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itgmania212121/stepmania/src/ScreenPlayerOptions.cpp
T

566 lines
18 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: ScreenPlayerOptions
Desc: Select a song.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenPlayerOptions.h"
#include "RageUtil.h"
#include "ScreenManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "AnnouncerManager.h"
#include "RageSounds.h"
#include "NoteSkinManager.h"
#include "NoteFieldPositioning.h"
#include "ScreenSongOptions.h"
#include "Character.h"
#include "Steps.h"
#include "Course.h"
#define PREV_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","PrevScreen"+Capitalize(PlayModeToString(play_mode)))
#define NEXT_SCREEN( play_mode ) THEME->GetMetric ("ScreenPlayerOptions","NextScreen"+Capitalize(PlayModeToString(play_mode)))
#define BEGINNER_DESCRIPTION THEME->GetMetric ("ScreenPlayerOptions","Beginner")
#define EASY_DESCRIPTION THEME->GetMetric ("ScreenPlayerOptions","Easy")
#define MEDIUM_DESCRIPTION THEME->GetMetric ("ScreenPlayerOptions","Medium")
#define HARD_DESCRIPTION THEME->GetMetric ("ScreenPlayerOptions","Hard")
#define CHALLENGE_DESCRIPTION THEME->GetMetric ("ScreenPlayerOptions","Challenge")
enum {
PO_SPEED = 0,
PO_ACCEL,
PO_EFFECT,
PO_APPEAR,
PO_TURN,
PO_TRANSFORM,
PO_SCROLL,
PO_NOTE_SKIN,
PO_HOLD_NOTES,
PO_HIDE,
PO_PERSPECTIVE,
PO_STEP,
PO_CHARACTER,
NUM_PLAYER_OPTIONS_LINES
};
OptionRow g_PlayerOptionsLines[NUM_PLAYER_OPTIONS_LINES] = {
OptionRow( "Speed", false, "x0.25","x0.5","x0.75","x1","x1.5","x2","x3","x5","x8","C200", "?" ),
OptionRow( "Acceler\n-ation", false, "OFF","BOOST","BRAKE","WAVE","EXPAND","BOOMERANG" ),
OptionRow( "Effect", false, "OFF","DRUNK","DIZZY","MINI","FLIP","TORNADO","TIPSY" ),
OptionRow( "Appear\n-ance", false, "VISIBLE","HIDDEN","SUDDEN","STEALTH","BLINK", "R.VANISH" ),
OptionRow( "Turn", false, "OFF","MIRROR","LEFT","RIGHT","SHUFFLE","S.SHUFFLE" ),
OptionRow( "Trans\n-form", false, "OFF","LITTLE","WIDE","BIG","QUICK","SKIPPY","MINES" ),
OptionRow( "Scroll", false, "STANDARD","REVERSE","SPLIT","ALTERNATE" ),
OptionRow( "Note\nSkin", false, "" ),
OptionRow( "Holds", false, "OFF","ON" ),
OptionRow( "Hide", false, "OFF","DARK","BLIND"),
OptionRow( "Perspec\n-tive", false, "" ),
OptionRow( "Step", false, "" ),
OptionRow( "Charac\n-ter", false, "" ),
};
static const PlayerOptions::Effect ChoosableEffects[] =
{
PlayerOptions::EFFECT_DRUNK,
PlayerOptions::EFFECT_DIZZY,
PlayerOptions::EFFECT_MINI,
PlayerOptions::EFFECT_FLIP,
PlayerOptions::EFFECT_TORNADO,
PlayerOptions::EFFECT_TIPSY,
PlayerOptions::NUM_EFFECTS
};
ScreenPlayerOptions::ScreenPlayerOptions() :
ScreenOptions("ScreenPlayerOptions",true)
{
LOG->Trace( "ScreenPlayerOptions::ScreenPlayerOptions()" );
Init(
INPUTMODE_INDIVIDUAL,
g_PlayerOptionsLines,
NUM_PLAYER_OPTIONS_LINES,
false );
/* If we're going to "press start for more options" or skipping options
* entirely, we need a different fade out. XXX: this is a hack */
if(PREFSMAN->m_ShowSongOptions == PrefsManager::NO)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions direct out") ); /* direct to stage */
else if(PREFSMAN->m_ShowSongOptions == PrefsManager::ASK)
m_Menu.m_Out.Load( THEME->GetPathToB("ScreenPlayerOptions option out") ); /* optional song options */
m_sprOptionsMessage.Load( THEME->GetPathToG("ScreenPlayerOptions options") );
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
