Formatting cleanup. No code changes here.
This commit is contained in:
@@ -24,261 +24,382 @@ class Player;
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class GameApp;
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class Options {
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class Options
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{
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public:
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friend class GameSettings;
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enum {
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//Global settings
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ACTIVE_PROFILE,
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LANG,
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LAST_GLOBAL = LANG, //This must be the value above, to keep ordering.
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//Values /must/ match ordering in optionNames, or everything loads wrong.
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//Profile settings
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ACTIVE_THEME,
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ACTIVE_MODE,
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MUSICVOLUME,
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SFXVOLUME,
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DIFFICULTY,
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CHEATMODE,
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OPTIMIZE_HAND,
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CHEATMODEAIDECK,
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OSD,
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CLOSEDHAND,
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HANDDIRECTION,
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MANADISPLAY,
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REVERSETRIGGERS,
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DISABLECARDS,
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MAX_GRADE,
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ASPHASES,
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FIRSTPLAYER,
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ECON_DIFFICULTY,
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TRANSITIONS,
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GUI_STYLE,
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INTERRUPT_SECONDS,
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KEY_BINDINGS,
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AIDECKS_UNLOCKED,
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//My interrupts
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INTERRUPTMYSPELLS,
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INTERRUPTMYABILITIES,
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SAVEDETAILEDDECKINFO,
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//Other interrupts
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INTERRUPT_BEFOREBEGIN,
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INTERRUPT_UNTAP,
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INTERRUPT_UPKEEP,
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INTERRUPT_DRAW,
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INTERRUPT_FIRSTMAIN,
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INTERRUPT_BEGINCOMBAT,
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INTERRUPT_ATTACKERS,
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INTERRUPT_BLOCKERS,
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INTERRUPT_DAMAGE,
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INTERRUPT_ENDCOMBAT,
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INTERRUPT_SECONDMAIN,
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INTERRUPT_ENDTURN,
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INTERRUPT_CLEANUP,
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INTERRUPT_AFTEREND,
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BEGIN_AWARDS, //Options after this use the GameOptionAward struct, which includes a timestamp.
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DIFFICULTY_MODE_UNLOCKED = BEGIN_AWARDS,
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MOMIR_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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AWARD_COLLECTOR,
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LAST_NAMED, //Any option after this does not look up in optionNames.
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SET_UNLOCKS = LAST_NAMED + 1, //For sets.
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friend class GameSettings;
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enum
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{
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//Global settings
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ACTIVE_PROFILE,
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LANG,
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LAST_GLOBAL = LANG, //This must be the value above, to keep ordering.
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//Values /must/ match ordering in optionNames, or everything loads wrong.
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//Profile settings
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ACTIVE_THEME,
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ACTIVE_MODE,
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MUSICVOLUME,
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SFXVOLUME,
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DIFFICULTY,
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CHEATMODE,
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OPTIMIZE_HAND,
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CHEATMODEAIDECK,
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OSD,
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CLOSEDHAND,
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HANDDIRECTION,
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MANADISPLAY,
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REVERSETRIGGERS,
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DISABLECARDS,
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MAX_GRADE,
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ASPHASES,
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FIRSTPLAYER,
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ECON_DIFFICULTY,
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TRANSITIONS,
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GUI_STYLE,
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INTERRUPT_SECONDS,
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KEY_BINDINGS,
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AIDECKS_UNLOCKED,
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//My interrupts
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INTERRUPTMYSPELLS,
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INTERRUPTMYABILITIES,
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SAVEDETAILEDDECKINFO,
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//Other interrupts
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INTERRUPT_BEFOREBEGIN,
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INTERRUPT_UNTAP,
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INTERRUPT_UPKEEP,
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INTERRUPT_DRAW,
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INTERRUPT_FIRSTMAIN,
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INTERRUPT_BEGINCOMBAT,
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INTERRUPT_ATTACKERS,
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INTERRUPT_BLOCKERS,
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INTERRUPT_DAMAGE,
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INTERRUPT_ENDCOMBAT,
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INTERRUPT_SECONDMAIN,
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INTERRUPT_ENDTURN,
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INTERRUPT_CLEANUP,
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INTERRUPT_AFTEREND,
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BEGIN_AWARDS, //Options after this use the GameOptionAward struct, which includes a timestamp.
