VERSION = 102; // increment this when Song or Notes changes to invalidate cache
static int CompareBPMSegments(const BPMSegment &seg1, const BPMSegment &seg2)
{
return seg1.m_fStartBeat < seg2.m_fStartBeat;
}
void SortBPMSegmentsArray( CArray<BPMSegment,BPMSegment&> &arrayBPMSegments )
{
sort( arrayBPMSegments.begin(), arrayBPMSegments.end(), CompareBPMSegments );
}
static int CompareStopSegments(const StopSegment &seg1, const StopSegment &seg2)
{
return seg1.m_fStartBeat < seg2.m_fStartBeat;
}
void SortStopSegmentsArray( CArray<StopSegment,StopSegment&> &arrayStopSegments )
{
sort( arrayStopSegments.begin(), arrayStopSegments.end(), CompareStopSegments );
}
int CompareBackgroundChanges(const BackgroundChange &seg1, const BackgroundChange &seg2)
{
return seg1.m_fStartBeat < seg2.m_fStartBeat;
}
void SortBackgroundChangesArray( CArray<BackgroundChange,BackgroundChange&> &arrayBackgroundChanges )
{
sort( arrayBackgroundChanges.begin(), arrayBackgroundChanges.end(), CompareBackgroundChanges );
}
//////////////////////////////
// Song
//////////////////////////////
Song::Song()
{
m_bChangedSinceSave = false;
m_fBeat0OffsetInSeconds = 0;
m_fMusicSampleStartSeconds = 0;
m_fMusicSampleLengthSeconds = 12.0f; // start fading out at m_fMusicSampleLengthSeconds-1 seconds
m_iMusicBytes = 0;
m_fMusicLengthSeconds = 0;
m_fFirstBeat = -1;
m_fLastBeat = -1;
m_SelectionDisplay = SHOW_ALWAYS;
}
Song::~Song()
{
for( unsigned i=0; i<m_apNotes.size(); i++ )
SAFE_DELETE( m_apNotes[i] );
m_apNotes.clear();
}
void Song::AddBPMSegment( BPMSegment seg )
{
m_BPMSegments.push_back( seg );
SortBPMSegmentsArray( m_BPMSegments );
}
void Song::AddStopSegment( StopSegment seg )
{
m_StopSegments.push_back( seg );
SortStopSegmentsArray( m_StopSegments );
}
void Song::AddBackgroundChange( BackgroundChange seg )
{
m_BackgroundChanges.push_back( seg );
SortBackgroundChangesArray( m_BackgroundChanges );
}
float Song::GetMusicStartBeat() const
{
float fBPS = m_BPMSegments[0].m_fBPM / 60.0f;
return -m_fBeat0OffsetInSeconds*fBPS;
};
void Song::GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const
{
// LOG->Trace( "GetBeatAndBPSFromElapsedTime( fElapsedTime = %f )", fElapsedTime );
// This function is a nightmare. Don't even try to understand it. :-)
fElapsedTime += m_fBeat0OffsetInSeconds;
for( unsigned i=0; i<m_BPMSegments.size(); i++ ) // foreach BPMSegment
{
float fStartBeatThisSegment = m_BPMSegments[i].m_fStartBeat;
bool bIsLastBPMSegment = i==m_BPMSegments.size()-1;
float fStartBeatNextSegment = bIsLastBPMSegment ? 40000/*inf*/ : m_BPMSegments[i+1].m_fStartBeat;
float fBeatsInThisSegment = fStartBeatNextSegment - fStartBeatThisSegment;
float fBPM = m_BPMSegments[i].m_fBPM;
float fBPS = fBPM / 60.0f;
// calculate the number of seconds in this segment
float fSecondsInThisSegment = fBeatsInThisSegment / fBPS;
unsigned j;
for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
{
if( fStartBeatThisSegment <= m_StopSegments[j].m_fStartBeat && m_StopSegments[j].m_fStartBeat < fStartBeatNextSegment )
{
// this freeze lies within this BPMSegment
fSecondsInThisSegment += m_StopSegments[j].m_fStopSeconds;
}
}
if( fElapsedTime > fSecondsInThisSegment )
{
// this BPMSegement is NOT the current segment
fElapsedTime -= fSecondsInThisSegment;
continue;
}
// this BPMSegment IS the current segment
float fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
for( j=0; j<m_StopSegments.size(); j++ ) // foreach freeze
{
if( fStartBeatThisSegment > m_StopSegments[j].m_fStartBeat ||
m_StopSegments[j].m_fStartBeat > fStartBeatNextSegment )
continue;
// this freeze lies within this BPMSegment
if( m_StopSegments[j].m_fStartBeat > fBeatEstimate )
break;
fElapsedTime -= m_StopSegments[j].m_fStopSeconds;
// re-estimate
fBeatEstimate = fStartBeatThisSegment + fElapsedTime*fBPS;
if( fBeatEstimate < m_StopSegments[j].m_fStartBeat )
{
fBeatOut = m_StopSegments[j].m_fStartBeat;
fBPSOut = fBPS;
bFreezeOut = true;
return;
}
}
fBeatOut = fBeatEstimate;
fBPSOut = fBPS;
bFreezeOut = false;
return;
}
}
// This is a super hack, but it's only called from ScreenEdit, so it's OK.
