add PreferredStepsType, fix StepsType jumps when changing songs if multiple StepsTypes are shown
This commit is contained in:
@@ -108,6 +108,7 @@ GameState::GameState() :
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m_PlayMode( Message_PlayModeChanged ),
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m_sPreferredSongGroup( Message_PreferredSongGroupChanged ),
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m_sPreferredCourseGroup( Message_PreferredCourseGroupChanged ),
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m_PreferredStepsType( Message_PreferredStepsTypeChanged ),
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m_PreferredDifficulty( Message_PreferredDifficultyP1Changed ),
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m_PreferredCourseDifficulty( Message_PreferredCourseDifficultyP1Changed ),
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m_SortOrder( Message_SortOrderChanged ),
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@@ -219,6 +220,7 @@ void GameState::ApplyCmdline()
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void GameState::ResetPlayer( PlayerNumber pn )
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{
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m_PreferredStepsType.Set( StepsType_Invalid );
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m_PreferredDifficulty[pn].Set( Difficulty_Invalid );
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m_PreferredCourseDifficulty[pn].Set( Difficulty_Medium );
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m_iPlayerStageTokens[pn] = 0;
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@@ -726,7 +728,7 @@ void GameState::LoadCurrentSettingsFromProfile( PlayerNumber pn )
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ApplyPreferredModifiers( pn, sModifiers );
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}
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// Only set the sort order if it wasn't already set by a GameCommand (or by an earlier profile)
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if( m_PreferredSortOrder == SortOrder_Invalid && pProfile->m_SortOrder != SortOrder_Invalid )
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if( m_PreferredSortOrder == SortOrder_Invalid && pProfile->m_SortOrder != SortOrder_Invalid )
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m_PreferredSortOrder = pProfile->m_SortOrder;
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if( pProfile->m_LastDifficulty != Difficulty_Invalid )
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m_PreferredDifficulty[pn].Set( pProfile->m_LastDifficulty );
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@@ -1715,9 +1717,10 @@ bool GameState::DifficultiesLocked() const
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return false;
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}
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bool GameState::ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc )
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bool GameState::ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st )
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{
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m_PreferredDifficulty[pn].Set( dc );
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m_PreferredStepsType.Set( st );
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if( DifficultiesLocked() )
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FOREACH_PlayerNumber( p )
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if( p != pn )
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@@ -1768,10 +1771,10 @@ Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
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return iClosest;
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}
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bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, CourseDifficulty cd )
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bool GameState::ChangePreferredCourseDifficultyAndStepsType( PlayerNumber pn, CourseDifficulty cd, StepsType st )
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{
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m_PreferredCourseDifficulty[pn].Set( cd );
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m_PreferredStepsType.Set( st );
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if( PREFSMAN->m_bLockCourseDifficulties )
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FOREACH_PlayerNumber( p )
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if( p != pn )
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@@ -71,9 +71,9 @@ public:
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PlayerNumber m_MasterPlayerNumber; // used in Styles where one player controls both sides
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bool m_bMultiplayer;
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bool DifficultiesLocked() const;
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bool ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc );
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bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st );
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bool ChangePreferredDifficulty( PlayerNumber pn, int dir );
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bool ChangePreferredCourseDifficulty( PlayerNumber pn, CourseDifficulty cd );
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bool ChangePreferredCourseDifficultyAndStepsType( PlayerNumber pn, CourseDifficulty cd, StepsType st );
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bool ChangePreferredCourseDifficulty( PlayerNumber pn, int dir );
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bool IsCourseDifficultyShown( CourseDifficulty cd );
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Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const;
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@@ -115,6 +115,7 @@ public:
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BroadcastOnChange<RString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group
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BroadcastOnChange<RString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
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bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
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BroadcastOnChange<StepsType> m_PreferredStepsType;
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BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
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BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop
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BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel
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@@ -27,6 +27,7 @@ static const char *MessageIDNames[] = {
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"EditCourseDifficultyChanged",
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"EditSourceStepsChanged",
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"EditSourceStepsTypeChanged",
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"PreferredStepsTypeChanged",
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"PreferredDifficultyP1Changed",
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"PreferredDifficultyP2Changed",
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"PreferredCourseDifficultyP1Changed",
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@@ -24,6 +24,7 @@ enum MessageID
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Message_EditCourseDifficultyChanged,
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Message_EditSourceStepsChanged,
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Message_EditSourceStepsTypeChanged,
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Message_PreferredStepsTypeChanged,
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Message_PreferredDifficultyP1Changed,
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Message_PreferredDifficultyP2Changed,
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Message_PreferredCourseDifficultyP1Changed,
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@@ -629,8 +629,9 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
