diff --git a/stepmania/src/CourseEntryDisplay.cpp b/stepmania/src/CourseEntryDisplay.cpp index 2dfc3ba7d7..7a069abd6d 100644 --- a/stepmania/src/CourseEntryDisplay.cpp +++ b/stepmania/src/CourseEntryDisplay.cpp @@ -48,11 +48,8 @@ void CourseEntryDisplay::Load() m_TextBanner.LoadFromString( "", "", "", "", "", "" ); this->AddChild( &m_TextBanner ); - for( int pn = 0; pn < NUM_PLAYERS; ++pn ) + FOREACH_HumanPlayer( pn ) { - if( !GAMESTATE->IsHumanPlayer((PlayerNumber)pn) ) - continue; // skip - if( !SEPARATE_COURSE_METERS && pn != GAMESTATE->m_MasterPlayerNumber ) continue; // skip diff --git a/stepmania/src/DifficultyList.cpp b/stepmania/src/DifficultyList.cpp index 78436ffe71..b16c0b75e9 100644 --- a/stepmania/src/DifficultyList.cpp +++ b/stepmania/src/DifficultyList.cpp @@ -34,54 +34,45 @@ void DifficultyList::Load() m_Lines.resize( MAX_METERS ); m_CurSong = NULL; - { - FOREACH_HumanPlayer( pn ) - { - m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) ); - m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) ); + FOREACH_HumanPlayer( pn ) + { + m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) ); + m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) ); - /* Hack: we need to tween cursors both up to down (cursor motion) and visible to - * invisible (fading). Cursor motion needs to stoptweening, so multiple motions - * don't queue and look unresponsive. However, that stpotweening interrupts fading, - * resulting in the cursor remaining invisible or partially invisible. So, do them - * in separate tweening stacks. This means the Cursor command can't change diffuse - * colors; I think we do need a diffuse color stack ... */ - m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) ); - m_CursorFrames[pn].AddChild( m_Cursors[pn] ); - this->AddChild( &m_CursorFrames[pn] ); - } + /* Hack: we need to tween cursors both up to down (cursor motion) and visible to + * invisible (fading). Cursor motion needs to stoptweening, so multiple motions + * don't queue and look unresponsive. However, that stpotweening interrupts fading, + * resulting in the cursor remaining invisible or partially invisible. So, do them + * in separate tweening stacks. This means the Cursor command can't change diffuse + * colors; I think we do need a diffuse color stack ... */ + m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) ); + m_CursorFrames[pn].AddChild( m_Cursors[pn] ); + this->AddChild( &m_CursorFrames[pn] ); } + for( unsigned m = 0; m < m_Lines.size(); ++m ) { - for( unsigned m = 0; m < m_Lines.size(); ++m ) - { - m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" ); - m_Lines[m].m_Meter.Load(); - this->AddChild( &m_Lines[m].m_Meter ); + m_Lines[m].m_Meter.SetName( "DifficultySummaryRow", "Row" ); + m_Lines[m].m_Meter.Load(); + this->AddChild( &m_Lines[m].m_Meter ); - m_Lines[m].m_Description.SetName( "Description" ); - m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) ); - this->AddChild( &m_Lines[m].m_Description ); + m_Lines[m].m_Description.SetName( "Description" ); + m_Lines[m].m_Description.LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) ); + this->AddChild( &m_Lines[m].m_Description ); - m_Lines[m].m_Number.SetName( "Number" ); - m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) ); - this->AddChild( &m_Lines[m].m_Number ); - } + m_Lines[m].m_Number.SetName( "Number" ); + m_Lines[m].m_Number.LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) ); + this->AddChild( &m_Lines[m].m_Number ); } - { - for( int pn = 0; pn < NUM_PLAYERS; ++pn ) - if( GAMESTATE->IsHumanPlayer(pn) ) - ON_COMMAND( m_Cursors[pn] ); - } + FOREACH_HumanPlayer( pn ) + ON_COMMAND( m_Cursors[pn] ); + for( int m = 0; m < MAX_METERS; ++m ) { - for( int m = 0; m < MAX_METERS; ++m ) - { - ON_COMMAND( m_Lines[m].m_Meter ); - ON_COMMAND( m_Lines[m].m_Description ); - ON_COMMAND( m_Lines[m].m_Number ); - } + ON_COMMAND( m_Lines[m].m_Meter ); + ON_COMMAND( m_Lines[m].m_Description ); + ON_COMMAND( m_Lines[m].m_Number ); } UpdatePositions(); diff --git a/stepmania/src/GameState.cpp b/stepmania/src/GameState.cpp index 78a35e626f..e596a65b5d 100644 --- a/stepmania/src/GameState.cpp +++ b/stepmania/src/GameState.cpp @@ -1070,7 +1070,7 @@ bool GameState::IsDisqualified( PlayerNumber pn ) void GameState::ResetNoteSkins() { - for( int pn = 0; pn < NUM_PLAYERS; ++pn ) + FOREACH_PlayerNumber( pn ) ResetNoteSkinsForPlayer( (PlayerNumber) pn ); ++m_BeatToNoteSkinRev; @@ -1663,7 +1663,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, Difficulty dc ) { this->m_PreferredDifficulty[pn] = dc; if( DifficultiesLocked() ) - for( int p = 0; p < NUM_PLAYERS; ++p ) + FOREACH_PlayerNumber( p ) m_PreferredDifficulty[p] = m_PreferredDifficulty[pn]; return true; @@ -1728,7 +1728,7 @@ bool GameState::ChangePreferredCourseDifficulty( PlayerNumber pn, CourseDifficul m_PreferredCourseDifficulty[pn] = cd; if( PREFSMAN->m_bLockCourseDifficulties ) - for( int p = 0; p < NUM_PLAYERS; ++p ) + FOREACH_PlayerNumber( p ) m_PreferredCourseDifficulty[p] = m_PreferredCourseDifficulty[pn]; return true; diff --git a/stepmania/src/Song.cpp b/stepmania/src/Song.cpp index 62754052dd..593643f918 100644 --- a/stepmania/src/Song.cpp +++ b/stepmania/src/Song.cpp @@ -286,7 +286,7 @@ void Song::RevertFromDisk( bool bAllowNotesLoss ) StepsID OldCurNotes[NUM_PLAYERS]; StepsID OldCurStageStats[NUM_PLAYERS]; vector OldPlayedStageStats[NUM_PLAYERS]; - for( int p = 0; p < NUM_PLAYERS; ++p ) + FOREACH_PlayerNumber( p ) { OldCurNotes[p].FromSteps( GAMESTATE->m_pCurSteps[p] ); OldCurStageStats[p].FromSteps( g_CurStageStats.pSteps[p] ); @@ -312,22 +312,20 @@ void Song::RevertFromDisk( bool bAllowNotesLoss ) PREFSMAN->m_bFastLoad = OldVal; + FOREACH_PlayerNumber( p ) { - for( int p = 0; p < NUM_PLAYERS; ++p ) + CHECKPOINT; + if( GAMESTATE->m_pCurSong == this ) + GAMESTATE->m_pCurSteps[p] = OldCurNotes[p].ToSteps( this, bAllowNotesLoss ); + CHECKPOINT; + if( g_CurStageStats.pSong == this ) + g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( this, bAllowNotesLoss ); + CHECKPOINT; + for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i ) { - CHECKPOINT; - if( GAMESTATE->m_pCurSong == this ) - GAMESTATE->m_pCurSteps[p] = OldCurNotes[p].ToSteps( this, bAllowNotesLoss ); - CHECKPOINT; - if( g_CurStageStats.pSong == this ) - g_CurStageStats.pSteps[p] = OldCurStageStats[p].ToSteps( this, bAllowNotesLoss ); - CHECKPOINT; - for( unsigned i = 0; i < g_vPlayedStageStats.size(); ++i ) - { - CHECKPOINT_M(ssprintf("%i", i)); - if( g_vPlayedStageStats[i].pSong == this ) - g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( this, bAllowNotesLoss ); - } + CHECKPOINT_M(ssprintf("%i", i)); + if( g_vPlayedStageStats[i].pSong == this ) + g_vPlayedStageStats[i].pSteps[p] = OldPlayedStageStats[p][i].ToSteps( this, bAllowNotesLoss ); } }