More doxygen.
This commit is contained in:
+246
-120
@@ -6,49 +6,66 @@
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#include "EnumHelper.h"
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// Note definitions
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// Use 1-35 instead of 1-13. -aj
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/* 35 is used because we have to be mindful of Profile data.
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* See Profile::InitGeneralData() for how MAX_METER is used. -aj */
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/** @brief Define the mininum difficulty value allowed. */
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const int MIN_METER = 1;
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/**
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* @brief Define the maximum difficulty value allowed.
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*
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* 35 is used rather than 13 due to a variety of Profile data.
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* For more examples, see Profile::InitGeneralData(). -aj
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*/
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const int MAX_METER = 35;
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// Credits
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/** @brief The maximum number of credits for coin mode. */
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const int MAX_NUM_CREDITS = 20;
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/* This is just cached song data. Not all of it may actually be displayed
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/**
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* @brief The various radar categories available.
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*
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* This is just cached song data. Not all of it may actually be displayed
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* in the radar. */
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enum RadarCategory
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{
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RadarCategory_Stream = 0,
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RadarCategory_Voltage,
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RadarCategory_Air,
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RadarCategory_Freeze,
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RadarCategory_Chaos,
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RadarCategory_TapsAndHolds,
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RadarCategory_Jumps,
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RadarCategory_Holds,
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RadarCategory_Mines,
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RadarCategory_Hands,
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RadarCategory_Rolls,
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RadarCategory_Lifts,
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NUM_RadarCategory, // leave this at the end
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RadarCategory_Stream = 0, /**< How much stream is in the song? */
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RadarCategory_Voltage, /**< How much voltage is in the song? */
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RadarCategory_Air, /**< How much air is in the song? */
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RadarCategory_Freeze, /**< How much freeze (holds) is in the song? */
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RadarCategory_Chaos, /**< How much chaos is in the song? */
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RadarCategory_TapsAndHolds, /**< How many taps and holds are in the song? */
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RadarCategory_Jumps, /**< How many jumps are in the song? */
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RadarCategory_Holds, /**< How many holds are in the song? */
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RadarCategory_Mines, /**< How many mines are in the song? */
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RadarCategory_Hands, /**< How many hands are in the song? */
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RadarCategory_Rolls, /**< How many rolls are in the song? */
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RadarCategory_Lifts, /**< How many lifts are in the song? */
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NUM_RadarCategory, /**< The number of radar categories. */
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RadarCategory_Invalid
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};
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/**
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* @brief Turn the radar category into a proper string.
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* @param cat the radar category.
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* @return the string version of the radar category.
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*/
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const RString& RadarCategoryToString( RadarCategory cat );
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/**
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* @brief Turn the radar category into a proper localized string.
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* @param cat the radar category.
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* @return the localized string version of the radar category.
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*/
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const RString& RadarCategoryToLocalizedString( RadarCategory cat );
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LuaDeclareType( RadarCategory );
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/** @brief The different game categories available to play. */
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enum StepsTypeCategory
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{
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StepsTypeCategory_Single,
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StepsTypeCategory_Double,
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StepsTypeCategory_Couple,
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StepsTypeCategory_Routine,
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StepsTypeCategory_Single, /**< One person plays on one side. */
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StepsTypeCategory_Double, /**< One person plays on both sides. */
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StepsTypeCategory_Couple, /**< Two players play on their own side. */
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StepsTypeCategory_Routine, /**< Two players share both sides together. */
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};
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/** @brief The different steps types for playing. */
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enum StepsType
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{
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StepsType_dance_single = 0,
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@@ -89,23 +106,43 @@ enum StepsType
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};
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LuaDeclareType( StepsType );
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// Play mode stuff
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/** @brief The various play modes available. */
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enum PlayMode
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{
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PLAY_MODE_REGULAR,
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PLAY_MODE_NONSTOP,
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PLAY_MODE_ONI,
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PLAY_MODE_ENDLESS,
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PLAY_MODE_BATTLE, // manually launched attacks
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PLAY_MODE_RAVE, // automatically launched attacks
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PLAY_MODE_REGULAR, /**< The normal game mode, often with a set number of stages. */
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PLAY_MODE_NONSTOP, /**< Play a set of songs without stopping. */
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PLAY_MODE_ONI, /**< Similar to Nonstop, only there is also the danger of lives or a clock. */
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PLAY_MODE_ENDLESS, /**< Keep playing until you get a game over. */
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PLAY_MODE_BATTLE, /**< Choose when to send attacks to your opponent. */
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PLAY_MODE_RAVE, /**< Have attacks launched during play automatically. */
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NUM_PlayMode,
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PlayMode_Invalid
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};
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/**
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* @brief Turn the play mode into a proper string.
