cog/Frameworks/vgmstream/vgmstream/src/meta/nwa.c

286 lines
9.3 KiB
C

#include "meta.h"
#include "../coding/coding.h"
#include <string.h>
#include <ctype.h>
static int get_loops_nwainfo_ini(STREAMFILE *sf, int *p_loop_flag, int32_t *p_loop_start);
static int get_loops_gameexe_ini(STREAMFILE *sf, int *p_loop_flag, int32_t *p_loop_start, int32_t *p_loop_end);
/* NWA - Visual Art's streams [Air (PC), Clannad (PC)] */
VGMSTREAM* init_vgmstream_nwa(STREAMFILE* sf) {
VGMSTREAM* vgmstream = NULL;
off_t start_offset;
int channel_count, loop_flag = 0;
int32_t loop_start_sample = 0, loop_end_sample = 0;
int nwainfo_ini_found = 0, gameexe_ini_found = 0;
int compression_level;
/* checks */
if (!check_extensions(sf, "nwa"))
goto fail;
channel_count = read_16bitLE(0x00,sf);
if (channel_count != 1 && channel_count != 2) goto fail;
/* check if we're using raw pcm */
if ( read_32bitLE(0x08,sf)==-1 || /* compression level */
read_32bitLE(0x10,sf)==0 || /* block count */
read_32bitLE(0x18,sf)==0 || /* compressed data size */
read_32bitLE(0x20,sf)==0 || /* block size */
read_32bitLE(0x24,sf)==0 ) { /* restsize */
compression_level = -1;
} else {
compression_level = read_32bitLE(0x08,sf);
}
/* loop points come from external files */
nwainfo_ini_found = get_loops_nwainfo_ini(sf, &loop_flag, &loop_start_sample);
gameexe_ini_found = !nwainfo_ini_found && get_loops_gameexe_ini(sf, &loop_flag, &loop_start_sample, &loop_end_sample);
start_offset = 0x2c;
/* build the VGMSTREAM */
vgmstream = allocate_vgmstream(channel_count,loop_flag);
if (!vgmstream) goto fail;
vgmstream->sample_rate = read_32bitLE(0x04,sf);
vgmstream->num_samples = read_32bitLE(0x1c,sf) / channel_count;
switch(compression_level) {
case -1:
switch (read_16bitLE(0x02,sf)) {
case 8:
vgmstream->coding_type = coding_PCM8;
vgmstream->interleave_block_size = 0x01;
break;
case 16:
vgmstream->coding_type = coding_PCM16LE;
vgmstream->interleave_block_size = 0x02;
break;
default:
goto fail;
}
vgmstream->layout_type = layout_interleave;
break;
case 0:
case 1:
case 2:
case 3:
case 4:
case 5:
vgmstream->coding_type = coding_NWA;
vgmstream->layout_type = layout_none;
vgmstream->codec_data = init_nwa(sf);
if (!vgmstream->codec_data) goto fail;
break;
default:
goto fail;
break;
}
if (nwainfo_ini_found) {
vgmstream->meta_type = meta_NWA_NWAINFOINI;
if (loop_flag) {
vgmstream->loop_start_sample = loop_start_sample;
vgmstream->loop_end_sample = vgmstream->num_samples;
}
} else if (gameexe_ini_found) {
vgmstream->meta_type = meta_NWA_GAMEEXEINI;
if (loop_flag) {
vgmstream->loop_start_sample = loop_start_sample;
vgmstream->loop_end_sample = loop_end_sample;
}
} else {
vgmstream->meta_type = meta_NWA;
}
if (!vgmstream_open_stream(vgmstream,sf,start_offset))
goto fail;
return vgmstream;
fail:
close_vgmstream(vgmstream);
return NULL;
}
/* try to locate NWAINFO.INI in the same directory */
static int get_loops_nwainfo_ini(STREAMFILE *sf, int *p_loop_flag, int32_t *p_loop_start) {
STREAMFILE *sf_loop;
char namebase[PATH_LIMIT];
const char * ext;
int length;
int found;
off_t offset;
size_t file_size;
off_t found_off = -1;
int loop_flag = 0;
int32_t loop_start_sample = 0;
sf_loop = open_streamfile_by_filename(sf, "NWAINFO.INI");
if (!sf_loop) goto fail;
get_streamfile_filename(sf,namebase,PATH_LIMIT);
/* ini found, try to find our name */
ext = filename_extension(namebase);
length = ext - 1 - namebase;
file_size = get_streamfile_size(sf_loop);
for (found = 0, offset = 0; !found && offset < file_size; offset++) {
off_t suboffset;
/* Go for an n*m search 'cause it's easier than building an
* FSA for the search string. Just wanted to make the point that
