Prefer the current steps/trail, when possible.

This commit is contained in:
Glenn Maynard
2006-04-05 01:16:45 +00:00
parent a6479cfc12
commit d0ec837806
+22 -10
View File
@@ -1244,6 +1244,7 @@ void ScreenSelectMusic::AfterStepsChange( const vector<PlayerNumber> &vpns )
Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]]; Steps* pSteps = m_vpSteps.empty()? NULL: m_vpSteps[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( pSteps ); GAMESTATE->m_pCurSteps[pn].Set( pSteps );
GAMESTATE->m_pCurTrail[pn].Set( NULL );
int iScore = 0; int iScore = 0;
if( pSteps ) if( pSteps )
@@ -1288,6 +1289,7 @@ void ScreenSelectMusic::AfterTrailChange( const vector<PlayerNumber> &vpns )
Course* pCourse = GAMESTATE->m_pCurCourse; Course* pCourse = GAMESTATE->m_pCurCourse;
Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]]; Trail* pTrail = m_vpTrails.empty()? NULL: m_vpTrails[m_iSelection[pn]];
GAMESTATE->m_pCurSteps[pn].Set( NULL );
GAMESTATE->m_pCurTrail[pn].Set( pTrail ); GAMESTATE->m_pCurTrail[pn].Set( pTrail );
int iScore = 0; int iScore = 0;
@@ -1337,18 +1339,26 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
{ {
/* Find the closest match to the user's preferred difficulty. */ /* Find the closest match to the user's preferred difficulty. */
int iCurDifference = -1; int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpSteps.size(); i++ ) for( unsigned i=0; i<m_vpSteps.size(); i++ )
{ {
/* If the current steps are listed, use them. */
if( GAMESTATE->m_pCurSteps[pn] == m_vpSteps[i] )
{
iSelection = i;
break;
}
int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]); int iDiff = abs(m_vpSteps[i]->GetDifficulty() - GAMESTATE->m_PreferredDifficulty[pn]);
if( iCurDifference == -1 || iDiff < iCurDifference ) if( iCurDifference == -1 || iDiff < iCurDifference )
{ {
m_iSelection[pn] = i; iSelection = i;
iCurDifference = iDiff; iCurDifference = iDiff;
} }
} }
CLAMP( m_iSelection[pn], 0, m_vpSteps.size()-1 ); CLAMP( iSelection, 0, m_vpSteps.size()-1 );
} }
} }
else else
@@ -1357,18 +1367,26 @@ void ScreenSelectMusic::SwitchToPreferredDifficulty()
{ {
/* Find the closest match to the user's preferred difficulty. */ /* Find the closest match to the user's preferred difficulty. */
int iCurDifference = -1; int iCurDifference = -1;
int &iSelection = m_iSelection[pn];
for( unsigned i=0; i<m_vpTrails.size(); i++ ) for( unsigned i=0; i<m_vpTrails.size(); i++ )
{ {
/* If the current trail is listed, use it. */
if( GAMESTATE->m_pCurTrail[pn] == m_vpTrails[i] )
{
iSelection = i;
break;
}
int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]); int iDiff = abs(m_vpTrails[i]->m_CourseDifficulty - GAMESTATE->m_PreferredCourseDifficulty[pn]);
if( iCurDifference == -1 || iDiff < iCurDifference ) if( iCurDifference == -1 || iDiff < iCurDifference )
{ {
m_iSelection[pn] = i; iSelection = i;
iCurDifference = iDiff; iCurDifference = iDiff;
} }
} }
CLAMP( m_iSelection[pn], 0, m_vpTrails.size()-1 ); CLAMP( iSelection, 0, m_vpTrails.size()-1 );
} }
} }
} }
@@ -1422,12 +1440,6 @@ void ScreenSelectMusic::AfterMusicChange()
if( pCourse ) if( pCourse )
GAMESTATE->m_pPreferredCourse = pCourse; GAMESTATE->m_pPreferredCourse = pCourse;
FOREACH_PlayerNumber( p )
{
GAMESTATE->m_pCurSteps[p].Set( NULL );
GAMESTATE->m_pCurTrail[p].Set( NULL );
}
m_vpSteps.clear(); m_vpSteps.clear();
m_vpTrails.clear(); m_vpTrails.clear();