289 lines
7.8 KiB
C
289 lines
7.8 KiB
C
/*
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* DXX Rebirth "jukebox" code
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* MD 2211 <md2211@users.sourceforge.net>, 2007
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#if !(defined(__APPLE__) && defined(__MACH__))
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#include <SDL/SDL_mixer.h>
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#else
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#include <SDL_mixer/SDL_mixer.h>
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#endif
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#include "physfsx.h"
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#include "args.h"
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#include "dl_list.h"
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#include "hudmsg.h"
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#include "digi_mixer_music.h"
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#include "jukebox.h"
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#include "error.h"
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#include "console.h"
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#include "config.h"
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#define MUSIC_HUDMSG_MAXLEN 40
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#define JUKEBOX_HUDMSG_PLAYING "Now playing:"
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#define JUKEBOX_HUDMSG_STOPPED "Jukebox stopped"
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typedef struct jukebox_songs
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{
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char **list; // the actual list
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char *list_buf; // buffer containing song file path text
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int num_songs; // number of jukebox songs
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int max_songs; // maximum number of pointers that 'list' can hold, i.e. size of list / size of one pointer
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int max_buf; // size of list_buf
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} jukebox_songs;
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static jukebox_songs JukeboxSongs = { NULL, NULL, 0, 0, 0 };
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char hud_msg_buf[MUSIC_HUDMSG_MAXLEN+4];
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void jukebox_unload()
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{
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if (JukeboxSongs.list_buf)
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{
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d_free(JukeboxSongs.list_buf);
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if (JukeboxSongs.list)
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d_free(JukeboxSongs.list);
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}
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else if (JukeboxSongs.list)
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{
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PHYSFS_freeList(JukeboxSongs.list);
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JukeboxSongs.list = NULL;
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}
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JukeboxSongs.num_songs = JukeboxSongs.max_songs = JukeboxSongs.max_buf = 0;
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}
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char *jukebox_exts[] = { ".mp3", ".ogg", ".wav", ".aif", ".mid", NULL };
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void read_m3u(void)
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{
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FILE *fp;
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int length;
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char *buf;
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fp = fopen(GameCfg.CMLevelMusicPath, "rb");
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if (!fp)
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return;
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fseek( fp, -1, SEEK_END );
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length = ftell(fp) + 1;
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MALLOC(JukeboxSongs.list_buf, char, length + 1);
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if (!JukeboxSongs.list_buf)
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{
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fclose(fp);
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return;
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}
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fseek(fp, 0, SEEK_SET);
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if (!fread(JukeboxSongs.list_buf, length, 1, fp))
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{
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d_free(JukeboxSongs.list_buf);
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fclose(fp);
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return;
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}
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fclose(fp); // Finished with it
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// The growing string list is allocated last, hopefully reducing memory fragmentation when it grows
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MALLOC(JukeboxSongs.list, char *, 1024);
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if (!JukeboxSongs.list)
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{
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d_free(JukeboxSongs.list_buf);
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return;
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}
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JukeboxSongs.max_songs = 1024;
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JukeboxSongs.list_buf[length] = '\0'; // make sure the last string is terminated
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JukeboxSongs.max_buf = length + 1;
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buf = JukeboxSongs.list_buf;
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while (buf < JukeboxSongs.list_buf + length - 1)
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{
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while (*buf == 0 || *buf == 10 || *buf == 13) // find new line - support DOS, Unix and Mac line endings
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buf++;
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if (*buf != '#') // ignore comments / extra info
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{
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if (JukeboxSongs.num_songs >= JukeboxSongs.max_songs)
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{
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char **new_list = d_realloc(JukeboxSongs.list, JukeboxSongs.max_buf*sizeof(char *)*MEM_K);
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if (new_list == NULL)
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break;
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JukeboxSongs.max_buf *= MEM_K;
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JukeboxSongs.list = new_list;
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}
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JukeboxSongs.list[JukeboxSongs.num_songs++] = buf;
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}
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while (*buf != 0 && *buf != 10 && *buf != 13) // find end of line
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buf++;
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*buf = 0;
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}
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}
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/* Loads music file names from a given directory or M3U playlist */
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void jukebox_load()
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{
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static int jukebox_init = 1;
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int new_path = 0;
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char *p;
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const char *sep = PHYSFS_getDirSeparator();
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// initialize JukeboxSongs structure once per runtime
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if (jukebox_init)
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{
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JukeboxSongs.list = NULL;
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JukeboxSongs.num_songs = JukeboxSongs.max_songs = JukeboxSongs.max_buf = 0;
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jukebox_init = 0;
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}
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jukebox_unload();
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// build path properly.