//this->AddChild( &m_sprOptionsMessage ); // we have to draw this manually over the top of transitions
m_bAcceptedChoices = false;
m_bGoToOptions = ( PREFSMAN->m_ShowSongOptions == PrefsManager::YES );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("player options intro") );
}
void ScreenPlayerOptions::ImportOptions()
{
// fill in difficulty names
m_OptionRow[PO_STEP].choices.clear();
if( GAMESTATE->m_bEditing )
{
m_OptionRow[PO_STEP].choices.push_back( "" );
}
else if( GAMESTATE->m_pCurCourse ) // playing a course
{
m_OptionRow[PO_STEP].choices.push_back( "REGULAR" );
if( GAMESTATE->m_pCurCourse->HasDifficult( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) )
m_OptionRow[PO_STEP].choices.push_back( "DIFFICULT" );
}
else if( GAMESTATE->m_pCurSong ) // playing a song
{
vector<Steps*> vNotes;
GAMESTATE->m_pCurSong->GetSteps( vNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
SortNotesArrayByDifficulty( vNotes );
for( unsigned i=0; i<vNotes.size(); i++ )
{
CString s = vNotes[i]->GetDescription();
s.MakeUpper();
// convert to theme-defined values
s = ConvertParamToThemeDifficulty(s);
m_OptionRow[PO_STEP].choices.push_back( s );
}
}
//
// fill in skin names
//
CStringArray arraySkinNames;
NOTESKIN->GetNoteSkinNames( arraySkinNames );
m_OptionRow[PO_NOTE_SKIN].choices.clear();
unsigned i;
for( i=0; i<arraySkinNames.size(); i++ )
{
arraySkinNames[i].MakeUpper();
m_OptionRow[PO_NOTE_SKIN].choices.push_back( arraySkinNames[i] );
}
m_OptionRow[PO_PERSPECTIVE].choices.clear();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "INCOMING" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "OVERHEAD" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "SPACE" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "HALLWAY" );
m_OptionRow[PO_PERSPECTIVE].choices.push_back( "DISTANT" );
CStringArray arrayPosNames;
GAMESTATE->m_pPosition->GetNamesForCurrentGame(arrayPosNames);
for( i=0; i<arrayPosNames.size(); i++ )
{
arrayPosNames[i].MakeUpper();
m_OptionRow[PO_PERSPECTIVE].choices.push_back( arrayPosNames[i] );
}
//
// fill in character names
//
m_OptionRow[PO_CHARACTER].choices.clear();
m_OptionRow[PO_CHARACTER].choices.push_back( "OFF" );
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for( i=0; i<apCharacters.size(); i++ )
{
CString s = apCharacters[i]->m_sName;
s.MakeUpper();
m_OptionRow[PO_CHARACTER].choices.push_back( s );
}
for( int p=0; p<NUM_PLAYERS; p++ )
{
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.25f ) m_iSelectedOption[p][PO_SPEED] = 0;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.5f ) m_iSelectedOption[p][PO_SPEED] = 1;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 0.75f ) m_iSelectedOption[p][PO_SPEED] = 2;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 1.0f ) m_iSelectedOption[p][PO_SPEED] = 3;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 1.5f ) m_iSelectedOption[p][PO_SPEED] = 4;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 2.0f ) m_iSelectedOption[p][PO_SPEED] = 5;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 3.0f ) m_iSelectedOption[p][PO_SPEED] = 6;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 5.0f ) m_iSelectedOption[p][PO_SPEED] = 7;
else if( !po.m_bTimeSpacing && po.m_fScrollSpeed == 8.0f ) m_iSelectedOption[p][PO_SPEED] = 8;
else if( po.m_bTimeSpacing && po.m_fScrollBPM == 200 ) m_iSelectedOption[p][PO_SPEED] = 9;
// removed so all of them still fit on line
// else if( po.m_bTimeSpacing && po.m_fScrollBPM == 300 ) m_iSelectedOption[p][PO_SPEED] = 10;