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* @param pm the play mode.
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* @return the string version of the play mode.
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*/
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const RString& PlayModeToString( PlayMode pm );
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/**
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* @brief Turn the play mode into a proper localized string.
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* @param pm the play mode.
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* @return the localized string version of the play mode.
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*/
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const RString& PlayModeToLocalizedString( PlayMode pm );
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/**
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* @brief Turn the string into the proper play mode.
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* @param s the string.
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* @return the play mode based on the string.
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*/
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PlayMode StringToPlayMode( const RString& s );
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LuaDeclareType( PlayMode );
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/**
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* @brief The list of ways to sort songs and courses.
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*
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* All song sorts should be listed before course sorts.
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*/
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enum SortOrder
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{
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// song sorts
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@@ -139,48 +176,100 @@ enum SortOrder
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NUM_SortOrder,
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SortOrder_Invalid
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};
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/** @brief Only allow certain sort modes to be selectable. */
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const SortOrder MAX_SELECTABLE_SORT = (SortOrder)(SORT_ROULETTE-1);
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/**
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* @brief Turn the sort order into a proper string.
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* @param so the sort order.
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* @return the string version of the sort order.
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*/
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const RString& SortOrderToString( SortOrder so );
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/**
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* @brief Turn the sort order into a proper localized string.
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* @param so the sort order.
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* @return the localized string version of the sort order.
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*/
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const RString& SortOrderToLocalizedString( SortOrder so );
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/**
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* @brief Turn the string into the proper sort order.
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* @param s the string.
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* @return the sort order based on the string.
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*/
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SortOrder StringToSortOrder( const RString& str );
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LuaDeclareType( SortOrder );
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// IsSongSort is only used for saving sort order to the profile. -aj
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/**
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* @brief Determine if the sort order in question is for songs or not.
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*
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* This function is mainly used for saving sort order to the profile. -aj
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*/
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inline bool IsSongSort( SortOrder so ) { return so >= SORT_PREFERRED && so <= SORT_DOUBLE_CHALLENGE_METER; }
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// Scoring stuff
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/** @brief The list of tap note scores available during play. */
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enum TapNoteScore {
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TNS_None,
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TNS_HitMine,
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TNS_AvoidMine,
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TNS_CheckpointMiss,
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TNS_Miss,
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TNS_W5,
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TNS_W4,
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TNS_W3,
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TNS_W2,
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TNS_W1,
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TNS_CheckpointHit,
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NUM_TapNoteScore,
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TNS_None, /**< There is no score involved with this one. */
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TNS_HitMine, /**< A mine was hit successfully. */
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TNS_AvoidMine, /**< A mine was avoided successfully. */
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TNS_CheckpointMiss, /**< A checkpoint was missed during a hold. */
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TNS_Miss, /**< A note was missed entirely. */
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TNS_W5, /**< A note was almost missed, but not quite. */
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TNS_W4, /**< A note was hit either a bit early or a bit late. */
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TNS_W3, /**< A note was hit with decent accuracy, but not the best. */
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TNS_W2, /**< A note was hit off by just a miniscule amount. This used to be the best rating. */
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TNS_W1, /**< A note was hit perfectly. */
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TNS_CheckpointHit, /**< A checkpoint was held during a hold. */
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NUM_TapNoteScore, /**< The number of Tap Note Scores available. */
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TapNoteScore_Invalid,
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};
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/**
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* @brief Turn the tap note score into a proper string.
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* @param tns the tap note score.
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* @return the string version of the tap note score.
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*/
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const RString& TapNoteScoreToString( TapNoteScore tns );
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/**
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* @brief Turn the tap note score into a proper localized string.
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* @param tns the tap note score.
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* @return the localized string version of the tap note score.
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*/
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const RString& TapNoteScoreToLocalizedString( TapNoteScore tns );
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/**
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* @brief Turn the string into the proper tap note score.
