Another round of doxygenating.
This commit is contained in:
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@@ -10,7 +10,7 @@ public:
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/**
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* @brief The list of params found in the files.
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*
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* Note that #param:param:param:parm; is one whole value. */
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* Note that #param:param:param:param; is one whole value. */
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struct value_t
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{
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/** @brief The list of parameters. */
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+46
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@@ -1,4 +1,4 @@
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/* PlayerState - Holds per-player game state. */
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/** @brief PlayerState - Holds per-player game state. */
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#ifndef PlayerState_H
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#define PlayerState_H
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@@ -11,37 +11,68 @@
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#include "SampleHistory.h"
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struct lua_State;
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/** @brief The player's indivdual state. */
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class PlayerState
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{
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public:
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/** @brief Set up the PlayerState with initial values. */
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PlayerState();
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/** @brief Reset the PlayerState with the initial values. */
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void Reset();
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/**
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* @brief Update the PlayerState based on the present time.
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* @param fDelta the current time. */
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void Update( float fDelta );
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// TODO: Remove use of PlayerNumber. All data about the player should live
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// in PlayerState and callers should not use PlayerNumber to index into
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// GameState.
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/**
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* @brief The PlayerNumber assigned to this Player: usually 1 or 2.
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*
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* TODO: Remove use of PlayerNumber. All data about the player should live
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* in PlayerState and callers should not use PlayerNumber to index into
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* GameState. */
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PlayerNumber m_PlayerNumber;
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MultiPlayer m_mp;
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/**
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* @brief Change the PlayerOptions to their default.
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* @param l the level of mods to reset.
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*/
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void ResetToDefaultPlayerOptions( ModsLevel l );
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/** @brief The PlayerOptions presently in use by the Player. */
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ModsGroup<PlayerOptions> m_PlayerOptions;
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// Used in Gameplay
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mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
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/**
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* @brief Used to push note-changing modifiers back so that notes don't pop.
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*
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* This is used during gameplay and set by NoteField. */
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mutable float m_fLastDrawnBeat;
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/** @brief The Player's HealthState in general terms. */
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HealthState m_HealthState;
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float m_fLastStrumMusicSeconds; // Set to the MusicSeconds of when the a strum button was pressed. If -1, the strum window has passed.
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float m_fLastHopoNoteMusicSeconds; // Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain, -1, then there is no current hopo chain
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int m_iLastHopoNoteCol; // if -1, then there is no current hopo chain
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/**
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* @brief Set to the MusicSeconds of when the a strum button was pressed.
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*
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* If -1, the strum window has passed. */
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float m_fLastStrumMusicSeconds;
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/**
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* @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain.
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*
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* If -1, then there is no current hopo chain. */
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float m_fLastHopoNoteMusicSeconds;
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/**
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* @brief Set to the column in the current hopo chain.
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*
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* If -1, then there is no current hopo chain. */
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int m_iLastHopoNoteCol;
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/** @brief Reset the hopo state to its default. */
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void ClearHopoState()
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{
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m_fLastHopoNoteMusicSeconds = -1;
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m_iLastHopoNoteCol = -1;
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}
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/** @brief The type of person/machine controlling the Player. */
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PlayerController m_PlayerController;
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SampleHistory m_EffectHistory;
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@@ -80,8 +111,10 @@ public:
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Chris Gomez
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/**
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* @file
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* @author Chris Danford, Chris Gomez (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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@@ -28,7 +28,9 @@
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const RString STATS_XML = "Stats.xml";
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const RString STATS_XML_GZ = "Stats.xml.gz";
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/** @brief The filename for where one can edit their personal profile information. */
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const RString EDITABLE_INI = "Editable.ini";
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/** @brief The filename containing the signature for STATS_XML's signature. */
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const RString DONT_SHARE_SIG = "DontShare.sig";
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const RString PUBLIC_KEY_FILE = "public.key";
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const RString SCREENSHOTS_SUBDIR = "Screenshots/";
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+36
-22
@@ -1,4 +1,4 @@
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/* Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
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/** @brief Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
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#ifndef Profile_H
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#define Profile_H
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@@ -24,19 +24,25 @@ class Character;
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// Current file versions
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extern const RString STATS_XML;
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// Editable data is an INI because the default INI file association on Windows
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// systems will open the ini file in an editor. The default association for
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// XML will open in IE. Users have a much better chance of discovering how to
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// edit this data if they don't have to fight against the file associations.
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/**
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* @brief The filename where one can edit their personal profile data.
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*
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* Editable data is an INI because the default INI file association on Windows
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* systems will open the ini file in an editor. The default association for
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* XML will open in IE. Users have a much better chance of discovering how to
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* edit this data if they don't have to fight against the file associations. */
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extern const RString EDITABLE_INI;
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// The "don't share" file is something that the user should always keep private.
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// They can safely share STATS_XML with STATS_XML's signature so that others
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// can authenticate the STATS_XML data. However, others can't copy that data
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// to their own profile for use in the game unless they also have the "don't
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// share" file. DontShare contains a piece of information that we can
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// construct using STATS_XML but the user can't construct using STATS_XML.
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// The file contains a signature of the STATS_XML's signature.
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/**
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* @brief The filename containing the signature for STATS_XML's signature.
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*
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*
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* The "don't share" file is something that the user should always keep private.
