m_EffectType is now a bitfield, so we can have multiple effects on

at once.

There's no interface to this, but it works with courses.

drunk, dizzy, dark is amusing. "That arrow goes WHERE?"
This commit is contained in:
Glenn Maynard
2002-08-31 03:04:38 +00:00
parent 7ffc481c63
commit ad5f294ae4
7 changed files with 85 additions and 45 deletions
+22 -2
View File
@@ -84,7 +84,18 @@ void ScreenPlayerOptions::ImportOptions()
else if( po.m_fArrowScrollSpeed == 8.0f ) m_iSelectedOption[p][PO_SPEED] = 8;
else m_iSelectedOption[p][PO_SPEED] = 2;
m_iSelectedOption[p][PO_EFFECT] = po.m_EffectType;
switch(po.m_EffectType)
{
case PlayerOptions::EFFECT_NONE: m_iSelectedOption[p][PO_EFFECT]=0; break;
case PlayerOptions::EFFECT_BOOST: m_iSelectedOption[p][PO_EFFECT]=1; break;
case PlayerOptions::EFFECT_WAVE: m_iSelectedOption[p][PO_EFFECT]=2; break;
case PlayerOptions::EFFECT_DRUNK: m_iSelectedOption[p][PO_EFFECT]=3; break;
case PlayerOptions::EFFECT_DIZZY: m_iSelectedOption[p][PO_EFFECT]=4; break;
case PlayerOptions::EFFECT_SPACE: m_iSelectedOption[p][PO_EFFECT]=5; break;
case PlayerOptions::EFFECT_MINI: m_iSelectedOption[p][PO_EFFECT]=6; break;
default: ; break;
}
m_iSelectedOption[p][PO_APPEAR] = po.m_AppearanceType;
m_iSelectedOption[p][PO_TURN] = po.m_TurnType;
m_iSelectedOption[p][PO_LITTLE] = po.m_bLittle ? 1 : 0;
@@ -114,8 +125,17 @@ void ScreenPlayerOptions::ExportOptions()
case 8: po.m_fArrowScrollSpeed = 8.0f; break;
}
switch(m_iSelectedOption[p][PO_EFFECT])
{
case 0: po.m_EffectType = PlayerOptions::EFFECT_NONE; break;
case 1: po.m_EffectType = PlayerOptions::EFFECT_BOOST; break;
case 2: po.m_EffectType = PlayerOptions::EFFECT_WAVE; break;
case 3: po.m_EffectType = PlayerOptions::EFFECT_DRUNK; break;
case 4: po.m_EffectType = PlayerOptions::EFFECT_DIZZY; break;
case 5: po.m_EffectType = PlayerOptions::EFFECT_SPACE; break;
case 6: po.m_EffectType = PlayerOptions::EFFECT_MINI; break;
}
po.m_EffectType = (PlayerOptions::EffectType)m_iSelectedOption[p][PO_EFFECT];
po.m_AppearanceType = (PlayerOptions::AppearanceType)m_iSelectedOption[p][PO_APPEAR];
po.m_TurnType = (PlayerOptions::TurnType)m_iSelectedOption[p][PO_TURN];
po.m_bLittle = m_iSelectedOption[p][PO_LITTLE] == 1;