From 26d8c209beba866f111a9d047bf1a70fe245b75d Mon Sep 17 00:00:00 2001 From: b1indy Date: Thu, 20 Sep 2007 07:19:45 +0000 Subject: new lyrics stuff; it's broken (lyrics don't show) and in "debug" mode (weird stuff going on in the singscreen) but i'm tired of editing conflicts git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@412 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UMain.pas | 1588 ++++++++++++++++++++++--------------------- 1 file changed, 796 insertions(+), 792 deletions(-) (limited to 'Game/Code/Classes/UMain.pas') diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index f06345ec..1970730a 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -1,792 +1,796 @@ -unit UMain; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - SDL, - UGraphic, - UMusic, - URecord, - UTime, - SysUtils, - UDisplay, - UIni, - ULog, - ULyrics, - UScreenSing, - OpenGL12, - {$IFDEF UseSerialPort} - zlportio {you can disable it and all PortWriteB calls}, - {$ENDIF} - ULCD, - ULight, - UThemes; - -type - TPlayer = record - Name: string; - - Score: real; - ScoreLine: real; - ScoreGolden: real; - - ScoreI: integer; - ScoreLineI: integer; - ScoreGoldenI: integer; - ScoreTotalI: integer; - - - - //SingBar Mod - ScoreLast: Real;//Last Line Score - ScorePercent: integer;//Aktual Fillstate of the SingBar - ScorePercentTarget: integer;//Target Fillstate of the SingBar - //end Singbar Mod - - //PhrasenBonus - Line Bonus Mod - LineBonus_PosX: Single; - LineBonus_PosY: Single; - LineBonus_Alpha: Single; - LineBonus_Visible: boolean; - LineBonus_Text: string; - LineBonus_Color: TRGB; - LineBonus_Age: Integer; - LineBonus_Rating: Integer; - //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes - LineBonus_TargetX: integer; - LineBonus_TargetY: integer; - LineBonus_StartX: integer; - LineBonus_StartY: integer; - //PhrasenBonus - Line Bonus Mod End - - //PerfectLineTwinkle Mod (effect) - LastSentencePerfect: Boolean; - //PerfectLineTwinkle Mod end - - -// Meter: real; - - HighNut: integer; - IlNut: integer; - Nuta: array of record - Start: integer; - Dlugosc: integer; - Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute - Ton: 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 Half size Notes Patch - - - - end; - end; - - -var - //Absolute Paths - GamePath: string; - SoundPath: string; - SongPath: string; - LogPath: string; - ThemePath: string; - ScreenshotsPath: string; - CoversPath: string; - LanguagesPath: string; - PluginPath: string; - PlayListPath: string; - - OGL: Boolean; - Done: Boolean; - Event: TSDL_event; - FileName: string; - Restart: boolean; - - // gracz i jego nuty - Player: array of TPlayer; - PlayersPlay: integer; - -procedure InitializePaths; - -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; - -procedure MainLoop; -var - Delay: integer; -begin - SDL_EnableKeyRepeat(125, 125); - 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; -// if 1000*TimeMid > 100 then beep; - 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; - UnloadOpenGL; -End; - -Procedure CheckEvents; -//var -// p: pointer; -Begin - if not Assigned(Display.NextScreen) then - While SDL_PollEvent( @event ) = 1 Do - Begin -// beep; - 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; // With} - SDL_KEYDOWN: - begin - //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path - if (Event.key.keysym.sym = SDLK_SYSREQ) then - Display.ScreenShot - - // 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, Event.key.keysym.unicode, True) - else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then - done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) - // end of popup hack - - else - begin - // check for Screen want to Exit - done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, 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.ActualScreen^.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; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then - end; -// SDL_JOYAXISMOTION: -// begin -// beep -// end; - SDL_JOYBUTTONDOWN: - begin - beep - end; - End; // Case Event.type_ - End; // While -End; // CheckEvents - -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(AktSong.BPM) = BPMNum then begin - // last BPM - CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.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(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat); - - // compare it to remaining time - if (Time - NewTime) > 0 then begin - // there is still remaining time - CurBeat := AktSong.BPM[BPMNum].StartBeat; - Time := Time - NewTime; - end else begin - // there is no remaining time - CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.