Make all uses of the Steps* in the TrailEntry class use an accessor method.
This makes it simple to switch to something else, such as using a StepsId instead of a Steps*.
This commit is contained in:
@@ -349,7 +349,7 @@ bool Course::GetTrailSorted( StepsType st, CourseDifficulty cd, Trail &trail ) c
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{
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SortTrailEntry ste;
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ste.entry = trail.m_vEntries[i];
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ste.SortMeter = SortTrail.m_vEntries[i].pSteps->GetMeter();
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ste.SortMeter = SortTrail.m_vEntries[i].GetSteps()->GetMeter();
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entries.push_back( ste );
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}
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@@ -567,7 +567,7 @@ bool Course::GetTrailUnsorted( StepsType st, CourseDifficulty cd, Trail &trail )
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TrailEntry te;
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te.pSong = resolved.pSong;
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te.pSteps = resolved.pSteps;
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te.SetSteps(resolved.pSteps);
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te.Modifiers = e->sModifiers;
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te.Attacks = e->attacks;
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te.bSecret = e->bSecret;
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@@ -173,7 +173,7 @@ void CourseEntryDisplay::SetFromGameState( int iCourseEntryIndex )
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const TrailEntry *te = tes[pn];
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if( te == NULL )
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continue;
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SetDifficulty( pn, ssprintf("%d", te->pSteps->GetMeter()), te->pSteps->GetDifficulty() );
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SetDifficulty( pn, ssprintf("%d", te->GetSteps()->GetMeter()), te->GetSteps()->GetDifficulty() );
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}
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m_TextBanner.LoadFromSong( te->pSong );
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@@ -630,7 +630,7 @@ bool PlayerOptions::IsEasierForCourseAndTrail( Course* pCourse, Trail* pTrail )
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->pSteps, PLAYER_1) )
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if( e->pSong && IsEasierForSongAndSteps(e->pSong, e->GetSteps(), PLAYER_1) )
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return true;
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}
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return false;
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@@ -850,8 +850,8 @@ void ScreenGameplay::InitSongQueues()
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pi->m_asModifiersQueue.clear();
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FOREACH_CONST( TrailEntry, pTrail->m_vEntries, e )
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{
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ASSERT( e->pSteps );
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pi->m_vpStepsQueue.push_back( e->pSteps );
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ASSERT( e->GetSteps() );
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pi->m_vpStepsQueue.push_back( e->GetSteps() );
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AttackArray a;
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e->GetAttackArray( a );
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pi->m_asModifiersQueue.push_back( a );
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@@ -1144,7 +1144,7 @@ bool SongManager::GetExtraStageInfoFromCourse( bool bExtra2, RString sPreferredG
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}
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pSongOut = pTrail->m_vEntries[0].pSong;
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pStepsOut = pTrail->m_vEntries[0].pSteps;
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pStepsOut = pTrail->m_vEntries[0].GetSteps();
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return true;
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}
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+12
-2
@@ -30,6 +30,16 @@ bool TrailEntry::operator== ( const TrailEntry &rhs ) const
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EQUAL(dc);
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}
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Steps *TrailEntry::GetSteps() const
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{
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return pSteps;
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}
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void TrailEntry::SetSteps(Steps *steps)
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{
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pSteps = steps;
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}
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bool TrailEntry::ContainsTransformOrTurn() const
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{
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PlayerOptions po;
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@@ -68,7 +78,7 @@ const RadarValues &Trail::GetRadarValues() const
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FOREACH_CONST( TrailEntry, m_vEntries, e )
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{
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const Steps *pSteps = e->pSteps;
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const Steps *pSteps = e->GetSteps();
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ASSERT( pSteps );
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/* Hack: don't calculate for autogen entries; it makes writing Catalog.xml
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* take way too long. (Tournamix 4 Sample.crs takes me ~10s.) */
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@@ -120,7 +130,7 @@ int Trail::GetTotalMeter() const
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int iTotalMeter = 0;
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FOREACH_CONST( TrailEntry, m_vEntries, e )
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{
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iTotalMeter += e->pSteps->GetMeter();
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iTotalMeter += e->GetSteps()->GetMeter();
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}
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return iTotalMeter;
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@@ -13,6 +13,7 @@ struct lua_State;
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struct TrailEntry
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{
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public:
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TrailEntry():
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pSong(NULL),
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pSteps(NULL),
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@@ -22,7 +23,10 @@ struct TrailEntry
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dc(Difficulty_Invalid)
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{
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}
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void GetAttackArray( AttackArray &out ) const;
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void GetAttackArray( AttackArray &out ) const;
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Steps* GetSteps() const;
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void SetSteps(Steps *steps);
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bool ContainsTransformOrTurn() const;
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Song* pSong;
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Steps* pSteps;
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@@ -37,7 +41,6 @@ struct TrailEntry
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Difficulty dc;
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bool operator== ( const TrailEntry &rhs ) const;
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bool operator!= ( const TrailEntry &rhs ) const { return !(*this==rhs); }
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bool ContainsTransformOrTurn() const;
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};
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class Trail
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