else if( po.m_bTimeSpacing == IsModTimeSpacing( PREFSMAN->m_sCustomSpeedMod )
&& (po.m_fScrollBPM == ConvertModToNumber( PREFSMAN->m_sCustomSpeedMod)
|| po.m_fScrollSpeed == ConvertModToNumber( PREFSMAN->m_sCustomSpeedMod ) ) )
m_iSelectedOption[p][PO_SPEED] = 10;
else m_iSelectedOption[p][PO_SPEED] = 3;
m_iSelectedOption[p][PO_ACCEL] = po.GetFirstAccel()+1;
const PlayerOptions::Effect e = po.GetFirstEffect();
m_iSelectedOption[p][PO_EFFECT] = 0;
for( i = 0; ChoosableEffects[i] != PlayerOptions::NUM_EFFECTS; ++i )
if( ChoosableEffects[i] == e )
m_iSelectedOption[p][PO_EFFECT] = i+1;
// m_iSelectedOption[p][PO_EFFECT] = po.GetFirstEffect()+1;
m_iSelectedOption[p][PO_APPEAR] = po.GetFirstAppearance()+1;
m_iSelectedOption[p][PO_TURN] = po.m_Turn;
m_iSelectedOption[p][PO_TRANSFORM] = po.m_Transform;
m_iSelectedOption[p][PO_SCROLL] = po.GetFirstScroll()+1;
// highlight currently selected skin
m_iSelectedOption[p][PO_NOTE_SKIN] = -1;
for( unsigned j=0; j<m_OptionRow[PO_NOTE_SKIN].choices.size(); j++ )
{
if( 0==stricmp(m_OptionRow[PO_NOTE_SKIN].choices[j], po.m_sNoteSkin) )
{
m_iSelectedOption[p][PO_NOTE_SKIN] = j;
break;
}
}
if( m_iSelectedOption[p][PO_NOTE_SKIN] == -1 )
m_iSelectedOption[p][PO_NOTE_SKIN] = 0;
m_iSelectedOption[p][PO_HOLD_NOTES] = po.m_bHoldNotes ? 1 : 0;
m_iSelectedOption[p][PO_HIDE] = po.m_fBlind ? 2 : (po.m_fDark ? 1 : 0);
if( GAMESTATE->m_bEditing )
{
m_iSelectedOption[p][PO_STEP] = 0;
}
else if( GAMESTATE->m_pCurCourse ) // playing a course
{
// support for difficult on one side and normal on other is not supported
// force same choice on both sides
g_PlayerOptionsLines[PO_STEP].bOneChoiceForAllPlayers = true;
if( GAMESTATE->m_bDifficultCourses &&
GAMESTATE->m_pCurCourse->HasDifficult( GAMESTATE->GetCurrentStyleDef()->m_StepsType ) )
m_iSelectedOption[p][PO_STEP] = 1;
else
m_iSelectedOption[p][PO_STEP] = 0;
}
else if( GAMESTATE->m_pCurSong ) // playing a song
{
vector<Steps*> vNotes;
GAMESTATE->m_pCurSong->GetSteps( vNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
SortNotesArrayByDifficulty( vNotes );
for( unsigned i=0; i<vNotes.size(); i++ )
{
if( GAMESTATE->m_pCurNotes[p] == vNotes[i] )
m_iSelectedOption[p][PO_STEP] = i;
}
}
// initialize custom speed mod text
if (PREFSMAN->m_sCustomSpeedMod != "")
m_OptionRow[PO_SPEED].choices[10] = PREFSMAN->m_sCustomSpeedMod;
else
m_OptionRow[PO_SPEED].choices.pop_back();
/* Default: */
m_iSelectedOption[p][PO_PERSPECTIVE] = 1;
if( po.m_fSkew==1 && po.m_fPerspectiveTilt==-1 )
m_iSelectedOption[p][PO_PERSPECTIVE] = 0;
else if( po.m_fSkew==1 && po.m_fPerspectiveTilt==1 )
m_iSelectedOption[p][PO_PERSPECTIVE] = 2;
else if( po.m_fSkew==0 && po.m_fPerspectiveTilt==-1 )
m_iSelectedOption[p][PO_PERSPECTIVE] = 3;
else if( po.m_fSkew==0 && po.m_fPerspectiveTilt==1 )
m_iSelectedOption[p][PO_PERSPECTIVE] = 4;
else /* po.m_fPerspectiveTilt == 0 */
{
vector<CString> &choices = m_OptionRow[PO_PERSPECTIVE].choices;
for(unsigned n = 3; n < choices.size(); ++n)
if(!choices[n].CompareNoCase(GAMESTATE->m_PlayerOptions[p].m_sPositioning))
m_iSelectedOption[p][PO_PERSPECTIVE] = n;
}
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
for( i=0; i<apCharacters.size(); i++ )
if( GAMESTATE->m_pCurCharacters[p] == apCharacters[i] )
m_iSelectedOption[p][PO_CHARACTER] = i+1;
/* Why do this? We don't want to erase if we back out. */
// po.Init();
}
}
void ScreenPlayerOptions::ExportOptions()
{
