Steve Checkoway
1802e603b3
Update to use the new ModsGroup api.
2006-08-05 04:47:01 +00:00
Chris Danford
7ac45c24e4
save Preferred, Stage, Song, and Current modifiers separately. This eliminates the fragile mods store/restore.
2006-08-05 02:38:05 +00:00
Steve Checkoway
ecde561c03
Fix crash in Actor::BeginTweening. Is there a reason for that ASSERT? The next line clamps to 0.
2006-06-18 05:05:06 +00:00
Chris Danford
ee8329cee6
don't DQ because of forced mods
2006-03-26 17:48:39 +00:00
Glenn Maynard
7b1ea8af22
do this with ActorSound
2006-03-13 09:52:12 +00:00
Glenn Maynard
53ea100d0b
cleanup
2006-02-25 00:17:48 +00:00
Steve Checkoway
1b923c5a14
Fix compile.
2006-02-24 11:46:44 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
f3545a331d
use the more standard AfterImportOptions code path, not PositionUnderlines
...
directly
2006-01-19 01:54:25 +00:00
Glenn Maynard
127059874e
simplify
...
(this stuff looks like overzealous abstraction, but I think most of it used to
be more complicated code that was moved off into other classes, and the
stubs were left behind)
2006-01-18 23:32:51 +00:00
Glenn Maynard
e581d43cdb
Move m_sprDisqualify to ScreenPlayerOptions.
2006-01-16 05:09:11 +00:00
Glenn Maynard
a87993bcb1
finish ctor transition
2006-01-15 20:46:15 +00:00
Glenn Maynard
2b4c9e4516
Transition away from Screen(sName).
2006-01-15 19:49:02 +00:00
Glenn Maynard
9056419cf5
remove logs (this stuff predates the crash handler and has been copied
...
and pasted around since)
2006-01-15 08:51:03 +00:00
Chris Danford
112564dc99
fix [Common] DefaultModifers not being applied in most places
2005-10-27 07:51:37 +00:00
Chris Danford
5d7885c764
move game prefs into PrefsManager
2005-10-27 04:54:45 +00:00
Chris Danford
65d71a4f23
expermienting with DEFINE_METHOD macro for Lua methods
2005-09-10 02:47:04 +00:00
Chris Danford
bb10c7c21f
pass around InputEventPlus in Screen::Input instead of multiple input structures
2005-09-05 02:26:50 +00:00
Glenn Maynard
c1a2276330
UpdateDisqualified in BeginScreen, not Init; in Init we havn't imported options
...
yet, so UpdateDisqualified applies defaults
2005-07-23 06:13:33 +00:00
Glenn Maynard
a37a18aada
unneeded
2005-07-18 02:42:26 +00:00
Glenn Maynard
6badb0dd8c
transitioning m_bEditing -> m_EditMode, IsEditing()
2005-07-14 05:12:56 +00:00
Glenn Maynard
a6cd2379e2
simplify
2005-07-12 06:39:29 +00:00
Glenn Maynard
c570457834
cleanup: override SM_GoToNextScreen instead of having a different path
2005-07-12 06:33:00 +00:00
Glenn Maynard
8bbaa3afa3
update; one shortcoming of this scheme is that bound objects need to know the
...
highest base class that also binds; if you're too high and there's no binding,
it'll cause a link error, but if you're too low you'll lose the methods in the
screens in between
2005-07-12 05:48:15 +00:00
Glenn Maynard
1fd2dc8604
simplify
2005-07-07 10:39:45 +00:00
Glenn Maynard
508913f730
fix SM_BackFromPlayerOptions. (hmm: should be generalized ...)
2005-06-25 08:15:28 +00:00
Glenn Maynard
22b6ffbe5f
simplify: just broadcast a message on reset
2005-06-25 08:03:08 +00:00
Glenn Maynard
0eb33aa806
instead of a hard-coded special case, bind the screen to Lua and move the
...
special case there. this reduces cross-dependencies between screens,
which should be kept to a minimum
2005-06-25 05:03:35 +00:00
Chris Danford
2a6dcba6e8
cleanup:
...
"GroupName" -> "SongGroup" to make room for CourseGroup
replace checks for "cvs" with a call to StripCvs()
m_Rows -> m_pRows
broadcast on preferred group changes
2005-06-23 08:05:09 +00:00
Chris Danford
3db3500226
remove size on statc CString arrays so that XToString can catch size differences
2005-05-05 19:55:04 +00:00
Glenn Maynard
4eae0713c7
cleanup
2005-04-15 07:40:30 +00:00
Chris Danford
218be32879
separate fail types per player. Now FailType adjustments based on Difficulty only affect the relevant players.
2005-04-05 08:30:57 +00:00
Chris Danford
134cdb4451
fix skip when changing value in row:
...
broadcast the row export only once - not for each player
disable export/import on reload - nothing uses it yet
2005-04-03 06:21:02 +00:00
Charles Lohr
8c5909ebe9
Modify AutoScreenMessage to keep map of all non-standard ScreenMessages.
...
This has a lot of advantages over the old ways. Some of the initial ones are that
you can log a list of all screenmessages and their respective number and another
is that it would be fairly easy to add a reverse lookup, so you could get the name
of a ScreenMessage for log use by getting the ScreenMessage number.
2005-03-28 08:01:36 +00:00
Chris Danford
880e42e1d3
fix conflicting ScreenMessage IDs by automatically generating unique values
2005-03-23 08:48:38 +00:00
Chris Danford
659def4479
fix Pop message doesn't get sent if more than 1 prompt screen on the stack
2005-03-23 06:46:24 +00:00
Glenn Maynard
cf20af55ef
fix crash
2005-03-20 23:15:51 +00:00
Chris Danford
4814f96218
fix crash in course mode
2005-03-16 02:16:55 +00:00
Chris Danford
0ab7c031bc
position underlines per-player
2005-03-13 02:15:38 +00:00
Chris Danford
3ee87782eb
optimize UpdateDisqualified: only export options for the current row
2005-03-13 01:43:44 +00:00
Chris Danford
e080e9f61b
update disqualified only for the player that changed
2005-03-13 01:03:22 +00:00
Chris Danford
4b824bbe47
export and import separately for each player
2005-03-13 00:59:03 +00:00
Chris Danford
7c237be91f
export specific rows, not all rows at once, to make it easier to reload certain rows
2005-02-24 01:17:39 +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
Glenn Maynard
2bdff91293
preload cancel all sound
2005-02-07 23:31:55 +00:00
Chris Danford
4223e09cc8
GetPathTo -> GetPath
2005-02-06 03:32:53 +00:00
Chris Danford
a24bd3014c
cleanup: "(PlayerNumber)" -> ""
2005-01-31 03:18:46 +00:00
Glenn Maynard
288b5c903b
cleanup
2005-01-17 22:42:57 +00:00
Chris Danford
5d6eb1d236
put ActorUtil functions in a namespace
2005-01-17 05:42:52 +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