Use the loops.

This commit is contained in:
Jason Felds
2013-04-29 23:53:47 -04:00
parent 4b039a5628
commit 6465aefc1b
+12 -13
View File
@@ -1523,9 +1523,8 @@ void ScreenSelectMusic::AfterStepsOrTrailChange( const vector<PlayerNumber> &vpn
MESSAGEMAN->Broadcast("TwoPartConfirmCanceled");
}
FOREACH_CONST( PlayerNumber, vpns, p )
for (PlayerNumber const &pn : vpns)
{
PlayerNumber pn = *p;
ASSERT( GAMESTATE->IsHumanPlayer(pn) );
if( GAMESTATE->m_pCurSong )
@@ -1583,12 +1582,11 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
// Find the closest match to the user's preferred difficulty and StepsType.
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
FOREACH_CONST( Steps*, m_vpSteps, s )
int i = 0;
for (Steps *s : m_vpSteps)
{
int i = s - m_vpSteps.begin();
// If the current steps are listed, use them.
if( GAMESTATE->m_pCurSteps[pn] == *s )
if( GAMESTATE->m_pCurSteps[pn] == s )
{
iSelection = i;
break;
@@ -1596,10 +1594,10 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
{
int iDifficultyDifference = abs( (*s)->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
int iDifficultyDifference = abs( s->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
int iStepsTypeDifference = 0;
if( GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
iStepsTypeDifference = abs( (*s)->m_StepsType - GAMESTATE->m_PreferredStepsType );
iStepsTypeDifference = abs( s->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iTotalDifference = iStepsTypeDifference * NUM_Difficulty + iDifficultyDifference;
if( iCurDifference == -1 || iTotalDifference < iCurDifference )
@@ -1608,6 +1606,7 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
iCurDifference = iTotalDifference;
}
}
i += 1;
}
CLAMP( iSelection, 0, m_vpSteps.size()-1 );
@@ -1620,10 +1619,9 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
// Find the closest match to the user's preferred difficulty.
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
FOREACH_CONST( Trail*, m_vpTrails, t )
int i = 0;
for (Trail *t : m_vpTrails)
{
int i = t - m_vpTrails.begin();
// If the current trail is listed, use it.
if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
{
@@ -1633,8 +1631,8 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
if( GAMESTATE->m_PreferredCourseDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
{
int iDifficultyDifference = abs( (*t)->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn] );
int iStepsTypeDifference = abs( (*t)->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iDifficultyDifference = abs( t->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn] );
int iStepsTypeDifference = abs( t->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iTotalDifference = iStepsTypeDifference * NUM_CourseDifficulty + iDifficultyDifference;
if( iCurDifference == -1 || iTotalDifference < iCurDifference )
@@ -1643,6 +1641,7 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
iCurDifference = iTotalDifference;
}
}
i += 1;
}
CLAMP( iSelection, 0, m_vpTrails.size()-1 );