unit UMain;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SDL,
UGraphic,
UMusic,
URecord,
UTime,
SysUtils,
UDisplay,
UIni,
ULog,
ULyrics,
UScreenSing,
USong,
gl,
UThemes;
type
TPlayer = record
Name: string;
// Index in Teaminfo record
TeamID: Byte;
PlayerID: Byte;
// Scores
Score: real;
ScoreLine: real;
ScoreGolden: real;
ScoreI: integer;
ScoreLineI: integer;
ScoreGoldenI: integer;
ScoreTotalI: integer;
// LineBonus Mod
ScoreLast: Real;//Last Line Score
// PerfectLineTwinkle Mod (effect)
LastSentencePerfect: Boolean;
//Meter: real;
HighNote: integer;
IlNut: integer;
Note: array of record
Start: integer;
Length: integer;
Detekt: real; // accurate place, detected in the note
Tone: real;
Perfect: boolean; // true if the note matches the original one, lit the star
// Half size Notes Patch
Hit: boolean; // true if the note Hits the Line
end;
end;
var
// Absolute Paths
GamePath: string;
SoundPath: string;
SongPath: string;
LogPath: string;
ThemePath: string;
SkinsPath: string;
ScreenshotsPath: string;
CoversPath: string;
LanguagesPath: string;
PluginPath: string;
VisualsPath: string;
ResourcesPath: string;
PlayListPath: string;
UserSongPath: string = '';
UserCoversPath: string = '';
UserPlaylistPath: string = '';
OGL: Boolean;
Done: Boolean;
Event: TSDL_event;
FileName: string;
Restart: boolean;
// player and music info
Player: array of TPlayer;
PlayersPlay: integer;
CurrentSong : TSong;
procedure InitializePaths;
Procedure Main;
procedure MainLoop;
procedure CheckEvents;
procedure Sing(Sender: TScreenSing);
procedure NewSentence(Sender: TScreenSing);
procedure NewBeat(Sender: TScreenSing); // executed when on then new beat
procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click
procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection
//procedure NewHalf; // executed when in the half between beats
procedure NewNote(Sender: TScreenSing); // detect note
function GetMidBeat(Time: real): real;
function GetTimeFromBeat(Beat: integer): real;
procedure ClearScores(PlayerNum: integer);
implementation
uses
USongs,
UJoystick,
math,
UCommandLine,
ULanguage,
SDL_ttf,
USkins,
UCovers,
UCatCovers,
UDataBase,
UPlaylist,
UDLLManager,
UParty,
UConfig,
UCore,
UCommon,
UGraphicClasses,
UPluginDefs,
UPlatform;
procedure Main;
var
WndTitle: string;
begin
try
WndTitle := USDXVersionStr;
if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then
Exit;
// fix floating-point exceptions (FPE)
DisableFloatingPointExceptions();
// fix the locale for string-to-float parsing in C-libs
SetDefaultNumericLocale();
//------------------------------
//StartUp - Create Classes and Load Files
//------------------------------
USTime := TTime.Create;
// Commandline Parameter Parser
Params := TCMDParams.Create;
// Log + Benchmark
Log := TLog.Create;
Log.Title := WndTitle;
Log.FileOutputEnabled := not Params.NoLog;
Log.BenchmarkStart(0);
// Language
Log.BenchmarkStart(1);
Log.LogStatus('Initialize Paths', 'Initialization');
InitializePaths;
Log.LogStatus('Load Language', 'Initialization');
Language := TLanguage.Create;
// Add Const Values:
Language.AddConst('US_VERSION', USDXVersionStr);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Language', 1);
// SDL
Log.BenchmarkStart(1);
Log.LogStatus('Initialize SDL', 'Initialization');
SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing SDL', 1);
// SDL_ttf
Log.BenchmarkStart(1);
Log.LogStatus('Initialize SDL_ttf', 'Initialization');
TTF_Init();
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing SDL_ttf', 1);
// Skin
Log.BenchmarkStart(1);
Log.LogStatus('Loading Skin List', 'Initialization');
Skin := TSkin.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Skin List', 1);
// Ini + Paths
Log.BenchmarkStart(1);
Log.LogStatus('Load Ini', 'Initialization');
Ini := TIni.Create;
Ini.Load;
//Load Languagefile
if (Params.Language <> -1) then
Language.ChangeLanguage(ILanguage[Params.Language])
else
