Chris Danford
071f02a862
allow access to individual BroadcastOnChangePtrs within BroadcastOnChangePtr1D
2005-02-25 18:17:26 +00:00
Chris Danford
4104edcad9
use BroadcastOnChange wrappers
2005-02-25 05:27:28 +00:00
Chris Danford
ab22e629d4
enforce that changed message is broadcast whenever value changes
2005-02-24 12:27:30 +00:00
Glenn Maynard
9ff32c8d25
fix init
2005-02-23 22:45:01 +00:00
Chris Danford
4a926a4605
DifficultyMeter: set name before load
2005-02-23 22:13:06 +00:00
Glenn Maynard
bf85d3d3ac
fix update
2005-02-23 21:13:09 +00:00
Chris Danford
555d5aa2fe
don't use Name/ID to load DifficultyMeter. We only need the Name at load time, so pass it into Load and don't save it in the Actor.
2005-02-23 20:40:46 +00:00
Glenn Maynard
b46daecd2f
Commit stats to profiles before loading ScreenEvaluation.
2005-02-23 19:18:11 +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
Chris Danford
a2915c038b
add TemporaryEventMode flag to GameState
2005-02-21 17:29:49 +00:00
Glenn Maynard
74d27315d3
s/UnlockSystem.h/UnlockManager.h/
2005-02-21 06:22:46 +00:00
Chris Danford
533e83ed00
Don't set two different names for an element. Instead, pass the metrics group name as a parameter to Load()
2005-02-16 23:03:01 +00:00
Chris Danford
ad3c10f251
move GetEvalStageStats into StatsManager
...
Add GetAccumStageStats
2005-02-16 19:40:09 +00:00
Chris Danford
bb712884bb
move global StageStats into a singleton
2005-02-16 03:25:45 +00:00
Chris Danford
3ccb1f7e01
have ComboGraph obey screen fallback logic
2005-02-15 21:47:30 +00:00
Chris Danford
147151e0b1
don't use hard-coded screen name
2005-02-15 19:44:34 +00:00
Chris Danford
12fde5d55c
move PlayerName texts out of code and into BGAnimations
2005-02-13 01:16:17 +00:00
Chris Danford
40c9e8fbe7
cache common metrics
2005-02-12 21:03:39 +00:00
Glenn Maynard
a0c9398419
cleanup
2005-02-07 06:46:41 +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
18b0c5f2d9
Instead of manually pausing and unpausing, automatically pause the
...
memory card thread when mounting the first drive, and automatically
unpause it when we unmount the last drive. (We can do this simplification
because we always mount and unmount memory cards explicitly when
reading and writing to them.)
2005-01-27 22:57:18 +00:00
Glenn Maynard
d7a279efb9
Remove m_bMemoryCardsMountOnlyWhenNecessary; always do that.
2005-01-27 20:06:20 +00:00
Chris Danford
8555a6da45
use Lua to execute commands
...
(needs cleanup)
2005-01-26 11:21:43 +00:00
Chris Danford
d92379cc5d
update screen testing
2005-01-21 05:58:31 +00:00
Glenn Maynard
b19f730790
script fix
2005-01-20 01:51:30 +00:00
Glenn Maynard
29b2a6d22f
remove m_bgOverlay (duplicates ScreenWithMenuElements::m_sprOverlay)
2005-01-15 18:41:09 +00:00
Glenn Maynard
c7c28b9aea
narrow StageStats* -> PlayerStageStats*
2005-01-10 15:18:13 +00:00
Glenn Maynard
8cba265a01
Init()
2005-01-03 22:44:19 +00:00
Chris Danford
e01f6ed77e
cleanup
2004-12-23 23:12:25 +00:00
Chris Danford
09d018444e
split StageStats into player-specific and non-player-specific structs
2004-12-20 10:47:41 +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
Chris Danford
ed19821e09
rename: ActorCommand -> Command
...
Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
2004-12-03 05:19:46 +00:00
Chris Danford
7f336c2ce6
self-registering screen classes
2004-11-26 17:28:47 +00:00
Chris Danford
bcbe615c0d
Pass ActorCommand structures to Actor instead of unparsed command strings.
...
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00
Chris Danford
0634c55431
fix rounding error in displaying percent score
2004-10-18 03:00:12 +00:00
Glenn Maynard
39c30e2f37
fix stage count problems
2004-10-09 15:18:42 +00:00
Chris Danford
bc39cb5079
serialize all memory card operations since mount operations hang if we're doing lsusb or reading USB mass storage descriptors in another thread
2004-10-09 08:16:48 +00:00
Glenn Maynard
a10764d6a4
fix stage counter being wrong for early ScreenSelectMusic code
2004-10-06 01:38:23 +00:00
Chris Danford
5d954e5659
don't mount unless the profile was loaded from a memory card
2004-10-03 05:49:10 +00:00
Chris Danford
9fe9b0884a
Add hack to not leave cards mounted
2004-10-03 05:27:52 +00:00
Chris Danford
d2a54cca31
make TapNote a struct. Over time, more properties will move from the enums and into bit flags.
2004-09-12 05:56:24 +00:00
Chris Danford
8668075291
fix warnings
2004-08-30 06:41:56 +00:00
Chris Danford
081c1e24b5
fix incorrect song counts for courses
...
cleanup: make StageStats hold a list of Songs and Steps that were played during the stage
2004-08-30 04:09:23 +00:00
Chris Danford
e435165014
clean up memory card logic:
...
- Don't do the OS mount for cards during the attract screens. Only do OS mounts in the time between BeginGame and PlayersFinalized.
- Remove logic for fast load of a Profile from the MemoryCard. Instead, load the whole profile all at once on PlayersFinalized.
2004-08-09 05:01:24 +00:00
Glenn Maynard
0c4f092fd3
fix ambiguous ?: types
2004-08-06 21:01:28 +00:00
Chris Danford
4af835a0de
do save high scores for a failed nonstop course
2004-07-25 22:08:41 +00:00
Chris Danford
4656fd713f
don't save awards in Profile. This info isn't used anywhere and won't be anytime soon.
2004-07-25 18:56:05 +00:00
Glenn Maynard
9965bbff54
cleanup
2004-07-25 07:22:31 +00:00
Chris Danford
504ba6c163
GetPath*N->GetPath*F
2004-07-25 06:29:50 +00:00