Glenn Maynard
eac521e34a
DynamicThemeMetric -> ThemeMetric
2007-04-10 17:51:21 +00:00
Glenn Maynard
18a401afa6
cleanup
2007-04-08 17:38:02 +00:00
Glenn Maynard
6f9157ff61
cleanup
2007-04-08 17:37:25 +00:00
Glenn Maynard
3f776c5bb5
ResetToDefaultPlayerOptions, ResetToDefaultSongOptions
2007-04-06 15:44:39 +00:00
Steve Checkoway
dfe930eea9
Fix a crash with SDemo by using the current style if it is set.
2007-04-01 12:05:20 +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
6cb000f4fc
bindings
2007-03-24 00:43:44 +00:00
Glenn Maynard
03922a91dc
fix late join crash
2007-03-21 06:14:04 +00:00
Glenn Maynard
14fbedd1b2
GetNumStagesForSongAndStyle -> GetNumStagesForSongAndStyleType
2007-03-17 23:05:34 +00:00
Glenn Maynard
095b60789c
PersonalRecordFeats, CategoryRecordFeats
2007-03-16 08:46:04 +00:00
Glenn Maynard
1adc7dcb0e
premium fix
2007-03-12 21:46:25 +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
42b6fe9808
working on late join
2007-03-05 07:03:36 +00:00
Chris Danford
cf80f30e3b
beginnings of late join
2007-03-04 08:52:06 +00:00
Chris Danford
0c972a4dd7
cleanup CoinMode and Premium names
2007-02-26 09:40:14 +00:00
Glenn Maynard
e30b6fe6c2
bind HealthState
2007-02-25 08:23:50 +00:00
Steve Checkoway
0f58d743f9
Spelling in a comment.
2007-02-25 05:01:58 +00:00
Vecais Dumais Laacis
a93dbf3778
StyleType_OnePlayerTwoSides for One player, two-sides styles cost extra
2007-02-24 12:48:16 +00:00
Chris Danford
0160e23705
style cleanup: use FOREACH_ENUM( X, x ) everywhere instead of FOREACH_X( x ) for consistency
...
The FOREACH_X defines are not very useful, and they were created back before FOREACH_ENUM was convenient.
2007-02-23 22:29:42 +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
Chris Danford
f77647b5ad
enum name cleanup: DIFFICULTY_* -> Difficulty_*
2007-02-22 07:18:05 +00:00
Chris Danford
491ab6eaf5
StyleType enum name cleanup
2007-02-22 06:56:17 +00:00
Glenn Maynard
67f372af09
SideJoinedP1, SideJoinedP2 -> PlayerJoined(P1)
...
move most of ScreenSystemLayer into Lua
2007-02-15 11:30:22 +00:00
Chris Danford
9c4f7024a5
name cleanup: StageIndex -> GetStageIndex
2007-02-12 23:13:57 +00:00
Steve Checkoway
1cb3fdc3d9
Separate forced song and player mods.
2007-02-11 04:46:30 +00:00
Steve Checkoway
923aba9d40
Bind GetDefaultSongOptions.
2007-02-11 04:22:32 +00:00
Glenn Maynard
2d0bb7955a
GAME_BASE_NOTESKIN_NAME -> DEFAULT_NOTESKIN_NAME.
...
(This isn't the base noteskin that other noteskins derive from, just
the default preference.)
2007-02-04 04:07:14 +00:00
Glenn Maynard
3f3e6cd480
fix init order warning
2006-12-16 22:12:20 +00:00
Chris Danford
3022def914
don't allow Hopo on the same note 2x in series
2006-12-01 05:37:33 +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
f5adc9686d
Reorder some includes.
2006-11-28 19:08:27 +00:00
John Bauer
be09ae8e81
Make it so that the default NoteSkin when playing in EditMode is "note",
...
not "default". Earlier it was set so that it would be that way if the user
didn't pick any options, but after the user changed options, ScreenEdit
would use the "default" NoteSkin. This involved adding a bit of static
state to ScreenEdit so that between calls to GAMESTATE::Reset,
new incarnations of ScreenEdits would keep the user's settings.
2006-11-28 18:55:20 +00:00
Glenn Maynard
15fd4ad880
fix "extra qualification ‘GameStateImpl::’ on member ‘GameStateImpl’"
2006-11-26 23:37:15 +00:00
Glenn Maynard
2766d0b970
fix crash when GetCurrentStyle() == NULL
2006-11-22 02:07:38 +00:00
Glenn Maynard
a5bb9fc32a
remove GetCurrentStyleType
2006-11-22 02:07:08 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +00:00
Glenn Maynard
e386583dc8
High-level preferences that pull in other dependencies should be
...
moved out of PrefsManager; add GamePreferences for when we don't
have a convenient place to put it.
2006-11-21 04:54:50 +00:00
Glenn Maynard
8ab6be7bde
move Premium into GameState
2006-11-21 03:35:43 +00:00
Glenn Maynard
6207f655e5
fix dep: ScreenManager shouldn't use GameState
2006-11-21 02:01:40 +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
Chris Danford
2f7ac6aa3c
Add m_ to StageStats and PlayerStageStats members. There are several methods of these classes with local variable names that are similar to the member names. m_ helps distinguish between those two types.
2006-11-14 11:13:21 +00:00
Glenn Maynard
ec061bebc3
Message -> MessageID
2006-11-13 22:36:39 +00:00
Glenn Maynard
ff4376868f
FailEndOfSong sounds like "fail at the end of the song", but
...
actually means "fail immediately, but you can play the rest
of the song anyway". Rename FAIL_END_OF_SONG to
FAIL_IMMEDIATE_CONTINUE, to reflect this better.
2006-11-09 07:49:49 +00:00
Glenn Maynard
93e85f9125
remove unused
2006-11-09 07:44:31 +00:00
Glenn Maynard
31534db436
if FAIL_OFF, don't set DANGER or DEAD. This means
...
GameState::AllAreInDangerOrWorse is always false in FAIL_OFF; if
emptying the lifebar doesn't fail you, you're not in danger from it.
2006-11-09 06:26:28 +00:00
Glenn Maynard
d0ce8aef5b
Simplify: ShowDanger is a Background preference, and should not
...
influence GameState.
2006-11-09 06:14:19 +00:00