Language.ChangeLanguage(ILanguage[Ini.Language]);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Ini', 1);
// Sound
Log.BenchmarkStart(1);
Log.LogStatus('Initialize Sound', 'Initialization');
InitializeSound();
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing Sound', 1);
// Theme
Log.BenchmarkStart(1);
Log.LogStatus('Load Themes', 'Initialization');
Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Themes', 1);
// Covers Cache
Log.BenchmarkStart(1);
Log.LogStatus('Creating Covers Cache', 'Initialization');
Covers := TCovers.Create;
Log.LogBenchmark('Loading Covers Cache Array', 1);
Log.BenchmarkStart(1);
// Category Covers
Log.BenchmarkStart(1);
Log.LogStatus('Creating Category Covers Array', 'Initialization');
CatCovers:= TCatCovers.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Category Covers Array', 1);
// Songs
//Log.BenchmarkStart(1);
Log.LogStatus('Creating Song Array', 'Initialization');
Songs := TSongs.Create;
//Songs.LoadSongList;
Log.LogStatus('Creating 2nd Song Array', 'Initialization');
CatSongs := TCatSongs.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Songs', 1);
// PluginManager
Log.BenchmarkStart(1);
Log.LogStatus('PluginManager', 'Initialization');
DLLMan := TDLLMan.Create; // Load PluginList
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PluginManager', 1);
{// Party Mode Manager
Log.BenchmarkStart(1);
Log.LogStatus('PartySession Manager', 'Initialization');
PartySession := TPartySession.Create; //Load PartySession
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PartySession Manager', 1); }
// Graphics
Log.BenchmarkStart(1);
Log.LogStatus('Initialize 3D', 'Initialization');
Initialize3D(WndTitle);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing 3D', 1);
// Score Saving System
Log.BenchmarkStart(1);
Log.LogStatus('DataBase System', 'Initialization');
DataBase := TDataBaseSystem.Create;
if (Params.ScoreFile = '') then
DataBase.Init (Platform.GetGameUserPath + 'Ultrastar.db')
else
DataBase.Init (Params.ScoreFile);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading DataBase System', 1);
// Playlist Manager
Log.BenchmarkStart(1);
Log.LogStatus('Playlist Manager', 'Initialization');
PlaylistMan := TPlaylistManager.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Playlist Manager', 1);
// GoldenStarsTwinkleMod
Log.BenchmarkStart(1);
Log.LogStatus('Effect Manager', 'Initialization');
GoldenRec := TEffectManager.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Particel System', 1);
// Joypad
if (Ini.Joypad = 1) OR (Params.Joypad) then
begin
Log.BenchmarkStart(1);
Log.LogStatus('Initialize Joystick', 'Initialization');
Joy := TJoy.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing Joystick', 1);
end;
Log.BenchmarkEnd(0);
Log.LogBenchmark('Loading Time', 0);
Log.LogStatus('Creating Core', 'Initialization');
{Core := TCore.Create(
USDXShortVersionStr,
MakeVersion(USDX_VERSION_MAJOR,
USDX_VERSION_MINOR,
USDX_VERSION_RELEASE,
chr(0))
); }
Log.LogStatus('Running Core', 'Initialization');
//Core.Run;
//------------------------------
//Start- Mainloop
//------------------------------
Log.LogStatus('Main Loop', 'Initialization');
MainLoop;
finally
//------------------------------
//Finish Application
//------------------------------
// TODO:
// call an uninitialize routine for every initialize step
// or at least use the corresponding Free-Methods
FinalizeSound();
TTF_Quit();
SDL_Quit();
(*
{$ifdef WIN32}
if assigned(LCD) and (Ini.LPT = 1) then
LCD.Clear;
if assigned(Light) and (Ini.LPT = 2) then
Light.TurnOff;
{$endif}
*)
if assigned(Log) then
begin
Log.LogStatus('Main Loop', 'Finished');
Log.Free;
end;
end;
end;
procedure MainLoop;
var
Delay: integer;
begin
Delay := 0;
SDL_EnableKeyRepeat(125, 125);
CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
while not Done do
begin
// joypad
if (Ini.Joypad = 1) or (Params.Joypad) then
Joy.Update;
// keyboard events
CheckEvents;
// display
done := not Display.Draw;
SwapBuffers;
// light
//Light.Refresh;
