add CourseDifficulty, use it instead of a bDifficult flag

This commit is contained in:
Chris Danford
2004-01-14 06:11:28 +00:00
parent fd1acf4cda
commit 1cb29a82b5
9 changed files with 111 additions and 74 deletions
+31 -34
View File
@@ -31,20 +31,20 @@
#include "ProfileManager.h" #include "ProfileManager.h"
/* Amount to increase meter ranges to make them difficult: */ /* Amount to increase meter ranges to make them difficult: */
const int DIFFICULT_METER_CHANGE = 2; const int COURSE_DIFFICULTY_METER_CHANGE[NUM_COURSE_DIFFICULTIES] = { 0, 2 };
/* Maximum lower value of ranges when difficult: */ /* Maximum lower value of ranges when difficult: */
const int MAX_BOTTOM_RANGE = 10; const int MAX_BOTTOM_RANGE = 10;
/* -1 is the default parameter of a few Course calls; leaving it out indicates /* COURSE_DIFFICULTY_INVALID is the default parameter of a few Course calls;
* to use GAMESTATE->m_bDifficultCourses. */ * leaving it out indicates to use GAMESTATE->m_CourseDifficulty. */
static bool IsDifficult( int Difficult ) static CourseDifficulty DerefDifficulty( CourseDifficulty d )
{ {
if( Difficult == -1 ) if( d == COURSE_DIFFICULTY_INVALID )
return GAMESTATE->m_bDifficultCourses; return GAMESTATE->m_CourseDifficulty;
else else
return !!Difficult; return d;
} }
Course::Course() Course::Course()
@@ -52,7 +52,7 @@ Course::Course()
m_bIsAutogen = false; m_bIsAutogen = false;
m_bRepeat = false; m_bRepeat = false;
m_bRandomize = false; m_bRandomize = false;
m_bDifficult = false; // m_bDifficult = false;
m_iLives = -1; m_iLives = -1;
m_iMeter = -1; m_iMeter = -1;
} }
@@ -64,16 +64,16 @@ PlayMode Course::GetPlayMode() const
return m_iLives > 0? PLAY_MODE_ONI:PLAY_MODE_NONSTOP; return m_iLives > 0? PLAY_MODE_ONI:PLAY_MODE_NONSTOP;
} }
const int DifficultMeterRamp = 3; const int DifficultMeterRamp[NUM_COURSE_DIFFICULTIES] = { 0, 3 };
float Course::GetMeter( int Difficult ) const float Course::GetMeter( CourseDifficulty cd ) const
{ {
if( m_iMeter != -1 ) if( m_iMeter != -1 )
return float(m_iMeter + (IsDifficult(Difficult)? DifficultMeterRamp:0)); return float(m_iMeter + DifficultMeterRamp[DerefDifficulty(cd)]);
/*LOG->Trace( "Course file '%s' contains a song '%s%s%s' that is not present", /*LOG->Trace( "Course file '%s' contains a song '%s%s%s' that is not present",
m_sPath.c_str(), sGroup.c_str(), sGroup.size()? "/":"", sSong.c_str());*/ m_sPath.c_str(), sGroup.c_str(), sGroup.size()? "/":"", sSong.c_str());*/
vector<Info> ci; vector<Info> ci;
GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, Difficult ); GetCourseInfo( GAMESTATE->GetCurrentStyleDef()->m_StepsType, ci, cd );
if( ci.size() == 0 ) if( ci.size() == 0 )
return 0; return 0;
@@ -465,13 +465,13 @@ void Course::MemCardData::AddHighScore( HighScore hs, int &iIndexOut )
* play that song, even if we're on difficult and harder notes don't exist. (The * play that song, even if we're on difficult and harder notes don't exist. (The
* exception is a static song entry with a meter range, but that's not very useful.) * exception is a static song entry with a meter range, but that's not very useful.)
