Commit Graph

186 Commits

Author SHA1 Message Date
Glenn Maynard 6c9c99091f m_vpPlayedSteps is identical to the beginning of m_vpPossibleSteps.
Change to m_iStepsPlayed to avoid the duplicate information.
2007-05-31 04:48:42 +00:00
Glenn Maynard 713c95b2b0 Stage refactoring:
- m_iPlayerCurrentStageIndexForCurrentCredit is changed to m_iPlayerStageTokens,
   counting the number of stages left.  This can be incremented and decremented
   (as a bonus or penalty) with no weird side-effects; it is not used to determine
   whether the player is on an extra stage.  This is less brittle; it eliminates
   special cases to avoid incrementing the counter and skipping into an extra stage.
 - Stage tokens are subtracted for each song played, and a player is unjoined
   when he runs out.
 - Stage tokens are subtracted at the start of gameplay.  If the player cancels,
   they're "refunded".  This differs from before, where the stage was incremented
   at the end of gameplay.  This makes the stage token counter meaningful during
   gameplay; if this is done at the end, then it would be too high during gameplay.
 - IsFinalStage is gone.  If needed, use GetSmallestNumStagesLeftForAnyHumanPlayer.
 - Extra stages are awarded by adding a stage token and incrementing
   m_iAwardedExtraStages.  If m_iAwardedExtraStages is 1, the player is
   on his first extra stage; if 2, his second.
2007-04-25 03:50:17 +00:00
Glenn Maynard 5318d0670d Previously, BeginStage was called in SGameplay and FinishStage was called
in each place gameplay exits.  This incremented the stage number in SSM,
and was brittle: FinishStage was sprinkled in many odd places.  Do both
in SGameplay.

This increments the stage number as soon as gameplay ends.  This only
affects evaluation.  Use the stage number from StageStats there, instead
of the current stage, and adjust branches.  During evaluation, the
game is on the upcoming stage and displaying old data for the last
stage, instead of the stage continuing through evaluation.

