305 lines
8.2 KiB
C++
305 lines
8.2 KiB
C++
/*
|
|
* This file is part of the DXX-Rebirth project <http://www.dxx-rebirth.com/>.
|
|
* It is copyright by its individual contributors, as recorded in the
|
|
* project's Git history. See COPYING.txt at the top level for license
|
|
* terms and a link to the Git history.
|
|
*/
|
|
/*
|
|
* DXX Rebirth "jukebox" code
|
|
* MD 2211 <md2211@users.sourceforge.net>, 2007
|
|
*/
|
|
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
|
|
#include "hudmsg.h"
|
|
#include "songs.h"
|
|
#include "jukebox.h"
|
|
#include "dxxerror.h"
|
|
#include "console.h"
|
|
#include "config.h"
|
|
#include "strutil.h"
|
|
#include "u_mem.h"
|
|
|
|
#include "compiler-exchange.h"
|
|
|
|
#define MUSIC_HUDMSG_MAXLEN 40
|
|
#define JUKEBOX_HUDMSG_PLAYING "Now playing:"
|
|
#define JUKEBOX_HUDMSG_STOPPED "Jukebox stopped"
|
|
|
|
namespace {
|
|
|
|
class jukebox_songs
|
|
{
|
|
void quick_unload();
|
|
public:
|
|
~jukebox_songs();
|
|
void unload();
|
|
char **list; // the actual list
|
|
char *list_buf; // buffer containing song file path text
|
|
int num_songs; // number of jukebox songs
|
|
int max_songs; // maximum number of pointers that 'list' can hold, i.e. size of list / size of one pointer
|
|
int max_buf; // size of list_buf
|
|
};
|
|
|
|
}
|
|
|
|
static jukebox_songs JukeboxSongs;
|
|
|
|
jukebox_songs::~jukebox_songs()
|
|
{
|
|
quick_unload();
|
|
}
|
|
|
|
void jukebox_songs::quick_unload()
|
|
{
|
|
if (list_buf)
|
|
{
|
|
d_free(list_buf);
|
|
if (list)
|
|
d_free(list);
|
|
}
|
|
else if (list)
|
|
{
|
|
PHYSFS_freeList(exchange(list, nullptr));
|
|
}
|
|
}
|
|
|
|
void jukebox_songs::unload()
|
|
{
|
|
quick_unload();
|
|
num_songs = max_songs = max_buf = 0;
|
|
}
|
|
|
|
void jukebox_unload()
|
|
{
|
|
JukeboxSongs.unload();
|
|
}
|
|
|
|
const file_extension_t jukebox_exts[7] = { SONG_EXT_HMP, SONG_EXT_MID, SONG_EXT_OGG, SONG_EXT_FLAC, SONG_EXT_MP3, "" };
|
|
|
|
static int read_m3u(void)
|
|
{
|
|
FILE *fp;
|
|
int length;
|
|
char *buf;
|
|
array<char, PATH_MAX> absbuf;
|
|
if (PHYSFSX_exists(GameCfg.CMLevelMusicPath.data(), 0)) // it's a child of Sharepath, build full path
|
|
PHYSFSX_getRealPath(GameCfg.CMLevelMusicPath.data(), buf = absbuf.data());
|
|
else
|
|
buf = GameCfg.CMLevelMusicPath.data();
|
|
fp = fopen(buf, "rb");
|
|
if (!fp)
|
|
return 0;
|
|
|
|
fseek( fp, -1, SEEK_END );
|
|
length = ftell(fp) + 1;
|
|
MALLOC(JukeboxSongs.list_buf, char, length + 1);
|
|
if (!JukeboxSongs.list_buf)
|
|
{
|
|
fclose(fp);
|
|
return 0;
|
|
}
|
|
|
|
fseek(fp, 0, SEEK_SET);
|
|
if (!fread(JukeboxSongs.list_buf, length, 1, fp))
|
|
{
|
|
d_free(JukeboxSongs.list_buf);
|
|
fclose(fp);
|
|
return 0;
|
|
}
|
|
|
|
fclose(fp); // Finished with it
|
|
|
|
// The growing string list is allocated last, hopefully reducing memory fragmentation when it grows
|
|
MALLOC(JukeboxSongs.list, char *, 1024);
|
|
if (!JukeboxSongs.list)
|
|
{
|
|
d_free(JukeboxSongs.list_buf);
|
|
