Commit Graph

761 Commits

Author SHA1 Message Date
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