{* UltraStar Deluxe - Karaoke Game * * UltraStar Deluxe is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. * * $URL$ * $Id$ *} unit UMain; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses SysUtils, Classes, SDL, UMusic, URecord, UTime, UDisplay, UIni, ULog, ULyrics, UScreenSing, USong, ULua, gl; type PPLayerNote = ^TPlayerNote; TPlayerNote = record Start: integer; Length: integer; Detect: real; // accurate place, detected in the note Tone: real; Perfect: boolean; // true if the note matches the original one, lit the star Hit: boolean; // true if the note Hits the Line end; PPLayer = ^TPlayer; TPlayer = record Name: string; // Index in Teaminfo record TeamID: Byte; PlayerID: Byte; // Scores Score: real; ScoreLine: real; ScoreGolden: real; ScoreInt: integer; ScoreLineInt: integer; ScoreGoldenInt: integer; ScoreTotalInt: integer; // LineBonus ScoreLast: Real;//Last Line Score // PerfectLineTwinkle (effect) LastSentencePerfect: Boolean; HighNote: integer; // index of last note (= High(Note)?) LengthNote: integer; // number of notes (= Length(Note)?). Note: array of TPlayerNote; end; var // Absolute Paths GamePath: string; SoundPath: string; SongPaths: TStringList; LogPath: string; ThemePath: string; SkinsPath: string; ScreenshotsPath: string; CoverPaths: TStringList; LanguagesPath: string; PluginPath: string; VisualsPath: string; FontPath: string; ResourcesPath: string; PlayListPath: string; Done: Boolean; // FIXME: ConversionFileName should not be global ConversionFileName: string; Restart: boolean; // player and music info Player: array of TPlayer; PlayersPlay: integer; CurrentSong : TSong; Lua : Plua_State; const MAX_SONG_SCORE = 10000; // max. achievable points per song MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean; procedure InitializePaths; procedure AddSongPath(const Path: string); procedure Main; procedure MainLoop; procedure CheckEvents; procedure Sing(Screen: TScreenSing); procedure NewSentence(Screen: TScreenSing); procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection procedure NewNote(Screen: TScreenSing); // detect note function GetMidBeat(Time: real): real; function GetTimeFromBeat(Beat: integer): real; procedure ClearScores(PlayerNum: integer); type TMainThreadExecProc = procedure(Data: Pointer); const MAINTHREAD_EXEC_EVENT = SDL_USEREVENT + 2; {* * Delegates execution of procedure Proc to the main thread. * The Data pointer is passed to the procedure when it is called. * The main thread is notified by signaling a MAINTHREAD_EXEC_EVENT which * is handled in CheckEvents. * Note that Data must not be a pointer to local data. If you want to pass local * data, use Getmem() or New() or create a temporary object. *} procedure MainThreadExec(Proc: TMainThreadExecProc; Data: Pointer); implementation uses Math, StrUtils, USongs, UJoystick, UCommandLine, ULanguage, //SDL_ttf, USkins, UCovers, UCatCovers, UDataBase, UPlaylist, UDLLManager, UParty, UConfig, UCore, UCommon, UGraphic, UGraphicClasses, UPluginDefs, UPlatform, ULuaGl, ULuaLog, ULuaTexture, ULuaTextGL, UThemes; procedure Main; var WndTitle: string; begin {$IFNDEF Debug} try {$ENDIF} WndTitle := USDXVersionStr; Platform.Init; if Platform.TerminateIfAlreadyRunning(WndTitle) then Exit; // fix floating-point exceptions (FPE) DisableFloatingPointExceptions(); // fix the locale for string-to-float parsing in C-libs SetDefaultNumericLocale(); // setup separators for parsing // Note: ThousandSeparator must be set because of a bug in TIniFile.ReadFloat ThousandSeparator := ','; DecimalSeparator := '.'; //------------------------------ //StartUp - Create Classes and Load Files //------------------------------ // Initialize SDL // Without SDL_INIT_TIMER SDL_GetTicks() might return strange values SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER); SDL_EnableUnicode(1); USTime := TTime.Create; VideoBGTimer := TRelativeTimer.