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
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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
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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.
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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.
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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
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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
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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
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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
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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
Andrew Wong
ff3e915763
weee progressive lifebar (like ddrex)
2003-07-29 12:42:38 +00:00
Chris Danford
c67d78d948
let Actor subclasses have first crack at parsing commands
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allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
2003-07-07 01:29:18 +00:00
William Reading
d310d0e252
Fix darwin math problems
2003-07-04 18:03:20 +00:00
Glenn Maynard
5a28d482cc
reduce dependencies
2003-06-29 01:04:22 +00:00
Chris Danford
4fcd08a7d5
revert Sprite custom texture coordinate code (to fix rotated banner)
2003-06-23 04:49:28 +00:00
Chris Danford
aac9739fac
Add crop property to Actor - currently only used in Sprite
2003-06-20 23:04:11 +00:00
Chris Danford
6f2ace362f
fix goofy lifemeter and disappearing HoldNote bodies (z-buffer problems)
2003-05-15 06:33:08 +00:00
Chris Danford
54bedc3eba
clean up RageDisplay methods, add ability to mask song banner
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The masking uses the Z-buffer under the assumption that some cards don't have a stencil. Should we be using the stencil instead? It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
2003-05-15 06:09:19 +00:00
Chris Danford
7385581ccd
fix LifeMeterBar stream alignment
2003-05-05 04:03:49 +00:00
Chris Danford
448bdc7b6e
make calls to THEME->GetPathTo() more concise
2003-04-12 17:39:27 +00:00
Chris Danford
31aa613295
Cleanup of theme element names
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Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
2003-03-09 00:55:49 +00:00
Glenn Maynard
3f9504b7b9
newlines
2003-02-16 04:56:36 +00:00
Glenn Maynard
42cfd6f98c
stdafx -> global
2003-02-16 04:01:45 +00:00
Glenn Maynard
9af2798503
fix data types
2003-02-14 06:52:48 +00:00
Glenn Maynard
c13222a628
fix data types
2003-02-14 06:52:05 +00:00
Glenn Maynard
4eb419a979
make OK and NG affect life meter
2003-01-20 05:17:49 +00:00