*/ */
bool Course::HasDifficult( StepsType nt ) const bool Course::HasCourseDifficulty( StepsType nt, CourseDifficulty cd ) const
{ {
/* Check to see if any songs would change if difficult. */ /* Check to see if any songs would change if difficult. */
vector<Info> Normal, Hard; vector<Info> Normal, Hard;
GetCourseInfo( nt, Normal, false ); GetCourseInfo( nt, Normal, COURSE_DIFFICULTY_REGULAR );
GetCourseInfo( nt, Hard, true ); GetCourseInfo( nt, Hard, cd );
if( Normal.size() != Hard.size() ) if( Normal.size() != Hard.size() )
return true; /* it changed */ return true; /* it changed */
@@ -551,9 +551,9 @@ static vector<Song*> GetFilteredBestSongs( StepsType nt )
/* This is called by many simple functions, like Course::GetTotalSeconds, and may /* This is called by many simple functions, like Course::GetTotalSeconds, and may
* be called on all songs to sort. It can take time to execute, so we cache the * be called on all songs to sort. It can take time to execute, so we cache the
* results. */ * results. */
void Course::GetCourseInfo( StepsType nt, vector<Course::Info> &ci, int Difficult ) const void Course::GetCourseInfo( StepsType nt, vector<Course::Info> &ci, CourseDifficulty cd ) const
{ {
const InfoParams params( nt, IsDifficult(Difficult) ); const InfoParams params( nt, DerefDifficulty(cd) );
InfoCache::const_iterator it = m_InfoCache.find( params ); InfoCache::const_iterator it = m_InfoCache.find( params );
if( it != m_InfoCache.end() ) if( it != m_InfoCache.end() )
{ {
@@ -596,7 +596,7 @@ void Course::GetCourseInfo( StepsType nt, vector<Course::Info> &ci, int Difficul
/* This applies difficult mode for meter ranges. (If it's a difficulty /* This applies difficult mode for meter ranges. (If it's a difficulty
* class, we'll do it below.) */ * class, we'll do it below.) */
int low_meter, high_meter; int low_meter, high_meter;
GetMeterRange( i, low_meter, high_meter, Difficult ); GetMeterRange( i, low_meter, high_meter, cd );
switch( e.type ) switch( e.type )
{ {
@@ -690,15 +690,15 @@ void Course::GetCourseInfo( StepsType nt, vector<Course::Info> &ci, int Difficul
/* If e.difficulty == DIFFICULTY_INVALID, then we already increased difficulty /* If e.difficulty == DIFFICULTY_INVALID, then we already increased difficulty
* based on meter. */ * based on meter. */
if( IsDifficult(Difficult) && e.difficulty != DIFFICULTY_INVALID ) if( DerefDifficulty(cd) > COURSE_DIFFICULTY_REGULAR && e.difficulty != DIFFICULTY_INVALID )
{ {
/* See if we can find a NoteData that's one notch more difficult than /* See if we can find a NoteData that's one notch more difficult than
* the one we found above. */ * the one we found above. */
Difficulty dc = pNotes->GetDifficulty(); Difficulty dc = pNotes->GetDifficulty();
if(dc < DIFFICULTY_CHALLENGE) Difficulty new_dc = Difficulty(dc + DerefDifficulty(cd));
if( new_dc < NUM_DIFFICULTIES )
{ {
dc = Difficulty(dc + 1); Steps* pNewNotes = pSong->GetStepsByDifficulty( nt, new_dc, PREFSMAN->m_bAutogenMissingTypes );
Steps* pNewNotes = pSong->GetStepsByDifficulty( nt, dc, PREFSMAN->m_bAutogenMissingTypes );
if( pNewNotes ) if( pNewNotes )
pNotes = pNewNotes; pNotes = pNewNotes;
} }
@@ -712,7 +712,7 @@ void Course::GetCourseInfo( StepsType nt, vector<Course::Info> &ci, int Difficul
cinfo.Random = ( e.type == COURSE_ENTRY_RANDOM || e.type == COURSE_ENTRY_RANDOM_WITHIN_GROUP ); cinfo.Random = ( e.type == COURSE_ENTRY_RANDOM || e.type == COURSE_ENTRY_RANDOM_WITHIN_GROUP );