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* @param str the string.
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* @return the tap note score based on the string.
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*/
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TapNoteScore StringToTapNoteScore( const RString& str );
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LuaDeclareType( TapNoteScore );
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/** @brief The list of hold note scores available during play. */
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enum HoldNoteScore
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{
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HNS_None, // HoldNote not scored yet
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HNS_LetGo, // HoldNote has passed, missed it
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HNS_Held, // HoldNote has passed, successfully held all the way
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NUM_HoldNoteScore,
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HNS_None, /**< The HoldNote was not scored yet. */
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HNS_LetGo, /**< The HoldNote has passed, but the player missed it. */
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HNS_Held, /**< The HoldNote has passed, and was successfully held all the way. */
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NUM_HoldNoteScore, /**< The number of hold note scores. */
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HoldNoteScore_Invalid,
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};
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/**
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* @brief Turn the hold note score into a proper string.
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* @param hns the hold note score.
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* @return the string version of the hold note score.
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*/
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const RString& HoldNoteScoreToString( HoldNoteScore hns );
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/**
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* @brief Turn the hold note score into a proper localized string.
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* @param hns the hold note score.
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* @return the localized string version of the hold note score.
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*/
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const RString& HoldNoteScoreToLocalizedString( HoldNoteScore hns );
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/**
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* @brief Turn the string into the proper hold note score.
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* @param str the string.
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* @return the hold note score based on the string.
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*/
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HoldNoteScore StringToHoldNoteScore( const RString& str );
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LuaDeclareType( HoldNoteScore );
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/** @brief The list of timing windows to deal with when playing. */
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enum TimingWindow
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{
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TW_W1,
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@@ -196,6 +285,7 @@ enum TimingWindow
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};
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const RString& TimingWindowToString( TimingWindow tw );
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/** @brief The list of score events that can take place while playing. */
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enum ScoreEvent
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{
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SE_CheckpointHit,
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@@ -213,6 +303,7 @@ enum ScoreEvent
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};
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const RString& ScoreEventToString( ScoreEvent se );
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/** @brief The list of game button types available for all game modes. */
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enum GameButtonType
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{
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GameButtonType_Step,
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@@ -221,6 +312,7 @@ enum GameButtonType
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GameButtonType_INVALID
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};
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/** @brief The list of judge types for the tap note scores. */
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enum TapNoteScoreJudgeType
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{
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TapNoteScoreJudgeType_MinimumScore,
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@@ -232,7 +324,7 @@ const RString& TapNoteScoreJudgeTypeToString( TapNoteScoreJudgeType jt );
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LuaDeclareType( TapNoteScoreJudgeType );
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// Profile and MemCard stuff
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/** @brief The profile slots available. This is mainly for Profiles and Memory Cards. */
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enum ProfileSlot
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{
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ProfileSlot_Player1,
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@@ -244,7 +336,7 @@ enum ProfileSlot
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const RString& ProfileSlotToString( ProfileSlot ps );
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LuaDeclareType( ProfileSlot );
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/** @brief The states of the memory card during play. */
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enum MemoryCardState
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{
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MemoryCardState_Ready,
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@@ -260,14 +352,14 @@ enum MemoryCardState
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const RString& MemoryCardStateToString( MemoryCardState mcs );
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LuaDeclareType( MemoryCardState );
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// Ranking stuff
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/** @brief The different ranking categories based on difficulty meter average. */
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enum RankingCategory
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{
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RANKING_A, // 1-3 meter per song avg.
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RANKING_B, // 4-6 meter per song avg.
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RANKING_C, // 7-9 meter per song avg.
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RANKING_D, // 10+ meter per song avg. // doesn't count extra stage!
