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itgmania212121/src/GameConstantsAndTypes.h
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2014-12-09 22:22:50 -07:00

737 lines
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/* GameConstantsAndTypes - Things used in many places that don't change often. */
#ifndef GAME_CONSTANTS_AND_TYPES_H
#define GAME_CONSTANTS_AND_TYPES_H
#include "EnumHelper.h"
#include <float.h> // need the max for default.
// Note definitions
/** @brief Define the mininum difficulty value allowed. */
const int MIN_METER = 1;
/**
* @brief Define the maximum difficulty value allowed.
*
* 35 is used rather than 13 due to a variety of Profile data.
* For more examples, see Profile::InitGeneralData(). -aj
*/
const int MAX_METER = 35;
/** @brief The maximum number of credits for coin mode. */
const int MAX_NUM_CREDITS = 20;
/**
* @brief The various radar categories available.
*
* This is just cached song data. Not all of it may actually be displayed
* in the radar. */
enum RadarCategory
{
RadarCategory_Stream = 0, /**< How much stream is in the song? */
RadarCategory_Voltage, /**< How much voltage is in the song? */
RadarCategory_Air, /**< How much air is in the song? */
RadarCategory_Freeze, /**< How much freeze (holds) is in the song? */
RadarCategory_Chaos, /**< How much chaos is in the song? */
RadarCategory_TapsAndHolds, /**< How many taps and holds are in the song? */
RadarCategory_Jumps, /**< How many jumps are in the song? */
RadarCategory_Holds, /**< How many holds are in the song? */
RadarCategory_Mines, /**< How many mines are in the song? */
RadarCategory_Hands, /**< How many hands are in the song? */
RadarCategory_Rolls, /**< How many rolls are in the song? */
RadarCategory_Lifts, /**< How many lifts are in the song? */
RadarCategory_Fakes, /**< How many fakes are in the song? */
NUM_RadarCategory, /**< The number of radar categories. */
RadarCategory_Invalid
};
/**
* @brief Turn the radar category into a proper string.
* @param cat the radar category.
* @return the string version of the radar category.
*/
const RString& RadarCategoryToString( RadarCategory cat );
/**
* @brief Turn the radar category into a proper localized string.
* @param cat the radar category.
* @return the localized string version of the radar category.
*/
const RString& RadarCategoryToLocalizedString( RadarCategory cat );
LuaDeclareType( RadarCategory );
/** @brief The different game categories available to play. */
enum StepsTypeCategory
{
StepsTypeCategory_Single, /**< One person plays on one side. */
StepsTypeCategory_Double, /**< One person plays on both sides. */
StepsTypeCategory_Couple, /**< Two players play on their own side. */
StepsTypeCategory_Routine, /**< Two players share both sides together. */
};
/** @brief The different steps types for playing. */
enum StepsType
{
StepsType_dance_single = 0,
StepsType_dance_double,
StepsType_dance_couple,
StepsType_dance_solo,
StepsType_dance_threepanel,
StepsType_dance_routine,
StepsType_pump_single,
StepsType_pump_halfdouble,
StepsType_pump_double,
StepsType_pump_couple,
StepsType_pump_routine,
StepsType_kb7_single,
StepsType_ez2_single,
StepsType_ez2_double,
StepsType_ez2_real,
StepsType_para_single,
StepsType_ds3ddx_single,
StepsType_beat_single5,
StepsType_beat_versus5,
StepsType_beat_double5,
StepsType_beat_single7,
StepsType_beat_versus7,
StepsType_beat_double7,
StepsType_maniax_single,
StepsType_maniax_double,
StepsType_techno_single4,
StepsType_techno_single5,
StepsType_techno_single8,
StepsType_techno_double4,
StepsType_techno_double5,
StepsType_techno_double8,
StepsType_popn_five,
StepsType_popn_nine,
StepsType_lights_cabinet,
StepsType_kickbox_human,
StepsType_kickbox_quadarm,
StepsType_kickbox_insect,
StepsType_kickbox_arachnid,
NUM_StepsType, // leave this at the end
StepsType_Invalid,
};
LuaDeclareType( StepsType );
/** @brief The various play modes available. */
enum PlayMode
{
PLAY_MODE_REGULAR, /**< The normal game mode, often with a set number of stages. */
PLAY_MODE_NONSTOP, /**< Play a set of songs without stopping. */
PLAY_MODE_ONI, /**< Similar to Nonstop, only there is also the danger of lives or a clock. */
PLAY_MODE_ENDLESS, /**< Keep playing until you get a game over. */
PLAY_MODE_BATTLE, /**< Choose when to send attacks to your opponent. */
PLAY_MODE_RAVE, /**< Have attacks launched during play automatically. */
NUM_PlayMode,
PlayMode_Invalid
};
/**
* @brief Turn the play mode into a proper string.