cinfo.Mystery = e.mystery; cinfo.Mystery = e.mystery;
cinfo.CourseIndex = i; cinfo.CourseIndex = i;
cinfo.Difficult = IsDifficult(Difficult); cinfo.CourseDifficulty = DerefDifficulty(cd);
ci.push_back( cinfo ); ci.push_back( cinfo );
} }
@@ -791,22 +791,19 @@ bool Course::IsFixed() const
Difficulty Course::GetDifficulty( const Info &stage ) const Difficulty Course::GetDifficulty( const Info &stage ) const
{ {
Difficulty dc = m_entries[stage.CourseIndex].difficulty; Difficulty dc = m_entries[stage.CourseIndex].difficulty;
Difficulty new_dc = Difficulty( dc + stage.CourseDifficulty );
if( stage.Difficult && dc < DIFFICULTY_CHALLENGE ) return (new_dc < NUM_DIFFICULTIES) ? new_dc : dc;
dc = Difficulty(dc + 1);
return dc;
} }
void Course::GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, int Difficult ) const void Course::GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, CourseDifficulty cd ) const
{ {
iMeterLowOut = m_entries[stage].low_meter; iMeterLowOut = m_entries[stage].low_meter;
iMeterHighOut = m_entries[stage].high_meter; iMeterHighOut = m_entries[stage].high_meter;
if( m_entries[stage].difficulty == DIFFICULTY_INVALID && IsDifficult(Difficult) ) if( m_entries[stage].difficulty == DIFFICULTY_INVALID )
{ {
iMeterHighOut += DIFFICULT_METER_CHANGE; iMeterHighOut += COURSE_DIFFICULTY_METER_CHANGE[ DerefDifficulty(cd) ];
iMeterLowOut += DIFFICULT_METER_CHANGE; iMeterLowOut += COURSE_DIFFICULTY_METER_CHANGE[ DerefDifficulty(cd) ];
iMeterLowOut = min( iMeterLowOut, MAX_BOTTOM_RANGE ); iMeterLowOut = min( iMeterLowOut, MAX_BOTTOM_RANGE );
} }
} }
@@ -814,7 +811,7 @@ void Course::GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, in
void Course::GetMeterRange( const Info &stage, int& iMeterLowOut, int& iMeterHighOut ) const void Course::GetMeterRange( const Info &stage, int& iMeterLowOut, int& iMeterHighOut ) const
{ {
GetMeterRange( stage.CourseIndex, iMeterLowOut, iMeterHighOut, stage.Difficult ); GetMeterRange( stage.CourseIndex, iMeterLowOut, iMeterHighOut, stage.CourseDifficulty );
} }
bool Course::GetTotalSeconds( float& fSecondsOut ) const bool Course::GetTotalSeconds( float& fSecondsOut ) const
@@ -1069,7 +1066,7 @@ void SortCoursePointerArrayByAvgDifficulty( vector<Course*> &apCourses )
RageTimer foo; RageTimer foo;
course_sort_val.clear(); course_sort_val.clear();
for(unsigned i = 0; i < apCourses.size(); ++i) for(unsigned i = 0; i < apCourses.size(); ++i)
course_sort_val[apCourses[i]] = apCourses[i]->GetMeter( false ); course_sort_val[apCourses[i]] = apCourses[i]->GetMeter( COURSE_DIFFICULTY_REGULAR );
sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTitle ); sort( apCourses.begin(), apCourses.end(), CompareCoursePointersByTitle );
stable_sort( apCourses.begin(), apCourses.end(), CompareCoursePointersBySortValueAscending ); stable_sort( apCourses.begin(), apCourses.end(), CompareCoursePointersBySortValueAscending );
+8 -8
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@@ -89,7 +89,7 @@ public:
bool m_bRepeat; // repeat after last song? "Endless" bool m_bRepeat; // repeat after last song? "Endless"
bool m_bRandomize; // play the songs in a random order bool m_bRandomize; // play the songs in a random order
bool m_bDifficult; // only make something difficult once // bool m_bDifficult; // only make something difficult once
int m_iLives; // -1 means use bar life meter int m_iLives; // -1 means use bar life meter
