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itgmania212121/src/Song.h
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2012-07-01 12:30:14 -05:00

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17 KiB
C++

#ifndef SONG_H
#define SONG_H
#include "Attack.h"
#include "TimingData.h"
#include "Difficulty.h"
#include "EnumHelper.h"
#include "RageUtil_AutoPtr.h"
#include "RageUtil_CachedObject.h"
#include "RageTypes.h"
#include "Steps.h"
#include <set>
class Style;
class StepsID;
struct lua_State;
struct BackgroundChange;
void FixupPath( RString &path, const RString &sSongPath );
RString GetSongAssetPath( RString sPath, const RString &sSongPath );
/** @brief The version of the .ssc file format. */
const static float STEPFILE_VERSION_NUMBER = 0.81f;
/** @brief How many edits for this song can each profile have? */
const int MAX_EDITS_PER_SONG_PER_PROFILE = 15;
/** @brief How many edits for this song can be available? */
const int MAX_EDITS_PER_SONG = MAX_EDITS_PER_SONG_PER_PROFILE * NUM_ProfileSlot;
extern const int FILE_CACHE_VERSION;
/** @brief The different background layers available. */
enum BackgroundLayer
{
BACKGROUND_LAYER_1,
BACKGROUND_LAYER_2,
//BACKGROUND_LAYER_3, // StepCollection get
NUM_BackgroundLayer,
BACKGROUND_LAYER_Invalid
};
/** @brief A custom foreach loop for the different background layers. */
#define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, bl )
/** @brief Different instrument tracks for band type games. */
enum InstrumentTrack
{
InstrumentTrack_Guitar,
InstrumentTrack_Rhythm,
InstrumentTrack_Bass,
NUM_InstrumentTrack,
InstrumentTrack_Invalid
};
const RString& InstrumentTrackToString( InstrumentTrack it );
InstrumentTrack StringToInstrumentTrack( const RString& s );
/** @brief The collection of lyrics for the Song. */
struct LyricSegment
{
float m_fStartTime; /** @brief When does the lyric show up? */
RString m_sLyric; /** @brief The lyrics themselves. */
RageColor m_Color; /** @brief The color of the lyrics. */
};
/** @brief Holds all music metadata and steps for one song. */
class Song
{
RString m_sSongDir;
public:
void SetSongDir( const RString sDir ) { m_sSongDir = sDir; }
RString GetSongDir() { return m_sSongDir; }
/** @brief When should this song be displayed in the music wheel? */
enum SelectionDisplay
{
SHOW_ALWAYS, /**< always show on the wheel. */
SHOW_NEVER /**< never show on the wheel (unless song hiding is turned off). */
} m_SelectionDisplay;
Song();
~Song();
void Reset();
void DetachSteps();
/**
* @brief Load a song from the chosen directory.
*
* This assumes that there is no song present right now.
* @param sDir the song directory from which to load. */
bool LoadFromSongDir( RString sDir );
// This one takes the effort to reuse Steps pointers as best as it can
bool ReloadFromSongDir( RString sDir );
/**
* @brief Call this after loading a song to clean up invalid data.
* @param fromCache was this data loaded from the cache file?
* @param duringCache was this data loaded during the cache process? */
void TidyUpData( bool fromCache = false, bool duringCache = false );
/**
* @brief Get the new radar values, and determine the last second at the same time.
* This is called by TidyUpData, after saving the Song.
* @param fromCache was this data loaded from the cache file?
* @param duringCache was this data loaded during the cache process? */
void ReCalculateRadarValuesAndLastSecond(bool fromCache = false, bool duringCache = false);
/**
* @brief Translate any titles that aren't in english.
* This is called by TidyUpData. */
void TranslateTitles();
/**
* @brief Save to the new SSC file format.
* @param sPath the path where we're saving the file.
* @param bSavingCache a flag to determine if we're saving cache data.
*/
bool SaveToSSCFile( RString sPath, bool bSavingCache );
/** @brief Save to the SSC and SM files no matter what. */
void Save();
/**
* @brief Save the current Song to a JSON file.
* @return its success or failure. */
bool SaveToJsonFile( RString sPath );
/**
* @brief Save the current Song to a cache file using the preferred format.
* @return its success or failure. */
bool SaveToCacheFile();
/**
* @brief Save the current Song to a SM file.
* @return its success or failure. */
bool SaveToSMFile();
/**
* @brief Save the current Song to a DWI file if possible.
* @return its success or failure. */
bool SaveToDWIFile();
const RString &GetSongFilePath() const;
RString GetCacheFilePath() const;
void AddAutoGenNotes();
/**
* @brief Automatically generate steps from one type to another.
* @param ntTo the StepsType we're making.
* @param ntFrom the StepsType we're generating from.
*/
void AutoGen( StepsType ntTo, StepsType ntFrom );
void RemoveAutoGenNotes();
// Directory this song data came from:
const RString &GetSongDir() const { return m_sSongDir; }
/**
* @brief Filename associated with this file.