// Writing an inverse function of GetBeatAndBPSFromElapsedTime() uber difficult,
// so do a binary search to get close to the correct elapsed time.
float Song::GetElapsedTimeFromBeat( float fBeat ) const
{
float fElapsedTimeBestGuess = this->m_fMusicLengthSeconds/2; // seconds
float fSecondsToMove = fElapsedTimeBestGuess; // seconds
float fBeatOut, fBPSOut;
bool bFreezeOut;
while( fSecondsToMove > 0.1f )
{
GetBeatAndBPSFromElapsedTime( fElapsedTimeBestGuess, fBeatOut, fBPSOut, bFreezeOut );
if( fBeatOut > fBeat )
fElapsedTimeBestGuess -= fSecondsToMove;
else
fElapsedTimeBestGuess += fSecondsToMove;
fSecondsToMove /= 2;
}
return fElapsedTimeBestGuess;
}
CString Song::GetCacheFilePath() const
{
return ssprintf( "Cache\\%u", GetHashForString(m_sSongDir) );
}
/* Get a path to the SM containing data for this song. It might
* be a cache file. */
const CString &Song::GetSongFilePath() const
{
ASSERT ( m_sSongFileName.GetLength() != 0 );
return m_sSongFileName;
}
NotesLoader *Song::MakeLoader( CString sDir ) const
{
NotesLoader *ret;
/* Actually, none of these have any persistant data, so we
* could optimize this, but since they don't have any data,
* there's no real point ... */
ret = new SMLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
ret = new DWILoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
ret = new BMSLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
ret = new KSFLoader;
if(ret->Loadable( sDir )) return ret;
delete ret;
return NULL;
}
bool Song::LoadWithoutCache( CString sDir )
{
//
// There was no entry in the cache for this song.
// Let's load it from a file, then write a cache entry.
//
NotesLoader *ld = MakeLoader( sDir );
if(!ld)
{
LOG->Warn( "Couldn't find any SM, DWI, BMS, or KSF files in '%s'. This is not a valid song directory.", sDir.GetString() );
return false;
}
bool success = ld->LoadFromDir( sDir, *this );
delete ld;
if(!success)
return false;
AddAutoGenNotes();
TidyUpData();
// save a cache file so we don't have to parse it all over again next time
SaveToCacheFile();
return true;
}
bool Song::LoadFromSongDir( CString sDir )
{
LOG->Trace( "Song::LoadFromSongDir(%s)", sDir.GetString() );
// make sure there is a trailing '\\' at the end of sDir
if( sDir.Right(1) != "\\" )
sDir += "\\";
// save song dir
m_sSongDir = sDir;
// save group name
CStringArray sDirectoryParts;
split( m_sSongDir, "\\", sDirectoryParts, false );
m_sGroupName = sDirectoryParts[sDirectoryParts.size()-3]; // second from last item
//
// First look in the cache for this song (without loading NoteData)
//
unsigned uDirHash = SONGINDEX->GetCacheHash(m_sSongDir);
if( GetHashForDirectory(m_sSongDir) == uDirHash && // this cache is up to date
DoesFileExist(GetCacheFilePath()))
{
LOG->Trace( "Loading '%s' from cache file '%s'.", m_sSongDir.GetString(), GetCacheFilePath().GetString() );
SMLoader ld;
ld.LoadFromSMFile( GetCacheFilePath(), *this );
}
else
{
if(!LoadWithoutCache(m_sSongDir))
return false;
}
{
/* Generated filename; this doesn't always point to a loadable file,
* but instead points to the file we should write changed files to,
* and will always be an .SM.