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if (strlen(GameCfg.CMLevelMusicPath) >= strlen(sep))
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{
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char *abspath;
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MALLOC(abspath, char, PATH_MAX);
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p = GameCfg.CMLevelMusicPath + strlen(GameCfg.CMLevelMusicPath) - strlen(sep);
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if (strcmp(p, sep) && stricmp(&GameCfg.CMLevelMusicPath[strlen(GameCfg.CMLevelMusicPath) - 4], ".m3u"))
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strncat(GameCfg.CMLevelMusicPath, sep, PATH_MAX - 1 - strlen(GameCfg.CMLevelMusicPath));
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if (PHYSFS_isDirectory(GameCfg.CMLevelMusicPath)) // it's a child of Sharepath, build full path
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{
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PHYSFSX_getRealPath(GameCfg.CMLevelMusicPath,abspath);
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snprintf(GameCfg.CMLevelMusicPath,sizeof(char)*PATH_MAX,"%s",abspath);
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}
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d_free(abspath);
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}
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new_path = PHYSFSX_isNewPath(GameCfg.CMLevelMusicPath);
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// Check if it's an M3U file
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if (!PHYSFS_addToSearchPath(GameCfg.CMLevelMusicPath, 0))
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{
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if (!stricmp(&GameCfg.CMLevelMusicPath[strlen(GameCfg.CMLevelMusicPath) - 4], ".m3u"))
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read_m3u();
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}
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else
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{
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int i;
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// Read directory using PhysicsFS
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// as mountpoints are no option (yet), make sure only files originating from GameCfg.CMLevelMusicPath are aded to the list.
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JukeboxSongs.list = PHYSFSX_findabsoluteFiles("", GameCfg.CMLevelMusicPath, jukebox_exts);
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if (!JukeboxSongs.list)
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{
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if (new_path)
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PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath);
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return;
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}
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for (i = 0; JukeboxSongs.list[i]; i++) {}
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JukeboxSongs.num_songs = i;
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if (new_path)
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PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath);
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}
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if (JukeboxSongs.num_songs)
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{
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con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s\n", JukeboxSongs.num_songs, GameCfg.CMLevelMusicPath);
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if (GameCfg.CMLevelMusicTrack[1] != JukeboxSongs.num_songs)
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{
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GameCfg.CMLevelMusicTrack[1] = JukeboxSongs.num_songs;
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GameCfg.CMLevelMusicTrack[0] = 0; // number of songs changed so start from beginning.
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}
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}
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else
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{
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GameCfg.CMLevelMusicTrack[0] = -1;
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GameCfg.CMLevelMusicTrack[1] = -1;
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con_printf(CON_DEBUG,"Jukebox music could not be found!\n");
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}
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}
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// To proceed tru our playlist. Usually used for continous play, but can loop as well.
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void jukebox_hook_next()
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{
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if (!JukeboxSongs.list || GameCfg.CMLevelMusicTrack[0] == -1) return;
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if (GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_RAND)
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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!
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else
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GameCfg.CMLevelMusicTrack[0]++;
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if (GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
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GameCfg.CMLevelMusicTrack[0] = 0;
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jukebox_play();
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}
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// Play tracks from Jukebox directory. Play track specified in GameCfg.CMLevelMusicTrack[0] and loop depending on GameCfg.CMLevelMusicPlayOrder
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int jukebox_play()
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{
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char *music_filename, *full_filename;
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if (!JukeboxSongs.list)
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return 0;
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if (GameCfg.CMLevelMusicTrack[0] < 0 || GameCfg.CMLevelMusicTrack[0] + 1 > GameCfg.CMLevelMusicTrack[1])
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return 0;
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music_filename = JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
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if (!music_filename)
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return 0;
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MALLOC(full_filename, char, strlen(GameCfg.CMLevelMusicPath)+strlen(music_filename)+1);
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memset(full_filename, '\0', strlen(GameCfg.CMLevelMusicPath)+strlen(music_filename)+1);
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snprintf(full_filename, strlen(GameCfg.CMLevelMusicPath)+strlen(music_filename)+1, "%s%s", GameCfg.CMLevelMusicPath, music_filename);
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if (!mix_play_file(full_filename, ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?1:0), ((GameCfg.CMLevelMusicPlayOrder == MUSIC_CM_PLAYORDER_LEVEL)?NULL:jukebox_hook_next)))
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{
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d_free(full_filename);
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return 0; // whoops, got an error
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}
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// Formatting a pretty message
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if (strlen(music_filename) >= MUSIC_HUDMSG_MAXLEN) {
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strcpy(hud_msg_buf, "...");
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strncat(hud_msg_buf, &music_filename[strlen(music_filename) - MUSIC_HUDMSG_MAXLEN], MUSIC_HUDMSG_MAXLEN);
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hud_msg_buf[MUSIC_HUDMSG_MAXLEN+3] = '\0';
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} else {
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strcpy(hud_msg_buf, music_filename);
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}
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HUD_init_message(HM_DEFAULT, "%s %s", JUKEBOX_HUDMSG_PLAYING, hud_msg_buf);
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d_free(full_filename);
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return 1;
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}
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char *jukebox_current() {
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return JukeboxSongs.list[GameCfg.CMLevelMusicTrack[0]];
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}
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int jukebox_is_loaded() { return (JukeboxSongs.list != NULL); }
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int jukebox_is_playing() { return GameCfg.CMLevelMusicTrack[0] + 1; }
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int jukebox_numtracks() { return GameCfg.CMLevelMusicTrack[1]; }
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void jukebox_list() {
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int i;
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if (!JukeboxSongs.list) return;
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if (!(*JukeboxSongs.list)) {
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con_printf(CON_DEBUG,"* No songs have been found\n");
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}
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else {
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for (i = 0; i < GameCfg.CMLevelMusicTrack[1]; i++)
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con_printf(CON_DEBUG,"* %s\n", JukeboxSongs.list[i]);
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}
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}
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