// delay
CountMidTime;
Delay := Floor(1000 / 100 - 1000 * TimeMid);
if Delay >= 1 then
SDL_Delay(Delay); // dynamic, maximum is 100 fps
CountSkipTime;
// reinitialization of graphics
if Restart then
begin
Reinitialize3D;
Restart := false;
end;
end;
End;
procedure CheckEvents;
begin
if Assigned(Display.NextScreen) then
Exit;
while SDL_PollEvent( @event ) = 1 do
begin
case Event.type_ of
SDL_QUITEV:
begin
Display.Fade := 0;
Display.NextScreenWithCheck := nil;
Display.CheckOK := True;
end;
{
SDL_MOUSEBUTTONDOWN:
with Event.button Do
begin
if State = SDL_BUTTON_LEFT Then
begin
//
end;
end;
}
SDL_VIDEORESIZE:
begin
ScreenW := Event.resize.w;
ScreenH := Event.resize.h;
screen := SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
end;
SDL_KEYDOWN:
begin
// remap the "keypad enter" key to the "standard enter" key
if (Event.key.keysym.sym = SDLK_KP_ENTER) then
Event.key.keysym.sym := SDLK_RETURN;
if (Event.key.keysym.sym = SDLK_F11) or
((Event.key.keysym.sym = SDLK_RETURN) and
((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
begin
Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
if boolean( Ini.FullScreen ) then
begin
SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
SDL_ShowCursor(0);
end
else
begin
SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
SDL_ShowCursor(1);
end;
glViewPort(0, 0, ScreenW, ScreenH);
end
// ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
Display.SaveScreenShot
// popup hack... if there is a visible popup then let it handle input instead of underlying screen
// shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
// end of popup hack
else
begin
// check for Screen want to Exit
done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
// If Screen wants to Exit
if done then
begin
// If Question Option is enabled then Show Exit Popup
if (Ini.AskbeforeDel = 1) then
begin
Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
end
else // When asking for exit is disabled then simply exit
begin
Display.Fade := 0;
Display.NextScreenWithCheck := nil;
Display.CheckOK := True;
end;
end;
end;
end;
{
SDL_JOYAXISMOTION:
begin
// not implemented
end;
}
SDL_JOYBUTTONDOWN:
begin
// not implemented
end;
end; // Case
end; // While
end;
function GetTimeForBeats(BPM, Beats: real): real;
begin
Result := 60 / BPM * Beats;
end;
function GetBeats(BPM, msTime: real): real;
begin
Result := BPM * msTime / 60;
end;
procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
var
NewTime: real;
begin
if High(CurrentSong.BPM) = BPMNum then
begin
// last BPM
CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
Time := 0;
end
else
begin
// not last BPM
// count how much time is it for start of the new BPM and store it in NewTime
NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
// compare it to remaining time
if (Time - NewTime) > 0 then
begin
// there is still remaining time
CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
Time := Time - NewTime;
end
else
begin
// there is no remaining time
CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
Time := 0;
end; // if
end; // if
end;
function GetMidBeat(Time: real): real;
var
CurBeat: real;
CurBPM: integer;
// TopBeat: real;
// TempBeat: real;
// TempTime: real;
begin
Result := 0;
if Length(CurrentSong.BPM) = 1 then
Result := Time * CurrentSong.BPM[0].BPM / 60;
(* 2 BPMs *)
{ if Length(CurrentSong.BPM) > 1 then begin
(* new system *)
CurBeat := 0;
TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time);
if TopBeat > CurrentSong.BPM[1].StartBeat then begin
// analyze second BPM
Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
CurBeat := CurrentSong.BPM[1].StartBeat;
TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
Result := CurBeat + TopBeat;
end
else
begin
(* pierwszy przedzial *)
Result := TopBeat;
end;
end;}
(* more BPMs *)
if Length(CurrentSong.BPM) > 1 then
begin
CurBeat := 0;
CurBPM := 0;
while (Time > 0) do
begin
GetMidBeatSub(CurBPM, Time, CurBeat);
Inc(CurBPM);
end;
Result := CurBeat;