*
* This is a little tricky. We can't always use the song title directly,
* since it might contain characters we can't store in filenames. Two
* easy options: we could manually filter out invalid characters, or we
* could use the name of the directory, which is always a valid filename
* and should always be the same as the song. The former might not catch
* everything--filename restrictions are platform-specific; we might even
* be on an 8.3 filesystem, so let's do the latter.
*
* We can't rely on searching for other data filenames; it works for DWIs,
* but not KSFs and BMSs.
*
* So, let's do this (by priority):
* 1. If there's an .SM file, use that filename. No reason to use anything
* else; it's the filename in use.
* 2. If there's a .DWI, use it with a changed extension.
* 3. Otherwise, use the name of the directory, since it's definitely a valid
* filename, and should always be the title of the song (unlike KSFs).
*/
m_sSongFileName = m_sSongDir;
CStringArray asFileNames;
GetDirListing( m_sSongDir+"*.sm", asFileNames );
if( !asFileNames.empty() )
m_sSongFileName += asFileNames[0];
else {
GetDirListing( m_sSongDir+"*.dwi", asFileNames );
if( !asFileNames.empty() ) {
m_sSongFileName += asFileNames[0];
/* XXX: This would mess up "vote.for.dwight.d.eisenhower.dwi". */
m_sSongFileName.Replace( ".dwi", ".sm" );
} else {
m_sSongFileName += sDirectoryParts[sDirectoryParts.size()-2]; // last item
m_sSongFileName += ".sm";
}
}
}
return true;
}
void Song::TidyUpData()
{
m_sMainTitle.TrimRight();
if( m_sMainTitle == "" ) m_sMainTitle = "Untitled song";
m_sSubTitle.TrimRight();
if( m_sArtist == "" ) m_sArtist = "Unknown artist";
if( m_BPMSegments.empty() )
throw RageException( "No #BPM specified in '%s%s.'", m_sSongDir.GetString(), m_sSongFileName.GetString() );
if( !HasMusic() )
{
CStringArray arrayPossibleMusic;
GetDirListing( m_sSongDir + CString("*.mp3"), arrayPossibleMusic );
GetDirListing( m_sSongDir + CString("*.ogg"), arrayPossibleMusic );
GetDirListing( m_sSongDir + CString("*.wav"), arrayPossibleMusic );
if( !arrayPossibleMusic.empty() ) // we found a match
m_sMusicFile = arrayPossibleMusic[0];
// Don't throw on missing music. -Chris
// else
// throw RageException( "The song in '%s' is missing a music file. You must place a music file in the song folder or remove the song", m_sSongDir.GetString() );
}
if( HasMusic() )
{
RageSoundStream sound;
sound.Load( GetMusicPath() );
m_fMusicLengthSeconds = sound.GetLengthSeconds();
}
else // ! HasMusic()
{
m_fMusicLengthSeconds = 100; // guess
}
// We're going to try and do something intelligent here...
// The MusicSampleStart always seems to be about 100-120 beats into
// the song regardless of BPM. Let's take a shot-in-the dark guess.
if( m_fMusicSampleStartSeconds == 0 )
m_fMusicSampleStartSeconds = this->GetElapsedTimeFromBeat( 100 );
//
// 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.