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return;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );
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// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
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Steps *pSteps = m_vpSteps[ m_iSelection[pn] ];
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GAMESTATE->ChangePreferredDifficultyAndStepsType( pn, pSteps->GetDifficulty(), pSteps->m_StepsType );
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}
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else if( GAMESTATE->m_pCurCourse )
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{
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@@ -638,11 +639,17 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
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if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
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return;
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// the user explicity switched difficulties. Update the preferred difficulty
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GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );
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// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
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Trail *pTrail = m_vpTrails[ m_iSelection[pn] ];
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GAMESTATE->ChangePreferredCourseDifficultyAndStepsType( pn, pTrail->m_CourseDifficulty, pTrail->m_StepsType );
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}
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else
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{
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// If we're showing multiple StepsTypes in the list, don't allow changing the difficulty/StepsType
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// when a non-Song, non-Course is selected. Chaning the preferred Difficulty and StepsType
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// by direction is complicated when multiple StepsTypes are being shown, so we don't support it.
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if( CommonMetrics::AUTO_SET_STYLE )
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return;
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if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
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return;
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}
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@@ -1022,26 +1029,30 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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{
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FOREACH_HumanPlayer( pn )
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{
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/* Find the closest match to the user's preferred difficulty. */
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/* Find the closest match to the user's preferred difficulty and StepsType. */
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int iCurDifference = -1;
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int &iSelection = m_iSelection[pn];
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for( unsigned i=0; i<m_vpSteps.size(); i++ )
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FOREACH_CONST( Steps*, m_vpSteps, s )
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{
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int i = s - m_vpSteps.begin();
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/* If the current steps are listed, use them. */
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if( GAMESTATE->m_pCurSteps[pn] == m_vpSteps[i] )
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if( GAMESTATE->m_pCurSteps[pn] == *s )
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{
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iSelection = i;
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break;
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}
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if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
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if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
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{
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int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
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int iDifficultyDifference = abs( (*s)->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
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int iStepsTypeDifference = abs( (*s)->m_StepsType - GAMESTATE->m_PreferredStepsType );
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int iTotalDifference = iStepsTypeDifference * NUM_Difficulty + iDifficultyDifference;
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if( iCurDifference == -1 || iDiff < iCurDifference )
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if( iCurDifference == -1 || iTotalDifference < iCurDifference )
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{
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iSelection = i;
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iCurDifference = iDiff;
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iCurDifference = iTotalDifference;
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}
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}
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}
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@@ -1056,8 +1067,10 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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/* Find the closest match to the user's preferred difficulty. */
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int iCurDifference = -1;
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int &iSelection = m_iSelection[pn];
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for( unsigned i=0; i<m_vpTrails.size(); i++ )
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FOREACH_CONST( Trail*, m_vpTrails, t )
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{
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int i = t - m_vpTrails.begin();
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/* If the current trail is listed, use it. */
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if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
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{
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@@ -1065,12 +1078,17 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
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break;
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}
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int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
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if( iCurDifference == -1 || iDiff < iCurDifference )
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if( GAMESTATE->m_PreferredCourseDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
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{
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iSelection = i;
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iCurDifference = iDiff;
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int iDifficultyDifference = abs( (*t)->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn] );
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int iStepsTypeDifference = abs( (*t)->m_StepsType - GAMESTATE->m_PreferredStepsType );
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int iTotalDifference = iStepsTypeDifference * NUM_CourseDifficulty + iDifficultyDifference;
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if( iCurDifference == -1 || iTotalDifference < iCurDifference )
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{
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iSelection = i;
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iCurDifference = iTotalDifference;
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}
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}
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}
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