* @param pm the play mode.
* @return the string version of the play mode.
*/
const RString& PlayModeToString( PlayMode pm );
/**
* @brief Turn the play mode into a proper localized string.
* @param pm the play mode.
* @return the localized string version of the play mode.
*/
const RString& PlayModeToLocalizedString( PlayMode pm );
/**
* @brief Turn the string into the proper play mode.
* @param s the string.
* @return the play mode based on the string.
*/
PlayMode StringToPlayMode( const RString& s );
LuaDeclareType( PlayMode );
/**
* @brief The list of ways to sort songs and courses.
*
* All song sorts should be listed before course sorts.
*/
enum SortOrder
{
// song sorts
SORT_PREFERRED, /**< Sort by the user's preferred settings. */
SORT_GROUP, /**< Sort by the groups the Songs are in. */
SORT_TITLE, /**< Sort by the Song's title. */
SORT_BPM, /**< Sort by the Song's BPM. */
SORT_POPULARITY, /**< Sort by how popular the Song is. */
SORT_TOP_GRADES, /**< Sort by the highest grades earned on a Song. */
SORT_ARTIST, /**< Sort by the name of the artist of the Song. */
SORT_GENRE, /**< Sort by the Song's genre. */
SORT_BEGINNER_METER, /**< Sort by the difficulty of the single beginner meter. */
SORT_EASY_METER, /**< Sort by the difficulty of the single easy meter. */
SORT_MEDIUM_METER, /**< Sort by the difficulty of the single medium meter. */
SORT_HARD_METER, /**< Sort by the difficulty of the single hard meter. */
SORT_CHALLENGE_METER, /**< Sort by the difficulty of the single challenge meter. */
SORT_DOUBLE_EASY_METER, /**< Sort by the difficulty of the double easy meter. */
SORT_DOUBLE_MEDIUM_METER, /**< Sort by the difficulty of the double medium meter. */
SORT_DOUBLE_HARD_METER, /**< Sort by the difficulty of the double hard meter. */
SORT_DOUBLE_CHALLENGE_METER, /**< Sort by the difficulty of the double challenge meter. */
//
SORT_MODE_MENU, /**< Have access to the menu for choosing the sort. */
// course sorts
SORT_ALL_COURSES, /**< Sort with all courses available. */
SORT_NONSTOP_COURSES, /**< View only the nonstop courses. */
SORT_ONI_COURSES, /**< View only the oni/survival courses. */
SORT_ENDLESS_COURSES, /**< View only the endless courses. */
SORT_LENGTH, /**< Sort the courses by how long they would last. */
SORT_ROULETTE,
SORT_RECENT,
NUM_SortOrder,
SortOrder_Invalid
};
/** @brief Only allow certain sort modes to be selectable. */
const SortOrder MAX_SELECTABLE_SORT = (SortOrder)(SORT_ROULETTE-1);
/**
* @brief Turn the sort order into a proper string.
* @param so the sort order.
* @return the string version of the sort order.
*/
const RString& SortOrderToString( SortOrder so );
/**
* @brief Turn the sort order into a proper localized string.
* @param so the sort order.
* @return the localized string version of the sort order.
*/
const RString& SortOrderToLocalizedString( SortOrder so );
/**
* @brief Turn the string into the proper sort order.
* @param str the string.
* @return the sort order based on the string.
*/
SortOrder StringToSortOrder( const RString& str );
LuaDeclareType( SortOrder );
/**
* @brief Determine if the sort order in question is for songs or not.
*
* This function is mainly used for saving sort order to the profile. -aj
*/
inline bool IsSongSort( SortOrder so ) { return so >= SORT_PREFERRED && so <= SORT_DOUBLE_CHALLENGE_METER; }
/** @brief The list of tap note scores available during play. */
enum TapNoteScore {
TNS_None, /**< There is no score involved with this one. */
TNS_HitMine, /**< A mine was hit successfully. */
TNS_AvoidMine, /**< A mine was avoided successfully. */
TNS_CheckpointMiss, /**< A checkpoint was missed during a hold. */
TNS_Miss, /**< A note was missed entirely. */
TNS_W5, /**< A note was almost missed, but not quite. */
TNS_W4, /**< A note was hit either a bit early or a bit late. */
TNS_W3, /**< A note was hit with decent accuracy, but not the best. */
TNS_W2, /**< A note was hit off by just a miniscule amount. This used to be the best rating. */
TNS_W1, /**< A note was hit perfectly. */
TNS_CheckpointHit, /**< A checkpoint was held during a hold. */
NUM_TapNoteScore, /**< The number of Tap Note Scores available. */
TapNoteScore_Invalid,
};
/**
* @brief Turn the tap note score into a proper string.