//
//
// 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];
}
//
// 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
D3DXIMAGE_INFO ddii;
if( !FAILED( D3DXGetImageInfoFromFile( m_sSongDir + arrayImages[i], &ddii ) ) )
{
if( !HasBackground() && ddii.Width >= 320 && ddii.Height >= 240 )
{
m_sBackgroundFile = arrayImages[i];
continue;
}
if( !HasBanner() && 100 < ddii.Width && ddii.Width < 320 && 50 < ddii.Height && ddii.Height < 240 )
{
m_sBannerFile = arrayImages[i];
continue;
}
if( !HasCDTitle() && ddii.Width <= 100 && ddii.Height <= 50 )
{
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 );
if( arrayPossibleMovies.size() == 1 )
{
CString sBGMovieFile = arrayPossibleMovies[0];
// calculate start beat of music
float fMusicStartBeat, fBPS;
bool bFreeze;
this->GetBeatAndBPSFromElapsedTime( -this->m_fBeat0OffsetInSeconds, fMusicStartBeat, fBPS, bFreeze );
this->AddBackgroundChange( BackgroundChange(fMusicStartBeat,sBGMovieFile) );
}
}
//
// calculate radar values and first/last beat
//
for( i=0; i<m_apNotes.size(); i++ )
{
Notes* pNotes = m_apNotes[i];
NoteData tempNoteData;
pNotes->GetNoteData( &tempNoteData );
for( int r=0; r<NUM_RADAR_VALUES; r++ )
pNotes->m_fRadarValues[r] = tempNoteData.GetRadarValue( (RadarCategory)r, m_fMusicLengthSeconds );
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 );
}
// challenge notes are encoded as smaniac. If there is only one Notes for
// a NotesType and it's "smaniac", then convert it to "Challenge"
for( NotesType nt=(NotesType)0; nt<NUM_NOTES_TYPES; nt=(NotesType)(nt+1) )
{
CArray<Notes*,Notes*> apNotes;
GetNotesThatMatch( nt, apNotes );
if( apNotes.size() == 1 )
if( 0 == apNotes[0]->m_sDescription.CompareNoCase("smaniac") )
{
apNotes[0]->m_sDescription = "Challenge";
apNotes[0]->m_Difficulty = DIFFICULTY_HARD;
}
}
}
void Song::GetNotesThatMatch( NotesType nt, CArray<Notes*, Notes*>& arrayAddTo ) const
{
for( unsigned i=0; i<m_apNotes.size(); i++ ) // for each of the Song's Notes
{
if( m_apNotes[i]->m_NotesType == nt )
arrayAddTo.push_back( m_apNotes[i] );
}
}
/* 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]->m_Difficulty == 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";
MoveFile( sOldPath, sNewPath );
}
SaveToSMFile( GetSongFilePath(), false );
SaveToDWIFile();
}
void Song::SaveToSMFile( CString sPath, bool bSavingCache )
{
LOG->Trace( "Song::SaveToSMDir('%s')", sPath.GetString() );
unsigned i;
FILE* fp = fopen( sPath, "w" );
if( fp == NULL )
throw RageException( "Error opening song file '%s' for writing.", sPath.GetString() );
fprintf( fp, "#TITLE:%s;\n", m_sMainTitle.GetString() );