end;
end;
function GetTimeFromBeat(Beat: integer): real;
var
CurBPM: integer;
begin
Result := 0;
if Length(CurrentSong.BPM) = 1 then
Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
(* more BPMs *)
if Length(CurrentSong.BPM) > 1 then
begin
Result := CurrentSong.GAP / 1000;
CurBPM := 0;
while (CurBPM <= High(CurrentSong.BPM)) and
(Beat > CurrentSong.BPM[CurBPM].StartBeat) do
begin
if (CurBPM < High(CurrentSong.BPM)) and
(Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
begin
// full range
Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
(CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
end;
if (CurBPM = High(CurrentSong.BPM)) or
(Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
begin
// in the middle
Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
(Beat - CurrentSong.BPM[CurBPM].StartBeat);
end;
Inc(CurBPM);
end;
{
while (Time > 0) do
begin
GetMidBeatSub(CurBPM, Time, CurBeat);
Inc(CurBPM);
end;
}
end; // if}
end;
procedure Sing(Sender: TScreenSing);
var
Count: integer;
CountGr: integer;
CP: integer;
Done: real;
N: integer;
begin
LineState.CurrentTime := LineState.CurrentTime + TimeSkip;
LineState.OldBeat := LineState.CurrentBeat;
LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
LineState.CurrentBeat := Floor(LineState.MidBeat);
// LineState.OldHalf := LineState.AktHalf;
// LineState.MidHalf := LineState.MidBeat + 0.5;
// LineState.AktHalf := Floor(LineState.MidHalf);
LineState.OldBeatC := LineState.CurrentBeatC;
LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000);
LineState.CurrentBeatC := Floor(LineState.MidBeatC);
LineState.OldBeatD := LineState.CurrentBeatD;
LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
LineState.CurrentBeatD := Floor(LineState.MidBeatD);
LineState.FracBeatD := Frac(LineState.MidBeatD);
// sentences routines
for CountGr := 0 to 0 do //High(Gracz)
begin;
CP := CountGr;
// ustawianie starej parts
LineState.OldLine := Lines[CP].Current;
// wybieranie aktualnej parts
for Count := 0 to Lines[CP].High do
begin
if LineState.CurrentBeat >= Lines[CP].Line[Count].Start then
Lines[CP].Current := Count;
end;
// czysczenie nut gracza, gdy to jest nowa plansza
// (optymizacja raz na halfbeat jest zla)
if Lines[CP].Current <> LineState.OldLine then
NewSentence(Sender);
end; // for CountGr
// wykonuje operacje raz na beat
if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
NewBeat(Sender);
// make some operations on clicks
if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
NewBeatC(Sender);
// make some operations when detecting new voice pitch
if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
NewBeatD(Sender);
// wykonuje operacje w polowie beatu
// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
// NewHalf;
// plynnie przesuwa text
Done := 1;
for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
(Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
begin
Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
end;
end;
N := Lines[0].Line[Lines[0].Current].HighNote;
// wylacza ostatnia nute po przejsciu
{// todo: Lyrics
if (Ini.LyricsEffect = 1) and (Done = 1) and
(LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length)
then Sender.LyricMain.Selected := -1;
if Done > 1 then Done := 1;
Sender.LyricMain.Done := Done; }
// use Done with LCD
{ with ScreenSing do begin
if LyricMain.Selected >= 0 then begin
LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
LCD.ShowCursor;
end;
end;}
end;
procedure NewSentence(Sender: TScreenSing);
var
G: Integer;
begin
// czyszczenie nut graczy
for G := 0 to High(Player) do
begin
Player[G].IlNut := 0;
Player[G].HighNote := -1;
SetLength(Player[G].Note, 0);
end;
// Add Words to Lyrics
with Sender do
begin
{LyricMain.AddCzesc(Lines[0].Current);
if Lines[0].Current < Lines[0].High then
LyricSub.AddCzesc(Lines[0].Current+1)
else
LyricSub.Clear;}
while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
end;
//Sender.UpdateLCD;
//On Sentence Change...