for( int p=0; p<NUM_PLAYERS; p++ )
{
PlayerOptions &po = GAMESTATE->m_PlayerOptions[p];
/* Why do this? We don't necessarily set everything in po, so we shouldn't
* erase everything. */
// po.Init();
// if player isn't enabled, don't bother parsing options
// **very important for nonstop difficulties**
if (!GAMESTATE->IsPlayerEnabled(p))
continue;
switch( m_iSelectedOption[p][PO_SPEED] )
{
case 0: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.25f; break;
case 1: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.5f; break;
case 2: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 0.75f; break;
case 3: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 1.0f; break;
case 4: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 1.5f; break;
case 5: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 2.0f; break;
case 6: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 3.0f; break;
case 7: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 5.0f; break;
case 8: po.m_bTimeSpacing = false; po.m_fScrollSpeed = 8.0f; break;
case 9: po.m_bTimeSpacing = true; po.m_fScrollSpeed = 1.0f; po.m_fScrollBPM = 200; break;
// case 10:po.m_bTimeSpacing = true; po.m_fScrollSpeed = 1.0f; po.m_fScrollBPM = 300; break;
case 10:
po.m_bTimeSpacing = IsModTimeSpacing( PREFSMAN->m_sCustomSpeedMod );
if (po.m_bTimeSpacing)
{
po.m_fScrollSpeed = 1.0f;
po.m_fScrollBPM = ConvertModToNumber( PREFSMAN->m_sCustomSpeedMod );
}
else
{
po.m_fScrollSpeed = ConvertModToNumber( PREFSMAN->m_sCustomSpeedMod );
po.m_fScrollBPM = ConvertModToNumber( PREFSMAN->m_sCustomSpeedMod );
}
break;
default: ASSERT(0);
}
ZERO( po.m_fAccels );
if( m_iSelectedOption[p][PO_ACCEL] != 0 )
po.SetOneAccel( (PlayerOptions::Accel)(m_iSelectedOption[p][PO_ACCEL]-1) );
/* Don't change effects that aren't displayed. */
for( int i = 0; ChoosableEffects[i] != PlayerOptions::NUM_EFFECTS; ++i )
{
const bool on = (i+1 == m_iSelectedOption[p][PO_EFFECT]);
const PlayerOptions::Effect e = ChoosableEffects[i];
po.m_fEffects[e] = on? 1.0f:0.0f;
}
ZERO( po.m_fAppearances );
if( m_iSelectedOption[p][PO_APPEAR] != 0 )
po.SetOneAppearance( (PlayerOptions::Appearance)(m_iSelectedOption[p][PO_APPEAR]-1) );
po.m_Turn = (PlayerOptions::Turn)m_iSelectedOption[p][PO_TURN];
po.m_Transform = (PlayerOptions::Transform)m_iSelectedOption[p][PO_TRANSFORM];
ZERO( po.m_fScrolls );
if( m_iSelectedOption[p][PO_SCROLL] != 0 )
po.SetOneScroll( (PlayerOptions::Scroll)(m_iSelectedOption[p][PO_SCROLL]-1) );
int iSelectedSkin = m_iSelectedOption[p][PO_NOTE_SKIN];
CString sNewSkin = m_OptionRow[PO_NOTE_SKIN].choices[iSelectedSkin];
po.m_sNoteSkin = sNewSkin;
po.m_bHoldNotes = (m_iSelectedOption[p][PO_HOLD_NOTES] == 1);
po.m_fDark = (m_iSelectedOption[p][PO_HIDE] == 1) ? 1.f : 0.f;
po.m_fBlind = (m_iSelectedOption[p][PO_HIDE] == 2) ? 1.f : 0.f;
switch(m_iSelectedOption[p][PO_PERSPECTIVE])
{
case 0: po.m_fSkew = 1; po.m_fPerspectiveTilt = -1; break;
case 1: po.m_fSkew = 0; po.m_fPerspectiveTilt = 0; break;
case 2: po.m_fSkew = 1; po.m_fPerspectiveTilt = 1; break;
case 3: po.m_fSkew = 0; po.m_fPerspectiveTilt = -1; break;
case 4: po.m_fSkew = 0; po.m_fPerspectiveTilt = 1; break;
default:
ASSERT(0);
}
if(m_iSelectedOption[p][PO_PERSPECTIVE] > 4)
{
const int choice = m_iSelectedOption[p][PO_PERSPECTIVE];
GAMESTATE->m_PlayerOptions[p].m_sPositioning = m_OptionRow[PO_PERSPECTIVE].choices[choice];
}
//
// apply difficulty selection
//
if( GAMESTATE->m_bEditing )
{
