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
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
|
unit UMain;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SDL,
UGraphic,
UMusic,
URecord,
UTime,
SysUtils,
UDisplay,
UIni,
ULog,
ULyrics,
UScreenSing,
USong,
OpenGL12,
{$IFDEF UseSerialPort}
zlportio {you can disable it and all PortWriteB calls},
{$ENDIF}
ULCD,
ULight,
UThemes;
type
TPlayer = record
Name: string;
//Index in Teaminfo record
TeamID: Byte;
PlayerID: Byte;
//Scores
Score: real;
ScoreLine: real;
ScoreGolden: real;
ScoreI: integer;
ScoreLineI: integer;
ScoreGoldenI: integer;
ScoreTotalI: integer;
//LineBonus Mod
ScoreLast: Real;//Last Line Score
//PerfectLineTwinkle Mod (effect)
LastSentencePerfect: Boolean;
//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;
SkinsPath: string;
ScreenshotsPath: string;
CoversPath: string;
LanguagesPath: string;
PluginPath: string;
PlayListPath: string;
UserSongPath: string = '';
UserCoversPath: string = '';
UserPlaylistPath: string = '';
OGL: Boolean;
Done: Boolean;
Event: TSDL_event;
FileName: string;
Restart: boolean;
// gracz i jego nuty
Player: array of TPlayer;
PlayersPlay: integer;
CurrentSong : TSong;
procedure InitializePaths;
Procedure Main;
procedure MainLoop;
procedure CheckEvents;
procedure Sing(Sender: TScreenSing);
procedure NewSentence(Sender: TScreenSing);
procedure NewBeat(Sender: TScreenSing); // executed when on then new beat
procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click
procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection
//procedure NewHalf; // executed when in the half between beats
procedure NewNote(Sender: TScreenSing); // detect note
function GetMidBeat(Time: real): real;
function GetTimeFromBeat(Beat: integer): real;
procedure ClearScores(PlayerNum: integer);
implementation
uses USongs,
UJoystick,
math,
UCommandLine, ULanguage, SDL_ttf,
USkins, UCovers, UCatCovers, UDataBase, UPlaylist, UDLLManager,
UParty, UCore, UGraphicClasses, UPluginDefs, UPlatform;
const
Version = 'UltraStar Deluxe V 1.10 Alpha Build';
Procedure Main;
var
WndTitle: string;
begin
try
WndTitle := Version;
if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then
Exit;
//------------------------------
//StartUp - Create Classes and Load Files
//------------------------------
USTime := TTime.Create;
// Commandline Parameter Parser
Params := TCMDParams.Create;
// Log + Benchmark
Log := TLog.Create;
Log.Title := WndTitle;
Log.Enabled := 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', Version);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Language', 1);
// SDL
Log.BenchmarkStart(1);
Log.LogStatus('Initialize SDL', 'Initialization');
SDL_Init(SDL_INIT_VIDEO);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing SDL', 1);
// SDL_ttf
Log.BenchmarkStart(1);
Log.LogStatus('Initialize SDL_ttf', 'Initialization');
TTF_Init(); //ttf_quit();
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);
(*
// Sound Card List
Log.BenchmarkStart(1);
Log.LogStatus('Loading Soundcard list', 'Initialization');
Recording := TRecord.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Soundcard list', 1);
*)
// Sound (+ fills Sound Card List)
Log.BenchmarkStart(1);
Log.LogStatus('Initialize Sound', 'Initialization');
InitializeSound();
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing Sound', 1);
// Ini + Paths
Log.BenchmarkStart(1);
Log.LogStatus('Load Ini', 'Initialization');
Ini := TIni.Create;
Ini.Load;
//Load Languagefile
if (Params.Language <> -1) then
Language.ChangeLanguage(ILanguage[Params.Language])
else
Language.ChangeLanguage(ILanguage[Ini.Language]);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Ini', 1);
// LCD
Log.BenchmarkStart(1);
Log.LogStatus('Load LCD', 'Initialization');
LCD := TLCD.Create;
if Ini.LPT = 1 then begin
// LCD.HalfInterface := true;
LCD.Enable;
LCD.Clear;
LCD.WriteText(1, ' UltraStar ');
LCD.WriteText(2, ' Loading... ');
end;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading LCD', 1);
// Light
Log.BenchmarkStart(1);
Log.LogStatus('Load Light', 'Initialization');
Light := TLight.Create;
if Ini.LPT = 2 then begin
Light.Enable;
end;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Light', 1);
// Theme
Log.BenchmarkStart(1);
Log.LogStatus('Load Themes', 'Initialization');
Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Themes', 1);
// Covers Cache
Log.BenchmarkStart(1);
Log.LogStatus('Creating Covers Cache', 'Initialization');
Covers := TCovers.Create;
Log.LogBenchmark('Loading Covers Cache Array', 1);
Log.BenchmarkStart(1);
// Category Covers
Log.BenchmarkStart(1);
