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