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Allow loading data files with lowercase name (#164)
* Allow loading data files with lowercase name * Added lower case support for all game data files. Co-authored-by: Muzychenko Andrey <33288308+k4zmu2a@users.noreply.github.com>
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1391eeba81
commit
f561cadf63
4 changed files with 64 additions and 28 deletions
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@ -142,27 +142,34 @@ int loader::get_sound_id(int groupIndex)
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FieldTypes::ShortValue));
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if (value && *value == 202)
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{
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// File name is in lower case, while game data is usually in upper case.
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std::string fileName = loader_table->field(soundGroupId, FieldTypes::String);
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// File name is in lower case, while game data is in upper case.
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std::transform(fileName.begin(), fileName.end(), fileName.begin(),
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[](unsigned char c) { return std::toupper(c); });
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if (pb::FullTiltMode)
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{
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// FT sounds are in SOUND subfolder
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fileName.insert(0, 1, PathSeparator);
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fileName.insert(0, "SOUND");
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fileName.insert(0, "sound");
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}
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std::string filePath;
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float duration = -1;
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auto filePath = pb::make_path_name(fileName);
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auto file = fopenu(filePath.c_str(), "rb");
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if (file)
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for (int i = 0; i < 2; i++)
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{
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fread(&wavHeader, 1, sizeof wavHeader, file);
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fclose(file);
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auto sampleCount = wavHeader.data_size / (wavHeader.channels * (wavHeader.bits_per_sample / 8.0));
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duration = static_cast<float>(sampleCount / wavHeader.sample_rate);
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if (i == 1)
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std::transform(fileName.begin(), fileName.end(), fileName.begin(),
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[](unsigned char c) { return std::toupper(c); });
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filePath = pb::make_path_name(fileName);
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auto file = fopenu(filePath.c_str(), "rb");
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if (file)
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{
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fread(&wavHeader, 1, sizeof wavHeader, file);
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fclose(file);
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auto sampleCount = wavHeader.data_size / (wavHeader.channels * (wavHeader.bits_per_sample /
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8.0));
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duration = static_cast<float>(sampleCount / wavHeader.sample_rate);
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break;
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}
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}
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sound_list[soundIndex].Duration = duration;
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@ -107,7 +107,6 @@ void midi::SetVolume(int volume)
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Mix_Music* midi::load_track(std::string fileName)
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{
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Mix_Music* audio = nullptr;
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if (pb::FullTiltMode)
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{
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// FT sounds are in SOUND subfolder
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@ -115,29 +114,47 @@ Mix_Music* midi::load_track(std::string fileName)
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fileName.insert(0, "SOUND");
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}
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auto audio = load_track_sub(fileName, true);
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if (!audio)
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audio = load_track_sub(fileName, false);
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if (!audio)
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return nullptr;
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LoadedTracks.push_back(audio);
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return audio;
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}
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Mix_Music* midi::load_track_sub(std::string fileName, bool isMidi)
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{
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// FT has music in two formats, depending on game version: MIDI in 16bit, MIDS in 32bit.
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// 3DPB music is MIDI only.
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auto basePath = pb::make_path_name(fileName);
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for (int i = 0; i <= 1 && !audio; i++)
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Mix_Music* audio = nullptr;
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fileName += isMidi ? ".MID" : ".MDS";
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for (int i = 0; i < 2; i++)
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{
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if (i == 0)
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if (i == 1)
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std::transform(fileName.begin(), fileName.end(), fileName.begin(),
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[](unsigned char c) { return std::tolower(c); });
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if (isMidi)
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{
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auto filePath = basePath + ".MID";
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auto filePath = pb::make_path_name(fileName);
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auto fileHandle = fopenu(filePath.c_str(), "rb");
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if (fileHandle)
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{
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fclose(fileHandle);
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auto rw = SDL_RWFromFile(filePath.c_str(), "rb");
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audio = Mix_LoadMUS_RW(rw, 1);
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break;
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}
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}
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else
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{
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auto midi = MdsToMidi(basePath + ".MDS");
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auto midi = MdsToMidi(pb::make_path_name(fileName));
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if (midi)
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{
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// Dump converted MIDI file
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/*auto filePath = basePath + ".midi";
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/*auto filePath = fileName + ".midi";
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FILE* fileHandle = fopenu(filePath.c_str(), "wb");
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fwrite(midi->data(), 1, midi->size(), fileHandle);
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fclose(fileHandle);*/
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@ -145,14 +162,11 @@ Mix_Music* midi::load_track(std::string fileName)
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auto rw = SDL_RWFromMem(midi->data(), static_cast<int>(midi->size()));
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audio = Mix_LoadMUS_RW(rw, 1); // This call seems to leak memory no matter what.
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delete midi;
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break;
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}
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}
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}
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if (!audio)
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return nullptr;
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LoadedTracks.push_back(audio);
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return audio;
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}
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@ -110,6 +110,7 @@ private:
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static void StopPlayback();
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static Mix_Music* load_track(std::string fileName);
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static Mix_Music* load_track_sub(std::string fileName, bool isMidi);
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static Mix_Music* TrackToMidi(MidiTracks track);
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static std::vector<uint8_t>* MdsToMidi(std::string file);
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};
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@ -140,15 +140,26 @@ void pb::SelectDatFile(const std::vector<const char*>& dataSearchPaths)
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// Default game data test order: CADET.DAT, PINBALL.DAT, DEMO.DAT
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if (options::Options.Prefer3DPBGameData)
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{
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std::swap(datFileNames[0], datFileNames[1]);
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}
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for (auto path : dataSearchPaths)
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{
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if (DatFileName.empty() && path)
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if (!DatFileName.empty() || !path)
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continue;
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BasePath = path;
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for (const auto& datFileName : datFileNames)
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{
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BasePath = path;
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for (auto datFileName : datFileNames)
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auto fileName = datFileName;
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auto found = false;
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for (int i = 0; i < 2; i++)
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{
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auto datFilePath = make_path_name(datFileName);
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if (i == 1)
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std::transform(fileName.begin(), fileName.end(), fileName.begin(),
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[](unsigned char c) { return std::tolower(c); });
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auto datFilePath = make_path_name(fileName);
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auto datFile = fopenu(datFilePath.c_str(), "r");
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if (datFile)
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{
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@ -158,11 +169,14 @@ void pb::SelectDatFile(const std::vector<const char*>& dataSearchPaths)
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FullTiltMode = true;
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if (datFileName == "DEMO.DAT")
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FullTiltDemoMode = FullTiltMode = true;
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printf("Loading game from: %s\n", datFilePath.c_str());
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found = true;
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break;
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}
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}
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if (found)
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break;
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}
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}
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}
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