Commit Graph

374 Commits

Author SHA1 Message Date
Chris Danford 0091b6d1d4 fix suffix for teens 2005-03-06 00:06:21 +00:00
Chris Danford 519b9bec3a add suffix to machine rank 2005-03-02 04:48:14 +00:00
Chris Danford 071f02a862 allow access to individual BroadcastOnChangePtrs within BroadcastOnChangePtr1D 2005-02-25 18:17:26 +00:00
Chris Danford 4104edcad9 use BroadcastOnChange wrappers 2005-02-25 05:27:28 +00:00
Glenn Maynard 0e59f3d135 Revert this, and do it differently: prefer the preferred song/course in
MusicWheel::SelectSongOrCourse instead of the active one.  The advantage
of this is that if, for example, a PreferredCourse is set, the player is playing
regular play (not course mode), and then switches to course mode via the
mode menu, the course will be selected correctly.  (Previously, it'd end up
on the default course in that case instead.)
2005-02-25 00:29:09 +00:00
Glenn Maynard 7f0ba99f77 Explicitly set the preferred song in SSM's ctor, instead of handling it in
the music wheel.  This way, we can re-set the preferred song at any time
and have it take effect when we get back to the wheel; previously, if
we'd already played a song, m_pCurSong would override it.
2005-02-24 22:31:11 +00:00
Chris Danford ab22e629d4 enforce that changed message is broadcast whenever value changes 2005-02-24 12:27:30 +00:00
Chris Danford 555d5aa2fe don't use Name/ID to load DifficultyMeter. We only need the Name at load time, so pass it into Load and don't save it in the Actor. 2005-02-23 20:40:46 +00:00
Glenn Maynard b51b0cfb4c Use Init() for all screens, so we can set state before the base class
members are loaded--they'll see resets, score finalization, etc.  It
also results in smaller code, due to a g++ bug that causes constructors
to be emitted several times.
2005-02-23 06:29:05 +00:00
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Chris Danford bb712884bb move global StageStats into a singleton 2005-02-16 03:25:45 +00:00
Chris Danford 40c9e8fbe7 cache common metrics 2005-02-12 21:03:39 +00:00
Glenn Maynard 0c4f7889a5 remove comment 2005-02-09 08:20:10 +00:00
Chris Danford 1de61aa8ae split AutoActor into a separate file 2005-02-09 05:27:51 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Glenn Maynard 75d78a8d1c cleanup, cache 2005-02-02 05:19:10 +00:00
Glenn Maynard 78b75923e1 cache 2005-02-02 04:17:38 +00:00
Chris Danford a24bd3014c cleanup: "(PlayerNumber)" -> "" 2005-01-31 03:18:46 +00:00
Glenn Maynard 8d48438c15 ModeMenuAvailable metric removed; change Codes instead.
Merge the sort menu into the mode menu.
GAMESTATE->m_SortOrder is now GAMESTATE->m_PreferredSortOrder.
Allow the mode menu to have non-mutually-exclusive items.
2005-01-29 20:46:08 +00:00
Chris Danford 8555a6da45 use Lua to execute commands
(needs cleanup)
2005-01-26 11:21:43 +00:00
Glenn Maynard 6ca113d42e cleanup 2005-01-16 21:10:15 +00:00
Glenn Maynard dc7fcbc776 remove m_Overlay (duplicates ScreenWithMenuElements::m_sprOverlay) 2005-01-15 18:54:04 +00:00
Chris Danford f840c014a9 Move some player-specific data out of the bloated GameState class.
Have gameplay objects hold a PlayerState pointer instead of a PlayerNumber and indexing back into GameState.
This will simplify off-screen players (e.g. CPU ghosts, network replicated human players, >2 players using one NoteField)
2004-12-20 06:25:59 +00:00
Chris Danford 12d556c759 allow multiple, simultaneous prepared screens 2004-12-09 09:41:06 +00:00
Chris Danford 2b9d990e71 prefs name cleanup 2004-12-04 06:09:30 +00:00
Chris Danford ed19821e09 rename: ActorCommand -> Command
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford 7f336c2ce6 self-registering screen classes 2004-11-26 17:28:47 +00:00
Chris Danford 7cfa03acc7 metrics cleanup 2004-11-09 07:02:25 +00:00
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Glenn Maynard d13e368d7d fix background loading not being aborted 2004-10-16 17:53:47 +00:00
Glenn Maynard 532177bee3 fix player options coming up when it shouldn't (post-3.9) 2004-10-06 20:40:46 +00:00
Glenn Maynard 575727fd46 minor fix 2004-09-17 01:52:17 +00:00
Chris Danford d2a54cca31 make TapNote a struct. Over time, more properties will move from the enums and into bit flags. 2004-09-12 05:56:24 +00:00
Glenn Maynard 9fcb3c6bfc fix sample not starting when selecting fast 2004-09-10 03:37:33 +00:00
Glenn Maynard ce4656bc51 update 2004-09-09 17:48:26 +00:00
Glenn Maynard 546e048fa2 Support background loading. The principle is simple: when the song
changes, request all of its assets that we need be loaded.  Once each
piece finishes, load it from cache.  We still take a skip to decode graphics
(banners in particular), but not from disk seeks, which is an issue on hard
drives and fatal on CDs.

