Glenn Maynard
4df5f8c890
use a real UUID for the stage ID
2009-08-09 23:45:18 +00:00
Chris Danford
2401dc93b0
SaveProfile -> SavePlayerProfile
2009-08-08 02:48:12 +00:00
Chris Danford
f4b1e3e72b
broadcast CoinsChanged, removed InsertCoin broadcast later
2008-09-18 09:06:59 +00:00
Chris Danford
3711ae0380
award name cleanup
2008-08-20 05:56:11 +00:00
Chris Danford
46b5d2ae42
add EarnedExtraStage enum, make EarnedExtraStage work with TestInitialScreen, move TryExtra into lua
2008-08-20 01:50:07 +00:00
Chris Danford
20b11d27df
add IsAnExtraStageAndSelectionLocked. add metircs MinDifficultyForExtra, LockExtraStageSelection
2008-06-12 04:30:51 +00:00
Glenn Maynard
ba6a4c4feb
experimental: AutoJoin, join players immediately (or as soon as possible) when enough coins are inserted
2008-05-27 20:51:18 +00:00
Chris Danford
f1a92b173b
add ClearStageModifiersIllegalForCourse
2008-05-20 21:42:08 +00:00
Mike Hawkins
b3e11dcb94
Random attacks modifier
2008-05-16 04:00:13 +00:00
Chris Danford
4f126462a4
add shared Stage values (not per-player Stage values) to simplify StageDisplay
2008-03-29 15:13:52 +00:00
Chris Danford
5e87c2e81a
karaoke prototype (disabled)
2008-03-12 23:17:39 +00:00
Chris Danford
ad697be6a9
broadcast WorkoutGoalComplete
2007-10-28 00:02:44 +00:00
Chris Danford
e48a3add69
add Get/SetNumMultiplayerNoteFields
2007-10-23 18:09:41 +00:00
Steve Checkoway
a5b9861532
Encapsulate extra stage logic. The condition of HasEarnedExtraStage() remains true (if it was earned) after the call to FinishStage() until the next BeginStage().
...
I still don't completely like this because after FinishStage(), if an extra stage has been earned, it is immediately in that stage which is sort of strange for SEval. Even worse, if an extra stage was earned in the past but not for the current stage, then the stage doesn't change. (E.g., earn extra stage but not second extra stage, or earn second extra stage.) So once an extra stage has been earned, SEval will be called twice for the same stage. A per-player m_iExtraStagesPlayed could be added to fix this, but it doesn't seem worth it.
2007-08-11 20:43:01 +00:00
Chris Danford
71492cd106
add PreferredStepsType, fix StepsType jumps when changing songs if multiple StepsTypes are shown
2007-05-15 19:32:39 +00:00
Glenn Maynard
8278b2e9a1
make FailType a PlayerOption instead of a SongOption; fixes
...
peculiarity that GameState::GetPlayerFailType can implement
fail modes per-player and nothing else can
2007-05-12 23:48:29 +00:00
Glenn Maynard
0a5c93d4e2
fix and bind EnoughCreditsToJoin
2007-05-08 01:49:45 +00:00
Glenn Maynard
ea104d9a76
GameState::SaveProfile
2007-05-06 05:15:26 +00:00
Steve Checkoway
6072fb29cc
Functions in singletons that depend on the singleton having been created should not be static. Removed uses of GAMESTATE inside GameState member functions.
2007-05-05 11:08:50 +00:00
Glenn Maynard
7c314952b2
better reset on unjoin
2007-04-27 21:14:50 +00:00
Glenn Maynard
74a17abe9b
modified haste mechanics
2007-04-26 00:56:37 +00:00
Glenn Maynard
643cadbbe0
fix up DQ; CurStageStats changes didn't interact well with it
2007-04-25 20:00:18 +00:00
Glenn Maynard
9ed7cf25f3
move AllHumanHaveComboOf30OrMoreMisses into StageStats
2007-04-25 16:39:03 +00:00
Glenn Maynard
1f4889effe
barrier not needed anymore
2007-04-25 16:37:05 +00:00
Glenn Maynard
713c95b2b0
Stage refactoring:
...
- m_iPlayerCurrentStageIndexForCurrentCredit is changed to m_iPlayerStageTokens,
counting the number of stages left. This can be incremented and decremented
(as a bonus or penalty) with no weird side-effects; it is not used to determine
whether the player is on an extra stage. This is less brittle; it eliminates
special cases to avoid incrementing the counter and skipping into an extra stage.
- Stage tokens are subtracted for each song played, and a player is unjoined
when he runs out.
