Commit Graph

891 Commits

Author SHA1 Message Date
Glenn Maynard 5be4331e71 phase out StyleI.player 2006-09-13 00:09:00 +00:00
Glenn Maynard 2fa74742c0 remove unused 2006-09-12 23:47:55 +00:00
Glenn Maynard 7bab74efab As far as I can tell, StyleI.player is always the
same as MenuI.player if the style is set.  Phase
it out.
2006-09-12 23:29:08 +00:00
Glenn Maynard 3fc0d75570 remove IET_LEVEL_CHANGED 2006-09-08 18:51:12 +00:00
Steve Checkoway 9613079a92 static 2006-09-02 21:19:32 +00:00
Steve Checkoway 0de6c71e96 Simplify. 2006-08-19 19:58:48 +00:00
Steve Checkoway 35c48c3671 Header cleanup. 2006-08-17 18:52:46 +00:00
Glenn Maynard 30f53de68c LoadFromFont 2006-08-16 07:19:41 +00:00
Steve Checkoway 45db2de31d Pass release to Step(). Doesn't do anything yet. 2006-08-14 09:09:24 +00:00
Steve Checkoway ba0d51cc7a Simplify. 2006-08-06 02:37:42 +00:00
Steve Checkoway 6a6f55b7c7 Comment. 2006-08-06 02:11:48 +00:00
Steve Checkoway 0cb22fb806 Apparently VC doesn't like using (group).GroupType as a type (and frankly, I couldn't get g++ to accept it outside of StepMania, either) so use the macros with PO and SO prefixes for PlayerOptions and SongOptions, respectively. Also, pointers to data members can't point to elements of an array (no idea why gcc was allowing it before) so use Assign_n and pass the index separately. (Very annoying, typeof() should really be in the standard.) 2006-08-05 08:02:49 +00:00
Steve Checkoway 62c5e096f6 Remove Toggle and make the members private. Now, when setting a lower level, it must be applied to the higher levels. 2006-08-05 05:50:11 +00:00
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 b3056eee1c Fix mines not being triggered when being held down (for the most part). It's still possible for mines to not be triggered if the input released after the mine has passed but before the next Update() frame. This is much tricker to deal with since we can't ask if the button was held down at some time in the past It is also much harder to detect than having held down the button for an entire measure and watched mines just not be hit.
This should also fix autoplay misses by telling Step() exactly which row was pressed.

