add PreferredStepsType, fix StepsType jumps when changing songs if multiple StepsTypes are shown

This commit is contained in:
Chris Danford
2007-05-15 19:32:39 +00:00
parent 571d0d6fda
commit 71492cd106
5 changed files with 47 additions and 23 deletions
+35 -17
View File
@@ -629,8 +629,9 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
if( CLAMP(m_iSelection[pn],0,m_vpSteps.size()-1) )
return;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredDifficulty( pn, m_vpSteps[ m_iSelection[pn] ]->GetDifficulty() );
// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
Steps *pSteps = m_vpSteps[ m_iSelection[pn] ];
GAMESTATE->ChangePreferredDifficultyAndStepsType( pn, pSteps->GetDifficulty(), pSteps->m_StepsType );
}
else if( GAMESTATE->m_pCurCourse )
{
@@ -638,11 +639,17 @@ void ScreenSelectMusic::ChangeDifficulty( PlayerNumber pn, int dir )
if( CLAMP(m_iSelection[pn],0,m_vpTrails.size()-1) )
return;
// the user explicity switched difficulties. Update the preferred difficulty
GAMESTATE->ChangePreferredCourseDifficulty( pn, m_vpTrails[ m_iSelection[pn] ]->m_CourseDifficulty );
// the user explicity switched difficulties. Update the preferred Difficulty and StepsType
Trail *pTrail = m_vpTrails[ m_iSelection[pn] ];
GAMESTATE->ChangePreferredCourseDifficultyAndStepsType( pn, pTrail->m_CourseDifficulty, pTrail->m_StepsType );
}
else
{
// If we're showing multiple StepsTypes in the list, don't allow changing the difficulty/StepsType
// when a non-Song, non-Course is selected. Chaning the preferred Difficulty and StepsType
// by direction is complicated when multiple StepsTypes are being shown, so we don't support it.
if( CommonMetrics::AUTO_SET_STYLE )
return;
if( !GAMESTATE->ChangePreferredDifficulty( pn, dir ) )
return;
}
@@ -1022,26 +1029,30 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
{
FOREACH_HumanPlayer( pn )
{
/* Find the closest match to the user's preferred difficulty. */
/* Find the closest match to the user's preferred difficulty and StepsType. */
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpSteps.size(); i++ )
FOREACH_CONST( Steps*, m_vpSteps, s )
{
int i = s - m_vpSteps.begin();
/* If the current steps are listed, use them. */
if( GAMESTATE->m_pCurSteps[pn] == m_vpSteps[i] )
if( GAMESTATE->m_pCurSteps[pn] == *s )
{
iSelection = i;
break;
}
if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid )
if( GAMESTATE->m_PreferredDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
{
int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
int iDifficultyDifference = abs( (*s)->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn] );
int iStepsTypeDifference = abs( (*s)->m_StepsType - GAMESTATE->m_PreferredStepsType );
int iTotalDifference = iStepsTypeDifference * NUM_Difficulty + iDifficultyDifference;
if( iCurDifference == -1 || iDiff < iCurDifference )
if( iCurDifference == -1 || iTotalDifference < iCurDifference )
{
iSelection = i;
iCurDifference = iDiff;
iCurDifference = iTotalDifference;
}
}
}
@@ -1056,8 +1067,10 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
/* Find the closest match to the user's preferred difficulty. */
int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpTrails.size(); i++ )
FOREACH_CONST( Trail*, m_vpTrails, t )
{
int i = t - m_vpTrails.begin();
/* If the current trail is listed, use it. */
if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
{
@@ -1065,12 +1078,17 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
break;
}
int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
if( iCurDifference == -1 || iDiff < iCurDifference )
if( GAMESTATE->m_PreferredCourseDifficulty[pn] != Difficulty_Invalid && GAMESTATE->m_PreferredStepsType != StepsType_Invalid )
{
iSelection = i;
iCurDifference = iDiff;
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 )
{
iSelection = i;
iCurDifference = iTotalDifference;
}
}
}