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(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60; - - (* 2 BPMs *) -{ if Length(AktSong.BPM) > 1 then begin - (* new system *) - CurBeat := 0; - TopBeat := GetBeats(AktSong.BPM[0].BPM, Time); - if TopBeat > AktSong.BPM[1].StartBeat then begin - // analyze second BPM - Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat); - CurBeat := AktSong.BPM[1].StartBeat; - TopBeat := GetBeats(AktSong.BPM[1].BPM, Time); - Result := CurBeat + TopBeat; - - end else begin - (* pierwszy przedzial *) - Result := TopBeat; - end; - end; // if} - - (* more BPMs *) - if Length(AktSong.BPM) > 1 then begin - - CurBeat := 0; - CurBPM := 0; - while (Time > 0) do begin - GetMidBeatSub(CurBPM, Time, CurBeat); - Inc(CurBPM); - end; - - Result := CurBeat; - end; // if -end; - -function GetTimeFromBeat(Beat: integer): real; -var - CurBPM: integer; -begin - Result := 0; - if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM; - - (* more BPMs *) - if Length(AktSong.BPM) > 1 then begin - Result := AktSong.GAP / 1000; - CurBPM := 0; - while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin - if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin - // full range - Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat); - end; - - if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin - // in the middle - Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.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 - Pet: integer; - PetGr: integer; - CP: integer; - Done: real; - N: integer; -begin - Czas.Teraz := Czas.Teraz + TimeSkip; - - Czas.OldBeat := Czas.AktBeat; - Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function - Czas.AktBeat := Floor(Czas.MidBeat); - -// Czas.OldHalf := Czas.AktHalf; -// Czas.MidHalf := Czas.MidBeat + 0.5; -// Czas.AktHalf := Floor(Czas.MidHalf); - - Czas.OldBeatC := Czas.AktBeatC; - Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000); - Czas.AktBeatC := Floor(Czas.MidBeatC); - - Czas.OldBeatD := Czas.AktBeatD; - Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP - Czas.AktBeatD := Floor(Czas.MidBeatD); - Czas.FracBeatD := Frac(Czas.MidBeatD); - - // sentences routines - for PetGr := 0 to 0 do begin;//High(Gracz) do begin - CP := PetGr; - // ustawianie starej czesci - Czas.OldCzesc := Czesci[CP].Akt; - - // wybieranie aktualnej czesci - for Pet := 0 to Czesci[CP].High do - if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet; - - // czysczenie nut gracza, gdy to jest nowa plansza - // (optymizacja raz na halfbeat jest zla) - if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender); - - end; // for PetGr - - // wykonuje operacje raz na beat - if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then - NewBeat(Sender); - - // make some operations on clicks - if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then - NewBeatC(Sender); - - // make some operations when detecting new voice pitch - if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then - NewBeatD(Sender); - - // wykonuje operacje w polowie beatu -// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then -// NewHalf; - - // plynnie przesuwa text - Done := 1; - for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do - if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) - and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then - Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc); - - N := Czesci[0].Czesc[Czesci[0].Akt].HighNut; - - // wylacza ostatnia nute po przejsciu - if (Ini.LyricsEffect = 1) and (Done = 1) and - (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc) - 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].HighNut := -1; - SetLength(Player[G].Nuta, 0); - end; - - // wstawianie tekstow - with Sender do begin - LyricMain.AddCzesc(Czesci[0].Akt); - if Czesci[0].Akt < Czesci[0].High then - LyricSub.AddCzesc(Czesci[0].Akt+1) - else - LyricSub.Clear; - end; - - Sender.UpdateLCD; - - //On Sentence Change... - Sender.onSentenceChange(Czesci[0].Akt); -end; - -procedure NewBeat(Sender: TScreenSing); -var - Pet: integer; -// TempBeat: integer; -begin - // ustawia zaznaczenie tekstu -// SingScreen.LyricMain.Selected := -1; - for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do - if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin - // operates on currently beated note - Sender.LyricMain.Selected := Pet; - -// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); -// LCD.ShowCursor; - - LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); - LCD.ShowCursor; - - end; -end; - -procedure NewBeatC; -var - Pet: integer; -// LPT_1: integer; -// LPT_2: integer; -begin -// LPT_1 := 1; -// LPT_2 := 1; - - // beat click - if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then - Music.PlayClick; - - // debug system on LPT - if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[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 ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then - Light.LightOne(0, 150) - else - Light.LightOne(1, 150)} - end; - - for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do - if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin - // click assist - if Ini.ClickAssist = 1 then - Music.PlayClick; - - //LPT_2 := 0; - if ParamStr(1) <> '-doublelights' then - Light.LightOne(0, 150); //125 - - - // drum machine -(* TempBeat := Czas.AktBeat;// + 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; - - {$IFDEF UseSerialPort} - // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala - {$ENDIF} -end; - -procedure NewBeatD(Sender: TScreenSing); -begin - NewNote(Sender); -end; - -//procedure NewHalf; -//begin -// NewNote; -//end; - -procedure NewNote(Sender: TScreenSing); -var - CP: integer; // current player - S: integer; // sentence - SMin: integer; - SMax: integer; - SDet: integer; // temporary: sentence of detected note - Pet: integer; - Mozna: boolean; - Nowa: boolean; - Range: integer; - NoteHit:boolean; -begin -// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); -// beep; - - // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth) - // albo juz lepiej nie - for CP := 0 to PlayersPlay-1 do begin - - // analyze buffer - Sound[CP].AnalizujBufor; - - // adds some noise -// Czas.Ton := Czas.Ton + Round(Random(3)) - 1; - - // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen) - SMin := Czesci[0].Akt-1; - if SMin < 0 then SMin := 0; - SMax := Czesci[0].Akt; - - // check if we can add new note - Mozna := false; - SDet:=SMin; - for S := SMin to SMax do - for Pet := 0 to Czesci[0].Czesc[S].HighNut do - if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD) - and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD)) - and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note - and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1 - then begin - SDet := S; - Mozna := true; - Break; - end; - - S := SDet; - - - - - -// Czas.SzczytJest := true; -// Czas.Ton := 27; - - // gdy moze, to dodaje nute - if (Sound[CP].SzczytJest) and (Mozna) then begin - // operowanie na ostatniej nucie - for Pet := 0 to Czesci[0].Czesc[S].HighNut do - if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) - and (Czesci[0].Czesc[S].Nuta[Pet].Start + - Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin - // to robi, tylko dla pary nut (oryginalnej i gracza) - - // przesuwanie tonu w odpowiednia game - while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do - Sound[CP].Ton := Sound[CP].Ton - 12; - while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do - Sound[CP].Ton := Sound[CP].Ton + 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(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin - Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton; - - - // Half size Notes Patch - NoteHit := true; - - - if (Ini.LineBonus = 0) then - begin - // add points without LineBonus - case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of - 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc * - Czesci[0].Czesc[S].Nuta[Pet].Wartosc; - 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc * - Czesci[0].Czesc[S].Nuta[Pet].Wartosc; - end; - end - else - begin - // add points with Line Bonus - case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of - 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc * - Czesci[0].Czesc[S].Nuta[Pet].Wartosc; - 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc * - Czesci[0].Czesc[S].Nuta[Pet].Wartosc; - end; - 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 - - // sprawdzanie czy to nowa nuta, czy przedluzenie - if S = SMax then begin - Nowa := true; - // jezeli ostatnia ma ten sam ton - if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton) - and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) - then Nowa := false; - // jezeli jest jakas nowa nuta na sprawdzanym beacie - for Pet := 0 to Czesci[0].Czesc[S].HighNut do - if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then - Nowa := true; - - // dodawanie nowej nuty - if Nowa then begin - // nowa nuta - Player[CP].IlNut := Player[CP].IlNut + 1; - Player[CP].HighNut := Player[CP].HighNut + 1; - SetLength(Player[CP].Nuta, Player[CP].IlNut); - Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD; - Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1; - Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl - Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat; - - - // Half Note Patch - Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit; - - - // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat'); - - end else begin - // przedluzenie nuty - Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1; - end; - - - // check for perfect note and then lit the star (on Draw) - for Pet := 0 to Czesci[0].Czesc[S].HighNut do - if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) - and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) - and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin - Player[CP].Nuta[Player[CP].HighNut].Perfect := true; - end; - - end;// else beep; // if S = SMax - - end; // if moze - end; // for CP -// Log.LogStatus('EndBeat', 'NewBeat'); - -//On Sentence End -> For LineBonus + SingBar -if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then -if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then - Sender.onSentenceEnd(sDet); - -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; - - - //SingBar Mod - Player[PlayerNum].ScoreLast := 0; - Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts - Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts - //end SingBar Mod - - //PhrasenBonus - Line Bonus Mod - Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus - Player[PlayerNum].LineBonus_Alpha := 0; - Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500; - Player[PlayerNum].LineBonus_TargetY := 30; - //PhrasenBonus - Line Bonus Mod End -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; - begin - aPathVar := aLocation; - - If DirectoryExists(aPathVar) then - lWriteable := ForceDirectories(aPathVar) - else - lWriteable := false; - - if not lWriteable then - Log.LogError('Error: Dir ('+ aLocation +') is Readonly'); - - result := lWriteable; - end; - -begin - - GamePath := ExtractFilePath(ParamStr(0)); - - initialize_path( LogPath , GamePath ); - initialize_path( SoundPath , GamePath + 'Sounds' + PathDelim ); - initialize_path( SongPath , GamePath + 'Songs' + PathDelim ); - initialize_path( ThemePath , GamePath + 'Themes' + PathDelim ); - initialize_path( ScreenshotsPath , GamePath + 'Screenshots' + PathDelim ); - initialize_path( CoversPath , GamePath + 'Covers' + PathDelim ); - initialize_path( LanguagesPath , GamePath + 'Languages' + PathDelim ); - initialize_path( PluginPath , GamePath + 'Plugins' + PathDelim ); - initialize_path( PlaylistPath , GamePath + 'Playlists' + PathDelim ); - - DecimalSeparator := ','; -end; - -end. - +unit UMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UGraphic, + UMusic, + URecord, + UTime, + SysUtils, + UDisplay, + UIni, + ULog, + ULyrics, + UScreenSing, + OpenGL12, + {$IFDEF UseSerialPort} + zlportio {you can disable it and all PortWriteB calls}, + {$ENDIF} + ULCD, + ULight, + UThemes; + +type + TPlayer = record + Name: string; + + Score: real; + ScoreLine: real; + ScoreGolden: real; + + ScoreI: integer; + ScoreLineI: integer; + ScoreGoldenI: integer; + ScoreTotalI: integer; + + + + //SingBar Mod + ScoreLast: Real;//Last Line Score + ScorePercent: integer;//Aktual Fillstate of the SingBar + ScorePercentTarget: integer;//Target Fillstate of the SingBar + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + LineBonus_PosX: Single; + LineBonus_PosY: Single; + LineBonus_Alpha: Single; + LineBonus_Visible: boolean; + LineBonus_Text: string; + LineBonus_Color: TRGB; + LineBonus_Age: Integer; + LineBonus_Rating: Integer; + //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes + LineBonus_TargetX: integer; + LineBonus_TargetY: integer; + LineBonus_StartX: integer; + LineBonus_StartY: integer; + //PhrasenBonus - Line Bonus Mod End + + //PerfectLineTwinkle Mod (effect) + LastSentencePerfect: Boolean; + //PerfectLineTwinkle Mod end + + +// Meter: real; + + HighNut: integer; + IlNut: integer; + Nuta: array of record + Start: integer; + Dlugosc: integer; + Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute + Ton: 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 Half size Notes Patch + + + + end; + end; + + +var + //Absolute Paths + GamePath: string; + SoundPath: string; + SongPath: string; + LogPath: string; + ThemePath: string; + ScreenshotsPath: string; + CoversPath: string; + LanguagesPath: string; + PluginPath: string; + PlayListPath: string; + + OGL: Boolean; + Done: Boolean; + Event: TSDL_event; + FileName: string; + Restart: boolean; + + // gracz i jego nuty + Player: array of TPlayer; + PlayersPlay: integer; + +procedure InitializePaths; + +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; + +procedure MainLoop; +var + Delay: integer; +begin + SDL_EnableKeyRepeat(125, 125); + 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; +// if 1000*TimeMid > 100 then beep; + 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; + UnloadOpenGL; +End; + +Procedure CheckEvents; +//var +// p: pointer; +Begin + if not Assigned(Display.NextScreen) then + While SDL_PollEvent( @event ) = 1 Do + Begin +// beep; + 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; // With} + SDL_KEYDOWN: + begin + //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path + if (Event.key.keysym.sym = SDLK_SYSREQ) then + Display.ScreenShot + + // 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, Event.key.keysym.unicode, True) + else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then + done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) + // end of popup hack + + else + begin + // check for Screen want to Exit + done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, 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.ActualScreen^.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; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then + end; +// SDL_JOYAXISMOTION: +// begin +// beep +// end; + SDL_JOYBUTTONDOWN: + begin + beep + end; + End; // Case Event.type_ + End; // While +End; // CheckEvents + +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(AktSong.BPM) = BPMNum then begin + // last BPM + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.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(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat); + + // compare it to remaining time + if (Time - NewTime) > 0 then begin + // there is still remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat; + Time := Time - NewTime; + end else begin + // there is no remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.