* This will always have a .SSC extension. If we loaded a .SSC, this will
* point to it, but if we loaded any other type, this will point to
* a generated .SSC filename. */
RString m_sSongFileName;
/** @brief The group this Song is in. */
RString m_sGroupName;
/**
* @brief the Profile this came from.
* This is ProfileSlot_Invalid if it wasn't loaded from a profile. */
ProfileSlot m_LoadedFromProfile;
/** @brief Is the song file itself a symlink to another file? */
bool m_bIsSymLink;
bool m_bEnabled;
/** @brief The title of the Song. */
RString m_sMainTitle;
/** @brief The subtitle of the Song, if it exists. */
RString m_sSubTitle;
/** @brief The artist of the Song, if it exists. */
RString m_sArtist;
/** @brief The transliterated title of the Song, if it exists. */
RString m_sMainTitleTranslit;
/** @brief The transliterated subtitle of the Song, if it exists. */
RString m_sSubTitleTranslit;
/** @brief The transliterated artist of the Song, if it exists. */
RString m_sArtistTranslit;
/* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit*
* below. Otherwise, they return the main titles. */
RString GetDisplayMainTitle() const;
RString GetDisplaySubTitle() const;
RString GetDisplayArtist() const;
/**
* @brief Retrieve the transliterated title, or the main title if there is no translit.
* @return the proper title. */
RString GetTranslitMainTitle() const
{
return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle;
}
/**
* @brief Retrieve the transliterated subtitle, or the main subtitle if there is no translit.
* @return the proper subtitle. */
RString GetTranslitSubTitle() const
{
return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle;
}
/**
* @brief Retrieve the transliterated artist, or the main artist if there is no translit.
* @return the proper artist. */
RString GetTranslitArtist() const
{
return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist;
}
// "title subtitle"
RString GetDisplayFullTitle() const;
RString GetTranslitFullTitle() const;
/** @brief The version of the song/file. */
float m_fVersion;
/** @brief The genre of the song/file. */
RString m_sGenre;
/**
* @brief The person who worked with the song file who should be credited.
* This is read and saved, but never actually used. */
RString m_sCredit;
RString m_sOrigin; // song origin (for .ssc format)
RString m_sMusicFile;
RString m_sInstrumentTrackFile[NUM_InstrumentTrack];
/** @brief The length of the music file. */
float m_fMusicLengthSeconds;
float m_fMusicSampleStartSeconds;
float m_fMusicSampleLengthSeconds;
DisplayBPM m_DisplayBPMType;
float m_fSpecifiedBPMMin;
float m_fSpecifiedBPMMax; // if a range, then Min != Max
RString m_sBannerFile; // typically a 16:5 ratio graphic (e.g. 256x80)
RString m_sJacketFile; // typically square (e.g. 192x192, 256x256)
RString m_sCDFile; // square (e.g. 128x128 [DDR 1st-3rd])
RString m_sDiscFile; // rectangular (e.g. 256x192 [Pump], 200x150 [MGD3])
/** @brief The location of the lyrics file, if it exists. */
RString m_sLyricsFile;
RString m_sBackgroundFile;
RString m_sCDTitleFile;
RString m_sPreviewVidFile;
AttackArray m_Attacks;
vector<RString> m_sAttackString;
RString GetMusicPath() const;
RString GetInstrumentTrackPath( InstrumentTrack it ) const;
RString GetBannerPath() const;
RString GetJacketPath() const;
RString GetCDImagePath() const;
RString GetDiscPath() const;
RString GetLyricsPath() const;
RString GetBackgroundPath() const;
RString GetCDTitlePath() const;
RString GetPreviewVidPath() const;
// For loading only:
bool m_bHasMusic, m_bHasBanner, m_bHasBackground;
bool HasMusic() const;
bool HasInstrumentTrack( InstrumentTrack it ) const;
/**
* @brief Does this song have a banner?
* @return true if it does, false otherwise. */
bool HasBanner() const;
/**
* @brief Does this song have a background image?
* @return true if it does, false otherwise. */
bool HasBackground() const;
bool HasJacket() const;
bool HasCDImage() const;
bool HasDisc() const;
bool HasCDTitle() const;
//bool HasMovieBackground() const;
bool HasBGChanges() const;
bool HasLyrics() const;
bool HasAttacks() const;
bool HasPreviewVid() const;
bool Matches(RString sGroup, RString sSong) const;
/** @brief The Song's TimingData. */
TimingData m_SongTiming;
float GetFirstBeat() const;
float GetFirstSecond() const;
float GetLastBeat() const;
float GetLastSecond() const;
float GetSpecifiedLastBeat() const;
float GetSpecifiedLastSecond() const;
void SetFirstSecond(const float f);
void SetLastSecond(const float f);
void SetSpecifiedLastSecond(const float f);
typedef vector<BackgroundChange> VBackgroundChange;
private:
/** @brief The first second that a note is hit. */
float firstSecond;
/** @brief The last second that a note is hit. */
float lastSecond;
/** @brief The last second of the song for playing purposes. */
float specifiedLastSecond;
/**
* @brief The background changes (sorted by layer) that are for this Song.
* This uses an AutoPtr instead of a raw pointer so that the
* auto gen'd copy constructor works correctly.