There are also comments in there about possible bugs in the grading/key sounds but I didn't want to change those without getting input from other devs since it does change the way we grade "jack hammers."
2006-07-28 09:05:58 +00:00
Steve Checkoway 73ce25c313 Spacing to make these easier to read. 2006-07-23 23:55:16 +00:00
Steve Checkoway 8ab760a346 Put the NoteData into the PlayerInfo and use that for constructing Players. Use the Player's (new) interface GetNoteData() for everything except for loading where ScreenGameplay needs to actually modify the NoteData so do it directly via the PlayerInfo. 2006-07-17 00:58:33 +00:00
Josh Allen b96481c589 Fix compile
NoteData* --> const NoteData&
2006-07-16 16:10:00 +00:00
Steve Checkoway 5a01cb9c3f Split out SaveStats to give more flexibility to subclasses that may wish to interact with the stats differently. 2006-07-10 04:32:33 +00:00
Steve Checkoway 3f2877bf76 Simplify. 2006-07-10 00:47:59 +00:00
Steve Checkoway 0b8e8f8512 Use a PlayerStageStats rather than indexing into STATSMAN with a PlayerNumber. 2006-07-10 00:02:07 +00:00
Steve Checkoway eb764177f1 Overlapping NoteFields is not an option. Revert. 2006-07-09 21:51:04 +00:00
Steve Checkoway a92d8a244d Remove all notes except for that player's. 2006-07-09 20:15:51 +00:00
Steve Checkoway 4a324be6dd GetPlayerInfoForInput allows mapping inputs to PlayerInfos rather than just PlayerNumbers to PlayerInfos. 2006-07-09 20:14:06 +00:00
Steve Checkoway fa4b293f83 Simplify. 2006-07-07 19:42:28 +00:00
Glenn Maynard 934b3f25c1 fix input check 2006-07-05 16:05:22 +00:00
Glenn Maynard b0055b0853 simplify. Don't separate "next" and "cancel" as much: to cancel, set the next screen to PREV_SCREEN, and use SM_GoToNextScreen. 2006-06-25 18:11:09 +00:00
Steve Checkoway e1f9e558df Map between PlayerNumber and PlayerInfo. Most subclasses use a one to one mapping so that's what ScreenGameplay's version will do. If you need other behavior, implement this member function. 2006-06-24 04:19:00 +00:00
Steve Checkoway d2db559fb3 Cleanup. 2006-06-24 00:22:13 +00:00
Steve Checkoway 2426abc7d1 v.begin()-1 is not a valid iterator. Increment the iterator before calling GetNext*Player*() and do not increment inside the function. 2006-06-16 20:23:02 +00:00
Chris Danford af3e1c571c move Steps searching out of song into SongUtil so that it can be shared with CourseEntry 2006-06-13 01:10:37 +00:00
Chris Danford ab78ca7e34 fix PlayerOptions warning 2006-06-12 09:19:07 +00:00
Chris Danford f988e6d38f delay 0.5s before showing abort or give up 2006-06-03 23:13:22 +00:00
Chris Danford f46e1e8c07 localize 'hold back' text 2006-05-03 23:57:23 +00:00
Glenn Maynard ae22035669 unused 2006-04-29 02:11:13 +00:00
Glenn Maynard 96b027ac1d broadcast ChangeCourseSongIn/Out (deprecates CourseSongNumberChangeIn/Out)
more general way of showing graphics bound to the song number (still a hack, though)
2006-04-29 02:03:08 +00:00
Chris Danford af74b19ba1 fix forced mods persist if back out from gameplay 2006-04-25 21:49:41 +00:00
Chris Danford a6272ec9ca tab cleanup
remove unfinished multiplayer stuff
2006-04-21 00:17:48 +00:00
Chris Danford f5f05d8e54 undo last 2006-04-08 01:52:37 +00:00
Chris Danford 7800b50fb6 hush debug logging 2006-04-08 01:36:40 +00:00
Chris Danford 16ecd09b9b 400ms between NotesWillCross messages 2006-04-04 21:45:10 +00:00
Glenn Maynard 788ad134f1 This broke beat alignment, and after that was fixed, other questions
came up (like how to align beat effects correctly).  Revert this and
fix assist tick differently.

Add GetBeatAndBPSFromElapsedTimeNoOffset, GetBeatFromElapsedTimeNoOffset,
GetElapsedTimeFromBeatNoOffset.  Use them to ignore GlobalOffsetSeconds.
2006-03-29 11:12:20 +00:00
Glenn Maynard ee9c292b09 Implement GlobalOffsetSeconds in GameState::UpdateSongPosition,
not TimingData.  TimingData is a simple data structure, and shouldn't
be affected by hardware tweaks.  This is also easier to bypass in cases
we don't want GlobalOffsetSeconds.

Don't adjust assist tick by GlobalOffsetSeconds.
2006-03-28 09:28:55 +00:00
Chris Danford ee8329cee6 don't DQ because of forced mods 2006-03-26 17:48:39 +00:00
Glenn Maynard b7d200c4e1 m_textDebug OnCommand 2006-03-26 06:22:00 +00:00
Glenn Maynard 7ab439ebb2 fix memory leak 2006-03-24 18:20:35 +00:00
Glenn Maynard ddb155858c fix "hold start to give up" stays on screen if the button was pushed before
we ended a course song, and triggered after
2006-03-14 06:01:03 +00:00
Glenn Maynard 3050906da6 cleanup 2006-03-14 05:47:51 +00:00
Glenn Maynard 313c722da3 remove UseForcedModifiersInBeginner 2006-03-14 05:39:57 +00:00