int m_iMeter; // -1 autogens int m_iMeter; // -1 autogens
@@ -97,7 +97,7 @@ public:
struct Info struct Info
{ {
Info(): pSong(NULL), pNotes(NULL), Random(false), Difficult(false) { } Info(): pSong(NULL), pNotes(NULL), Random(false), CourseDifficulty(COURSE_DIFFICULTY_INVALID) { }
void GetAttackArray( AttackArray &out ) const; void GetAttackArray( AttackArray &out ) const;
Song* pSong; Song* pSong;
@@ -106,16 +106,16 @@ public:
AttackArray Attacks; AttackArray Attacks;
bool Random; bool Random;
bool Mystery; bool Mystery;
bool Difficult; /* set to true if this is the difficult version */ CourseDifficulty CourseDifficulty;
/* Corresponding entry in m_entries: */ /* Corresponding entry in m_entries: */
int CourseIndex; int CourseIndex;
}; };
// Dereferences course_entries and returns only the playable Songs and Steps // Dereferences course_entries and returns only the playable Songs and Steps
void GetCourseInfo( StepsType nt, vector<Info> &ci, int Difficult = -1 ) const; void GetCourseInfo( StepsType nt, vector<Info> &ci, CourseDifficulty cd = COURSE_DIFFICULTY_INVALID ) const;
int GetEstimatedNumStages() const { return m_entries.size(); } int GetEstimatedNumStages() const { return m_entries.size(); }
bool HasDifficult( StepsType nt ) const; bool HasCourseDifficulty( StepsType nt, CourseDifficulty cd ) const;
bool IsPlayableIn( StepsType nt ) const; bool IsPlayableIn( StepsType nt ) const;
bool CourseHasBestOrWorst() const; bool CourseHasBestOrWorst() const;
RageColor GetColor() const; RageColor GetColor() const;
@@ -127,7 +127,7 @@ public:
bool IsOni() const { return GetPlayMode() == PLAY_MODE_ONI; } bool IsOni() const { return GetPlayMode() == PLAY_MODE_ONI; }
bool IsEndless() const { return GetPlayMode() == PLAY_MODE_ENDLESS; } bool IsEndless() const { return GetPlayMode() == PLAY_MODE_ENDLESS; }
PlayMode GetPlayMode() const; PlayMode GetPlayMode() const;
float GetMeter( int Difficult = -1 ) const; float GetMeter( CourseDifficulty cd = COURSE_DIFFICULTY_INVALID ) const;
bool IsFixed() const; bool IsFixed() const;
@@ -201,9 +201,9 @@ public:
void ClearCache(); void ClearCache();
private: private:
void GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, int Difficult = -1 ) const; void GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut, CourseDifficulty cd = COURSE_DIFFICULTY_INVALID ) const;
typedef pair<StepsType,bool> InfoParams; typedef pair<StepsType,CourseDifficulty> InfoParams;
typedef vector<Info> InfoData; typedef vector<Info> InfoData;
typedef map<InfoParams, InfoData> InfoCache; typedef map<InfoParams, InfoData> InfoCache;
mutable InfoCache m_InfoCache; mutable InfoCache m_InfoCache;
+21
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@@ -71,6 +71,27 @@ Difficulty StringToDifficulty( CString sDC )
} }
CString CourseDifficultyToString( CourseDifficulty dc )
{
switch( dc )
{
case COURSE_DIFFICULTY_REGULAR: return "regular";
case COURSE_DIFFICULTY_DIFFICULT: return "difficult";
default: ASSERT(0); return ""; // invalid Difficulty
}
}
/* We prefer the above names; recognize a number of others, too. (They'l
* get normalized when written to SMs, etc.) */
CourseDifficulty StringToCourseDifficulty( CString sDC )
{
sDC.MakeLower();
if( sDC == "regular" ) return COURSE_DIFFICULTY_REGULAR;
else if( sDC == "difficult" ) return COURSE_DIFFICULTY_DIFFICULT;
else return COURSE_DIFFICULTY_INVALID;
}