* @param tns the tap note score.
* @return the string version of the tap note score.
*/
const RString& TapNoteScoreToString( TapNoteScore tns );
/**
* @brief Turn the tap note score into a proper localized string.
* @param tns the tap note score.
* @return the localized string version of the tap note score.
*/
const RString& TapNoteScoreToLocalizedString( TapNoteScore tns );
/**
* @brief Turn the string into the proper tap note score.
* @param str the string.
* @return the tap note score based on the string.
*/
TapNoteScore StringToTapNoteScore( const RString& str );
LuaDeclareType( TapNoteScore );
/** @brief The list of hold note scores available during play. */
enum HoldNoteScore
{
HNS_None, /**< The HoldNote was not scored yet. */
HNS_LetGo, /**< The HoldNote has passed, but the player missed it. */
HNS_Held, /**< The HoldNote has passed, and was successfully held all the way. */
HNS_Missed, /**< The HoldNote has passed, and was never initialized. */
NUM_HoldNoteScore, /**< The number of hold note scores. */
HoldNoteScore_Invalid,
};
/**
* @brief Turn the hold note score into a proper string.
* @param hns the hold note score.
* @return the string version of the hold note score.
*/
const RString& HoldNoteScoreToString( HoldNoteScore hns );
/**
* @brief Turn the hold note score into a proper localized string.
* @param hns the hold note score.
* @return the localized string version of the hold note score.
*/
const RString& HoldNoteScoreToLocalizedString( HoldNoteScore hns );
/**
* @brief Turn the string into the proper hold note score.
* @param str the string.
* @return the hold note score based on the string.
*/
HoldNoteScore StringToHoldNoteScore( const RString& str );
LuaDeclareType( HoldNoteScore );
/** @brief The list of timing windows to deal with when playing. */
enum TimingWindow
{
TW_W1,
TW_W2,
TW_W3,
TW_W4,
TW_W5,
TW_Mine,
TW_Attack,
TW_Hold,
TW_Roll,
NUM_TimingWindow
};
const RString& TimingWindowToString( TimingWindow tw );
/** @brief The list of score events that can take place while playing. */
enum ScoreEvent
{
SE_CheckpointHit,
SE_W1,
SE_W2,
SE_W3,
SE_W4,
SE_W5,
SE_Miss,
SE_HitMine,
SE_CheckpointMiss,
SE_Held,
SE_LetGo,
SE_Missed,
NUM_ScoreEvent
};
const RString& ScoreEventToString( ScoreEvent se );
/** @brief The list of game button types available for all game modes. */
enum GameButtonType
{
GameButtonType_Step,
GameButtonType_Fret,
GameButtonType_Strum,
GameButtonType_INVALID
};
/** @brief The list of judge types for the tap note scores. */
enum TapNoteScoreJudgeType
{
TapNoteScoreJudgeType_MinimumScore,
TapNoteScoreJudgeType_LastScore,
NUM_TapNoteScoreJudgeType,
TapNoteScoreJudgeType_Invalid,
};
const RString& TapNoteScoreJudgeTypeToString( TapNoteScoreJudgeType jt );
LuaDeclareType( TapNoteScoreJudgeType );
/** @brief The profile slots available. This is mainly for Profiles and Memory Cards. */
enum ProfileSlot
{
ProfileSlot_Player1,
ProfileSlot_Player2,
ProfileSlot_Machine,
NUM_ProfileSlot,
ProfileSlot_Invalid
};
const RString& ProfileSlotToString( ProfileSlot ps );
LuaDeclareType( ProfileSlot );
/** @brief The states of the memory card during play. */
enum MemoryCardState
{
MemoryCardState_Ready,
MemoryCardState_Checking,
MemoryCardState_TooLate,
MemoryCardState_Error,
MemoryCardState_Removed,
MemoryCardState_NoCard,
NUM_MemoryCardState,
MemoryCardState_Invalid,
};
const RString& MemoryCardStateToString( MemoryCardState mcs );
LuaDeclareType( MemoryCardState );
/** @brief The different ranking categories based on difficulty meter average. */
enum RankingCategory
{
RANKING_A, /**< 1-3 meter per song avg. */
RANKING_B, /**< 4-6 meter per song avg. */
RANKING_C, /**< 7-9 meter per song avg. */
RANKING_D, /**< 10+ meter per song avg, not counting extra stages. */
NUM_RankingCategory, /**< The number of ranking categories. */
RankingCategory_Invalid
};
const RString& RankingCategoryToString( RankingCategory rc );
RankingCategory StringToRankingCategory( const RString& rc );
LuaDeclareType( RankingCategory );
extern const vector<RString> RANKING_TO_FILL_IN_MARKER;
