cleanup/comment stuff

This commit is contained in:
AJ Kelly
2011-02-27 18:37:40 -06:00
parent 77a57d5db3
commit b0e0097bbc
+21 -25
View File
@@ -78,9 +78,9 @@ public:
* the three credits needed to begin the game. */ * the three credits needed to begin the game. */
BroadcastOnChange<int> m_iCoins; BroadcastOnChange<int> m_iCoins;
/** @brief The player number used with Styles where one player controls both sides. */ /** @brief The player number used with Styles where one player controls both sides. */
PlayerNumber m_MasterPlayerNumber; PlayerNumber m_MasterPlayerNumber;
bool m_bMultiplayer; bool m_bMultiplayer;
int m_iNumMultiplayerNoteFields; int m_iNumMultiplayerNoteFields;
bool DifficultiesLocked() const; bool DifficultiesLocked() const;
bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st ); bool ChangePreferredDifficultyAndStepsType( PlayerNumber pn, Difficulty dc, StepsType st );
bool ChangePreferredDifficulty( PlayerNumber pn, int dir ); bool ChangePreferredDifficulty( PlayerNumber pn, int dir );
@@ -90,24 +90,24 @@ public:
Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const; Difficulty GetClosestShownDifficulty( PlayerNumber pn ) const;
Difficulty GetEasiestStepsDifficulty() const; Difficulty GetEasiestStepsDifficulty() const;
Difficulty GetHardestStepsDifficulty() const; Difficulty GetHardestStepsDifficulty() const;
RageTimer m_timeGameStarted; // from the moment the first player pressed Start RageTimer m_timeGameStarted; // from the moment the first player pressed Start
LuaTable *m_Environment; LuaTable *m_Environment;
// This is set to a random number per-game/round; it can be used for a random seed. // This is set to a random number per-game/round; it can be used for a random seed.
int m_iGameSeed, m_iStageSeed; int m_iGameSeed, m_iStageSeed;
RString m_sStageGUID; RString m_sStageGUID;
/** /**
* @brief Determine if a second player can join in at this time. * @brief Determine if a second player can join in at this time.
* @return true if a player can still enter the game, false otherwise. */ * @return true if a player can still enter the game, false otherwise. */
bool PlayersCanJoin() const; bool PlayersCanJoin() const;
int GetCoinsNeededToJoin() const; int GetCoinsNeededToJoin() const;
bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); } bool EnoughCreditsToJoin() const { return m_iCoins >= GetCoinsNeededToJoin(); }
int GetNumSidesJoined() const; int GetNumSidesJoined() const;
const Game* GetCurrentGame(); const Game* GetCurrentGame();
const Style* GetCurrentStyle() const; const Style* GetCurrentStyle() const;
void SetCurrentStyle( const Style *pStyle ); void SetCurrentStyle( const Style *pStyle );
void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut ); void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
bool IsPlayerEnabled( PlayerNumber pn ) const; bool IsPlayerEnabled( PlayerNumber pn ) const;
@@ -129,17 +129,17 @@ public:
BroadcastOnChange<RString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group BroadcastOnChange<RString> m_sPreferredSongGroup; // GROUP_ALL denotes no preferred group
BroadcastOnChange<RString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group BroadcastOnChange<RString> m_sPreferredCourseGroup; // GROUP_ALL denotes no preferred group
bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen bool m_bChangedFailTypeOnScreenSongOptions; // true if FailType was changed in the song options screen
BroadcastOnChange<StepsType> m_PreferredStepsType; BroadcastOnChange<StepsType> m_PreferredStepsType;
BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty; BroadcastOnChange1D<Difficulty,NUM_PLAYERS> m_PreferredDifficulty;
BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop BroadcastOnChange1D<CourseDifficulty,NUM_PLAYERS> m_PreferredCourseDifficulty;// used in nonstop
BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel BroadcastOnChange<SortOrder> m_SortOrder; // set by MusicWheel
SortOrder m_PreferredSortOrder; // used by MusicWheel SortOrder m_PreferredSortOrder; // used by MusicWheel
EditMode m_EditMode; EditMode m_EditMode;
bool IsEditing() const { return m_EditMode != EditMode_Invalid; } bool IsEditing() const { return m_EditMode != EditMode_Invalid; }
bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true bool m_bDemonstrationOrJukebox; // ScreenGameplay does special stuff when this is true
bool m_bJukeboxUsesModifiers; bool m_bJukeboxUsesModifiers;
int m_iNumStagesOfThisSong; int m_iNumStagesOfThisSong;
/** /**
* @brief Increase this every stage while not resetting on a continue. * @brief Increase this every stage while not resetting on a continue.
* *
@@ -159,8 +159,8 @@ public:
void CancelStage(); void CancelStage();
void CommitStageStats(); void CommitStageStats();
void FinishStage(); void FinishStage();
int GetNumStagesLeft( PlayerNumber pn ) const; int GetNumStagesLeft( PlayerNumber pn ) const;
int GetSmallestNumStagesLeftForAnyHumanPlayer() const; int GetSmallestNumStagesLeftForAnyHumanPlayer() const;
bool IsFinalStageForAnyHumanPlayer() const; bool IsFinalStageForAnyHumanPlayer() const;
bool IsAnExtraStage() const; bool IsAnExtraStage() const;
bool IsAnExtraStageAndSelectionLocked() const; bool IsAnExtraStageAndSelectionLocked() const;
@@ -173,7 +173,6 @@ public:
bool m_bLoadingNextSong; bool m_bLoadingNextSong;
int GetLoadingCourseSongIndex() const; int GetLoadingCourseSongIndex() const;
// State Info used during gameplay // State Info used during gameplay
// NULL on ScreenSelectMusic if the currently selected wheel item isn't a Song. // NULL on ScreenSelectMusic if the currently selected wheel item isn't a Song.
@@ -212,17 +211,14 @@ public:
BroadcastOnChange<bool> m_bGameplayLeadIn; BroadcastOnChange<bool> m_bGameplayLeadIn;
// Metricable noteskin things // Metricable noteskin things
//void LoadNoteSkinMetrics( PlayerNumber pn );
/* /*
void LoadNoteSkinMetrics( PlayerNumber pn );
int m_iNoteSkinColSpacing[NUM_PLAYERS]; int m_iNoteSkinColSpacing[NUM_PLAYERS];
int m_iNoteSkinArrowSize[NUM_PLAYERS]; int m_iNoteSkinArrowSize[NUM_PLAYERS];
*/ */
// not sure I want to let noteskins change row spacing, as that changes how // not sure I want to let noteskins change row spacing, as that changes how
// the speed mods work... -aj // the speed mods work... -aj
//int m_iNoteSkinRowSpacing[NUM_PLAYERS]; //int m_iNoteSkinRowSpacing[NUM_PLAYERS];
// what are these for, exactly? -aj
//bool m_bNoteSkinOverrideDim[NUM_PLAYERS];
//bool m_bNoteSkinOverrideBright[NUM_PLAYERS];
float m_fMusicSecondsVisible; float m_fMusicSecondsVisible;
float m_fSongBeatVisible; float m_fSongBeatVisible;