revamped SelectDifficulty screen. Metrics can now control the choices available

This commit is contained in:
Chris Danford
2003-02-23 23:29:22 +00:00
parent 80981df5b6
commit 887704d948
7 changed files with 259 additions and 330 deletions
+24 -2
View File
@@ -49,10 +49,32 @@ Difficulty StringToDifficulty( CString sDC )
else if( sDC == "heavy" ) return DIFFICULTY_HARD;
else if( sDC == "smaniac" ) return DIFFICULTY_CHALLENGE;
else if( sDC == "challenge" ) return DIFFICULTY_CHALLENGE;
return DIFFICULTY_INVALID;
else return DIFFICULTY_INVALID;
}
CString PlayModeToString( PlayMode pm )
{
switch( pm )
{
case PLAY_MODE_ARCADE: return "arcade";
case PLAY_MODE_ONI: return "oni";
case PLAY_MODE_NONSTOP: return "nonstop";
case PLAY_MODE_ENDLESS: return "endless";
case PLAY_MODE_BATTLE: return "battle";
default: ASSERT(0); return "";
}
}
PlayMode StringToPlayMode( CString s )
{
for( int i=0; i<NUM_PLAY_MODES; i++ )
if( PlayModeToString((PlayMode)i).CompareNoCase(s) == 0 )
return (PlayMode)i;
return PLAY_MODE_INVALID;
}
RageColor PlayerToColor( PlayerNumber pn )
{
switch( pn )