return 0;
|
|
}
|
|
JukeboxSongs.max_songs = 1024;
|
|
|
|
JukeboxSongs.list_buf[length] = '\0'; // make sure the last string is terminated
|
|
JukeboxSongs.max_buf = length + 1;
|
|
buf = JukeboxSongs.list_buf;
|
|
|
|
while (buf < JukeboxSongs.list_buf + length - 1)
|
|
{
|
|
while (*buf == 0 || *buf == 10 || *buf == 13) // find new line - support DOS, Unix and Mac line endings
|
|
buf++;
|
|
|
|
if (*buf != '#') // ignore comments / extra info
|
|
{
|
|
if (JukeboxSongs.num_songs >= JukeboxSongs.max_songs)
|
|
{
|
|
char **new_list = reinterpret_cast<char **>(d_realloc(JukeboxSongs.list, JukeboxSongs.max_buf*sizeof(char *)*MEM_K));
|
|
if (new_list == NULL)
|
|
break;
|
|
JukeboxSongs.max_buf *= MEM_K;
|
|
JukeboxSongs.list = new_list;
|
|
}
|
|
|
|
JukeboxSongs.list[JukeboxSongs.num_songs++] = buf;
|
|
}
|
|
|
|
while (*buf != 0 && *buf != 10 && *buf != 13) // find end of line
|
|
buf++;
|
|
|
|
*buf = 0;
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* Loads music file names from a given directory or M3U playlist */
|
|
void jukebox_load()
|
|
{
|
|
jukebox_unload();
|
|
|
|
// Check if it's an M3U file
|
|
size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
|
|
if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u"))
|
|
read_m3u();
|
|
else // a directory
|
|
{
|
|
int new_path = 0;
|
|
const char *sep = PHYSFS_getDirSeparator();
|
|
size_t seplen = strlen(sep);
|
|
int i;
|
|
|
|
// stick a separator on the end if necessary.
|
|
if (musiclen >= seplen)
|
|
{
|
|
auto p = &GameCfg.CMLevelMusicPath[musiclen - seplen];
|
|
if (strcmp(p, sep))
|
|
GameCfg.CMLevelMusicPath.copy_if(musiclen, sep, seplen);
|
|
}
|
|
|
|
// Read directory using PhysicsFS
|
|
if (PHYSFS_isDirectory(GameCfg.CMLevelMusicPath.data())) // find files in relative directory
|
|
JukeboxSongs.list = PHYSFSX_findFiles(GameCfg.CMLevelMusicPath.data(), jukebox_exts);
|
|
else
|
|
{
|
|
new_path = PHYSFSX_isNewPath(GameCfg.CMLevelMusicPath.data());
|
|
PHYSFS_addToSearchPath(GameCfg.CMLevelMusicPath.data(), 0);
|
|
|
|
// as mountpoints are no option (yet), make sure only files originating from GameCfg.CMLevelMusicPath are aded to the list.
|
|
JukeboxSongs.list = PHYSFSX_findabsoluteFiles("", GameCfg.CMLevelMusicPath.data(), jukebox_exts);
|
|
}
|
|
|
|
if (!JukeboxSongs.list)
|
|
{
|
|
if (new_path)
|
|
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
|
|
return;
|
|
}
|
|
|
|
for (i = 0; JukeboxSongs.list[i]; i++) {}
|
|
JukeboxSongs.num_songs = i;
|
|
|
|
if (new_path)
|
|
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath.data());
|
|
}
|
|
|
|
if (JukeboxSongs.num_songs)
|
|
{
|
|
con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s", JukeboxSongs.num_songs, GameCfg.CMLevelMusicPath.data());
|
|
if (GameCfg.CMLevelMusicTrack[1] != JukeboxSongs.num_songs)
|
|
{
|
|
GameCfg.CMLevelMusicTrack[1] = JukeboxSongs.num_songs;
|
|
GameCfg.CMLevelMusicTrack[0] = 0; // number of songs changed so start from beginning.
