More docs.

This commit is contained in:
Jason Felds
2011-02-26 19:17:31 -05:00
parent 2af90136f0
commit 56da6d0fc1
+24 -19
View File
@@ -1,5 +1,3 @@
/* PlayerOptions - Per-player options that are not saved between sessions. */
#ifndef PLAYER_OPTIONS_H
#define PLAYER_OPTIONS_H
@@ -10,7 +8,7 @@ class Trail;
#include "GameConstantsAndTypes.h"
#include "PlayerNumber.h"
/** @brief Per-player options that are not saved between sessions. */
class PlayerOptions
{
public:
@@ -37,13 +35,13 @@ public:
bool operator==( const PlayerOptions &other ) const;
bool operator!=( const PlayerOptions &other ) const { return !operator==(other); }
/** @brief The various acceleration mods. */
enum Accel {
ACCEL_BOOST,
ACCEL_BRAKE,
ACCEL_BOOST, /**< The arrows start slow, then zoom towards the targets. */
ACCEL_BRAKE, /**< The arrows start fast, then slow down as they approach the targets. */
ACCEL_WAVE,
ACCEL_EXPAND,
ACCEL_BOOMERANG,
ACCEL_BOOMERANG, /**< The arrows start from above the targets, go down, then come back up. */
NUM_ACCELS
};
enum Effect {
@@ -63,14 +61,15 @@ public:
EFFECT_ROLL,
NUM_EFFECTS
};
/** @brief The various appearance mods. */
enum Appearance {
APPEARANCE_HIDDEN,
APPEARANCE_HIDDEN_OFFSET,
APPEARANCE_SUDDEN,
APPEARANCE_SUDDEN_OFFSET,
APPEARANCE_STEALTH,
APPEARANCE_BLINK,
APPEARANCE_RANDOMVANISH,
APPEARANCE_HIDDEN, /**< The arrows disappear partway up. */
APPEARANCE_HIDDEN_OFFSET, /**< This determines when the arrows disappear. */
APPEARANCE_SUDDEN, /**< The arrows appear partway up. */
APPEARANCE_SUDDEN_OFFSET, /**< This determines when the arrows appear. */
APPEARANCE_STEALTH, /**< The arrows are not shown at all. */
APPEARANCE_BLINK, /**< The arrows blink constantly. */
APPEARANCE_RANDOMVANISH, /**< The arrows disappear, and then reappear in a different column. */
NUM_APPEARANCES
};
enum Turn {
@@ -154,15 +153,21 @@ public:
bool m_bTransforms[NUM_TRANSFORMS];
bool m_bMuteOnError;
ScoreDisplay m_ScoreDisplay;
/** @brief How can the Player fail a song? */
enum FailType {
FAIL_IMMEDIATE=0, // fail immediately when life touches 0
FAIL_IMMEDIATE_CONTINUE, // fail immediately when life touches 0, but allow playing the rest of the song
FAIL_AT_END, // fail if life is at 0 when the song ends
FAIL_OFF // never fail
FAIL_IMMEDIATE=0, /**< fail immediately when life touches 0 */
FAIL_IMMEDIATE_CONTINUE, /**< Same as above, but allow playing the rest of the song */
FAIL_AT_END, /**< fail if life is at 0 when the song ends */
FAIL_OFF /**< never fail */
};
/** @brief The method for which a player can fail a song. */
FailType m_FailType;
RString m_sNoteSkin; // "" means "no change"
/**
* @brief The Noteskin to use.
*
* If an empty string, it means to not change from the default. */
RString m_sNoteSkin;
void NextAccel();
void NextEffect();