Commit Graph

183 Commits

Author SHA1 Message Date
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