* This must be sorted before gameplay. */
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer];
/**
* @brief The foreground changes that are for this Song.
* This uses an AutoPtr instead of a raw pointer so that the
* auto gen'd copy constructor works correctly.
* This must be sorted before gameplay. */
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges;
vector<RString> GetChangesToVectorString(const vector<BackgroundChange> & changes) const;
public:
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
const vector<BackgroundChange> &GetForegroundChanges() const;
vector<BackgroundChange> &GetForegroundChanges();
vector<RString> GetBGChanges1ToVectorString() const;
vector<RString> GetBGChanges2ToVectorString() const;
vector<RString> GetFGChanges1ToVectorString() const;
vector<RString> GetInstrumentTracksToVectorString() const;
/**
* @brief The list of LyricSegments.
* This must be sorted before gameplay. */
vector<LyricSegment> m_LyricSegments;
/* [splittiming]
void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); }
void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); }
void AddWarpSegment( const WarpSegment &seg ) { m_Timing.AddWarpSegment( seg ); }
*/
void AddBackgroundChange( BackgroundLayer blLayer, BackgroundChange seg );
void AddForegroundChange( BackgroundChange seg );
void AddLyricSegment( LyricSegment seg );
void GetDisplayBpms( DisplayBpms &AddTo ) const;
const BackgroundChange &GetBackgroundAtBeat( BackgroundLayer iLayer, float fBeat ) const;
/* [splittiming]
float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); }
void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); }
BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); }
*/
Steps *CreateSteps();
void InitSteps(Steps *pSteps);
/* [splittiming]
float SongGetBeatFromElapsedTime( float fElapsedTime ) const
{
return m_SongTiming.GetBeatFromElapsedTime( fElapsedTime );
}
float StepsGetBeatFromElapsedTime( float fElapsedTime, const Steps &steps ) const
{
return steps.m_Timing.GetBeatFromElapsedTime( fElapsedTime );
}
float SongGetElapsedTimeFromBeat( float fBeat ) const
{
return m_SongTiming.GetElapsedTimeFromBeat( fBeat );
}
float StepsGetElapsedTimeFromBeat( float fBeat, const Steps &steps ) const
{
return steps.m_Timing.GetElapsedTimeFromBeat( fBeat );
}
*/
/* [splittiming]
float GetBeatFromElapsedTime( float fElapsedTime ) const
{
return m_Timing.GetBeatFromElapsedTime( fElapsedTime );
}
float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); }
*/
bool HasSignificantBpmChangesOrStops() const;
float GetStepsSeconds() const;
bool IsLong() const;
bool IsMarathon() const;
bool SongCompleteForStyle( const Style *st ) const;
bool HasStepsType( StepsType st ) const;
bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const;
const vector<Steps*>& GetAllSteps() const { return m_vpSteps; }
const vector<Steps*>& GetStepsByStepsType( StepsType st ) const { return m_vpStepsByType[st]; }
bool IsEasy( StepsType st ) const;
bool IsTutorial() const;
bool HasEdits( StepsType st ) const;
void SetEnabled( bool b ) { m_bEnabled = b; }
bool GetEnabled() const { return m_bEnabled; }
/**
* @brief Determine if the song should be shown on the MusicWheel normally.
* Songs that are not displayed normally may still be available during
* random selection, extra stages, or other special conditions.
* @return true if displayed normally, false otherwise. */
bool NormallyDisplayed() const;
bool ShowInDemonstrationAndRanking() const;
/**
* @brief Add the chosen Steps to the Song.
* We are responsible for deleting the memory pointed to by pSteps!
* @param pSteps the new steps. */
void AddSteps( Steps* pSteps );
void DeleteSteps( const Steps* pSteps, bool bReAutoGen = true );
void FreeAllLoadedFromProfile( ProfileSlot slot = ProfileSlot_Invalid, const set<Steps*> *setInUse = NULL );
bool WasLoadedFromProfile() const { return m_LoadedFromProfile != ProfileSlot_Invalid; }
void GetStepsLoadedFromProfile( ProfileSlot slot, vector<Steps*> &vpStepsOut ) const;
int GetNumStepsLoadedFromProfile( ProfileSlot slot ) const;
bool IsEditAlreadyLoaded( Steps* pSteps ) const;
bool IsStepsUsingDifferentTiming(Steps *pSteps ) const;
/**
* @brief An array of keysound file names (e.g. "beep.wav").
* The index in this array corresponds to the index in TapNote.
* If you change the index in here, you must change all NoteData too.
* Any note that doesn't have a value in the range of this array
* means "this note doesn't have a keysound". */
vector<RString> m_vsKeysoundFile;
CachedObject<Song> m_CachedObject;
RString GetAttackString() const
{
return join(":", this->m_sAttackString);
}
// Lua
void PushSelf( lua_State *L );
private:
/** @brief the Steps that belong to this Song. */
vector<Steps*> m_vpSteps;
/** @brief the Steps of a particular StepsType that belong to this Song. */
vector<Steps*> m_vpStepsByType[NUM_StepsType];
};
#endif
/**
* @file
* @author Chris Danford, Glenn Maynard (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/