// do nothing
}
else if( GAMESTATE->m_pCurCourse ) // playing a course
{
if( m_iSelectedOption[p][PO_STEP] == 1 )
{
GAMESTATE->m_bDifficultCourses = true;
LOG->Trace("ScreenPlayerOptions: Using difficult course");
}
else
{
GAMESTATE->m_bDifficultCourses = false;
LOG->Trace("ScreenPlayerOptions: Using normal course");
}
}
else
{
vector<Steps*> vNotes;
GAMESTATE->m_pCurSong->GetSteps( vNotes, GAMESTATE->GetCurrentStyleDef()->m_StepsType );
SortNotesArrayByDifficulty( vNotes );
GAMESTATE->m_pCurNotes[p] = vNotes[ m_iSelectedOption[p][PO_STEP] ];
}
if( m_iSelectedOption[p][PO_CHARACTER] == 0 )
GAMESTATE->m_pCurCharacters[p] = NULL;
else
{
int choice = m_iSelectedOption[p][PO_CHARACTER] - 1;
vector<Character*> apCharacters;
GAMESTATE->GetCharacters( apCharacters );
GAMESTATE->m_pCurCharacters[p] = apCharacters[choice];
}
}
}
void ScreenPlayerOptions::GoToPrevState()
{
if( GAMESTATE->m_bEditing )
SCREENMAN->PopTopScreen();
else
SCREENMAN->SetNewScreen( PREV_SCREEN(GAMESTATE->m_PlayMode) );
}
void ScreenPlayerOptions::GoToNextState()
{
if( GAMESTATE->m_bEditing )
{
SCREENMAN->PopTopScreen();
}
else
{
GAMESTATE->AdjustFailType();
if( m_bGoToOptions )
SCREENMAN->SetNewScreen( NEXT_SCREEN(GAMESTATE->m_PlayMode) );
else
SCREENMAN->SetNewScreen( ScreenSongOptions::GetNextScreen() );
}
}
void ScreenPlayerOptions::Update( float fDelta )
{
ScreenOptions::Update( fDelta );
m_sprOptionsMessage.Update( fDelta );
}
void ScreenPlayerOptions::DrawPrimitives()
{
ScreenOptions::DrawPrimitives();
m_sprOptionsMessage.Draw();
}
void ScreenPlayerOptions::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( !GAMESTATE->m_bEditing &&
type == IET_FIRST_PRESS &&
!m_Menu.m_In.IsTransitioning() &&
MenuI.IsValid() &&
MenuI.button == MENU_BUTTON_START &&
PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
{
if( m_bAcceptedChoices && !m_bGoToOptions )
{
m_bGoToOptions = true;
m_sprOptionsMessage.SetState( 1 );
SOUND->PlayOnce( THEME->GetPathToS("Common start") );
}
}
ScreenOptions::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenPlayerOptions::HandleScreenMessage( const ScreenMessage SM )
{
if( PREFSMAN->m_ShowSongOptions == PrefsManager::ASK )
{
switch( SM )
{
case SM_BeginFadingOut: // when the user accepts the page of options
{
m_bAcceptedChoices = true;
float fShowSeconds = m_Menu.m_Out.GetLengthSeconds();
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade in
m_sprOptionsMessage.SetZoomY( 1 );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( fShowSeconds-0.3f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.15f ); // fade out
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetZoomY( 0 );
}
break;
}
}
ScreenOptions::HandleScreenMessage( SM );
}
CString ScreenPlayerOptions::ConvertParamToThemeDifficulty( const CString &in ) const
{
switch( StringToDifficulty(in) )
{
case DIFFICULTY_BEGINNER: return BEGINNER_DESCRIPTION;
case DIFFICULTY_EASY: return EASY_DESCRIPTION;
case DIFFICULTY_MEDIUM: return MEDIUM_DESCRIPTION;
case DIFFICULTY_HARD: return HARD_DESCRIPTION;
case DIFFICULTY_CHALLENGE: return CHALLENGE_DESCRIPTION;
default: return in; // something else
}
}
float ScreenPlayerOptions::ConvertModToNumber(CString value)
{
if (IsModTimeSpacing(value))
{
return (float) atof(value.c_str() + 1 );
}
else
{
return (float) atof(value.c_str() );
}
}
bool ScreenPlayerOptions::IsModTimeSpacing(CString value)
{
ASSERT( value.GetLength() );
if (value[0] == 'C')
return true;
return false;
}