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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-07 08:50:43 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-07 08:50:43 +0000
commitc316180c74e144a5faecfe30ab38c8e4e0ef9e91 (patch)
treec3c917ece6b85f6284e474b28e64680a3cc20836 /Game/Code/Classes/UMain.pas
parentb007aad2fa55bb72b69ecfb56ba6207d31eff684 (diff)
downloadusdx-c316180c74e144a5faecfe30ab38c8e4e0ef9e91.tar.gz
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- Removed lrs resource usage in linux. Resources are copied to /usr/share/resources now.
- Unified resource handling: call GetResourceStream (UCommon) to retrieve a resource. - Removed the lazarus dependency in the Makefile (it will also use the main .dpr-file now) - Now that the lazarus dependency is gone, the MacOSX and Linux version might use a shared codebase. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1013 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UMain.pas')
-rw-r--r--Game/Code/Classes/UMain.pas365
1 files changed, 183 insertions, 182 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 2c6c2fe5..b6a4fe02 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -78,6 +78,7 @@ var
LanguagesPath: string;
PluginPath: string;
VisualsPath: string;
+ ResourcesPath: string;
PlayListPath: string;
UserSongPath: string = '';
@@ -863,187 +864,187 @@ begin
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 *
- Lines[0].Line[S].Note[Count].Length;
- ntGolden: Player[CP].ScoreGolden := Player[CP].ScoreGolden + MaxPoints / Lines[0].ScoreValue *
- (Lines[0].Line[S].Note[Count].Length * 2);
- 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;
-
+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 *
+ Lines[0].Line[S].Note[Count].Length;
+ ntGolden: Player[CP].ScoreGolden := Player[CP].ScoreGolden + MaxPoints / Lines[0].ScoreValue *
+ (Lines[0].Line[S].Note[Count].Length * 2);
+ 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);
@@ -1097,7 +1098,7 @@ begin
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 ....