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_ttf (Not used yet, maybe in version 1.5) 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; //it's possible that this is the first run, create a .ini file if neccessary Log.LogStatus('Write Ini', 'Initialization'); Ini.Save; // 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); // Lyrics-engine with media reference timer LyricsState := TLyricsState.Create(); // 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 := TCoverDatabase.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 Particle 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; // Lua Log.BenchmarkStart(1); Lua := luaL_newstate; if Lua = nil then Log.LogError('Lua init failed','Lua'); luaL_openlibs(Lua); luaopen_gl(Lua); // gl (Lua) lua_pop(Lua, 1); // remove table from stack luaopen_Log(Lua); // Log + Benchmark (Lua) lua_pop(Lua, 1); // remove table from stack luaopen_TextGL(Lua); // TextGL (Lua) lua_pop(Lua, 1); // remove table from stack luaopen_Texture(Lua); // Texture (Lua) lua_pop(Lua, 1); // remove table from stack Log.BenchmarkEnd(1); Log.LogBenchmark('Initializing Lua', 1); 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; {$IFNDEF Debug} finally {$ENDIF} //------------------------------ //Finish Application //------------------------------ // TODO: // call an uninitialize routine for every initialize step // or at least use the corresponding Free-Methods FinalizeMedia(); //TTF_Quit(); SDL_Quit(); lua_close(Lua); if assigned(Log) then begin Log.LogStatus('Main Loop', 'Finished'); Log.Free; end; {$IFNDEF Debug} end; {$ENDIF} end; procedure MainLoop; var Delay: integer; const MAX_FPS = 100; begin 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; // FIXME remove this when the Partymode works if FileExists('main.lua') then begin if 0 <> luaL_dofile(Lua, 'main.lua') then begin Log.LogError(lua_tostring(Lua,-1)); end; end; SwapBuffers; // delay CountMidTime; Delay := Floor(1000 / MAX_FPS - 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; var Event: TSDL_event; begin if Assigned(Display.NextScreen) then Exit; while (SDL_PollEvent(@Event) <> 0) do begin case Event.type_ of SDL_QUITEV: begin Display.Fade := 0; Display.NextScreenWithCheck := nil; Display.CheckOK := True; end; SDL_MOUSEBUTTONDOWN: begin { with Event.button do begin if State = SDL_BUTTON_LEFT Then begin // end; end; } end; SDL_VIDEORESIZE: begin ScreenW := Event.resize.w; ScreenH := Event.resize.h; // Note: do NOT call SDL_SetVideoMode on Windows and MacOSX here. // This would create a new OpenGL render-context and all texture data // would be invalidated. // On Linux the mode MUST be resetted, otherwise graphics will be corrupted. {$IF Defined(Linux) or Defined(FreeBSD)} if boolean( Ini.FullScreen ) then SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN) else SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); {$IFEND} 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 ) ); // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to // reload all texture data (-> whitescreen bug). // Only Linux (and FreeBSD) is able to handle screen-switching this way. {$IF Defined(Linux) or Defined(FreeBSD)} if boolean( Ini.FullScreen ) then begin SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); SDL_ShowCursor(0); end else begin SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); SDL_ShowCursor(1); end; glViewPort(0, 0, ScreenW, ScreenH); {$IFEND} end // if print is pressed -> make screenshot and save to screenshot path else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then Display.SaveScreenShot // 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) else begin // check if screen wants 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 // if ask-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; MAINTHREAD_EXEC_EVENT: with Event.user do begin TMainThreadExecProc(data1)(data2); end; end; // case end; // while end; procedure MainThreadExec(Proc: TMainThreadExecProc; Data: Pointer); var Event: TSDL_Event; begin with Event.user do begin type_ := MAINTHREAD_EXEC_EVENT; code := 0; // not used at the moment data1 := @Proc; data2 := Data; end; SDL_PushEvent(@Event); 