fprintf( fp, "#SUBTITLE:%s;\n", m_sSubTitle.GetString() );
fprintf( fp, "#ARTIST:%s;\n", m_sArtist.GetString() );
fprintf( fp, "#TITLETRANSLIT:%s;\n", m_sMainTitleTranslit.GetString() );
fprintf( fp, "#SUBTITLETRANSLIT:%s;\n", m_sSubTitleTranslit.GetString() );
fprintf( fp, "#ARTISTTRANSLIT:%s;\n", m_sArtistTranslit.GetString() );
fprintf( fp, "#CREDIT:%s;\n", m_sCredit.GetString() );
fprintf( fp, "#BANNER:%s;\n", m_sBannerFile.GetString() );
fprintf( fp, "#BACKGROUND:%s;\n", m_sBackgroundFile.GetString() );
fprintf( fp, "#CDTITLE:%s;\n", m_sCDTitleFile.GetString() );
fprintf( fp, "#MUSIC:%s;\n", m_sMusicFile.GetString() );
fprintf( fp, "#MUSICBYTES:%u;\n", m_iMusicBytes );
fprintf( fp, "#MUSICLENGTH:%.3f;\n", m_fMusicLengthSeconds );
if(bSavingCache) {
fprintf( fp, "#FIRSTBEAT:%.3f;\n", m_fFirstBeat );
fprintf( fp, "#LASTBEAT:%.3f;\n", m_fLastBeat );
}
fprintf( fp, "#OFFSET:%.3f;\n", m_fBeat0OffsetInSeconds );
fprintf( fp, "#SAMPLESTART:%.3f;\n", m_fMusicSampleStartSeconds );
fprintf( fp, "#SAMPLELENGTH:%.3f;\n", m_fMusicSampleLengthSeconds );
fprintf( fp, "#SELECTABLE:" );
switch(m_SelectionDisplay) {
default: ASSERT(0); /* fallthrough */
case SHOW_ALWAYS:
fprintf( fp, "YES" ); break;
case SHOW_NEVER:
fprintf( fp, "NO" ); break;
case SHOW_ROULETTE:
fprintf( fp, "ROULETTE" ); break;
}
fprintf( fp, ";\n" );
fprintf( fp, "#BPMS:" );
for( i=0; i<m_BPMSegments.size(); i++ )
{
BPMSegment &bs = m_BPMSegments[i];
fprintf( fp, "%.3f=%.3f", bs.m_fStartBeat, bs.m_fBPM );
if( i != m_BPMSegments.size()-1 )
fprintf( fp, "," );
}
fprintf( fp, ";\n" );
fprintf( fp, "#STOPS:" );
for( i=0; i<m_StopSegments.size(); i++ )
{
StopSegment &fs = m_StopSegments[i];
fprintf( fp, "%.3f=%.3f", fs.m_fStartBeat, fs.m_fStopSeconds );
if( i != m_StopSegments.size()-1 )
fprintf( fp, "," );
}
fprintf( fp, ";\n" );
fprintf( fp, "#BGCHANGES:" );
for( i=0; i<m_BackgroundChanges.size(); i++ )
{
BackgroundChange &seg = m_BackgroundChanges[i];
fprintf( fp, "%.3f=%s", seg.m_fStartBeat, seg.m_sBGName.GetString() );
if( i != m_BackgroundChanges.size()-1 )
fprintf( fp, "," );
}
fprintf( fp, ";\n" );
//
// Save all Notes for this file
//
for( i=0; i<m_apNotes.size(); i++ )
{
Notes* pNotes = m_apNotes[i];
if( bSavingCache || pNotes->m_sDescription.Find("(autogen)") == -1 ) // If notes aren't autogen
m_apNotes[i]->WriteSMNotesTag( fp );
}
fclose( fp );
}
void Song::SaveToDWIFile()
{
LOG->Trace( "Song::SaveToSongFileAndDWI()" );
CString sPath = GetSongFilePath();
sPath.Replace( ".sm", ".dwi" );
NotesWriterDWI wr;
wr.Write(sPath, *this);
}
void Song::AddAutoGenNotes()
{
// This hack is no longer needed. I've sped up autogen.
