aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes/UMain.pas
blob: 1970730a7f509369ac920d9066fbd090476f8ada (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
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
  {// 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.