Sender.onSentenceChange(Lines[0].Current);
end;
procedure NewBeat(Sender: TScreenSing);
var
Count: integer;
// TempBeat: integer;
begin
// ustawia zaznaczenie tekstu
// SingScreen.LyricMain.Selected := -1;
for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeat) then
begin
// operates on currently beated note
//Todo: Lyrics
//Sender.LyricMain.Selected := Count;
// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
// LCD.ShowCursor;
//LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
//LCD.ShowCursor;
end;
end;
procedure NewBeatC;
var
Count: integer;
// LPT_1: integer;
// LPT_2: integer;
begin
// LPT_1 := 1;
// LPT_2 := 1;
// beat click
if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
AudioPlayback.PlaySound(SoundLib.Click);
// debug system on LPT
if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
begin
//LPT_1 := 0;
// Light.LightOne(0, 150);
(*
Light.LightOne(1, 200); // beat light
if ParamStr(1) = '-doublelights' then
Light.LightOne(0, 200); // beat light
*)
{ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
Light.LightOne(0, 150)
else
Light.LightOne(1, 150)}
end;
for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then
begin
// click assist
if Ini.ClickAssist = 1 then
AudioPlayback.PlaySound(SoundLib.Click);
//LPT_2 := 0;
(*
if ParamStr(1) <> '-doublelights' then
Light.LightOne(0, 150); //125
*)
// drum machine
(*
TempBeat := LineState.CurrentBeat;// + 2;
if (TempBeat mod 8 = 0) then Music.PlayDrum;
if (TempBeat mod 8 = 4) then Music.PlayClap;
// if (TempBeat mod 4 = 2) then Music.PlayHihat;
if (TempBeat mod 4 <> 0) then Music.PlayHihat;
*)
end;
end;
{$IFDEF UseSerialPort}
// PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
{$ENDIF}
end;
procedure NewBeatD(Sender: TScreenSing);
begin
NewNote(Sender);
end;
procedure NewNote(Sender: TScreenSing);
var
CP: integer; // current player
S: integer; // sentence
SMin: integer;
SMax: integer;
SDet: integer; // temporary: sentence of detected note
Count: integer;
Mozna: boolean;
New: boolean;
Range: integer;
NoteHit:boolean;
MaxPoints: integer; // maximal points without line bonus
begin
// Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat');
// On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
if not assigned( AudioInputProcessor.Sound ) then
exit;
// analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
// albo juz lepiej nie
for CP := 0 to PlayersPlay-1 do
begin
// analyze buffer
AudioInputProcessor.Sound[CP].AnalyzeBuffer;
// adds some noise
//LineState.Tone := LineState.Tone + Round(Random(3)) - 1;
// count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
SMin := Lines[0].Current-1;
if SMin < 0 then
SMin := 0;
SMax := Lines[0].Current;
// check if we can add new note
Mozna := false;
SDet:=SMin;
for S := SMin to SMax do
begin
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if ((Lines[0].Line[S].Note[Count].Start <= LineState.CurrentBeatD)
and (Lines[0].Line[S].Note[Count].Start + Lines[0].Line[S].Note[Count].Length - 1 >= LineState.CurrentBeatD))
and (Lines[0].Line[S].Note[Count].NoteType <> ntFreestyle) // but don't allow when it's FreeStyle note
and (Lines[0].Line[S].Note[Count].Length > 0) then // and make sure the note lengths is at least 1
begin
SDet := S;
Mozna := true;
Break;
end;
end;
end;
S := SDet;
//Czas.SzczytJest := true;
//Czas.Tone := 27;
// gdy moze, to dodaje nute - When Mozna, it adds note (?)
