Another round of doxygenating.

This commit is contained in:
Jason Felds
2011-02-13 18:12:40 -05:00
parent 606cb4f76a
commit d6bdeb0499
5 changed files with 134 additions and 55 deletions
+1 -1
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@@ -10,7 +10,7 @@ public:
/**
* @brief The list of params found in the files.
*
* Note that #param:param:param:parm; is one whole value. */
* Note that #param:param:param:param; is one whole value. */
struct value_t
{
/** @brief The list of parameters. */
+46 -13
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@@ -1,4 +1,4 @@
/* PlayerState - Holds per-player game state. */
/** @brief PlayerState - Holds per-player game state. */
#ifndef PlayerState_H
#define PlayerState_H
@@ -11,37 +11,68 @@
#include "SampleHistory.h"
struct lua_State;
/** @brief The player's indivdual state. */
class PlayerState
{
public:
/** @brief Set up the PlayerState with initial values. */
PlayerState();
/** @brief Reset the PlayerState with the initial values. */
void Reset();
/**
* @brief Update the PlayerState based on the present time.
* @param fDelta the current time. */
void Update( float fDelta );
// TODO: Remove use of PlayerNumber. All data about the player should live
// in PlayerState and callers should not use PlayerNumber to index into
// GameState.
/**
* @brief The PlayerNumber assigned to this Player: usually 1 or 2.
*
* TODO: Remove use of PlayerNumber. All data about the player should live
* in PlayerState and callers should not use PlayerNumber to index into
* GameState. */
PlayerNumber m_PlayerNumber;
MultiPlayer m_mp;
/**
* @brief Change the PlayerOptions to their default.
* @param l the level of mods to reset.
*/
void ResetToDefaultPlayerOptions( ModsLevel l );
/** @brief The PlayerOptions presently in use by the Player. */
ModsGroup<PlayerOptions> m_PlayerOptions;
// Used in Gameplay
mutable float m_fLastDrawnBeat; // Set by NoteField. Used to push note-changing modifers back so that notes doesn't pop.
/**
* @brief Used to push note-changing modifiers back so that notes don't pop.
*
* This is used during gameplay and set by NoteField. */
mutable float m_fLastDrawnBeat;
/** @brief The Player's HealthState in general terms. */
HealthState m_HealthState;
float m_fLastStrumMusicSeconds; // Set to the MusicSeconds of when the a strum button was pressed. If -1, the strum window has passed.
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
int m_iLastHopoNoteCol; // if -1, then there is no current hopo chain
/**
* @brief Set to the MusicSeconds of when the a strum button was pressed.
*
* If -1, the strum window has passed. */
float m_fLastStrumMusicSeconds;
/**
* @brief Set to the MusicSeconds of the last note successfully strummed or hammered in a hopochain.
*
* If -1, then there is no current hopo chain. */
float m_fLastHopoNoteMusicSeconds;
/**
* @brief Set to the column in the current hopo chain.
*
* If -1, then there is no current hopo chain. */
int m_iLastHopoNoteCol;
/** @brief Reset the hopo state to its default. */
void ClearHopoState()
{
m_fLastHopoNoteMusicSeconds = -1;
m_iLastHopoNoteCol = -1;
}
/** @brief The type of person/machine controlling the Player. */
PlayerController m_PlayerController;
SampleHistory m_EffectHistory;
@@ -80,8 +111,10 @@ public:
#endif
/*
* (c) 2001-2004 Chris Danford, Chris Gomez
/**
* @file
* @author Chris Danford, Chris Gomez (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+2
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@@ -28,7 +28,9 @@
const RString STATS_XML = "Stats.xml";
const RString STATS_XML_GZ = "Stats.xml.gz";
/** @brief The filename for where one can edit their personal profile information. */
const RString EDITABLE_INI = "Editable.ini";
/** @brief The filename containing the signature for STATS_XML's signature. */
const RString DONT_SHARE_SIG = "DontShare.sig";
const RString PUBLIC_KEY_FILE = "public.key";
const RString SCREENSHOTS_SUBDIR = "Screenshots/";
+36 -22
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@@ -1,4 +1,4 @@
/* Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
/** @brief Profile - Player data that persists between sessions. Can be stored on a local disk or on a memory card. */
#ifndef Profile_H
#define Profile_H
@@ -24,19 +24,25 @@ class Character;
// Current file versions
extern const RString STATS_XML;
// Editable data is an INI because the default INI file association on Windows
// systems will open the ini file in an editor. The default association for
// XML will open in IE. Users have a much better chance of discovering how to
// edit this data if they don't have to fight against the file associations.
/**
* @brief The filename where one can edit their personal profile data.
*
* Editable data is an INI because the default INI file association on Windows
* systems will open the ini file in an editor. The default association for
* XML will open in IE. Users have a much better chance of discovering how to
* edit this data if they don't have to fight against the file associations. */
extern const RString EDITABLE_INI;
// The "don't share" file is something that the user should always keep private.
// They can safely share STATS_XML with STATS_XML's signature so that others
// can authenticate the STATS_XML data. However, others can't copy that data
// to their own profile for use in the game unless they also have the "don't
// share" file. DontShare contains a piece of information that we can
// construct using STATS_XML but the user can't construct using STATS_XML.
// The file contains a signature of the STATS_XML's signature.
/**
* @brief The filename containing the signature for STATS_XML's signature.
*
*
* The "don't share" file is something that the user should always keep private.
