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
+46 -13
View File
@@ -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