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NUM_RankingCategory,
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RANKING_A, /**< 1-3 meter per song avg. */
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RANKING_B, /**< 4-6 meter per song avg. */
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RANKING_C, /**< 7-9 meter per song avg. */
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RANKING_D, /**< 10+ meter per song avg, not counting extra stages. */
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NUM_RankingCategory, /**< The number of ranking categories. */
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RankingCategory_Invalid
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};
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const RString& RankingCategoryToString( RankingCategory rc );
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@@ -282,7 +374,7 @@ RankingCategory AverageMeterToRankingCategory( int iAverageMeter );
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extern const RString GROUP_ALL;
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//
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/** @brief The different types of players in the game. */
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enum PlayerController
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{
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PC_HUMAN,
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@@ -295,22 +387,24 @@ enum PlayerController
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const RString& PlayerControllerToString( PlayerController pc );
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LuaDeclareType( PlayerController );
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/** @brief The different health bar states. */
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enum HealthState
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{
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HealthState_Hot,
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HealthState_Alive,
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HealthState_Danger,
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HealthState_Dead,
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HealthState_Hot, /**< The health bar is very full. */
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HealthState_Alive, /**< The health bar is at a decent size. */
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HealthState_Danger, /**< The health bar is about to run out. */
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HealthState_Dead, /**< The health bar is drained completely. */
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NUM_HealthState,
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HealthState_Invalid
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};
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LuaDeclareType( HealthState );
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/** @brief The different stage results during battle. */
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enum StageResult
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{
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RESULT_WIN,
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RESULT_LOSE,
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RESULT_DRAW
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RESULT_WIN, /**< The player has won the battle. */
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RESULT_LOSE, /**< The player has lost the battle. */
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RESULT_DRAW /**< The player has tied with the competitor. */
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};
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@@ -328,11 +422,12 @@ const int ITEM_NONE = -1;
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// Coin stuff
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/** @brief The different coin modes to determine how one can play. */
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enum CoinMode
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{
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CoinMode_Home,
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CoinMode_Pay,
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CoinMode_Free,
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CoinMode_Home, /**< The full range of options are available. */
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CoinMode_Pay, /**< Coins must be inserted before a game can begin. */
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CoinMode_Free, /**< It costs no money to play, but otherwise is similar to Pay mode. */
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NUM_CoinMode,
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CoinMode_Invalid
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};
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@@ -340,12 +435,12 @@ const RString& CoinModeToString( CoinMode cm );
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LuaDeclareType( CoinMode );
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// Premium
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/** @brief The different types of premiums available to take advantage of. */
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enum Premium
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{
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Premium_Off,
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Premium_DoubleFor1Credit,
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Premium_2PlayersFor1Credit,
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Premium_Off, /**< It will cost one credit per side of the machine. */
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Premium_DoubleFor1Credit, /**< It will cost one credit per player of the machine. */
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Premium_2PlayersFor1Credit, /**< One credit gives one or both players full access. */
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NUM_Premium,
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Premium_Invalid
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};
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@@ -354,7 +449,7 @@ const RString& PremiumToLocalizedString( Premium p );
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LuaDeclareType( Premium );
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// Award stuff
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/** @brief The various stage awards that can be given based on excellent play. */
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enum StageAward
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{
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StageAward_FullComboW3,
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@@ -375,7 +470,7 @@ const RString& StageAwardToLocalizedString( StageAward pma );
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StageAward StringToStageAward( const RString& pma );
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LuaDeclareType( StageAward );
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/** @brief The various peak combo awards should such a combo be attained during play. */
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enum PeakComboAward
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{
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PeakComboAward_1000,
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@@ -396,23 +491,47 @@ const RString& PeakComboAwardToLocalizedString( PeakComboAward pma );
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PeakComboAward StringToPeakComboAward( const RString& pma );
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LuaDeclareType( PeakComboAward );
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/** @brief The list of BPMs to display */
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struct DisplayBpms
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{
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/**
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* @brief Add a BPM to the list.
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* @param f the BPM to add.
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*/
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void Add( float f );
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/**
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* @brief Retrieve the minimum BPM of the set.
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* @return the minimum BPM.
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*/
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float GetMin() const;
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/**
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* @brief Retrieve the maximum BPM of the set.
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* @return the maximum BPM.
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*/
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float GetMax() const;
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/**
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* @brief Determine if the BPM is really constant.
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* @return Whether the BPM is constant or not.
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*/
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bool BpmIsConstant() const;
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/**
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* @brief Determine if the BPM is meant to be a secret.
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* @return Whether the BPM is a secret or not.
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*/
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bool IsSecret() const;
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/**
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* @brief The list of the BPMs for the song or course.