if (AudioInputProcessor.Sound[CP].ToneValid) and (Mozna) then
begin
// operowanie na ostatniej nucie
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if (Lines[0].Line[S].Note[Count].Start <= LineState.OldBeatD+1) and
(Lines[0].Line[S].Note[Count].Start +
Lines[0].Line[S].Note[Count].Length > LineState.OldBeatD+1) then
begin
// to robi, tylko dla pary nut (oryginalnej i gracza)
// przesuwanie tonu w odpowiednia game
while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Count].Tone > 6) do
AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone - 12;
while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Count].Tone < -6) do
AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone + 12;
// Half size Notes Patch
NoteHit := false;
//if Ini.Difficulty = 0 then Range := 2;
//if Ini.Difficulty = 1 then Range := 1;
//if Ini.Difficulty = 2 then Range := 0;
Range := 2 - Ini.Difficulty;
if abs(Lines[0].Line[S].Note[Count].Tone - AudioInputProcessor.Sound[CP].Tone) <= Range then
begin
AudioInputProcessor.Sound[CP].Tone := Lines[0].Line[S].Note[Count].Tone;
// Half size Notes Patch
NoteHit := true;
MaxPoints := 10000;
if (Ini.LineBonus <> 0) then
MaxPoints := 9000;
case Lines[0].Line[S].Note[Count].NoteType of
ntNormal: Player[CP].Score := Player[CP].Score + MaxPoints / Lines[0].ScoreValue;
ntGolden: Player[CP].ScoreGolden := Player[CP].ScoreGolden + MaxPoints / Lines[0].ScoreValue;
end;
Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;
Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
end;
end; // operowanie
end; // for
// sprawdzanie czy to nowa nuta, czy przedluzenie
if S = SMax then
begin
New := true;
// if last has the same tone
if (Player[CP].IlNut > 0 ) and
(Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and
(Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Length = LineState.CurrentBeatD) then
begin
New := false;
end;
// if is not as new note to control "beacie" (TODO: translate polish "beacie")
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if (Lines[0].Line[S].Note[Count].Start = LineState.CurrentBeatD) then
New := true;
end;
// dodawanie nowej nuty
if New then
begin
// New Note
Player[CP].IlNut := Player[CP].IlNut + 1;
Player[CP].HighNote := Player[CP].HighNote + 1;
SetLength(Player[CP].Note, Player[CP].IlNut);
Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD;
Player[CP].Note[Player[CP].HighNote].Length := 1;
Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat;
// Half Note Patch
Player[CP].Note[Player[CP].HighNote].Hit := NoteHit;
//Log.LogStatus('New Note ' + IntToStr(Gracz.Note[Gracz.HighNote].Start), 'NewBeat');
end
else
begin
// przedluzenie nuty
Player[CP].Note[Player[CP].HighNote].Length := Player[CP].Note[Player[CP].HighNote].Length + 1;
end;
// check for perfect note and then lit the star (on Draw)
for Count := 0 to Lines[0].Line[S].HighNote do
begin
if (Lines[0].Line[S].Note[Count].Start = Player[CP].Note[Player[CP].HighNote].Start) and
(Lines[0].Line[S].Note[Count].Length = Player[CP].Note[Player[CP].HighNote].Length) and
(Lines[0].Line[S].Note[Count].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then
begin
Player[CP].Note[Player[CP].HighNote].Perfect := true;
end;
end;
end; // if S = SMax
end; // if moze
end; // for CP
// Log.LogStatus('EndBeat', 'NewBeat');
//On Sentence End -> For LineBonus + SingBar
if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then
begin
if assigned( Sender ) and
((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Length - 1) = LineState.CurrentBeatD) then
begin
Sender.onSentenceEnd(sDet);
end;
end;
end;
procedure ClearScores(PlayerNum: integer);
begin
Player[PlayerNum].Score := 0;
Player[PlayerNum].ScoreI := 0;
Player[PlayerNum].ScoreLine := 0;
Player[PlayerNum].ScoreLineI := 0;
Player[PlayerNum].ScoreGolden := 0;
Player[PlayerNum].ScoreGoldenI := 0;
Player[PlayerNum].ScoreTotalI := 0;
end;
//--------------------
// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
//--------------------
procedure InitializePaths;
// Initialize a Path Variable
// After Setting Paths, make sure that Paths exist
function initialize_path( out aPathVar : string; const aLocation : string ): boolean;
var
lWriteable: Boolean;
lAttrib : integer;
begin
lWriteable := false;
aPathVar := aLocation;
// Make sure the directory is needex
ForceDirectories(aPathVar);
if DirectoryExists(aPathVar) then
begin
lAttrib := fileGetAttr(aPathVar);
lWriteable := (lAttrib and faDirectory <> 0) and
not (lAttrib and faReadOnly <> 0)
end;
if not lWriteable then
Log.LogError('Dir ('+ aLocation +') is Readonly', 'initialize_path');
result := lWriteable;
end;
begin
initialize_path( LogPath , Platform.GetLogPath );
initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim );
initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim );
initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim );
initialize_path( VisualsPath , Platform.GetGameSharedPath + 'Visuals' + PathDelim );
initialize_path( ResourcesPath , Platform.GetGameSharedPath + 'Resources' + PathDelim );
initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );
// Users Song Path ....
initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim );
initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim );
initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim );
// Shared Song Path ....
initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim );
initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim );
initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim );
DecimalSeparator := '.';
end;
end.