enum name cleanup: DIFFICULTY_* -> Difficulty_*

This commit is contained in:
Chris Danford
2007-02-22 07:18:05 +00:00
parent 59df866348
commit f77647b5ad
34 changed files with 189 additions and 189 deletions
+9 -9
View File
@@ -237,7 +237,7 @@ void GameState::Reset()
FOREACH_PlayerNumber( p )
{
m_PreferredDifficulty[p].Set( Difficulty_Invalid );
m_PreferredCourseDifficulty[p].Set( DIFFICULTY_MEDIUM );
m_PreferredCourseDifficulty[p].Set( Difficulty_Medium );
}
m_SortOrder.Set( SortOrder_Invalid );
m_PreferredSortOrder = GetDefaultSort();
@@ -1052,8 +1052,8 @@ bool GameState::HasEarnedExtraStage() const
FOREACH_EnabledPlayer( pn )
{
if( m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_HARD &&
m_pCurSteps[pn]->GetDifficulty() != DIFFICULTY_CHALLENGE )
if( m_pCurSteps[pn]->GetDifficulty() != Difficulty_Hard &&
m_pCurSteps[pn]->GetDifficulty() != Difficulty_Challenge )
continue; /* not hard enough! */
if( (IsFinalStage() && STATSMAN->m_CurStageStats.m_player[pn].GetGrade() <= GRADE_TIER_FOR_EXTRA_1) ||
@@ -1269,18 +1269,18 @@ SongOptions::FailType GameState::GetPlayerFailType( const PlayerState *pPlayerSt
bool bFirstStage = !IsEventMode() && m_iCurrentStageIndex == 0;
/* Easy and beginner are never harder than FAIL_IMMEDIATE_CONTINUE. */
if( dc <= DIFFICULTY_EASY )
if( dc <= Difficulty_Easy )
setmax( ft, SongOptions::FAIL_IMMEDIATE_CONTINUE );
if( dc <= DIFFICULTY_EASY && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
if( dc <= Difficulty_Easy && bFirstStage && PREFSMAN->m_bFailOffForFirstStageEasy )
setmax( ft, SongOptions::FAIL_OFF );
/* If beginner's steps were chosen, and this is the first stage,
* turn off failure completely. */
if( dc == DIFFICULTY_BEGINNER && bFirstStage )
if( dc == Difficulty_Beginner && bFirstStage )
setmax( ft, SongOptions::FAIL_OFF );
if( dc == DIFFICULTY_BEGINNER && PREFSMAN->m_bFailOffInBeginner )
if( dc == Difficulty_Beginner && PREFSMAN->m_bFailOffInBeginner )
setmax( ft, SongOptions::FAIL_OFF );
}
@@ -1483,7 +1483,7 @@ void GameState::GetRankingFeats( PlayerNumber pn, vector<RankingFeat> &asFeatsOu
feat.Type = RankingFeat::COURSE;
feat.pCourse = pCourse;
feat.Feat = ssprintf("MR #%d in %s", i+1, pCourse->GetDisplayFullTitle().c_str() );
if( cd != DIFFICULTY_MEDIUM )
if( cd != Difficulty_Medium )
feat.Feat += " " + CourseDifficultyToLocalizedString(cd);
feat.pStringToFill = hs.GetNameMutable();
feat.grade = Grade_NoData;
@@ -1700,7 +1700,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir )
}
/* The user may be set to prefer a difficulty that isn't always shown; typically,
* DIFFICULTY_EDIT. Return the closest shown difficulty <= m_PreferredDifficulty. */
* Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */
Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
{
const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();