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* They can safely share STATS_XML with STATS_XML's signature so that others
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* can authenticate the STATS_XML data. However, others can't copy that data
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* to their own profile for use in the game unless they also have the "don't
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* share" file. DontShare contains a piece of information that we can
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* construct using STATS_XML but the user can't construct using STATS_XML. */
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extern const RString DONT_SHARE_SIG;
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extern const RString PUBLIC_KEY_FILE;
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@@ -46,6 +52,7 @@ extern const RString EDIT_COURSES_SUBDIR;
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extern const RString LASTGOOD_SUBDIR;
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// extern const RString RIVAL_SUBDIR;
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/** @brief The max number of characters that can be used in a profile. */
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const unsigned int PROFILE_MAX_DISPLAY_NAME_LENGTH = 32;
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@@ -137,7 +144,10 @@ public:
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map<StyleID,int> m_iNumSongsPlayedByStyle;
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int m_iNumSongsPlayedByDifficulty[NUM_Difficulty];
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int m_iNumSongsPlayedByMeter[MAX_METER+1];
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/* This stat counts once per song, even if two players are active. */
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/**
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* @brief Count the total number of songs played.
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*
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* This stat counts once per song, even if two players are active. */
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int m_iNumTotalSongsPlayed;
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int m_iNumStagesPassedByPlayMode[NUM_PlayMode];
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int m_iNumStagesPassedByGrade[NUM_Grade];
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@@ -206,13 +216,15 @@ public:
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int GetNextScreenshotIndex() { return m_vScreenshots.size(); }
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// Calorie Data
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// Why track calories in a map, and not in a static sized array like
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// Bookkeeping? The machine's clock is not guaranteed to be set correctly.
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// If calorie array is in a static sized array, playing on a machine with
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// a mis-set clock could wipe out all your past data. With this scheme,
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// the worst that could happen is that playing on a mis-set machine will
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// insert some garbage entries into the map.
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/**
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* @brief The basics for Calorie Data
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*
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* Why track calories in a map, and not in a static sized array like
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* Bookkeeping? The machine's clock is not guaranteed to be set correctly.
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* If calorie array is in a static sized array, playing on a machine with
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* a mis-set clock could wipe out all your past data. With this scheme,
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* the worst that could happen is that playing on a mis-set machine will
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* insert some garbage entries into the map. */
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struct Calories
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{
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Calories() { fCals = 0; }
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@@ -315,8 +327,10 @@ private:
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+49
-19
@@ -1,4 +1,4 @@
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/* Style - A data structure that holds the definition for one of a Game's styles. */
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/** @brief Style - A data structure that holds the definition for one of a Game's styles. */
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#ifndef STYLE_H
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#define STYLE_H
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@@ -8,8 +8,9 @@
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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/** @brief Each style can have a maximum amount of columns to work with. */
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const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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/** @brief Provide a default value for an invalid column. */
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static const int Column_Invalid = -1;
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class NoteData;
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@@ -19,41 +20,68 @@ struct lua_State;
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class Style
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{
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public:
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bool m_bUsedForGameplay; // Can be used only for gameplay?
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bool m_bUsedForEdit; // Can be used for editing?
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bool m_bUsedForDemonstration; // Can be used for demonstration?
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bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
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/** @brief Can this style be used for gameplay purposes? */
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bool m_bUsedForGameplay;
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/** @brief Can this style be used for making edits? */
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bool m_bUsedForEdit;
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/** @brief Can this style be used in a demonstration? */
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bool m_bUsedForDemonstration;
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/** @brief Can this style be used to explain how to play the game? */
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bool m_bUsedForHowToPlay;
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// The name of the style. (This is currently unused.)
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/**
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* @brief The name of the style.
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*
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* At this time, it is currently unused. */
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const char * m_szName;
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/* Steps format used for each player. For example, "dance versus" reads
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* the Steps with the tag "dance-single". */
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/**
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* @brief Steps format used for each player.
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*
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* For example, "dance versus" reads the Steps with the tag "dance-single". */
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StepsType m_StepsType;
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/** @brief Style format used for each player. */
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StyleType m_StyleType;
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int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
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/**
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* @brief The number of total tracks/columns this style expects.
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*
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* As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */
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int m_iColsPerPlayer;
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/** @brief Some general column infromation */
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struct ColumnInfo
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{
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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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int track; /**< Take note data from this track. */
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float fXOffset; /**< This is the x position of the column relative to the player's center. */
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const char *pzName; /**< The name of the column, or NULL to use the button name mapped to it. */
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};
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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/** @brief Map each players' colun to a track in the NoteData. */
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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/* This maps from game inputs to columns. More than one button may map to a
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* single column. */
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enum { NO_MAPPING = -1, END_MAPPING = -2 };
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int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
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/** @brief Map each input to a column, or GameButton_Invalid. */
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int m_iInputColumn[NUM_GameController][NUM_GameButton];
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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/** @brief Does this style need to be zoomed out with two players due to too many columns? */
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bool m_bNeedsZoomOutWith2Players;
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/** @brief Can this style use the BeginnerHelper for assisting new people to the game? */
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bool m_bCanUseBeginnerHelper;
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bool m_bLockDifficulties; // used in couple Styles
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/**
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* @brief Should difficulty selection be locked when using this style?
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*
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* This is primarily for Couple and Routine styles. */
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bool m_bLockDifficulties;
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GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
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// Returns Column_Invalid if the input is an invalid column, such as UL corner in 4 pad mode
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/**
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* @brief Retrieve the column based on the game input.
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* @param GameI the game input.
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* @return the Column number of the style, or Column_Invalid if it's an invalid column.
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* Examples of this include getting the upper left hand corner in a traditional four panel mode. */
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int GameInputToColumn( const GameInput &GameI ) const;
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RString ColToButtonName( int iCol ) const;
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@@ -68,8 +96,10 @@ public:
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#endif
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/*
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* (c) 2001-2002 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2002
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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