* I'm not ignorant, just lazy. */
for (suboffset = offset;
suboffset < file_size &&
suboffset-offset < length &&
read_8bit(suboffset,sf_loop) == namebase[suboffset-offset];
suboffset++) {
/* skip */
}
if (suboffset-offset==length && read_8bit(suboffset,sf_loop)==0x09) { /* tab */
found = 1;
found_off = suboffset+1;
}
}
/* if found file name in INI */
if (found) {
char loopstring[9] = {0};
if (read_streamfile((uint8_t*)loopstring,found_off,8,sf_loop) == 8) {
loop_start_sample = atol(loopstring);
if (loop_start_sample > 0)
loop_flag = 1;
}
}
*p_loop_flag = loop_flag;
*p_loop_start = loop_start_sample;
close_streamfile(sf_loop);
return 1;
fail:
close_streamfile(sf_loop);
return 0;
}
/* try to locate Gameexe.ini in the same directory */
static int get_loops_gameexe_ini(STREAMFILE* sf, int* p_loop_flag, int32_t* p_loop_start, int32_t* p_loop_end) {
STREAMFILE*sf_loop;
char namebase[PATH_LIMIT];
const char* ext;
int length;
int found;
off_t offset;
off_t file_size;
off_t found_off = -1;
int loop_flag = 0;
int32_t loop_start_sample = 0, loop_end_sample = 0;
sf_loop = open_streamfile_by_filename(sf, "Gameexe.ini");
if (!sf_loop) goto fail;
get_streamfile_filename(sf,namebase,PATH_LIMIT);
/* ini found, try to find our name */
ext = filename_extension(namebase);
length = ext-1-namebase;
file_size = get_streamfile_size(sf_loop);
/* According to the official documentation of RealLiveMax (the public version of RealLive), format of line is:
* #DSTRACK = 00000000 - eeeeeeee - ssssssss = "filename" = "alias for game script"
* ^22 ^33 ^45 ^57?
*
* Original text from the documentation (written in Japanese) is:
* ; ■BGMの登録:DirectSound
* ;(※必要ない場合は登録しないで下さい。)
* ; 終了位置の設定が 99999999 なら最後まで演奏します。
* ; ※設定値はサンプル数で指定して下さい。(旧システムではバイト指定でしたので注意してください。)
* ;=========================================================================================================
* ; 開始位置 - 終了位置 - リピート = ファイル名 = 登録名
* #DSTRACK = 00000000 - 01896330 - 00088270 = "b_manuke" = "b_manuke"
* #DSTRACK = 00000000 - 01918487 - 00132385 = "c_happy" = "c_happy"
*/
for (found = 0, offset = 0; !found && offset<file_size; offset++) {
off_t suboffset;
uint8_t buf[10];
if (read_8bit(offset,sf_loop)!='#') continue;
if (read_streamfile(buf,offset+1,10,sf_loop)!=10) break;
if (memcmp("DSTRACK = ",buf,10)) continue;
if (read_8bit(offset+44,sf_loop)!='\"') continue;
for (suboffset = offset+45;
suboffset < file_size &&
suboffset-offset-45 < length &&
tolower(read_8bit(suboffset,sf_loop)) == tolower(namebase[suboffset-offset-45]);
suboffset++) {
/* skip */
}
if (suboffset-offset-45==length && read_8bit(suboffset,sf_loop)=='\"') { /* tab */
found = 1;
found_off = offset+22; /* loop end */
}
}
if (found) {
char loopstring[9] = {0};
int start_ok = 0, end_ok = 0;
int32_t total_samples = read_32bitLE(0x1c,sf) / read_16bitLE(0x00,sf);
if (read_streamfile((uint8_t*)loopstring,found_off,8,sf_loop)==8)
{
if (!memcmp("99999999",loopstring,8)) {
loop_end_sample = total_samples;
}
else {
loop_end_sample = atol(loopstring);
}
end_ok = 1;
}
if (read_streamfile((uint8_t*)loopstring,found_off+11,8,sf_loop)==8)
{
if (!memcmp("99999999",loopstring,8)) {
/* not ok to start at last sample,
* don't set start_ok flag */
}
else if (!memcmp("00000000",loopstring,8)) {
/* loops from the start aren't really loops */
}
else {
loop_start_sample = atol(loopstring);
start_ok = 1;
}
}
if (start_ok && end_ok) loop_flag = 1;
} /* if found file name in INI */
*p_loop_flag = loop_flag;
*p_loop_start = loop_start_sample;
*p_loop_end = loop_end_sample;
close_streamfile(sf_loop);
return 1;
fail:
close_streamfile(sf_loop);
return 0;
}