CString PlayModeToString( PlayMode pm ) CString PlayModeToString( PlayMode pm )
{ {
switch( pm ) switch( pm )
+12
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@@ -74,6 +74,18 @@ CString DifficultyToString( Difficulty dc );
Difficulty StringToDifficulty( CString sDC ); Difficulty StringToDifficulty( CString sDC );
enum CourseDifficulty
{
COURSE_DIFFICULTY_REGULAR,
COURSE_DIFFICULTY_DIFFICULT,
NUM_COURSE_DIFFICULTIES,
COURSE_DIFFICULTY_INVALID
};
CString CourseDifficultyToString( CourseDifficulty dc );
CourseDifficulty StringToCourseDifficulty( CString sDC );
enum StepsType enum StepsType
{ {
STEPS_TYPE_DANCE_SINGLE = 0, STEPS_TYPE_DANCE_SINGLE = 0,
+1 -1
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@@ -94,7 +94,7 @@ void GameState::Reset()
m_bJukeboxUsesModifiers = false; m_bJukeboxUsesModifiers = false;
m_iCurrentStageIndex = 0; m_iCurrentStageIndex = 0;
m_bAllow2ndExtraStage = true; m_bAllow2ndExtraStage = true;
m_bDifficultCourses = false; m_CourseDifficulty = COURSE_DIFFICULTY_REGULAR;
m_BeatToNoteSkinRev = 0; m_BeatToNoteSkinRev = 0;
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_CurGame ); NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_CurGame );
+1 -1
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@@ -56,7 +56,7 @@ public:
int m_iCoins; // not "credits" int m_iCoins; // not "credits"
PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki bool m_bIsOnSystemMenu; // system screens will not be effected by the operator key -- Miryokuteki
bool m_bDifficultCourses; // used in nonstop CourseDifficulty m_CourseDifficulty; // used in nonstop
time_t m_timeGameStarted; // from the moment the first player pressed Start time_t m_timeGameStarted; // from the moment the first player pressed Start
/* This is set to a random number per-game/round; it can be used for a random seed. */ /* This is set to a random number per-game/round; it can be used for a random seed. */
+18 -17
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@@ -109,9 +109,19 @@ void ScreenOptionsMaster::SetStep( OptionRowData &row, OptionRowHandler &hand )
else if( GAMESTATE->m_pCurCourse ) // playing a course else if( GAMESTATE->m_pCurCourse ) // playing a course
{ {
row.bOneChoiceForAllPlayers = true; row.bOneChoiceForAllPlayers = true;
row.choices.push_back( ENTRY_NAME("RegularCourses") );
if( GAMESTATE->m_pCurCourse->HasDifficult( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) ) Course* pCourse = GAMESTATE->m_pCurCourse;
row.choices.push_back( ENTRY_NAME("DifficultCourses") ); StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
for( int d=0; d<NUM_COURSE_DIFFICULTIES; d++ )
{
CourseDifficulty cd = (CourseDifficulty)d;
if( pCourse->HasCourseDifficulty(st,cd) )
{
CString sDifficulty = CourseDifficultyToString( cd );
sDifficulty = Capitalize( sDifficulty );
row.choices.push_back( ENTRY_NAME(sDifficulty+"Courses") );
}
}
} }
else if( GAMESTATE->m_pCurSong ) // playing a song else if( GAMESTATE->m_pCurSong ) // playing a song
{ {
@@ -354,9 +364,10 @@ void ScreenOptionsMaster::ImportOption( const OptionRowData &row, const OptionRo
if( GAMESTATE->m_pCurCourse ) // playing a course if( GAMESTATE->m_pCurCourse ) // playing a course
{ {
if( GAMESTATE->m_bDifficultCourses && Course* pCourse = GAMESTATE->m_pCurCourse;
GAMESTATE->m_pCurCourse->HasDifficult( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) ) StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