inline bool IsRankingToFillIn( const RString& sName ) { return !sName.empty() && sName[0]=='#'; }
RankingCategory AverageMeterToRankingCategory( int iAverageMeter );
// Group stuff
extern const RString GROUP_ALL;
/** @brief The different types of players in the game. */
enum PlayerController
{
PC_HUMAN,
PC_AUTOPLAY,
PC_CPU,
//PC_REPLAY,
NUM_PlayerController,
PlayerController_Invalid
};
const RString& PlayerControllerToString( PlayerController pc );
LuaDeclareType( PlayerController );
/** @brief The different health bar states. */
enum HealthState
{
HealthState_Hot, /**< The health bar is very full. */
HealthState_Alive, /**< The health bar is at a decent size. */
HealthState_Danger, /**< The health bar is about to run out. */
HealthState_Dead, /**< The health bar is drained completely. */
NUM_HealthState,
HealthState_Invalid
};
LuaDeclareType( HealthState );
/** @brief The different stage results during battle. */
enum StageResult
{
RESULT_WIN, /**< The player has won the battle. */
RESULT_LOSE, /**< The player has lost the battle. */
RESULT_DRAW, /**< The player has tied with the competitor. */
NUM_StageResult,
StageResult_Invalid
};
LuaDeclareType( StageResult );
// Battle stuff
/** @brief The number of inventory slots available for attacks. */
const int NUM_INVENTORY_SLOTS = 3;
enum AttackLevel
{
ATTACK_LEVEL_1,
ATTACK_LEVEL_2,
ATTACK_LEVEL_3,
NUM_ATTACK_LEVELS
};
const int NUM_ATTACKS_PER_LEVEL = 3;
const int ITEM_NONE = -1;
// Coin stuff
/** @brief The different coin modes to determine how one can play. */
enum CoinMode
{
CoinMode_Home, /**< The full range of options are available. */
CoinMode_Pay, /**< Coins must be inserted before a game can begin. */
CoinMode_Free, /**< It costs no money to play, but otherwise is similar to Pay mode. */
NUM_CoinMode,
CoinMode_Invalid
};
const RString& CoinModeToString( CoinMode cm );
LuaDeclareType( CoinMode );
/** @brief The different types of premiums available to take advantage of. */
enum Premium
{
Premium_Off, /**< It will cost one credit per side of the machine. */
Premium_DoubleFor1Credit, /**< It will cost one credit per player of the machine. */
Premium_2PlayersFor1Credit, /**< One credit gives one or both players full access. */
NUM_Premium,
Premium_Invalid
};
const RString& PremiumToString( Premium p );
const RString& PremiumToLocalizedString( Premium p );
LuaDeclareType( Premium );
/** @brief The various stage awards that can be given based on excellent play. */
enum StageAward
{
StageAward_FullComboW3, /**< A full great combo (or equivalent) was earned. */
StageAward_SingleDigitW3, /**< A single digit great combo (or equivalent) was earned. */
StageAward_OneW3, /**< Only one great (or equivalent) was earned. */
StageAward_FullComboW2, /**< A full excellent combo (or equivalent) was earned. */
StageAward_SingleDigitW2, /**< A single digit excellent combo (or equivalent) was earned. */
StageAward_OneW2, /**< Only one excellent (or equivalent) was earned. */
StageAward_FullComboW1, /**< All fantastics (or equivalent) were earned. */
StageAward_80PercentW3,
StageAward_90PercentW3,
StageAward_100PercentW3,
NUM_StageAward,
StageAward_Invalid,
};
const RString& StageAwardToString( StageAward pma );
const RString& StageAwardToLocalizedString( StageAward pma );
StageAward StringToStageAward( const RString& pma );
LuaDeclareType( StageAward );
/** @brief The various peak combo awards should such a combo be attained during play. */
enum PeakComboAward
{
PeakComboAward_1000,
PeakComboAward_2000,
PeakComboAward_3000,
PeakComboAward_4000,
PeakComboAward_5000,
PeakComboAward_6000,
PeakComboAward_7000,
PeakComboAward_8000,
PeakComboAward_9000,
PeakComboAward_10000,
NUM_PeakComboAward,
PeakComboAward_Invalid,
};
const RString& PeakComboAwardToString( PeakComboAward pma );
const RString& PeakComboAwardToLocalizedString( PeakComboAward pma );
PeakComboAward StringToPeakComboAward( const RString& pma );
LuaDeclareType( PeakComboAward );
/** @brief The list of BPMs to display */
struct DisplayBpms
{
/**
* @brief Add a BPM to the list.