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GameCfg.CMLevelMusicTrack[0] = -1;
|
|
GameCfg.CMLevelMusicTrack[1] = -1;
|
|
con_printf(CON_DEBUG,"Jukebox music could not be found!");
|
|
}
|
|
}
|
|
|
|
// To proceed tru our playlist. Usually used for continous play, but can loop as well.
|
|
static void jukebox_hook_next()
|
|
{
|
|
if (!JukeboxSongs.list || GameCfg.CMLevelMusicTrack[0] == -1) return;
|
|
|
|
if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND)
|
|
GameCfg.CMLevelMusicTrack[0] = d_rand() % GameCfg.CMLevelMusicTrack[1]; // simply a random selection - no check if this song has already been played. But that's how I roll!
|
|
else
|
|
GameCfg.CMLevelMusicTrack[0]++;
|
|
if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
|
|
GameCfg.CMLevelMusicTrack[0] = 0;
|
|
|
|
jukebox_play();
|
|
}
|
|
|
|
// Play tracks from Jukebox directory. Play track specified in GameCfg.CMLevelMusicTrack[0] and loop depending on GameCfg.CMLevelMusicPlayOrder
|
|
int jukebox_play()
|
|
{
|
|
const char *music_filename;
|
|
uint_fast32_t size_full_filename = 0;
|
|
|
|
if (!JukeboxSongs.list)
|
|
return 0;
|
|
|
|
if (GameCfg.CMLevelMusicTrack[0] < 0 || GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
|
|
return 0;
|
|
|
|
music_filename = JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
|
|
if (!music_filename)
|
|
return 0;
|
|
|
|
size_t size_music_filename = strlen(music_filename);
|
|
size_t musiclen = strlen(GameCfg.CMLevelMusicPath.data());
|
|
size_full_filename = musiclen + size_music_filename + 1;
|
|
RAIIdmem<char> full_filename;
|
|
CALLOC(full_filename, char, size_full_filename);
|
|
const char *LevelMusicPath;
|
|
if (musiclen > 4 && !d_stricmp(&GameCfg.CMLevelMusicPath[musiclen - 4], ".m3u")) // if it's from an M3U playlist
|
|
LevelMusicPath = "";
|
|
else // if it's from a specified path
|
|
LevelMusicPath = GameCfg.CMLevelMusicPath.data();
|
|
snprintf(full_filename, size_full_filename, "%s%s", LevelMusicPath, music_filename);
|
|
|
|
int played = songs_play_file(full_filename, ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?1:0), ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?NULL:jukebox_hook_next));
|
|
full_filename = NULL;
|
|
if (!played)
|
|
{
|
|
return 0; // whoops, got an error
|
|
}
|
|
|
|
// Formatting a pretty message
|
|
const char *prefix = "...";
|
|
if (size_music_filename >= MUSIC_HUDMSG_MAXLEN) {
|
|
music_filename += size_music_filename - MUSIC_HUDMSG_MAXLEN;
|
|
} else {
|
|
prefix += 3;
|
|
}
|
|
|
|
HUD_init_message(HM_DEFAULT, "%s %s%s", JUKEBOX_HUDMSG_PLAYING, prefix, music_filename);
|
|
|
|
return 1;
|
|
}
|
|
|
|
char *jukebox_current() {
|
|
return JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
|
|
}
|
|
|
|
int jukebox_is_loaded() { return (JukeboxSongs.list != NULL); }
|
|
int jukebox_is_playing() { return GameCfg.CMLevelMusicTrack[0] + 1; }
|
|
int jukebox_numtracks() { return GameCfg.CMLevelMusicTrack[1]; }
|
|
|
|
void jukebox_list() {
|
|
int i;
|
|
if (!JukeboxSongs.list) return;
|
|
if (!(*JukeboxSongs.list)) {
|
|
con_printf(CON_DEBUG,"* No songs have been found");
|
|
}
|
|
else {
|
|
for (i = 0; i < GameCfg.CMLevelMusicTrack[1]; i++)
|
|
con_printf(CON_DEBUG,"* %s", JukeboxSongs.list[i]);
|
|
}
|
|
}
|