This also moves a bunch of scoring-related stuff out of SEvaluation,
to the end of gameplay, where it belongs.  Eval is almost const, and things
won't break like they would before if Eval is not used.
2007-04-24 01:35:32 +00:00
Glenn Maynard cdee75f0ab no name entry for players that are still playing 2007-04-19 15:02:49 +00:00
Steve Checkoway 0cb56b6ec2 GetAllSongs() -> GetSongs(). 2007-04-07 05:36:40 +00:00
Glenn Maynard 4a163ea0fa fixup 2007-03-17 01:14:26 +00:00
Glenn Maynard 1189f94ede generalize CodeNames 2007-03-16 23:33:41 +00:00
Glenn Maynard 9525afbdf3 code aliases 2007-03-16 22:32:38 +00:00
Glenn Maynard 960467871d debugging 2007-03-16 21:15:56 +00:00
Glenn Maynard 5884467e6a major refactoring. Puts most control of actual input mechanics
in Lua.
2007-03-16 21:14:00 +00:00
Glenn Maynard 9cdb7f3523 old 2007-03-14 22:59:31 +00:00
Glenn Maynard 1c0d59cf26 unindent 2007-03-14 22:57:19 +00:00
Chris Danford 599db61b62 Always call LoadAllCommands explicitly.
The hack to LoadAllCommands when playing a command was leading to weird interactions: If a theme element contained an OnCommand, it would cause the rest of the commands defined in metrics to not be loaded.
2007-02-19 09:30:07 +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 95c768b6e5 SetCurrentStyle() 2006-09-30 22:25:16 +00:00
Glenn Maynard a8dd0c5fdc GetCurrentStyle() 2006-09-30 22:13:20 +00:00
Glenn Maynard d89cbcd133 SetTransformFromReference 2006-09-22 03:34:06 +00:00
Glenn Maynard c2e5a38930 ActorCommands -> ActorUtil::ParseActorCommands 2006-09-21 02:25:10 +00:00
Glenn Maynard 8548f1cb33 simplify ActorCommands 2006-09-21 01:39:38 +00:00
Glenn Maynard 6fe7bf2683 clean up strange command code 2006-09-21 01:22:46 +00:00
Steve Checkoway 944a913790 PlayerNumber -> IEP. 2006-09-15 01:47:24 +00:00
Glenn Maynard 21d275e21c input.pn 2006-09-14 03:18:59 +00:00
Glenn Maynard 348f5ab34f avoid global ThemeMetric<apActorCommands>; unneeded include 2006-08-21 20:30:36 +00:00
Glenn Maynard 47a62d7db6 phase out param 2006-08-16 18:31:00 +00:00
Glenn Maynard 11372f28bf remove param 2006-08-16 18:23:56 +00:00
Steve Checkoway 2f6be662e7 Fix compile. 2006-08-10 06:50:49 +00:00
Steve Checkoway 547920b6cd Simplify. 2006-08-10 06:39:08 +00:00
Glenn Maynard 0a5256bb03 use DeviceInputToChar 2006-06-15 03:35:54 +00:00
Chris Danford 84b59f1510 sprite -> AutoActor 2006-06-14 02:42:29 +00:00
Chris Danford b79cb92052 remove use of towupper for OS X 2006-06-11 01:28:52 +00:00
Chris Danford 8c4cedf63f let OS handle key modifers (fixes number buttons w/ French keyboard) 2006-06-10 20:33:56 +00:00
Chris Danford dce168b0c2 international keyboard support 2006-06-10 06:50:50 +00:00
Glenn Maynard 033080e3cc Invert this: instead of "use menu if present, otherwise keyboard",
prefer keyboard.  That's gives more intuitive behavior if menu
inputs are mapped on alpha keys.
2006-03-30 00:19:19 +00:00
Chris Danford 99805145f2 add name entry by typing on the keyboard 2006-03-29 23:11:07 +00:00
Glenn Maynard b02e382975 style 2006-03-28 09:34:10 +00:00
Glenn Maynard 554853c977 cleanup 2006-02-02 23:07:25 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Glenn Maynard a87993bcb1 finish ctor transition 2006-01-15 20:46:15 +00:00
Glenn Maynard 2b4c9e4516 Transition away from Screen(sName). 2006-01-15 19:49:02 +00:00
Glenn Maynard edb6479aff load metrics in Init 2006-01-15 18:46:30 +00:00
Glenn Maynard 9056419cf5 remove logs (this stuff predates the crash handler and has been copied
and pasted around since)
2006-01-15 08:51:03 +00:00
Chris Danford d698a5f1ec CString -> RString in RageUtil
ThemeMetric<CString> -> LocalizedString to eliminate dependencies
2005-12-20 08:35:47 +00:00
Glenn Maynard 42ac54c4a5 pull out SetTransformFromExpression/SetTransformFromHeight, so we don't
have two init functions.

(Now, we only need two special metrics to init an ActorScroller; the rest
can be done by OnCommand.)
2005-12-07 05:43:49 +00:00
Glenn Maynard c5766b32aa simplify Load3. (Most scrollers use one subdivision.) 2005-12-07 04:22:47 +00:00
Glenn Maynard 12ff6ff4da simplify ActorScroller::Load3 2005-12-07 03:53:49 +00:00
Glenn Maynard abeead164e Using ActorScroller adds too many metrics. Prefer to set parameters
that aren't needed for initialization and aren't always used via
commands, not load-time parameters.
2005-12-06 03:29:16 +00:00
Glenn Maynard 3b36f59a6c The only place Load3 is ever called with bUseMask true is from
LoadFromNode.  The code path doesn't give any way of setting the
size, so it doesn't work.  Remove it, and use EnableMask.
2005-10-17 23:21:16 +00:00
Glenn Maynard dfc67cd84d ScreenWithMenuElements::StartTransitioning -> StartTransitioningScreen, to make searching
for it easier (vs. Transition::StartTransitioning).  (Trying to simplify tweening; this
may go back later.)
2005-10-13 22:17:13 +00:00
Glenn Maynard b5006f6e09 cleanup weird includes 2005-09-27 19:01:53 +00:00
Glenn Maynard 6ea2f37a36 Change MenuUp(pn,type) overrides to MenuUp(IEP), so info like DeviceI.ts is always accessible. 2005-09-23 00:44:52 +00:00