This also handles fading banners much more precisely: we fade to the
high res banner once the music wheel has settled.  Before, it was approximate;
we'd often load the banner before we settled.  It still skips, but it's much less
prominent to skip when the music wheel is completely settled, than to skip
just before it settles.

Some more work is necessary to resolve lock contention; currently, you'll
still see frequent skips off a CD (but not constant as before).  I'm working
on that, but I'm not sure if I want to put that in before the release, since
it's caused some crashes that I havn't tracked down.

The actual background work is disabled, and may not be enabled for the
release.  I'm committing this to get the basic API work ironed out.  It still
gives perceptual skip improvements even without the background thread.
2004-09-08 02:53:54 +00:00
Chris Danford 081c1e24b5 fix incorrect song counts for courses
cleanup: make StageStats hold a list of Songs and Steps that were played during the stage
2004-08-30 04:09:23 +00:00
Charles Lohr b3e23e2201 Reverted change to control ScreenSelectMusic 2004-08-26 08:52:26 +00:00
Glenn Maynard 1d6a9296e3 Move m_sprExplanation below m_sprBannerFrame. This should be
possible to do with draw order metrics, but we don't actually run OnCommand
in here ...
2004-08-25 00:18:51 +00:00
Charles Lohr 0decd5c7eb ScreenMessaged' some stuff, and now shows "Initilizing Network" when attempting to connect to server on start. 2004-08-18 01:02:06 +00:00
Glenn Maynard 83b640f5dd reduce disk access on wheel move by using timing data that's already loaded 2004-08-15 23:16:30 +00:00
Chris Danford 504ba6c163 GetPath*N->GetPath*F 2004-07-25 06:29:50 +00:00
Glenn Maynard 94d0cba859 RageSounds -> GameSoundManager 2004-07-08 00:10:34 +00:00
Glenn Maynard 1ec55117e7 fix loading "" 2004-06-29 21:12:45 +00:00
Chris Danford 5544445ad0 name cleanup: StyleDef -> Style 2004-06-28 07:26:00 +00:00
Chris Danford 3809715db0 cleanup: Remove Style and use StyleDef everywhere. This gets rid of a lot of Style->StyleDef lookups and discourages code that's specific to a Style. All game logic should be data-driven. 2004-06-27 06:52:49 +00:00
Glenn Maynard 2e7eb9d37c comment 2004-06-11 21:35:57 +00:00
Chris Danford 51366df8cc name cleanup: PLAY_MODE_ARCADE -> PLAY_MODE_REGULAR 2004-06-11 06:05:35 +00:00
Chris Danford 1300566d36 fix OffCommand played instead of HideCommand 2004-06-09 04:55:53 +00:00
Glenn Maynard ee87baa6cf fix scores not appearing (post-alpha 20 regression) 2004-06-08 08:03:49 +00:00