stop accessing Song::m_vpSteps directly

This commit is contained in:
Glenn Maynard
2004-06-04 23:29:13 +00:00
parent 693eee576a
commit c266c71dca
4 changed files with 16 additions and 11 deletions
+3 -1
View File
@@ -491,8 +491,10 @@ static vector<Song*> GetFilteredBestSongs( StepsType st )
if( SONGMAN->GetNumStagesForSong(pSong) > 1 )
continue;
const vector<Steps*>& vpSteps = pSong->GetAllSteps();
bool FoundMedium = false, FoundHard = false;
FOREACH( Steps*, pSong->m_vpSteps, pSteps )
FOREACH_CONST( Steps*, vpSteps, pSteps )
{
if( (*pSteps)->m_StepsType != st )
continue;
+2 -2
View File
@@ -118,8 +118,8 @@ void ScreenEvaluation::Init()
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
GAMESTATE->m_pCurSong = SONGMAN->GetRandomSong();
GAMESTATE->m_pCurCourse = SONGMAN->GetRandomCourse();
GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->m_vpSteps[0];
GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->m_vpSteps[0];
GAMESTATE->m_pCurSteps[PLAYER_1] = GAMESTATE->m_pCurSong->GetAllSteps()[0];
GAMESTATE->m_pCurSteps[PLAYER_2] = GAMESTATE->m_pCurSong->GetAllSteps()[0];
g_CurStageStats.pSteps[PLAYER_1] = GAMESTATE->m_pCurSteps[PLAYER_1];
g_CurStageStats.pSteps[PLAYER_2] = GAMESTATE->m_pCurSteps[PLAYER_2];
GAMESTATE->m_PlayerOptions[PLAYER_1].m_fScrollSpeed = 2;
+2 -2
View File
@@ -155,10 +155,10 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S
ss.iActualDancePoints[PLAYER_2] = 100;
ss.iScore[PLAYER_2] = 100;
ASSERT( ss.pSong );
ASSERT( ss.pSong->m_vpSteps.size() );
ASSERT( ss.pSong->GetAllSteps().size() );
FOREACH_PlayerNumber( p )
{
GAMESTATE->m_pCurSteps[p] = ss.pSteps[p] = ss.pSong->m_vpSteps[0];
GAMESTATE->m_pCurSteps[p] = ss.pSteps[p] = ss.pSong->GetAllSteps()[0];
ss.iPossibleDancePoints[p] = 1000;
ss.iActualDancePoints[p] = 985;
+9 -6
View File
@@ -391,9 +391,10 @@ RageColor SongManager::GetSongColor( const Song* pSong )
* set up, which is too restrictive. How to handle this?
*/
// const StepsType st = GAMESTATE->GetCurrentStyleDef()->m_StepsType;
for( unsigned i=0; i<pSong->m_vpSteps.size(); i++ )
const vector<Steps*>& vpSteps = pSong->GetAllSteps();
for( unsigned i=0; i<vpSteps.size(); i++ )
{
const Steps* pSteps = pSong->m_vpSteps[i];
const Steps* pSteps = vpSteps[i];
switch( pSteps->GetDifficulty() )
{
case DIFFICULTY_CHALLENGE:
@@ -660,9 +661,10 @@ void SongManager::Cleanup()
for( unsigned i=0; i<m_pSongs.size(); i++ )
{
Song* pSong = m_pSongs[i];
for( unsigned n=0; n<pSong->m_vpSteps.size(); n++ )
const vector<Steps*>& vpSteps = pSong->GetAllSteps();
for( unsigned n=0; n<vpSteps.size(); n++ )
{
Steps* pSteps = pSong->m_vpSteps[n];
Steps* pSteps = vpSteps[n];
pSteps->Compress();
}
}
@@ -1100,8 +1102,9 @@ static bool CheckPointer( const Steps *p )
const vector<Song*> &songs = SONGMAN->GetAllSongs();
for( unsigned i = 0; i < songs.size(); ++i )
{
for( unsigned j = 0; j < songs.size(); ++j )
if( songs[i]->m_vpSteps[j] == p )
const vector<Steps*>& vpSteps = songs[i]->GetAllSteps();
for( unsigned j = 0; j < vpSteps.size(); ++j )
if( vpSteps[j] == p )
return true;
}
return false;