SelectExactlyOne( 1+(row.bMultiSelect?1:0), vbSelectedOut ); if( pCourse->HasCourseDifficulty( st, GAMESTATE->m_CourseDifficulty ) )
SelectExactlyOne( GAMESTATE->m_CourseDifficulty+(row.bMultiSelect?1:0), vbSelectedOut );
else else
SelectExactlyOne( 0+(row.bMultiSelect?1:0), vbSelectedOut ); SelectExactlyOne( 0+(row.bMultiSelect?1:0), vbSelectedOut );
return; return;
@@ -516,17 +527,7 @@ int ScreenOptionsMaster::ExportOption( const OptionRowData &row, const OptionRow
} }
else if( GAMESTATE->m_pCurCourse ) // playing a course else if( GAMESTATE->m_pCurCourse ) // playing a course
{ {
if( sel == 1 ) GAMESTATE->m_CourseDifficulty = (CourseDifficulty)sel;
{
GAMESTATE->m_bDifficultCourses = true;
LOG->Trace("ScreenPlayerOptions: Using difficult course");
}
else
{
GAMESTATE->m_bDifficultCourses = false;
LOG->Trace("ScreenPlayerOptions: Using normal course");
}
} }
else if( GAMESTATE->m_pCurSong ) // playing a song else if( GAMESTATE->m_pCurSong ) // playing a song
{ {
+4 -4
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@@ -260,18 +260,18 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
} }
if( CodeDetector::EnteredEasierDifficulty(GameI.controller) && if( CodeDetector::EnteredEasierDifficulty(GameI.controller) &&
GAMESTATE->m_bDifficultCourses) GAMESTATE->m_CourseDifficulty > 0 )
{ {
m_soundChangeNotes.Play(); m_soundChangeNotes.Play();
GAMESTATE->m_bDifficultCourses = false; GAMESTATE->m_CourseDifficulty = (CourseDifficulty)(GAMESTATE->m_CourseDifficulty-1);
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0); SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
} }
if( CodeDetector::EnteredHarderDifficulty(GameI.controller) && if( CodeDetector::EnteredHarderDifficulty(GameI.controller) &&
!GAMESTATE->m_bDifficultCourses) GAMESTATE->m_CourseDifficulty < NUM_COURSE_DIFFICULTIES-1 )
{ {
m_soundChangeNotes.Play(); m_soundChangeNotes.Play();
GAMESTATE->m_bDifficultCourses = true; GAMESTATE->m_CourseDifficulty = (CourseDifficulty)(GAMESTATE->m_CourseDifficulty+1);
SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0); SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
} }
+10 -4
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@@ -820,11 +820,14 @@ void ScreenSelectMusic::EasierDifficulty( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) ) if( !GAMESTATE->IsHumanPlayer(pn) )
return; return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && GAMESTATE->m_bDifficultCourses ) if( m_MusicWheel.GetSelectedType() == TYPE_COURSE )
{
if( GAMESTATE->m_CourseDifficulty > 0 )
{ {
m_soundDifficultyEasier.Play(); m_soundDifficultyEasier.Play();
GAMESTATE->m_bDifficultCourses = false; GAMESTATE->m_CourseDifficulty = (CourseDifficulty)(GAMESTATE->m_CourseDifficulty-1);
AfterMusicChange(); AfterMusicChange();
}
return; return;
} }
@@ -852,11 +855,14 @@ void ScreenSelectMusic::HarderDifficulty( PlayerNumber pn )
if( !GAMESTATE->IsHumanPlayer(pn) ) if( !GAMESTATE->IsHumanPlayer(pn) )
return; return;
if( m_MusicWheel.GetSelectedType() == TYPE_COURSE && !GAMESTATE->m_bDifficultCourses ) if( m_MusicWheel.GetSelectedType() == TYPE_COURSE )
{
if( GAMESTATE->m_CourseDifficulty < NUM_COURSE_DIFFICULTIES-1 )
{ {
m_soundDifficultyHarder.Play(); m_soundDifficultyHarder.Play();
GAMESTATE->m_bDifficultCourses = true; GAMESTATE->m_CourseDifficulty = (CourseDifficulty)(GAMESTATE->m_CourseDifficulty+1);
AfterMusicChange(); AfterMusicChange();
}
return; return;
} }