separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.

This commit is contained in:
Chris Danford
2005-04-05 08:30:57 +00:00
parent af231d1a63
commit 218be32879
19 changed files with 175 additions and 150 deletions
+7 -3
View File
@@ -10,6 +10,7 @@
#include "RageTimer.h"
#include "Difficulty.h"
#include "MessageManager.h"
#include "SongOptions.h"
#include <map>
#include <deque>
@@ -101,7 +102,7 @@ public:
CString m_sLoadingMessage; // used in loading screen
CString m_sPreferredSongGroup; // GROUP_ALL_MUSIC denotes no preferred group
bool m_bChangedFailType; // true if FailType was changed in the song options screen
bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
SortOrder m_PreferredSortOrder; // used by MusicWheel
bool m_bEditing; // NoteField does special stuff when this is true
@@ -165,6 +166,9 @@ public:
void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp = RageZeroTimer );
float GetSongPercent( float beat ) const;
bool IsPlayerHot( PlayerNumber pn ) const;
bool IsPlayerInDanger( PlayerNumber pn ) const;
bool IsPlayerDead( PlayerNumber pn ) const;
bool AllAreInDangerOrWorse() const;
bool AllAreDead() const;
bool AllHaveComboOf30OrMoreMisses() const;
@@ -209,7 +213,7 @@ public:
bool IsDisqualified( PlayerNumber pn );
void AdjustFailType();
SongOptions::FailType GetPlayerFailType( PlayerNumber pn ) const;
// character stuff
private:
@@ -275,7 +279,7 @@ public:
// These options have weird interactions depending on m_bEventMode,
// so wrap them
bool m_bTemporaryEventMode;
bool GetEventMode();
bool IsEventMode() const;
CoinMode GetCoinMode();
Premium GetPremium();