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(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60; + + (* 2 BPMs *) +{ if Length(AktSong.BPM) > 1 then begin + (* new system *) + CurBeat := 0; + TopBeat := GetBeats(AktSong.BPM[0].BPM, Time); + if TopBeat > AktSong.BPM[1].StartBeat then begin + // analyze second BPM + Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat); + CurBeat := AktSong.BPM[1].StartBeat; + TopBeat := GetBeats(AktSong.BPM[1].BPM, Time); + Result := CurBeat + TopBeat; + + end else begin + (* pierwszy przedzial *) + Result := TopBeat; + end; + end; // if} + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + + CurBeat := 0; + CurBPM := 0; + while (Time > 0) do begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + + Result := CurBeat; + end; // if +end; + +function GetTimeFromBeat(Beat: integer): real; +var + CurBPM: integer; +begin + Result := 0; + if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM; + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + Result := AktSong.GAP / 1000; + CurBPM := 0; + while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin + if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin + // full range + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat); + end; + + if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin + // in the middle + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.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 + Pet: integer; + PetGr: integer; + CP: integer; + Done: real; + N: integer; +begin + Czas.Teraz := Czas.Teraz + TimeSkip; + + Czas.OldBeat := Czas.AktBeat; + Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function + Czas.AktBeat := Floor(Czas.MidBeat); + +// Czas.OldHalf := Czas.AktHalf; +// Czas.MidHalf := Czas.MidBeat + 0.5; +// Czas.AktHalf := Floor(Czas.MidHalf); + + Czas.OldBeatC := Czas.AktBeatC; + Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000); + Czas.AktBeatC := Floor(Czas.MidBeatC); + + Czas.OldBeatD := Czas.AktBeatD; + Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP + Czas.AktBeatD := Floor(Czas.MidBeatD); + Czas.FracBeatD := Frac(Czas.MidBeatD); + + // sentences routines + for PetGr := 0 to 0 do begin;//High(Gracz) do begin + CP := PetGr; + // ustawianie starej czesci + Czas.OldCzesc := Czesci[CP].Akt; + + // wybieranie aktualnej czesci + for Pet := 0 to Czesci[CP].High do + if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet; + + // czysczenie nut gracza, gdy to jest nowa plansza + // (optymizacja raz na halfbeat jest zla) + if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender); + + end; // for PetGr + + // wykonuje operacje raz na beat + if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then + NewBeat(Sender); + + // make some operations on clicks + if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then + NewBeatC(Sender); + + // make some operations when detecting new voice pitch + if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then + NewBeatD(Sender); + + // wykonuje operacje w polowie beatu +// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then +// NewHalf; + + // plynnie przesuwa text + Done := 1; + for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) + and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then + Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc); + + N := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + + // wylacza ostatnia nute po przejsciu + {// todo: Lyrics + if (Ini.LyricsEffect = 1) and (Done = 1) and + (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc) + 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].HighNut := -1; + SetLength(Player[G].Nuta, 0); + end; + + // Add Words to Lyrics + with Sender do begin + {LyricMain.AddCzesc(Czesci[0].Akt); + if Czesci[0].Akt < Czesci[0].High then + LyricSub.AddCzesc(Czesci[0].Akt+1) + else + LyricSub.Clear;} + while (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do + Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); + end; + + Sender.UpdateLCD; + + //On Sentence Change... + Sender.onSentenceChange(Czesci[0].Akt); +end; + +procedure NewBeat(Sender: TScreenSing); +var + Pet: integer; +// TempBeat: integer; +begin + // ustawia zaznaczenie tekstu +// SingScreen.LyricMain.Selected := -1; + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin + // operates on currently beated note + //Todo: Lyrics + //Sender.LyricMain.Selected := Pet; + +// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); +// LCD.ShowCursor; + + //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); + LCD.ShowCursor; + + end; +end; + +procedure NewBeatC; +var + Pet: integer; +// LPT_1: integer; +// LPT_2: integer; +begin +// LPT_1 := 1; +// LPT_2 := 1; + + // beat click + if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then + Music.PlayClick; + + // debug system on LPT + if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[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 ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then + Light.LightOne(0, 150) + else + Light.LightOne(1, 150)} + end; + + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin + // click assist + if Ini.ClickAssist = 1 then + Music.PlayClick; + + //LPT_2 := 0; + if ParamStr(1) <> '-doublelights' then + Light.LightOne(0, 150); //125 + + + // drum machine +(* TempBeat := Czas.AktBeat;// + 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; + + {$IFDEF UseSerialPort} + // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala + {$ENDIF} +end; + +procedure NewBeatD(Sender: TScreenSing); +begin + NewNote(Sender); +end; + +//procedure NewHalf; +//begin +// NewNote; +//end; + +procedure NewNote(Sender: TScreenSing); +var + CP: integer; // current player + S: integer; // sentence + SMin: integer; + SMax: integer; + SDet: integer; // temporary: sentence of detected note + Pet: integer; + Mozna: boolean; + Nowa: boolean; + Range: integer; + NoteHit:boolean; +begin +// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); +// beep; + + // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth) + // albo juz lepiej nie + for CP := 0 to PlayersPlay-1 do begin + + // analyze buffer + Sound[CP].AnalizujBufor; + + // adds some noise +// Czas.Ton := Czas.Ton + Round(Random(3)) - 1; + + // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen) + SMin := Czesci[0].Akt-1; + if SMin < 0 then SMin := 0; + SMax := Czesci[0].Akt; + + // check if we can add new note + Mozna := false; + SDet:=SMin; + for S := SMin to SMax do + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD)) + and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1 + then begin + SDet := S; + Mozna := true; + Break; + end; + + S := SDet; + + + + + +// Czas.SzczytJest := true; +// Czas.Ton := 27; + + // gdy moze, to dodaje nute + if (Sound[CP].SzczytJest) and (Mozna) then begin + // operowanie na ostatniej nucie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin + // to robi, tylko dla pary nut (oryginalnej i gracza) + + // przesuwanie tonu w odpowiednia game + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do + Sound[CP].Ton := Sound[CP].Ton - 12; + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do + Sound[CP].Ton := Sound[CP].Ton + 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(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin + Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton; + + + // Half size Notes Patch + NoteHit := true; + + + if (Ini.LineBonus = 0) then + begin + // add points without LineBonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + end + else + begin + // add points with Line Bonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + 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 + + // sprawdzanie czy to nowa nuta, czy przedluzenie + if S = SMax then begin + Nowa := true; + // jezeli ostatnia ma ten sam ton + if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton) + and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) + then Nowa := false; + // jezeli jest jakas nowa nuta na sprawdzanym beacie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then + Nowa := true; + + // dodawanie nowej nuty + if Nowa then begin + // nowa nuta + Player[CP].IlNut := Player[CP].IlNut + 1; + Player[CP].HighNut := Player[CP].HighNut + 1; + SetLength(Player[CP].Nuta, Player[CP].IlNut); + Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD; + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1; + Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl + Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat; + + + // Half Note Patch + Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit; + + + // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat'); + + end else begin + // przedluzenie nuty + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1; + end; + + + // check for perfect note and then lit the star (on Draw) + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) + and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin + Player[CP].Nuta[Player[CP].HighNut].Perfect := true; + end; + + end;// else beep; // if S = SMax + + end; // if moze + end; // for CP +// Log.LogStatus('EndBeat', 'NewBeat'); + +//On Sentence End -> For LineBonus + SingBar +if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then +if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then + Sender.onSentenceEnd(sDet); + +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; + + + //SingBar Mod + Player[PlayerNum].ScoreLast := 0; + Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts + Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts + //end SingBar Mod + + //PhrasenBonus - Line Bonus Mod + Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus + Player[PlayerNum].LineBonus_Alpha := 0; + Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500; + Player[PlayerNum].LineBonus_TargetY := 30; + //PhrasenBonus - Line Bonus Mod End +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; + begin + aPathVar := aLocation; + + If DirectoryExists(aPathVar) then + lWriteable := ForceDirectories(aPathVar) + else + lWriteable := false; + + if not lWriteable then + Log.LogError('Error: Dir ('+ aLocation +') is Readonly'); + + result := lWriteable; + end; + +begin + + GamePath := ExtractFilePath(ParamStr(0)); + + initialize_path( LogPath , GamePath ); + initialize_path( SoundPath , GamePath + 'Sounds' + PathDelim ); + initialize_path( SongPath , GamePath + 'Songs' + PathDelim ); + initialize_path( ThemePath , GamePath + 'Themes' + PathDelim ); + initialize_path( ScreenshotsPath , GamePath + 'Screenshots' + PathDelim ); + initialize_path( CoversPath , GamePath + 'Covers' + PathDelim ); + initialize_path( LanguagesPath , GamePath + 'Languages' + PathDelim ); + initialize_path( PluginPath , GamePath + 'Plugins' + PathDelim ); + initialize_path( PlaylistPath , GamePath + 'Playlists' + PathDelim ); + + DecimalSeparator := ','; +end; + +end. + -- cgit v1.2.3