Commit Graph
1044 Commits
Author SHA1 Message Date
Chris Danford ca58e59490 fix out-of-bounds in GetStepsQueue for Courses that bRepeat 2007-10-28 23:59:33 +00:00
Chris Danford e8bca9e85c fix wrong Steps being used for first multiplayer difficulty 2007-10-27 09:04:27 +00:00
Chris Danford 7ca1ac3fff SurviveSeconds -> AliveSeconds 2007-10-27 01:51:58 +00:00
Chris Danford 6258283f30 clean up multiplayer difficulty choosing logic 2007-10-26 21:50:04 +00:00
Chris Danford a770ba9d9d add GetDummyPlayerInfo 2007-10-26 10:09:43 +00:00
Chris Danford 5272d5994c clean up GetVisible() optimization to not process things that won't show. Fixes editor crash on playback. 2007-09-16 21:22:09 +00:00
Chris Danford 2322929f9c Intermediate-term hack fix for multiplayer trying to load difficulties of Steps that aren't present. 2007-09-16 19:43:14 +00:00
Chris Danford b0008ad8f7 remove unnecessary: m_pPlayer->SetVisible( bShowNoteField ) 2007-09-09 04:06:05 +00:00
Chris Danford df5be11a62 hide Players with no NoteField, always center MultiPlayer Players instead of looking up position metrics 2007-08-27 12:03:17 +00:00
Chris Danford bd9447ede4 remove multiplayer song index hack, replace with UpdateStageStats override that multiplayer can use
fix gameplay fails immediately if all players don't have a LifeMeter.
2007-08-24 20:29:01 +00:00
Chris Danford 6977897945 fix PlayerStageStats pointing to the wrong PossibleSteps in Multiplayer 2007-08-21 01:36:22 +00:00
Chris Danford 2832da8b4c in Multiplayer, have multiple Player objects for each MultiPlayer, then choose the best score from each group of Players on StageFinished 2007-08-20 10:45:28 +00:00
Chris Danford 82cb9aa2ee allow backing out from keyboard in Multiplayer 2007-07-18 02:01:50 +00:00
Chris Danford 663640b0c2 allow multiple dummy players 2007-07-12 11:01:25 +00:00
Glenn Maynard 7f08da77f1 set all lights modes in metrics (except for a couple programmatic ones
for now)
2007-06-14 13:38:26 +00:00
Glenn Maynard d1f0b1719e tweak haste 2007-06-14 01:54:26 +00:00
Glenn Maynard 460c0c4412 deal with music rate changes 2007-06-12 18:33:32 +00:00
Chris Danford f6b8d67f5f fix "noteskin change in a course entry lasts through the next entry if the next entry has no attacks" 2007-06-10 23:47:35 +00:00
Glenn Maynard 6c9c99091f m_vpPlayedSteps is identical to the beginning of m_vpPossibleSteps.
Change to m_iStepsPlayed to avoid the duplicate information.
2007-05-31 04:48:42 +00:00
Glenn Maynard 617712a1cf ScreenGameplay::InitSongQueues adds songs to m_apSongsQueue,
etc.  ScreenJukebox::InitSongQueues trims them.  Init
m_CurStageStats.m_vpPossibleSongs outside of InitSongQueues,
so it isn't initialized differently than the queues.
2007-05-31 01:14:23 +00:00
Glenn Maynard 9b8ef44337 FailAfter30Misses -> FailOnMissCombo 2007-05-30 20:22:57 +00:00
Glenn Maynard 391b708820 AllHumanHaveComboOf30OrMoreMisses -> GetMinimumMissCombo 2007-05-30 20:03:12 +00:00
Chris Danford 92d3778e29 add LifeMeter binding in ScreenHowToPlay and ScreenGameplay
remove GetPlayerInfo binding (currently unused)
2007-05-29 21:19:38 +00:00
Glenn Maynard 08acd04a36 haste tweaks 2007-05-27 06:40:37 +00:00
Glenn Maynard f9f358c89c fix slow FOREACH_EnabledPlayerInfo, etc 2007-05-14 04:04:52 +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 382efb4dd3 exception no longer needed 2007-05-08 02:02:44 +00:00
Glenn Maynard 0146246b94 fix up failed transition timing 2007-05-01 19:43:41 +00:00
Glenn Maynard 79fefa5065 remove unused GivingUpGoesToNextScreen 2007-05-01 19:12:05 +00:00
Glenn Maynard 5cf9e757a0 remove unused m_sprCourseSongNumber 2007-05-01 04:29:28 +00:00
Glenn Maynard f94e5a5ff2 Refactor and make music ending more explicit. If we're going to
fade, set it up at the start; fading is done before buffering, so changing
it is high-latency.
2007-05-01 02:25:38 +00:00
Glenn Maynard b07a3d75d0 tweak 2007-04-29 00:02:37 +00:00
Glenn Maynard 9e26ff0fe1 haste goes to 1.6, not 3.2 2007-04-28 23:31:23 +00:00
Glenn Maynard 74a17abe9b modified haste mechanics 2007-04-26 00:56:37 +00:00
Glenn Maynard 0036068bd5 missed DQ changes 2007-04-26 00:54:33 +00:00
Glenn Maynard 9ed7cf25f3 move AllHumanHaveComboOf30OrMoreMisses into StageStats 2007-04-25 16:39:03 +00:00
Glenn Maynard def4aedce6 no saved stats in multiplayer 2007-04-25 16:34:08 +00:00
Glenn Maynard e774751e95 run final stats before sending m_CurStageStats to m_vPlayedStageStats 2007-04-25 16:16:53 +00:00
Glenn Maynard 7f6a237cdd handle failure in SGameplay, not SContinue; fixes name entry
not knowing a player is finished
2007-04-25 04:03:20 +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 d88d9388f8 simplify 2007-04-25 00:30:30 +00:00
Chris Danford e45f16abb7 experimental support for per-player sound streams 2007-04-24 05:53:41 +00:00
Glenn Maynard 0908ed9061 remember m_iCurrentStageIndex 2007-04-24 02:08:31 +00:00
Glenn Maynard 5318d0670d Previously, BeginStage was called in SGameplay and FinishStage was called
in each place gameplay exits.  This incremented the stage number in SSM,
and was brittle: FinishStage was sprinkled in many odd places.  Do both
in SGameplay.

This increments the stage number as soon as gameplay ends.  This only
affects evaluation.  Use the stage number from StageStats there, instead
of the current stage, and adjust branches.  During evaluation, the
game is on the upcoming stage and displaying old data for the last
stage, instead of the stage continuing through evaluation.

This also moves a bunch of scoring-related stuff out of SEvaluation,
to the end of gameplay, where it belongs.  Eval is almost const, and things
won't break like they would before if Eval is not used.
2007-04-24 01:35:32 +00:00
Glenn Maynard e4bace37c8 remove m_StageType 2007-04-24 00:42:37 +00:00
Glenn Maynard 2f8e621439 store stage in StageStats 2007-04-24 00:25:54 +00:00
Glenn Maynard 57bd25bb0c clean m_vPlayedStageStats as players unjoin 2007-04-19 14:34:42 +00:00
Steve Checkoway fa949c78e4 Don't play ready/go/failed/toasty/next song twice. I believe that since GenericTweenOn() returns true, BeginScreen() will run On on the entire screen. 2007-04-08 23:19:49 +00:00
Steve Checkoway 9f458bd62b Only load the commands once. 2007-04-08 22:48:25 +00:00
Glenn Maynard 570f17017a fFadeOutSeconds 2007-04-06 18:16:47 +00:00