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*/
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vector<float> vfBpms;
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};
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/** @brief The various style types available. */
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enum StyleType
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{
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StyleType_OnePlayerOneSide, // e.g. single
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StyleType_TwoPlayersTwoSides, // e.g. versus
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StyleType_OnePlayerTwoSides, // e.g. double
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StyleType_TwoPlayersSharedSides, // e.g. routine
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StyleType_OnePlayerOneSide, /**< Single style */
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StyleType_TwoPlayersTwoSides, /**< Versus style */
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StyleType_OnePlayerTwoSides, /**< Double style */
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StyleType_TwoPlayersSharedSides, /**< Routine style */
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NUM_StyleType,
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StyleType_Invalid
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};
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||||
@@ -420,7 +539,7 @@ const RString& StyleTypeToString( StyleType s );
|
||||
StyleType StringToStyleType( const RString& s );
|
||||
LuaDeclareType( StyleType );
|
||||
|
||||
|
||||
/** @brief The different goal types, mainly meant for fitness modes. */
|
||||
enum GoalType
|
||||
{
|
||||
GoalType_Calories,
|
||||
@@ -433,7 +552,7 @@ const RString& GoalTypeToString( GoalType gt );
|
||||
GoalType StringToGoalType( const RString& s );
|
||||
LuaDeclareType( GoalType );
|
||||
|
||||
|
||||
/** @brief The different types of Edit modes available. */
|
||||
enum EditMode
|
||||
{
|
||||
EditMode_Practice,
|
||||
@@ -447,22 +566,24 @@ const RString& EditModeToString( EditMode em );
|
||||
EditMode StringToEditMode( const RString& s );
|
||||
LuaDeclareType( EditMode );
|
||||
|
||||
/*
|
||||
original options from ScreenEz2SelectMusic:
|
||||
(if no confirm type is mentioned, there is none.)
|
||||
|
||||
0 = play music as you select; SampleMusicPreviewMode_Normal
|
||||
1 = no music plays, select 1x to play preview music, select again to confirm
|
||||
2 = no music plays at all (SampleMusicPreviewMode_ScreenMusic + redir to silent)
|
||||
3 = play music as select, 2x to confirm (SampleMusicPreviewMode_Normal + [SSMusic] TwoPartConfirmsOnly)
|
||||
4 = screen music plays; SampleMusicPreviewMode_ScreenMusic
|
||||
*/
|
||||
/**
|
||||
* @brief The different types of sample music previews available.
|
||||
*
|
||||
* These were originally from the deleted screen ScreenEz2SelectMusic.
|
||||
* (if no confirm type is mentioned, there is none.)
|
||||
*
|
||||
* 0 = play music as you select; SampleMusicPreviewMode_Normal
|
||||
* 1 = no music plays, select 1x to play preview music, select again to confirm
|
||||
* 2 = no music plays at all (SampleMusicPreviewMode_ScreenMusic + redir to silent)
|
||||
* 3 = play music as select, 2x to confirm (SampleMusicPreviewMode_Normal + [SSMusic] TwoPartConfirmsOnly)
|
||||
* 4 = screen music plays; SampleMusicPreviewMode_ScreenMusic
|
||||
*/
|
||||
enum SampleMusicPreviewMode
|
||||
{
|
||||
SampleMusicPreviewMode_Normal,
|
||||
SampleMusicPreviewMode_StartToPreview,
|
||||
SampleMusicPreviewMode_ScreenMusic,
|
||||
SampleMusicPreviewMode_LastSong, // continue playing the last song
|
||||
SampleMusicPreviewMode_Normal, /**< Music is played as the song is highlighted. */
|
||||
SampleMusicPreviewMode_StartToPreview,
|
||||
SampleMusicPreviewMode_ScreenMusic, /**< No music plays. Select it once to preview the music, then once more to select the song. */
|
||||
SampleMusicPreviewMode_LastSong, /**< continue playing the last song */
|
||||
NUM_SampleMusicPreviewMode,
|
||||
SampleMusicPreviewMode_Invalid,
|
||||
};
|
||||
@@ -470,31 +591,36 @@ const RString& SampleMusicPreviewModeToString( SampleMusicPreviewMode );
|
||||
SampleMusicPreviewMode StringToSampleMusicPreviewMode( const RString& s );
|
||||
LuaDeclareType( SampleMusicPreviewMode );
|
||||
|
||||
enum Stage // Shared stage values (not per-player) that are shown in StageDisplay
|
||||
/**
|
||||
* @brief The different kinds of Stages available.