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; begin // static BPM if Length(CurrentSong.BPM) = 1 then begin Result := Time * CurrentSong.BPM[0].BPM / 60; end // variable BPM else 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 // invalid BPM else begin Result := 0; end; end; function GetTimeFromBeat(Beat: integer): real; var CurBPM: integer; begin // static BPM if Length(CurrentSong.BPM) = 1 then begin Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM; end // variable BPM else 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 // invalid BPM else begin Result := 0; end; end; procedure Sing(Screen: TScreenSing); var Count: integer; CountGr: integer; CP: integer; N: integer; begin LyricsState.UpdateBeats(); // sentences routines for CountGr := 0 to 0 do //High(Lines) begin; CP := CountGr; // old parts LyricsState.OldLine := Lines[CP].Current; // choose current parts for Count := 0 to Lines[CP].High do begin if LyricsState.CurrentBeat >= Lines[CP].Line[Count].Start then Lines[CP].Current := Count; end; // clean player note if there is a new line // (optimization on halfbeat time) if Lines[CP].Current <> LyricsState.OldLine then NewSentence(Screen); end; // for CountGr // make some operations on clicks if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then NewBeatClick(Screen); // make some operations when detecting new voice pitch if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then NewBeatDetect(Screen); end; procedure NewSentence(Screen: TScreenSing); var i: Integer; begin // clean note of player for i := 0 to High(Player) do begin Player[i].LengthNote := 0; Player[i].HighNote := -1; SetLength(Player[i].Note, 0); end; // on sentence change... Screen.onSentenceChange(Lines[0].Current); end; procedure NewBeatClick; var Count: integer; begin // beat click if ((Ini.BeatClick = 1) and ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then begin AudioPlayback.PlaySound(SoundLib.Click); end; for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do begin if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then begin // click assist if Ini.ClickAssist = 1 then AudioPlayback.PlaySound(SoundLib.Click); // drum machine (* TempBeat := LyricsState.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; end; procedure NewBeatDetect(Screen: TScreenSing); begin NewNote(Screen); end; procedure NewNote(Screen: TScreenSing); var LineFragmentIndex: integer; CurrentLineFragment: PLineFragment; PlayerIndex: integer; CurrentSound: TCaptureBuffer; CurrentPlayer: PPlayer; LastPlayerNote: PPlayerNote; Line: PLine; SentenceIndex: integer; SentenceMin: integer; SentenceMax: integer; SentenceDetected: integer; // sentence of detected note NoteAvailable: boolean; NewNote: boolean; Range: integer; NoteHit: boolean; MaxSongPoints: integer; // max. points for the song (without line bonus) MaxLinePoints: Real; // max. points for the current line begin // TODO: add duet mode support // use Lines[LineSetIndex] with LineSetIndex depending on the current player // count min and max sentence range for checking (detection is delayed to the notes we see on the screen) SentenceMin := Lines[0].Current-1; if (SentenceMin < 0) then SentenceMin := 0; SentenceMax := Lines[0].Current; // check for an active note at the current time defined in the lyrics NoteAvailable := false; SentenceDetected := SentenceMin; for SentenceIndex := SentenceMin to SentenceMax do begin Line := @Lines[0].Line[SentenceIndex]; for LineFragmentIndex := 0 to Line.HighNote do begin CurrentLineFragment := @Line.Note[LineFragmentIndex]; // check if line is active if ((CurrentLineFragment.Start <= LyricsState.CurrentBeatD) and (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LyricsState.CurrentBeatD)) and (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes (CurrentLineFragment.Length > 0) then // and make sure the note lengths is at least 1 begin SentenceDetected := SentenceIndex; NoteAvailable := true; Break; end; end; // TODO: break here, if NoteAvailable is true? We would then use the first instead // of the last