// // This is way too slow. Only autogen dance->pump and pump->dance
// CArray<NotesType,NotesType> aMissingNotesTypes;
// if( !SongHasNotesType(NOTES_TYPE_DANCE_SINGLE) ) aMissingNotesTypes.push_back( NOTES_TYPE_DANCE_SINGLE );
// if( !SongHasNotesType(NOTES_TYPE_DANCE_DOUBLE) ) aMissingNotesTypes.push_back( NOTES_TYPE_DANCE_DOUBLE );
// if( !SongHasNotesType(NOTES_TYPE_DANCE_SOLO) ) aMissingNotesTypes.push_back( NOTES_TYPE_DANCE_SOLO );
// if( !SongHasNotesType(NOTES_TYPE_PUMP_SINGLE) ) aMissingNotesTypes.push_back( NOTES_TYPE_PUMP_SINGLE );
// if( !SongHasNotesType(NOTES_TYPE_PUMP_DOUBLE) ) aMissingNotesTypes.push_back( NOTES_TYPE_PUMP_DOUBLE );
//
// for( unsigned i=0; i<aMissingNotesTypes.size(); i++ )
// {
// NotesType ntMissing = aMissingNotesTypes[i];
for( NotesType ntMissing=(NotesType)0; ntMissing<NUM_NOTES_TYPES; ntMissing=(NotesType)(ntMissing+1) )
{
next_notes_type:
if( SongHasNotesType(ntMissing) )
continue;
// missing Notes of this type
int iNumTracksOfMissing = GAMEMAN->NotesTypeToNumTracks(ntMissing);
unsigned j;
// look for an exact match that was created by autogen
for( j=0; j<m_apNotes.size(); j++ )
{
Notes* pOriginalNotes = m_apNotes[j];
if( iNumTracksOfMissing != GAMEMAN->NotesTypeToNumTracks(pOriginalNotes->m_NotesType) )
continue; // no match, skip
Notes* pNewNotes = new Notes;
pNewNotes->m_Difficulty = pOriginalNotes->m_Difficulty;
pNewNotes->m_iMeter = pOriginalNotes->m_iMeter;
pNewNotes->m_sDescription = pOriginalNotes->m_sDescription + " (autogen)";
pNewNotes->m_NotesType = ntMissing;
pNewNotes->m_sSMNoteData = pOriginalNotes->m_sSMNoteData;
this->m_apNotes.push_back( pNewNotes );
goto next_notes_type;
}
// 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) )
{
int iNumTracks = GAMEMAN->NotesTypeToNumTracks(nt);
int iTrackDifference = abs(iNumTracks-iNumTracksOfMissing);
CArray<Notes*,Notes*> apNotes;
this->GetNotesThatMatch( nt, apNotes );
if( iTrackDifference < iBestTrackDifference && !apNotes.empty() && apNotes[0]->m_sDescription.Find("autogen")==-1 )
{
ntBestMatch = nt;
iBestTrackDifference = iTrackDifference;
}
}
if( ntBestMatch == -1 )
continue;
for( j=0; j<m_apNotes.size(); j++ )
{
Notes* pOriginalNotes = m_apNotes[j];
if( pOriginalNotes->m_NotesType != ntBestMatch )
continue; // skip
Notes* pNewNotes = new Notes;
pNewNotes->m_Difficulty = pOriginalNotes->m_Difficulty;
pNewNotes->m_iMeter = pOriginalNotes->m_iMeter;
pNewNotes->m_sDescription = pOriginalNotes->m_sDescription + " (autogen)";
pNewNotes->m_NotesType = ntMissing;
static NoteData originalNoteData;
static NoteData newNoteData;
pOriginalNotes->GetNoteData( &originalNoteData );
newNoteData.LoadTransformedSlidingWindow( &originalNoteData, iNumTracksOfMissing );
pNewNotes->SetNoteData( &newNoteData );
this->m_apNotes.push_back( pNewNotes );
goto next_notes_type;
}
}
}
Grade Song::GetGradeForDifficulty( const StyleDef *st, int p, Difficulty dc ) const
{
// return max grade of notes in difficulty class
CArray<Notes*, Notes*> aNotes;
this->GetNotesThatMatch( st->m_NotesType, aNotes );
SortNotesArrayByDifficulty( aNotes );
Grade grade = GRADE_NO_DATA;
for( unsigned i=0; i<aNotes.size(); i++ )
{
const Notes* pNotes = aNotes[i];
if( pNotes->m_Difficulty == dc )
grade = max( grade, pNotes->m_TopGrade );
}
return grade;
}
bool Song::IsNew() const
{
return GetNumTimesPlayed()==0;
}
bool Song::IsEasy( NotesType nt ) const
{
for( unsigned i=0; i<m_apNotes.size(); i++ )
{
Notes* pNotes = m_apNotes[i];
if( pNotes->m_NotesType != nt )
continue;
if( pNotes->m_iMeter <= 2 )
return true;
}
return false;
}
/////////////////////////////////////
// Sorting
/////////////////////////////////////