* They can safely share STATS_XML with STATS_XML's signature so that others
* can authenticate the STATS_XML data. However, others can't copy that data
* to their own profile for use in the game unless they also have the "don't
* share" file. DontShare contains a piece of information that we can
* construct using STATS_XML but the user can't construct using STATS_XML. */
extern const RString DONT_SHARE_SIG;
extern const RString PUBLIC_KEY_FILE;
@@ -46,6 +52,7 @@ extern const RString EDIT_COURSES_SUBDIR;
extern const RString LASTGOOD_SUBDIR;
// extern const RString RIVAL_SUBDIR;
/** @brief The max number of characters that can be used in a profile. */
const unsigned int PROFILE_MAX_DISPLAY_NAME_LENGTH = 32;
@@ -137,7 +144,10 @@ public:
map<StyleID,int> m_iNumSongsPlayedByStyle;
int m_iNumSongsPlayedByDifficulty[NUM_Difficulty];
int m_iNumSongsPlayedByMeter[MAX_METER+1];
/* This stat counts once per song, even if two players are active. */
/**
* @brief Count the total number of songs played.
*
* This stat counts once per song, even if two players are active. */
int m_iNumTotalSongsPlayed;
int m_iNumStagesPassedByPlayMode[NUM_PlayMode];
int m_iNumStagesPassedByGrade[NUM_Grade];
@@ -206,13 +216,15 @@ public:
int GetNextScreenshotIndex() { return m_vScreenshots.size(); }
// Calorie Data
// Why track calories in a map, and not in a static sized array like
// Bookkeeping? The machine's clock is not guaranteed to be set correctly.
// If calorie array is in a static sized array, playing on a machine with
// a mis-set clock could wipe out all your past data. With this scheme,
// the worst that could happen is that playing on a mis-set machine will
// insert some garbage entries into the map.
/**
* @brief The basics for Calorie Data
*
* Why track calories in a map, and not in a static sized array like
* Bookkeeping? The machine's clock is not guaranteed to be set correctly.
* If calorie array is in a static sized array, playing on a machine with
* a mis-set clock could wipe out all your past data. With this scheme,
* the worst that could happen is that playing on a mis-set machine will
* insert some garbage entries into the map. */
struct Calories
{
Calories() { fCals = 0; }
@@ -315,8 +327,10 @@ private:
#endif
/*
* (c) 2001-2004 Chris Danford
/**
* @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
+49 -19
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@@ -1,4 +1,4 @@
/* Style - A data structure that holds the definition for one of a Game's styles. */
/** @brief Style - A data structure that holds the definition for one of a Game's styles. */
#ifndef STYLE_H
#define STYLE_H
@@ -8,8 +8,9 @@
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
/** @brief Each style can have a maximum amount of columns to work with. */
const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
/** @brief Provide a default value for an invalid column. */
static const int Column_Invalid = -1;
class NoteData;
@@ -19,41 +20,68 @@ struct lua_State;
class Style
{
public:
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
bool m_bUsedForDemonstration; // Can be used for demonstration?
bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
/** @brief Can this style be used for gameplay purposes? */
bool m_bUsedForGameplay;
/** @brief Can this style be used for making edits? */
bool m_bUsedForEdit;
/** @brief Can this style be used in a demonstration? */
bool m_bUsedForDemonstration;
/** @brief Can this style be used to explain how to play the game? */
bool m_bUsedForHowToPlay;
// The name of the style. (This is currently unused.)
/**
* @brief The name of the style.
*
* At this time, it is currently unused. */
const char * m_szName;
/* Steps format used for each player. For example, "dance versus" reads
* the Steps with the tag "dance-single". */
/**
* @brief Steps format used for each player.
*
* For example, "dance versus" reads the Steps with the tag "dance-single". */
StepsType m_StepsType;
/** @brief Style format used for each player. */
StyleType m_StyleType;
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
/**
* @brief The number of total tracks/columns this style expects.
*
* As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */
int m_iColsPerPlayer;
/** @brief Some general column infromation */
struct ColumnInfo
{
int track; // take note data from this track
float fXOffset; // x position of the column relative to player center
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
int track; /**< Take note data from this track. */
float fXOffset; /**< This is the x position of the column relative to the player's center. */
const char *pzName; /**< The name of the column, or NULL to use the button name mapped to it. */
};
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
/** @brief Map each players' colun to a track in the NoteData. */
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
/** @brief Map each input to a column, or GameButton_Invalid. */
int m_iInputColumn[NUM_GameController][NUM_GameButton];
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
/** @brief Does this style need to be zoomed out with two players due to too many columns? */
bool m_bNeedsZoomOutWith2Players;
/** @brief Can this style use the BeginnerHelper for assisting new people to the game? */
bool m_bCanUseBeginnerHelper;
bool m_bLockDifficulties; // used in couple Styles
/**
* @brief Should difficulty selection be locked when using this style?
*
* This is primarily for Couple and Routine styles. */
bool m_bLockDifficulties;
GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
// Returns Column_Invalid if the input is an invalid column, such as UL corner in 4 pad mode
/**
* @brief Retrieve the column based on the game input.
* @param GameI the game input.
* @return the Column number of the style, or Column_Invalid if it's an invalid column.
* Examples of this include getting the upper left hand corner in a traditional four panel mode. */
int GameInputToColumn( const GameInput &GameI ) const;
RString ColToButtonName( int iCol ) const;
@@ -68,8 +96,10 @@ public:
#endif
/*
* (c) 2001-2002 Chris Danford
/**
* @file
* @author Chris Danford (c) 2001-2002
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a