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"
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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
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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