Commit Graph

108 Commits

Author SHA1 Message Date
Chris Danford a2915c038b add TemporaryEventMode flag to GameState 2005-02-21 17:29:49 +00:00
Chris Danford bb712884bb move global StageStats into a singleton 2005-02-16 03:25:45 +00:00
Glenn Maynard 188cbfa063 merge TNS_HIT_MINE handling 2005-02-07 06:17:07 +00:00
Chris Danford 4223e09cc8 GetPathTo -> GetPath 2005-02-06 03:32:53 +00:00
Charles Lohr a77a947dd0 Change: MUCH Cleaner fix for lifebar. 2005-01-26 14:08:02 +00:00
Charles Lohr 73a63247e6 FIX: Dead appearance on start. 2005-01-26 08:05:59 +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
Glenn Maynard 1c9a87326a Move the default life meter to a metric. I'm not yet sure what the best
way to handle these are; metrics, different GamePrefs defaults per game, ...
2004-11-15 03:24:43 +00:00
Ben Anderson 1104565faa Proof that I forgot to diff before committing... Stupid me. That comment is useless. 2004-11-12 04:01:20 +00:00
Ben Anderson cdca8e1457 Implement LifeMeterBar passing and LifeMeterBar extra passing, lifebars that display when the player is above the passmark. 2004-11-12 03:44:15 +00:00
Chris Danford 5127ceef4d remove CachedThemeMetrics in favor of ThemeMetric<T>
fix "CachedThemeMetrics don't read HTML colors and don't evaluate Lua expressions"
2004-11-06 20:36:04 +00:00
Chris Danford ce4780559f froundf -> Quantize 2004-10-24 17:44:51 +00:00
Glenn Maynard 18d55971a1 fix warnings 2004-09-25 06:38:33 +00:00
Chris Danford 1ec8cbb208 simplify: only accept RectF 2004-09-22 02:20:50 +00:00
Glenn Maynard 30a9bf3292 license update 2004-06-08 00:08:04 +00:00
Thad Ward cc17505d38 remove ancient commented out code. 2004-05-09 15:11:51 +00:00
Steve Checkoway 20a8bab45c Clean up includes. 2004-04-05 05:22:32 +00:00
Chris Danford c8fc9ddeae options name cleanup, fixes 2004-01-20 07:09:44 +00:00
Chris Danford a1a85c277f MercifulMines -> MercifulDrain
playbalance rave
playbalance AI
2004-01-11 23:33:56 +00:00
Chris Danford d4fd7adb1d fix merciful mines 2004-01-03 21:55:40 +00:00
Chris Danford 97c5c0e2c1 add MercifulMines option 2004-01-03 21:44:14 +00:00
Chris Danford 09ad8f31f3 use CachedThemeMetrics 2004-01-03 21:30:20 +00:00
Chris Danford 40b2ecfee5 simplify mine scoring
add separate dance point weights for mines
2004-01-02 08:43:14 +00:00
Glenn Maynard 9170e91bcc Move CurStageStats and vPlayedStageState out of GAMESTATE. Having
GameState.h depend on StageStats.h is too inconvenient.
2003-12-23 00:26:00 +00:00
Chris Danford 29c9770315 fix "can't hit taps on same line as mines"
move life deltas to prefs
separate life delta for stepping on a mine
2003-11-11 07:36:28 +00:00
Glenn Maynard 43ed677045 Fix PlayerOptions::GetString percentage rounding.
Merge ScreenGameplay::SM_NotesEnded code paths.

Replace FAIL_PASSMARK with PlayerOptions FailMark:
It's simpler: only one test (in SM_NotesEnded).  It can be 1: changed easily:
say "80% FailMark" for BM; 2: set per-player, if some mode wants an easier
setting for easier difficulties; 3: changed during courses (if you really wanted to).

It coexists with fail types.  In some BeatMania games, you have to be over 80%
at the end to pass, but you also fail immediately if the bar empties.

One thing to be careful of: since it coexists with fail types, setting FailOff doesn't
disable FailMark failing.  If you want that, too, use "No FailMark".