|
||||
*
|
||||
* These are shared stage values shown in StageDisplay. These are not per-player.
|
||||
*/
|
||||
enum Stage
|
||||
{
|
||||
Stage_1st,
|
||||
Stage_2nd,
|
||||
Stage_3rd,
|
||||
Stage_4th,
|
||||
Stage_5th,
|
||||
Stage_6th,
|
||||
Stage_Next, // after Stage_6th but not Final. This won't normally happen because 7 stages is the max in the UI.
|
||||
Stage_Final,
|
||||
Stage_Extra1,
|
||||
Stage_Extra2,
|
||||
Stage_Nonstop,
|
||||
Stage_Oni,
|
||||
Stage_Endless,
|
||||
Stage_Event,
|
||||
Stage_Demo,
|
||||
NUM_Stage,
|
||||
Stage_1st, /**< The first stage. */
|
||||
Stage_2nd, /**< The second stage. */
|
||||
Stage_3rd, /**< The third stage. */
|
||||
Stage_4th, /**< The fourth stage. */
|
||||
Stage_5th, /**< The fifth stage. */
|
||||
Stage_6th, /**< The sixth stage. */
|
||||
Stage_Next, /**< Somewhere between the sixth and final stage. This won't normally happen because 7 stages is the max in the UI. */
|
||||
Stage_Final, /**< The last stage. */
|
||||
Stage_Extra1, /**< The first bonus stage, AKA the extra stage. */
|
||||
Stage_Extra2, /**< The last bonus stage, AKA the encore extra stage. */
|
||||
Stage_Nonstop, /**< Playing a nonstop course. */
|
||||
Stage_Oni, /**< Playing an oni or survival course. */
|
||||
Stage_Endless, /**< Playing an endless course. */
|
||||
Stage_Event, /**< Playing in event mode. */
|
||||
Stage_Demo, /**< Playing the demonstration. */
|
||||
NUM_Stage, /**< The number of stage types. */
|
||||
Stage_Invalid,
|
||||
};
|
||||
const RString& StageToString( Stage s );
|
||||
LuaDeclareType( Stage );
|
||||
const RString& StageToLocalizedString( Stage i );
|
||||
|
||||
|
||||
/** @brief The different possibilities of earning an extra stage. */
|
||||
enum EarnedExtraStage
|
||||
{
|
||||
EarnedExtraStage_No,
|
||||
@@ -506,7 +632,7 @@ enum EarnedExtraStage
|
||||
const RString& EarnedExtraStageToString( EarnedExtraStage s );
|
||||
LuaDeclareType( EarnedExtraStage );
|
||||
|
||||
|
||||
/** @brief The different results of loading a profile. */
|
||||
enum ProfileLoadResult
|
||||
{
|
||||
ProfileLoadResult_Success,
|
||||
@@ -514,7 +640,7 @@ enum ProfileLoadResult
|
||||
ProfileLoadResult_FailedTampered
|
||||
};
|
||||
|
||||
|
||||
/** @brief The different statuses for multiplayer. */
|
||||
enum MultiPlayerStatus
|
||||
{
|
||||
MultiPlayerStatus_Joined,
|
||||
@@ -526,13 +652,13 @@ enum MultiPlayerStatus
|
||||
};
|
||||
const RString& MultiPlayerStatusToString( MultiPlayerStatus i );
|
||||
|
||||
|
||||
/** @brief The different course types. */
|
||||
enum CourseType
|
||||
{
|
||||
COURSE_TYPE_NONSTOP, // if life meter type is BAR
|
||||
COURSE_TYPE_ONI, // if life meter type is BATTERY
|
||||
COURSE_TYPE_ENDLESS, // if set to REPEAT
|
||||
COURSE_TYPE_SURVIVAL, // if life meter type is TIME
|
||||
COURSE_TYPE_NONSTOP, /**< The life meter type is set to BAR. */
|
||||
COURSE_TYPE_ONI, /**< The life meter type is set to BATTERY. */
|
||||
COURSE_TYPE_ENDLESS, /**< The life meter type is set to REPEAT. */
|
||||
COURSE_TYPE_SURVIVAL, /**< The life meter type is set to TIME. */
|
||||
NUM_CourseType,
|
||||
CourseType_Invalid
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user