note matching the current beat if notes overlap. But notes // should not overlap at all. //if (NoteAvailable) then // Break; end; // analyze player signals for PlayerIndex := 0 to PlayersPlay-1 do begin CurrentPlayer := @Player[PlayerIndex]; CurrentSound := AudioInputProcessor.Sound[PlayerIndex]; // At the beginning of the song there is no previous note if (Length(CurrentPlayer.Note) > 0) then LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote] else LastPlayerNote := nil; // analyze buffer CurrentSound.AnalyzeBuffer; // add some noise // TODO: do we need this? //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1; // add note if possible if (CurrentSound.ToneValid and NoteAvailable) then begin Line := @Lines[0].Line[SentenceDetected]; // process until last note for LineFragmentIndex := 0 to Line.HighNote do begin CurrentLineFragment := @Line.Note[LineFragmentIndex]; if (CurrentLineFragment.Start <= LyricsState.OldBeatD+1) and (CurrentLineFragment.Start + CurrentLineFragment.Length > LyricsState.OldBeatD+1) then begin // compare notes (from song-file and from player) // move players tone to proper octave while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do CurrentSound.Tone := CurrentSound.Tone - 12; while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do CurrentSound.Tone := CurrentSound.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; // check if the player hit the correct tone within the tolerated range if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then begin // adjust the players tone to the correct one // TODO: do we need to do this? CurrentSound.Tone := CurrentLineFragment.Tone; // half size notes patch NoteHit := true; if (Ini.LineBonus > 0) then MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS else MaxSongPoints := MAX_SONG_SCORE; // Note: ScoreValue is the sum of all note values of the song MaxLinePoints := MaxSongPoints / Lines[0].ScoreValue; // FIXME: is this correct? Why do we add the points for a whole line // if just one note is correct? case CurrentLineFragment.NoteType of ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + MaxLinePoints; ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + MaxLinePoints; end; CurrentPlayer.ScoreInt := Floor(CurrentPlayer.Score / 10) * 10; CurrentPlayer.ScoreGoldenInt := Floor(CurrentPlayer.ScoreGolden / 10) * 10; CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt + CurrentPlayer.ScoreGoldenInt + CurrentPlayer.ScoreLineInt; end; end; // operation end; // for // check if we have to add a new note or extend the note's length if (SentenceDetected = SentenceMax) then begin // we will add a new note NewNote := true; // if previous note (if any) was the same, extend prrevious note if ((CurrentPlayer.LengthNote > 0) and (LastPlayerNote <> nil) and (LastPlayerNote.Tone = CurrentSound.Tone) and ((LastPlayerNote.Start + LastPlayerNote.Length) = LyricsState.CurrentBeatD)) then begin NewNote := false; end; // if is not as new note to control for LineFragmentIndex := 0 to Line.HighNote do begin if (Line.Note[LineFragmentIndex].Start = LyricsState.CurrentBeatD) then NewNote := true; end; // add new note if NewNote then begin // new note Inc(CurrentPlayer.LengthNote); Inc(CurrentPlayer.HighNote); SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote); // update player's last note LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote]; with LastPlayerNote^ do begin Start := LyricsState.CurrentBeatD; Length := 1; Tone := CurrentSound.Tone; // Tone || ToneAbs Detect := LyricsState.MidBeat; Hit := NoteHit; // half note patch end; end else begin // extend note length if (LastPlayerNote <> nil) then Inc(LastPlayerNote.Length); end; // check for perfect note and then lit the star (on Draw) for LineFragmentIndex := 0 to Line.HighNote do begin CurrentLineFragment := @Line.Note[LineFragmentIndex]; if (CurrentLineFragment.Start = LastPlayerNote.Start) and (CurrentLineFragment.Length = LastPlayerNote.Length) and (CurrentLineFragment.Tone = LastPlayerNote.Tone) then begin