- Stage tokens are subtracted at the start of gameplay. If the player cancels,
they're "refunded". This differs from before, where the stage was incremented
at the end of gameplay. This makes the stage token counter meaningful during
gameplay; if this is done at the end, then it would be too high during gameplay.
- IsFinalStage is gone. If needed, use GetSmallestNumStagesLeftForAnyHumanPlayer.
- Extra stages are awarded by adding a stage token and incrementing
m_iAwardedExtraStages. If m_iAwardedExtraStages is 1, the player is
on his first extra stage; if 2, his second.
2007-04-25 03:50:17 +00:00
Glenn Maynard
9978102d25
remove unused
2007-04-25 01:17:50 +00:00
Glenn Maynard
95fb191fb4
allow loading profile without loading edits
2007-04-24 16:30:23 +00:00
Glenn Maynard
7de6bd605c
revert IsStagePossible; not sure yet
2007-04-24 00:44:51 +00:00
Glenn Maynard
25796bd187
remove IsStagePossible
2007-04-23 23:42:27 +00:00
Glenn Maynard
1eb380ba2e
Eliminate GameState::EndGame; games don't necessarily have distinct
...
endings. Update the play timer periodically when we commit scores.
(This timer is a bit different, but reasonable.)
2007-04-19 13:59:38 +00:00
Glenn Maynard
a8a4803ed8
working on explicit profile load/saves: do this in a screen, not implicitly
...
as part of other operations
separate profile loads/locks for each player
2007-04-17 22:27:25 +00:00
Glenn Maynard
6471f44235
split LoadCurrentSettingsFromProfile
2007-04-16 21:17:26 +00:00
Glenn Maynard
3f776c5bb5
ResetToDefaultPlayerOptions, ResetToDefaultSongOptions
2007-04-06 15:44:39 +00:00
Chris Danford
edcfb9a990
Calculate stage based on the player with the highest current stage index.
2007-03-27 01:18:45 +00:00
Chris Danford
43ef38383d
separate CurrentStageIndex into separate number per game and per player. This allowed for staggered join periods.
2007-03-25 09:37:14 +00:00
Glenn Maynard
14fbedd1b2
GetNumStagesForSongAndStyle -> GetNumStagesForSongAndStyleType
2007-03-17 23:05:34 +00:00
Chris Danford
32586f28e1
add IsStepsPlayable, make IsStepsTypePlayable take the number of stages left into account
2007-03-12 01:47:03 +00:00
Glenn Maynard
61c3a6244c
add VisualDelaySeconds
2007-03-09 01:22:09 +00:00
Chris Danford
f77d52699f
lua binding for GetNumStagesForCurrentSongAndStepsOrCourse
2007-03-07 02:17:12 +00:00
Chris Danford
9061e2c1c1
move stage logic out of SongManager
...
allow selecting between multiple StepsTypes on ScreenSelectMusic (ala Pump's combined single/double list)
2007-02-23 21:13:45 +00:00
John Bauer
aedcc9f208
Factor out a call to GameState::ResetOptions. Also, move the state that
...
keeps track of whether NoteSkin was changed or not into GameState.
2006-11-30 19:29:15 +00:00
Chris Danford
6b07fcaed5
add hammer-ons and pull-offs ("hopo")
2006-11-30 12:29:01 +00:00
John Bauer
bf6da7d8b4
Reorder some includes.
2006-11-29 14:57:21 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Glenn Maynard
70d2d0dbc7
PlayerNumber is a simple, regular data structure, and is depended on
...
by lower level things (eg. InputMapper). However, concepts like
"joined players" and "human players" is a high-level, GAMESTATE
concept, and engine stuff shouldn't depend on that. Move the
GameState-depending stuff into GameState. Move
IsAnyPlayerUsingMemoryCard as well (and rename to HumanPlayer),
to fix MemoryCardManager dep.
2006-11-21 01:32:05 +00:00
Glenn Maynard
93e85f9125
remove unused
2006-11-09 07:44:31 +00:00
Glenn Maynard
43b7c4ac7d
m_HealthState is confusing; it's updated from other stats, and then the
...
original stats as well as m_HealthState are used for control logic.
Simplify; remove AllAreFailing, and figure it out directly.
2006-11-09 06:10:19 +00:00
Glenn Maynard
2ce839e4eb
Invalid
2006-10-07 04:25:28 +00:00
Glenn Maynard
fcffe3c80f
add SetCurrentStyle
2006-09-30 22:15:22 +00:00
Glenn Maynard
5e99a1c9e9
remove GameState::PlayerUsingBothSides
2006-09-30 02:57:05 +00:00