int CompareSongPointersByTitle(const Song *pSong1, const Song *pSong2)
{
//Prefer transliterations to full titles
CString sTitle1 = pSong1->GetSortTitle();
CString sTitle2 = pSong2->GetSortTitle();
int ret = sTitle1.CompareNoCase(sTitle2);
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());
}
void SortSongPointerArrayByTitle( CArray<Song*, Song*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByTitle );
}
int CompareSongPointersByDifficulty(const Song *pSong1, const Song *pSong2)
{
CArray<Notes*,Notes*> aNotes1;
CArray<Notes*,Notes*> aNotes2;
pSong1->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, aNotes1 );
pSong2->GetNotesThatMatch( GAMESTATE->GetCurrentStyleDef()->m_NotesType, aNotes2 );
int iEasiestMeter1 = 1000; // infinity
int iEasiestMeter2 = 1000; // infinity
unsigned i;
for( i=0; i<aNotes1.size(); i++ )
iEasiestMeter1 = min( iEasiestMeter1, aNotes1[i]->m_iMeter );
for( i=0; i<aNotes2.size(); i++ )
iEasiestMeter2 = min( iEasiestMeter2, aNotes2[i]->m_iMeter );
if( iEasiestMeter1 < iEasiestMeter2 )
return true;
if( iEasiestMeter1 > iEasiestMeter2 )
return false;
return CompareSongPointersByTitle( pSong1, pSong2 );
}
void SortSongPointerArrayByDifficulty( CArray<Song*, Song*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByDifficulty );
}
bool CompareSongPointersByBPM(const Song *pSong1, const Song *pSong2)
{
float fMinBPM1, fMaxBPM1, fMinBPM2, fMaxBPM2;
pSong1->GetMinMaxBPM( fMinBPM1, fMaxBPM1 );
pSong2->GetMinMaxBPM( fMinBPM2, fMaxBPM2 );
if( fMaxBPM1 < fMaxBPM2 )
return true;
if( fMaxBPM1 > fMaxBPM2 )
return false;
return CompareCStringsAsc( pSong1->GetSongFilePath(), pSong2->GetSongFilePath() );
}
void SortSongPointerArrayByBPM( CArray<Song*, 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( CArray<Song*, Song*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByArtist );
}
int CompareSongPointersByGroup(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 SortSongPointerArrayByGroup( CArray<Song*, Song*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByGroup );
}
int CompareSongPointersByMostPlayed(const Song *pSong1, const Song *pSong2)
{
int iNumTimesPlayed1 = pSong1->GetNumTimesPlayed();
int iNumTimesPlayed2 = pSong2->GetNumTimesPlayed();
if( iNumTimesPlayed1 > iNumTimesPlayed2 )
return true;
if( iNumTimesPlayed1 < iNumTimesPlayed2 )
return false;
return CompareSongPointersByTitle( pSong1, pSong2 );
}
void SortSongPointerArrayByMostPlayed( CArray<Song*, Song*> &arraySongPointers )
{
sort( arraySongPointers.begin(), arraySongPointers.end(), CompareSongPointersByMostPlayed );
}
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::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_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::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;
}
/* Get the first/last beat of any currently active note pattern. If two
* players are active, they often have the same start beat, but they don't
* have to.
*
* This is currently slow (notedata can't cache the return, and getnotedata
* is slow). */
#if 0 /* XXX not finished/tested/used yet -glenn */
float Song::GetFirstBeat() const
{
float first = MAX_BEATS;
for( int pn = 0; pn < NUM_PLAYERS; ++pn) {
if(!GAMESTATE->IsPlayerEnabled(pn)) continue;
NoteData tempNoteData;
GAMESTATE->m_pCurNotes[pn]->GetNoteData( &tempNoteData );
first = min(first, tempNoteData.GetFirstBeat());
}
return first;
}
float Song::GetLastBeat() const
{
float last = MAX_BEATS;
for( int pn = 0; pn < NUM_PLAYERS; ++pn) {
if(!GAMESTATE->IsPlayerEnabled(pn)) continue;
NoteData tempNoteData;
GAMESTATE->m_pCurNotes[pn]->GetNoteData( &tempNoteData );
last = max(last, tempNoteData.GetLastBeat());
}
return last;
}
#endif