dxx-rebirth/similar/arch/sdl/jukebox.cpp

289 lines
8 KiB
C++

/*
* DXX Rebirth "jukebox" code
* MD 2211 <md2211@users.sourceforge.net>, 2007
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include "physfsx.h"
#include "args.h"
#include "hudmsg.h"
#include "songs.h"
#include "jukebox.h"
#include "dxxerror.h"
#include "console.h"
#include "config.h"
#define MUSIC_HUDMSG_MAXLEN 40
#define JUKEBOX_HUDMSG_PLAYING "Now playing:"
#define JUKEBOX_HUDMSG_STOPPED "Jukebox stopped"
typedef struct jukebox_songs
{
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
} jukebox_songs;
static jukebox_songs JukeboxSongs = { NULL, NULL, 0, 0, 0 };
void jukebox_unload()
{
if (JukeboxSongs.list_buf)
{
d_free(JukeboxSongs.list_buf);
if (JukeboxSongs.list)
d_free(JukeboxSongs.list);
}
else if (JukeboxSongs.list)
{
PHYSFS_freeList(JukeboxSongs.list);
JukeboxSongs.list = NULL;
}
JukeboxSongs.num_songs = JukeboxSongs.max_songs = JukeboxSongs.max_buf = 0;
}
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;
char abspath[PATH_MAX];
if (PHYSFSX_exists(GameCfg.CMLevelMusicPath,0)) // it's a child of Sharepath, build full path
PHYSFSX_getRealPath(GameCfg.CMLevelMusicPath, abspath);
else
{
strncpy(abspath, GameCfg.CMLevelMusicPath, PATH_MAX - 1);
abspath[PATH_MAX - 1] = '\0';
}
fp = fopen(abspath, "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()
{
static int jukebox_init = 1;
// initialize JukeboxSongs structure once per runtime
if (jukebox_init)
{
JukeboxSongs.list = NULL;
JukeboxSongs.num_songs = JukeboxSongs.max_songs = JukeboxSongs.max_buf = 0;
jukebox_init = 0;
}
jukebox_unload();
// Check if it's an M3U file
if (!d_stricmp(&GameCfg.CMLevelMusicPath[strlen(GameCfg.CMLevelMusicPath) - 4], ".m3u"))
read_m3u();
else // a directory
{
int new_path = 0;
char *p;
const char *sep = PHYSFS_getDirSeparator();
int i;
// stick a separator on the end if necessary.
if (strlen(GameCfg.CMLevelMusicPath) >= strlen(sep))
{
p = GameCfg.CMLevelMusicPath + strlen(GameCfg.CMLevelMusicPath) - strlen(sep);
if (strcmp(p, sep))
strncat(GameCfg.CMLevelMusicPath, sep, PATH_MAX - 1 - strlen(GameCfg.CMLevelMusicPath));
}
// Read directory using PhysicsFS
if (PHYSFS_isDirectory(GameCfg.CMLevelMusicPath)) // find files in relative directory
JukeboxSongs.list = PHYSFSX_findFiles(GameCfg.CMLevelMusicPath, jukebox_exts);
else
{
new_path = PHYSFSX_isNewPath(GameCfg.CMLevelMusicPath);
PHYSFS_addToSearchPath(GameCfg.CMLevelMusicPath, 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, jukebox_exts);
}
if (!JukeboxSongs.list)
{
if (new_path)
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath);
return;
}
for (i = 0; JukeboxSongs.list[i]; i++) {}
JukeboxSongs.num_songs = i;
if (new_path)
PHYSFS_removeFromSearchPath(GameCfg.CMLevelMusicPath);
}
if (JukeboxSongs.num_songs)
{
con_printf(CON_DEBUG,"Jukebox: %d music file(s) found in %s", JukeboxSongs.num_songs, GameCfg.CMLevelMusicPath);
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;
unsigned long 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_full_filename = strlen(GameCfg.CMLevelMusicPath)+size_music_filename+1;
RAIIdmem<char> full_filename;
CALLOC(full_filename, char, size_full_filename);
const char *LevelMusicPath;
if (!d_stricmp(&GameCfg.CMLevelMusicPath[strlen(GameCfg.CMLevelMusicPath) - 4], ".m3u")) // if it's from an M3U playlist
LevelMusicPath = "";
else // if it's from a specified path
LevelMusicPath = GameCfg.CMLevelMusicPath;
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]);
}
}