Don't modify stored courses; it's far too easy to accidentally forget
to reset them in one of the (many) exit-gameplay paths, or reset it incorrectly. This fixes the course selection screen crashing when there is no music.
This commit is contained in:
+18
-35
@@ -22,6 +22,8 @@
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#include "SongOptions.h"
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#include "RageUtil.h"
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#include "TitleSubstitution.h"
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#include "Notes.h"
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#include "GameState.h"
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Course::Course()
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@@ -431,10 +433,26 @@ void Course::GetStageInfo(
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if( !pSong || !pNotes )
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continue; // this song entry isn't playable. Skip.
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if(GAMESTATE->m_bDifficultCourses)
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{
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/* See if we can find a NoteData that's one notch more difficult than
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* the one we found above. */
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Difficulty dc = pNotes->GetDifficulty();
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if(dc < DIFFICULTY_CHALLENGE)
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{
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dc = Difficulty(dc + 1);
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Notes* pNewNotes = pSong->GetNotes( nt, dc );
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if(pNewNotes)
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pNotes = pNewNotes;
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}
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}
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vSongsOut.push_back( pSong );
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vNotesOut.push_back( pNotes );
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vsModifiersOut.push_back( e.modifiers );
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}
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}
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bool Course::GetFirstStageInfo(
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@@ -609,41 +627,6 @@ void Course::AddScores( NotesType nt, bool bPlayerEnabled[NUM_PLAYERS], int iDan
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}
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}
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bool Course::MakeNormal()
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{
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if( !m_bRepeat && m_iLives == -1 ) // nonstop only, not oni or endless
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if(m_bDifficult) //only make it easy if it's already difficult
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{
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unsigned c;
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for( c = 0; c < m_entries.size(); c++)
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{
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if( m_entries[c].difficulty == DIFFICULTY_BEGINNER || m_entries[c].difficulty == DIFFICULTY_INVALID ) // don't suddenly make things invalid or worse
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continue;
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m_entries[c].difficulty = Difficulty(m_entries[c].difficulty - 1);
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}
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m_bDifficult = false;
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return true;
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}
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return false;
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}
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bool Course::MakeDifficult()
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{
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if( !m_bRepeat && m_iLives == -1 ) // nonstop only, not oni or endless
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if(!m_bDifficult) //only make it difficult once
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{
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unsigned c;
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for( c = 0; c < m_entries.size(); c++)
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{
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if( m_entries[c].difficulty < DIFFICULTY_CHALLENGE ) // don't suddenly make things invalid or worse
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m_entries[c].difficulty = Difficulty(m_entries[c].difficulty + 1);
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}
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m_bDifficult = true;
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return true;
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}
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return false;
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}
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//
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// Sorting stuff
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@@ -76,8 +76,6 @@ public:
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void GetMeterRange( int stage, int& iMeterLowOut, int& iMeterHighOut ) const;
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bool ContainsAnyMysterySongs() const;
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bool GetTotalSeconds( float& fSecondsOut ) const;
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bool MakeDifficult();
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bool MakeNormal();
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void LoadFromCRSFile( CString sPath );
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@@ -844,9 +844,6 @@ void MusicWheel::Update( float fDeltaTime )
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void MusicWheel::ChangeMusic(int dist)
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{
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if(GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP)
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GetSelectedCourse()->MakeNormal();
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m_iSelection += dist;
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if( m_iSelection < 0 )
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m_iSelection = m_CurWheelItemData.size()-1;
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@@ -857,9 +854,6 @@ void MusicWheel::ChangeMusic(int dist)
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m_fPositionOffsetFromSelection += dist;
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if(GAMESTATE->m_bDifficultCourses && GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP)
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GetSelectedCourse()->MakeDifficult();
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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/* If we're moving automatically, don't play this; it'll be called in Update. */
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@@ -253,24 +253,20 @@ void ScreenSelectCourse::Input( const DeviceInput& DeviceI, InputEventType type,
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return;
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}
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if( CodeDetector::EnteredEasierDifficulty(GameI.controller) )
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if( CodeDetector::EnteredEasierDifficulty(GameI.controller) &&
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GAMESTATE->m_bDifficultCourses)
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{
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if( m_MusicWheel.GetSelectedCourse()->MakeNormal() )
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{
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = false;
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = false;
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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if( CodeDetector::EnteredHarderDifficulty(GameI.controller) )
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if( CodeDetector::EnteredHarderDifficulty(GameI.controller) &&
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!GAMESTATE->m_bDifficultCourses)
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{
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if( m_MusicWheel.GetSelectedCourse()->MakeDifficult() )
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{
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = true;
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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m_soundChangeNotes.Play();
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GAMESTATE->m_bDifficultCourses = true;
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SCREENMAN->PostMessageToTopScreen(SM_SongChanged,0);
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}
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