LastPlayerNote.Perfect := true; end; end; end; // if SentenceDetected = SentenceMax end; // if Detected end; // for PlayerIndex //Log.LogStatus('EndBeat', 'NewBeat'); // on sentence end -> for LineBonus and display of SingBar (rating pop-up) if (SentenceDetected >= Low(Lines[0].Line)) and (SentenceDetected <= High(Lines[0].Line)) then begin Line := @Lines[0].Line[SentenceDetected]; CurrentLineFragment := @Line.Note[Line.HighNote]; if ((CurrentLineFragment.Start + CurrentLineFragment.Length - 1) = LyricsState.CurrentBeatD) then begin if assigned(Screen) then Screen.OnSentenceEnd(SentenceDetected); end; end; end; procedure ClearScores(PlayerNum: integer); begin with Player[PlayerNum] do begin Score := 0; ScoreLine := 0; ScoreGolden := 0; ScoreInt := 0; ScoreLineInt := 0; ScoreGoldenInt:= 0; ScoreTotalInt := 0; ScoreLast := 0; LastSentencePerfect := False; end; end; procedure AddSpecialPath(var PathList: TStringList; const Path: string); var I: integer; PathAbs, OldPathAbs: string; begin if (PathList = nil) then PathList := TStringList.Create; if (Path = '') or not ForceDirectories(Path) then Exit; PathAbs := IncludeTrailingPathDelimiter(ExpandFileName(Path)); // check if path or a part of the path was already added for I := 0 to PathList.Count-1 do begin OldPathAbs := IncludeTrailingPathDelimiter(ExpandFileName(PathList[I])); // check if the new directory is a sub-directory of a previously added one. // This is also true, if both paths point to the same directories. if (AnsiStartsText(OldPathAbs, PathAbs)) then begin // ignore the new path Exit; end; // check if a previously added directory is a sub-directory of the new one. if (AnsiStartsText(PathAbs, OldPathAbs)) then begin // replace the old with the new one. PathList[I] := PathAbs; Exit; end; end; PathList.Add(PathAbs); end; procedure AddSongPath(const Path: string); begin AddSpecialPath(SongPaths, Path); end; procedure AddCoverPath(const Path: string); begin AddSpecialPath(CoverPaths, Path); end; (** * Initialize a path variable * After setting paths, make sure that paths exist *) function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean; begin Result := false; if (RequestedPath = '') then Exit; // Make sure the directory exists if (not ForceDirectories(RequestedPath)) then begin PathResult := ''; Exit; end; PathResult := IncludeTrailingPathDelimiter(RequestedPath); if (NeedsWritePermission) and (FileIsReadOnly(RequestedPath)) then begin Exit; end; Result := true; end; (** * Function sets all absolute paths e.g. song path and makes sure the directorys exist *) procedure InitializePaths; begin // Log directory (must be writable) if (not FindPath(LogPath, Platform.GetLogPath, true)) then begin Log.FileOutputEnabled := false; Log.LogWarn('Log directory "'+ Platform.GetLogPath +'" not available', 'InitializePaths'); end; FindPath(SoundPath, Platform.GetGameSharedPath + 'sounds', false); FindPath(ThemePath, Platform.GetGameSharedPath + 'themes', false); FindPath(SkinsPath, Platform.GetGameSharedPath + 'themes', false); FindPath(LanguagesPath, Platform.GetGameSharedPath + 'languages', false); FindPath(PluginPath, Platform.GetGameSharedPath + 'plugins', false); FindPath(VisualsPath, Platform.GetGameSharedPath + 'visuals', false); FindPath(FontPath, Platform.GetGameSharedPath + 'fonts', false); FindPath(ResourcesPath, Platform.GetGameSharedPath + 'resources', false); // Playlists are not shared as we need one directory to write too FindPath(PlaylistPath, Platform.GetGameUserPath + 'playlists', true); // Screenshot directory (must be writable) if (not FindPath(ScreenshotsPath, Platform.GetGameUserPath + 'screenshots', true)) then begin Log.LogWarn('Screenshot directory "'+ Platform.GetGameUserPath +'" not available', 'InitializePaths'); end; // Add song paths AddSongPath(Params.SongPath); AddSongPath(Platform.GetGameSharedPath + 'songs'); AddSongPath(Platform.GetGameUserPath + 'songs'); // Add category cover paths AddCoverPath(Platform.GetGameSharedPath + 'covers'); AddCoverPath(Platform.GetGameUserPath + 'covers'); end; end.