The danger background works consistently.  (If FailOff is set, the behavior is what
it was--no danger at all.)
2003-11-03 19:42:06 +00:00
Glenn Maynard 8c08e5ad50 const fixes 2003-11-03 18:24:13 +00:00
Andrew Livy 93f2e21ce4 Added: 70% PassMark Fail Type 2003-11-03 03:30:39 +00:00
Glenn Maynard 1b33b46e29 add GetLife 2003-10-23 06:15:58 +00:00
Glenn Maynard ce9b1909f2 keep track of life 2003-10-16 06:49:02 +00:00
Glenn Maynard 70d4e23d2c Lock the life meter after failing.
If m_bTwoPlayerRecovery (normal): only lock and fail in FAIL_END_OF_SONG
if both players were failing at the same point.  (Before, FAIL_ARCADE
would pass as long as one player was passing at any given point,
but FAIL_END_OF_SONG would fail at the end if all players were failing
at any point, which made FAIL_END_OF_SONG harder than FAIL_ARCADE
in some cases.)

Don't show the danger animation in FAIL_OFF.
2003-10-13 03:24:28 +00:00
Glenn Maynard 5c8a8d16d7 changable regen combos 2003-10-13 00:06:49 +00:00
Glenn Maynard 751ca831c2 Add StageStats::bFailedEarlier, to simplify gameplay logic. This should
fix course weirdness.
2003-09-15 22:48:37 +00:00
Glenn Maynard 59d24ab3e5 Fix warning. 2003-09-05 06:59:15 +00:00
Andrew Wong d869d22d93 simplify (use array) 2003-09-04 10:37:48 +00:00
Andrew Wong bde7fffff5 revert, algorithm got messed up (you fail on 2 arrows in life difficulty 4) 2003-09-04 10:04:27 +00:00
Glenn Maynard d5a299df4e Oops, silly fix. 2003-09-04 07:43:58 +00:00
Glenn Maynard d7cf9cfcfc Simplify. 2003-09-04 07:37:09 +00:00
Glenn Maynard 4183ac8f5b Simplify. 2003-09-04 07:34:05 +00:00
Glenn Maynard 869dbe66bd ProgressiveLifebarDifficulty, cleared and (total - 1) are all ints, so
ProgressiveLifebarDifficulty * cleared / (total - 1)) is an int.  Simplify.
2003-09-04 07:33:27 +00:00
Glenn Maynard 74b06a7e27 Fix progressive nonstop lifebar not working in event mode. (Event mode
with courses just means you can play another course without going through
the menus again.)
2003-09-04 07:28:28 +00:00
Andrew Wong 7ee2fd74e8 wait a few steps before regaining life after a player fails 2003-09-02 02:57:40 +00:00
Chris Danford 90655d4a4e Fix: BarDrain setting not saved, "sudden death" not so sudden on easier judge difficulties 2003-08-29 04:17:04 +00:00
Andrew Wong b114026d40 varying lifebar amounts for HowToPlay screen 2003-08-25 19:07:53 +00:00
Andrew Wong 061bf51dc1 DIRTY FIX: someone thought progressive stages affected lifebar difficulty; do an additional check in function to make sure we're not in event mode 2003-08-03 19:58:45 +00:00
Andrew Wong a898b4f370 lifebar should be non-progressive and life difficulty 4 on extra stage regardless of options 2003-08-03 15:32:35 +00:00
Andrew Wong 03d691fe20 added support for life difficulties up to 16
added more difficulties for progressive nonstop and stage modes (including level 9 to make use of judge 16 :D)

... i wonder who is nuts enough to choose that :P
2003-08-01 18:39:34 +00:00
Andrew Wong c3f1d5bc12 Added "progressive stages lifebar" support
Fixed bug where final stage wasn't really at full difficulty
2003-07-31 15:07:48 +00:00
Andrew Wong 3adec8251c progressive lifebar for nonstop courses (4th stage harder than 1st stage, etc) 2003-07-30 17:01:04 +00:00