Log.LogStatus('Creating Category Covers Array', 'Initialization');
CatCovers:= TCatCovers.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Category Covers Array', 1);
// Songs
//Log.BenchmarkStart(1);
Log.LogStatus('Creating Song Array', 'Initialization');
Songs := TSongs.Create;
// Songs.LoadSongList;
Log.LogStatus('Creating 2nd Song Array', 'Initialization');
CatSongs := TCatSongs.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Songs', 1);
// PluginManager
Log.BenchmarkStart(1);
Log.LogStatus('PluginManager', 'Initialization');
DLLMan := TDLLMan.Create; //Load PluginList
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PluginManager', 1);
{// Party Mode Manager
Log.BenchmarkStart(1);
Log.LogStatus('PartySession Manager', 'Initialization');
PartySession := TPartySession.Create; //Load PartySession
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading PartySession Manager', 1); }
// Graphics
Log.BenchmarkStart(1);
Log.LogStatus('Initialize 3D', 'Initialization');
Initialize3D(WndTitle);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing 3D', 1);
// Score Saving System
Log.BenchmarkStart(1);
Log.LogStatus('DataBase System', 'Initialization');
DataBase := TDataBaseSystem.Create;
if (Params.ScoreFile = '') then
DataBase.Init ('Ultrastar.db')
else
DataBase.Init (Params.ScoreFile);
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading DataBase System', 1);
//Playlist Manager
Log.BenchmarkStart(1);
Log.LogStatus('Playlist Manager', 'Initialization');
PlaylistMan := TPlaylistManager.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Playlist Manager', 1);
//GoldenStarsTwinkleMod
Log.BenchmarkStart(1);
Log.LogStatus('Effect Manager', 'Initialization');
GoldenRec := TEffectManager.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Loading Particel System', 1);
// Joypad
if (Ini.Joypad = 1) OR (Params.Joypad) then
begin
Log.BenchmarkStart(1);
Log.LogStatus('Initialize Joystick', 'Initialization');
Joy := TJoy.Create;
Log.BenchmarkEnd(1);
Log.LogBenchmark('Initializing Joystick', 1);
end;
Log.BenchmarkEnd(0);
Log.LogBenchmark('Loading Time', 0);
Log.LogError('Creating Core');
Core := TCore.Create('Ultrastar Deluxe Beta', MakeVersion(1,1,0, chr(0)));
Log.LogError('Running Core');
Core.Run;
//------------------------------
//Start- Mainloop
//------------------------------
//Music.SetLoop(true);
//Music.SetVolume(50);
//Music.Open(SkinPath + 'Menu Music 3.mp3');
//Music.Play;
Log.LogStatus('Main Loop', 'Initialization');
MainLoop;
finally
//------------------------------
//Finish Application
//------------------------------
{$ifdef WIN32}
if Ini.LPT = 1 then LCD.Clear;
if Ini.LPT = 2 then Light.TurnOff;
{$endif}
Log.LogStatus('Main Loop', 'Finished');
Log.Free;
end;
end;
procedure MainLoop;
var
Delay: integer;
begin
try
Delay := 0;
SDL_EnableKeyRepeat(125, 125);
CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
While not Done do
Begin
// joypad
if (Ini.Joypad = 1) OR (Params.Joypad) then
Joy.Update;
// keyboard events
CheckEvents;
// display
done := not Display.Draw;
SwapBuffers;
// light
Light.Refresh;
// delay
CountMidTime;
Delay := Floor(1000 / 100 - 1000 * TimeMid);
if Delay >= 1 then
SDL_Delay(Delay); // dynamic, maximum is 100 fps
CountSkipTime;
// reinitialization of graphics
if Restart then
begin
Reinitialize3D;
Restart := false;
end;
End;
finally
UnloadOpenGL;
end;
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) or (Event.key.keysym.sym = SDLK_PRINT) 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(CurrentSong.BPM) = BPMNum then begin
// last BPM
CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
Time := 0;
end else begin
// not last BPM
// count how much time is it for start of the new BPM and store it in NewTime
NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
// compare it to remaining time
if (Time - NewTime) > 0 then begin
// there is still remaining time
CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
Time := Time - NewTime;
end else begin
// there is no remaining time
CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
Time := 0;
end; // if
end; // if
end;
function GetMidBeat(Time: real): real;
var
CurBeat: real;
CurBPM: integer;
// TopBeat: real;
// TempBeat: real;
// TempTime: real;
begin
Result := 0;
if Length(CurrentSong.BPM) = 1 then Result := Time * CurrentSong.BPM[0].BPM / 60;
(* 2 BPMs *)
{ if Length(CurrentSong.BPM) > 1 then begin
(* new system *)
CurBeat := 0;
TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time);
if TopBeat > CurrentSong.BPM[1].StartBeat then begin
// analyze second BPM
Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
CurBeat := CurrentSong.BPM[1].StartBeat;
TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
Result := CurBeat + TopBeat;
end else begin
(* pierwszy przedzial *)
Result := TopBeat;
end;
end; // if}
(* more BPMs *)
if Length(CurrentSong.BPM) > 1 then begin
CurBeat := 0;
CurBPM := 0;
while (Time > 0) do begin
GetMidBeatSub(CurBPM, Time, CurBeat);
Inc(CurBPM);
end;
Result := CurBeat;
end; // if
end;
function GetTimeFromBeat(Beat: integer): real;
var
CurBPM: integer;
begin
Result := 0;
if Length(CurrentSong.BPM) = 1 then Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
(* more BPMs *)
if Length(CurrentSong.BPM) > 1 then begin
Result := CurrentSong.GAP / 1000;
CurBPM := 0;
while (CurBPM <= High(CurrentSong.BPM)) and (Beat > CurrentSong.BPM[CurBPM].StartBeat) do begin
if (CurBPM < High(CurrentSong.BPM)) and (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then begin
// full range
Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
end;
if (CurBPM = High(CurrentSong.BPM)) or (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then begin
// in the middle
Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * (Beat - CurrentSong.BPM[CurBPM].StartBeat);
end;
Inc(CurBPM);
end;
{ while (Time > 0) do begin
GetMidBeatSub(CurBPM, Time, CurBeat);
Inc(CurBPM);
end;}
end; // if}
end;
procedure Sing(Sender: TScreenSing);
var
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 - (CurrentSong.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 - (CurrentSong.Gap) / 1000);
Czas.AktBeatC := Floor(Czas.MidBeatC);
Czas.OldBeatD := Czas.AktBeatD;
Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.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
AudioPlayback.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
AudioPlayback.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;
// On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
if not assigned( AudioInputProcessor.Sound ) then // TODO : JB_Linux ... why is this now not assigned... it was fine a few hours ago..
exit;
// analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
// albo juz lepiej nie
for CP := 0 to PlayersPlay-1 do
begin
// analyze buffer
AudioInputProcessor.Sound[CP].AnalyzeBuffer;
// adds some noise
// 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 (AudioInputProcessor.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 (AudioInputProcessor.Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
AudioInputProcessor.Sound[CP].Ton := AudioInputProcessor.Sound[CP].Ton - 12;
while (AudioInputProcessor.Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
AudioInputProcessor.Sound[CP].Ton := AudioInputProcessor.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 - AudioInputProcessor.Sound[CP].Ton) <= Range then begin
AudioInputProcessor.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 = AudioInputProcessor.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 := AudioInputProcessor.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 assigned( Sender ) AND
((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;
end;
//--------------------
// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
//--------------------
procedure InitializePaths;
// Initialize a Path Variable
// After Setting Paths, make sure that Paths exist
function initialize_path( out aPathVar : String; const aLocation : String ): boolean;
var
lWriteable: Boolean;
lAttrib : integer;
begin
lWriteable := false;
aPathVar := aLocation;
// Make sure the directory is needex
ForceDirectories(aPathVar);
If DirectoryExists(aPathVar) then
begin
lAttrib := fileGetAttr(aPathVar);
lWriteable := ( lAttrib and faDirectory <> 0 ) AND
NOT ( lAttrib and faReadOnly <> 0 )
end;
if not lWriteable then
Log.LogError('Error: Dir ('+ aLocation +') is Readonly');
result := lWriteable;
end;
begin
initialize_path( LogPath , Platform.GetLogPath );
initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim );
initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Skins' + PathDelim );
initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim );
initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim );
initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );
// Users Song Path ....
initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim );
initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim );
initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim );
// Shared Song Path ....
initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim );
initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim );
initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim );
DecimalSeparator := ',';
end;
end.
|