Commit Graph

21 Commits

Author SHA1 Message Date
Glenn Maynard e34d6d7195 ScreenWithMenuElements -> ScreenWithMenuElementsSimple 2008-05-28 01:27:35 +00:00
Glenn Maynard e333836a89 Don't respond to players joining by catching GB_START; other code can cause a join, too. Watch the Message_PlayerJoined message instead. 2008-05-28 00:43:42 +00:00
Chris Danford d377c2b1a4 MENU_BUTTON_ -> GAME_BUTTON_ 2008-05-21 05:36:09 +00:00
Chris Danford 7d3247a8aa fix 'Load player edits, play one of the player edits, continue, choose Nontop; crash' 2007-11-13 12:08:29 +00:00
Glenn Maynard 69e23dc79a unused 2007-05-31 17:22:29 +00:00
Glenn Maynard 62ea4a561a HurryTimerMessageCommand 2007-05-31 05:26:35 +00:00
Glenn Maynard 7b10e70139 HurryTimerMessageCommand 2007-05-31 05:26:08 +00:00
Glenn Maynard e6a26d1a58 do this with PlayerJoinedMessageCommand 2007-05-31 05:25:42 +00:00
Glenn Maynard 32fac7c444 lock on successful load 2007-05-30 02:13:32 +00:00
Glenn Maynard 743421f88f some MENU -> GAME 2007-05-10 17:59:13 +00:00
Glenn Maynard f803ab472e play sound 2007-04-28 23:21:32 +00:00
Glenn Maynard cc4a30ba13 cleanup 2007-04-28 23:17:08 +00:00
Glenn Maynard 82a026133b clamp timer 2007-04-25 22:57:55 +00:00
Glenn Maynard bed13264a1 allow rushing the timer with arrow buttons, too 2007-04-25 22:35:50 +00:00
Glenn Maynard 75e2a58944 ifx funky timer behavior 2007-04-25 22:27:36 +00:00
Glenn Maynard 7f6a237cdd handle failure in SGameplay, not SContinue; fixes name entry
not knowing a player is finished
2007-04-25 04:03:20 +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 9556754d30 unjoin failed players 2007-04-24 18:17:52 +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 638361e840 reset timer on con or join 2007-04-18 00:26:33 +00:00
Chris Danford 43ef38383d separate CurrentStageIndex into separate number per game and per player. This allowed for staggered join periods. 2007-03-25 09:37:14 +00:00