* @param f the BPM to add.
*/
void Add( float f );
/**
* @brief Retrieve the minimum BPM of the set.
* @return the minimum BPM.
*/
float GetMin() const;
/**
* @brief Retrieve the maximum BPM of the set.
* @return the maximum BPM.
*/
float GetMax() const;
/**
* @brief Retrieve the maximum BPM of the set,
* but no higher than a certain value.
* @param highest the highest BPM to use.
* @return the maximum BPM.
*/
float GetMaxWithin(float highest = FLT_MAX) const;
/**
* @brief Determine if the BPM is really constant.
* @return Whether the BPM is constant or not.
*/
bool BpmIsConstant() const;
/**
* @brief Determine if the BPM is meant to be a secret.
* @return Whether the BPM is a secret or not.
*/
bool IsSecret() const;
/**
* @brief The list of the BPMs for the song or course.
*/
vector<float> vfBpms;
};
/** @brief The various style types available. */
enum StyleType
{
StyleType_OnePlayerOneSide, /**< Single style */
StyleType_TwoPlayersTwoSides, /**< Versus style */
StyleType_OnePlayerTwoSides, /**< Double style */
StyleType_TwoPlayersSharedSides, /**< Routine style */
NUM_StyleType,
StyleType_Invalid
};
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,
GoalType_Time,
GoalType_None,
NUM_GoalType,
GoalType_Invalid,
};
const RString& GoalTypeToString( GoalType gt );
GoalType StringToGoalType( const RString& s );
LuaDeclareType( GoalType );
/** @brief The different types of Edit modes available. */
enum EditMode
{
EditMode_Practice,
EditMode_CourseMods,
EditMode_Home,
EditMode_Full,
NUM_EditMode,
EditMode_Invalid,
};
const RString& EditModeToString( EditMode em );
EditMode StringToEditMode( const RString& s );
LuaDeclareType( EditMode );
/**
* @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, /**< 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,
};
const RString& SampleMusicPreviewModeToString( SampleMusicPreviewMode );
SampleMusicPreviewMode StringToSampleMusicPreviewMode( const RString& s );
LuaDeclareType( SampleMusicPreviewMode );
/**
* @brief The different kinds of Stages available.
*
* These are shared stage values shown in StageDisplay. These are not per-player.
*/
enum 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, /**< No extra stage was earned. */
EarnedExtraStage_Extra1, /**< The first extra stage was earned. */
EarnedExtraStage_Extra2, /**< The second extra stage (or encore extra stage) was earned. */
NUM_EarnedExtraStage,
EarnedExtraStage_Invalid
};
const RString& EarnedExtraStageToString( EarnedExtraStage s );
LuaDeclareType( EarnedExtraStage );
/** @brief The different results of loading a profile. */
enum ProfileLoadResult
{
ProfileLoadResult_Success,
ProfileLoadResult_FailedNoProfile,
ProfileLoadResult_FailedTampered
};
/** @brief The different statuses for multiplayer. */
enum MultiPlayerStatus
{
MultiPlayerStatus_Joined,
MultiPlayerStatus_NotJoined,
MultiPlayerStatus_Unplugged,
MultiPlayerStatus_MissingMultitap,
NUM_MultiPlayerStatus,
MultiPlayerStatus_Invalid
};
const RString& MultiPlayerStatusToString( MultiPlayerStatus i );
/** @brief The different course types. */
enum CourseType
{
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
};
/** @brief A special iterator for handling the CourseTypes. */
#define FOREACH_CourseType( i ) FOREACH_ENUM( CourseType, i )
const RString& CourseTypeToString( CourseType i );
const RString& CourseTypeToLocalizedString( CourseType i );
LuaDeclareType( CourseType );
/** @brief How can the Player fail a song? */
enum FailType
{
FailType_Immediate, /**< fail immediately when life touches 0 */
FailType_ImmediateContinue, /**< Same as above, but allow playing the rest of the song */
FailType_EndOfSong, /**< fail if life is at 0 when the song ends */
FailType_Off, /**< never fail */
NUM_FailType,
FailType_Invalid
};
const RString& FailTypeToString( FailType cat );
const RString& FailTypeToLocalizedString( FailType cat );
LuaDeclareType( FailType );
#endif
/**
* @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
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/