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
bf6da7d8b4
Reorder some includes.
2006-11-29 14:57:21 +00:00
Glenn Maynard
7ef6009567
Screen::JoinInput -> GameState::JoinInput
2006-11-21 19:57:58 +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
Glenn Maynard
93e85f9125
remove unused
2006-11-09 07:44:31 +00:00
Glenn Maynard
43b7c4ac7d
m_HealthState is confusing; it's updated from other stats, and then the
...
original stats as well as m_HealthState are used for control logic.
Simplify; remove AllAreFailing, and figure it out directly.
2006-11-09 06:10:19 +00:00
Glenn Maynard
2ce839e4eb
Invalid
2006-10-07 04:25:28 +00:00
Glenn Maynard
fcffe3c80f
add SetCurrentStyle
2006-09-30 22:15:22 +00:00
Glenn Maynard
5e99a1c9e9
remove GameState::PlayerUsingBothSides
2006-09-30 02:57:05 +00:00
Steve Checkoway
1d378020ce
Const.
2006-08-06 08:50:24 +00:00
Steve Checkoway
65f55ff83e
const
2006-08-06 02:58:55 +00:00
Steve Checkoway
a89e8b9cb2
IsAnExtraStage().
2006-08-06 02:36:23 +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
Glenn Maynard
e056c49828
unused
2006-07-20 04:42:00 +00:00
Glenn Maynard
96b027ac1d
broadcast ChangeCourseSongIn/Out (deprecates CourseSongNumberChangeIn/Out)
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more general way of showing graphics bound to the song number (still a hack, though)
2006-04-29 02:03:08 +00:00
Glenn Maynard
e7f5a8fb2d
cleanup
2006-04-29 00:41:30 +00:00
Chris Danford
bead3edf0e
add multiplayer status
2006-04-21 00:43:32 +00:00
Glenn Maynard
46c1b2ac05
oops. Do keep the non-offset beat around, and use it for actor effects.
...
(This should probably be used for more than this; this stuff needs a
cleanup ...)
(test case: pick a song with a stop near the beginning of the sample music,
eg. Fly With Me; no matter what the offset is set to, it should always show
the same pause on beat effects. This could do so while honoring the offset,
but getting that right in GameSoundManager is very tricky, and it's usually
not important for non-gameplay cosmetics.)
2006-04-09 15:54:53 +00:00
Glenn Maynard
788ad134f1
This broke beat alignment, and after that was fixed, other questions
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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
6faf9b9b69
fix selecting an edit and moving to chance results in weird difficulty
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selection behavior
2006-03-29 02:54:11 +00:00
Glenn Maynard
ee9c292b09
Implement GlobalOffsetSeconds in GameState::UpdateSongPosition,
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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
Steve Checkoway
1946083107
Don't change player one's course difficulty preferenes. Play a sound when the difficulty changes.
2006-02-20 04:25:53 +00:00
Chris Danford
cce97c40b8
move autosync logic out of Player and GameState, into a separate file
2006-02-06 01:23:25 +00:00
Glenn Maynard
5467ab21ed
remove GameState::GetUndisplayedBeats
2006-02-01 04:45:31 +00:00
Chris Danford
7f821e8cfc
CString -> RString
2006-01-22 01:00:06 +00:00
Glenn Maynard
9c867fdd70
We have two "gamestate Lua environments": mapEnv and m_Environment. The
...
former is a map<CString,CString>; the latter is a Lua table. The former
is reset on gamestate reset, the latter is not.
Merge the map into the table, and eliminate it. We only need one, and
it makes sense for a Lua environment to be a Lua table.
Do reset the table on Reset. Otherwise, there's little point; if you want
to store data inside Lua, you don't need GameState to help.
2006-01-13 21:49:35 +00:00
Glenn Maynard
51a2d29493
unuseds
2006-01-13 06:50:16 +00:00
Glenn Maynard
c0de3d0397
remove unused stuff
2006-01-13 06:35:46 +00:00
Glenn Maynard
e8d67d9191
Remove "note skin for beat range", "beat range revision" stuff.
...
We still load all note skins for a course in advance, and note skins
are still sent through the weird "attack queue" stuff.
2006-01-12 21:39:00 +00:00
Chris Danford
66c5a45117
SetLoadedFromProfile when the Steps are created, not when they are saved
2005-12-06 23:44:01 +00:00
Chris Danford
cd9cf4c1e2
move some service menu actions from GameCommand into ScreenServiceAction
2005-11-29 23:15:11 +00:00
Chris Danford
e12e28d904
fix mods stored in profile cause DQ in Survival even though they're overridden
2005-11-02 20:02:47 +00:00
Chris Danford
6e5b3a5ed8
fix PrefsManager::m_sCurrentGame not current, so GamePrefs from Static.ini weren't being used
2005-10-28 01:44:19 +00:00
Chris Danford
112564dc99
fix [Common] DefaultModifers not being applied in most places
2005-10-27 07:51:37 +00:00
Glenn Maynard
5dda60ba52
cleanup, fix warning
2005-10-18 20:30:20 +00:00
Glenn Maynard
1168414cf0
m_bPastHereWeGo -> !m_bGameplayLeadIn, default false. This is more natural;
...
!m_bPastHereWeGo was the usual case.
2005-10-10 04:36:04 +00:00
Glenn Maynard
b0df6d2d68
broadcast bPastHereWeGo
2005-10-10 02:24:58 +00:00
Chris Danford
feb1bfb0fc
naming cleanup: rename scoring "Tier1"s to "W1"s (short for "Window 1")
...
add Preference1D so that we can index into the grading and life values
2005-10-09 04:30:59 +00:00
Chris Danford
b6cf3477b4
Use generic names for TapNoteScore values since they are treated genericly by the code.
...
Theme changes coming...
2005-10-08 00:57:40 +00:00
Chris Danford
15880eafd6
When in attract and not playing attract sounds, have SOUNDMAN only play sounds with RageSoundParams.m_bCriticalSound == true.
...
Currently, only the coin sound has RageSoundParams.m_bCriticalSound = true.
2005-10-04 06:51:06 +00:00
Chris Danford
a1cc399f3f
mute attract sounds inside of RageSound and don't mute everywhere that a sound might possibly be used in an attract screen
2005-10-03 23:54:40 +00:00
Glenn Maynard
36f30957a6
simplify
2005-09-08 05:52:37 +00:00
Glenn Maynard
12426c547c
simplify - less state is better
2005-09-03 04:10:52 +00:00
Glenn Maynard
56817d9490
broadcast m_SortOrder
2005-08-24 20:42:14 +00:00
Chris Danford
995b441180
store PlayerStates for MultiPlayers
2005-08-23 20:55:58 +00:00
Chris Danford
9731e806b1
move MultiPlayer and MultiPlayer join info into GameState
2005-08-20 22:51:43 +00:00
Chris Danford
e50a401341
move Character stuff out of messy GAMESTATE and into CHARMAN
2005-08-14 12:06:40 +00:00
Chris Danford
6ba0d4ac35
add GetCharacterFromID
2005-08-14 01:52:01 +00:00