Load AI difficulty data at runtime from AI.ini

This commit is contained in:
Chris Danford
2003-04-21 02:41:10 +00:00
parent cc9bf8677a
commit e15dcc2ab5
29 changed files with 412 additions and 228 deletions
+8 -2
View File
@@ -18,7 +18,10 @@
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenSongOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
enum {
SO_LIFE = 0,
@@ -47,6 +50,9 @@ ScreenSongOptions::ScreenSongOptions() :
{
LOG->Trace( "ScreenSongOptions::ScreenSongOptions()" );
if( !PREFSMAN->m_bShowSongOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
Init( INPUTMODE_BOTH,
g_SongOptionsLines,
NUM_SONG_OPTIONS_LINES,
@@ -106,7 +112,7 @@ void ScreenSongOptions::GoToPrevState()
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen( SM_None );
else
SCREENMAN->SetNewScreen( "ScreenPlayerOptions" );
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
}
void ScreenSongOptions::GoToNextState()
@@ -114,7 +120,7 @@ void ScreenSongOptions::GoToNextState()
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
SCREENMAN->SetNewScreen( "ScreenStage" );
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
}