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DIFFICULTY_MODE_UNLOCKED = BEGIN_AWARDS,
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MOMIR_MODE_UNLOCKED,
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EVILTWIN_MODE_UNLOCKED,
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RANDOMDECK_MODE_UNLOCKED,
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AWARD_COLLECTOR,
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LAST_NAMED, //Any option after this does not look up in optionNames.
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SET_UNLOCKS = LAST_NAMED + 1, //For sets.
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};
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};
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static int optionSet(int setID);
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static int optionInterrupt(int gamePhase);
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static int optionSet(int setID);
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static int optionInterrupt(int gamePhase);
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static int getID(string name);
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static string getName(int option);
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static int getID(string name);
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static string getName(int option);
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private:
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static const string optionNames[];
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static const string optionNames[];
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};
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class GameOption {
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class GameOption
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{
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public:
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virtual ~GameOption() {};
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int number;
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string str;
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//All calls to asColor should include a fallback color for people without a theme.
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PIXEL_TYPE asColor(PIXEL_TYPE fallback = ARGB(255,255,255,255));
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virtual ~GameOption()
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{
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}
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virtual bool isDefault(); //Returns true when number is 0 and string is "" or "Default"
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virtual string menuStr(); //The string we'll use for GameStateOptions.
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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int number;
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string str;
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//All calls to asColor should include a fallback color for people without a theme.
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PIXEL_TYPE asColor(PIXEL_TYPE fallback = ARGB(255,255,255,255));
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GameOption(int value = 0);
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GameOption(string);
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GameOption(int, string);
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virtual bool isDefault(); //Returns true when number is 0 and string is "" or "Default"
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virtual string menuStr(); //The string we'll use for GameStateOptions.
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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GameOption(int value = 0);
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GameOption(string);
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GameOption(int, string);
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};
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struct EnumDefinition {
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int findIndex(int value);
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struct EnumDefinition
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{
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int findIndex(int value);
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typedef pair<int, string> assoc;
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vector<assoc> values;
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typedef pair<int, string> assoc;
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vector<assoc> values;
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};
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class GameOptionEnum: public GameOption {
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class GameOptionEnum : public GameOption
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{
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public:
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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EnumDefinition * def;
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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EnumDefinition * def;
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};
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class GameOptionAward: public GameOption {
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class GameOptionAward : public GameOption
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{
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public:
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GameOptionAward();
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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virtual bool giveAward(); //Returns false if already awarded
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virtual bool isViewed();
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virtual void setViewed(bool v = true) {viewed = v;};
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GameOptionAward();
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virtual string menuStr();
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virtual bool write(std::ofstream * file, string name);
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virtual bool read(string input);
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virtual bool giveAward(); //Returns false if already awarded
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virtual bool isViewed();
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virtual void setViewed(bool v = true)
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{
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viewed = v;
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}
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private:
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time_t achieved; //When was it awarded?
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bool viewed; //Flag it as "New!" or not.
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time_t achieved; //When was it awarded?
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bool viewed; //Flag it as "New!" or not.
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};
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class GameOptionKeyBindings : public GameOption {
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virtual bool read(string input);
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virtual bool write(std::ofstream*, string);
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class GameOptionKeyBindings : public GameOption
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{
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virtual bool read(string input);
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virtual bool write(std::ofstream*, string);
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};
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class OptionVolume: public EnumDefinition{
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class OptionVolume : public EnumDefinition
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{
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public:
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enum { MUTE = 0, MAX = 100 };
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static EnumDefinition * getInstance() {return &mDef;};
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enum
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{
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MUTE = 0,
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MAX = 100
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionVolume();
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static OptionVolume mDef;
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OptionVolume();
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static OptionVolume mDef;
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};
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class OptionClosedHand: public EnumDefinition {
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class OptionClosedHand : public EnumDefinition
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{
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public:
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enum { INVISIBLE = 0, VISIBLE = 1 };
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static EnumDefinition * getInstance() {return &mDef;};
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enum
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{
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INVISIBLE = 0,
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VISIBLE = 1
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};
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static EnumDefinition* getInstance()
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{
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return &mDef;
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}
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private:
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OptionClosedHand();
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static OptionClosedHand mDef;
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OptionClosedHand();
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static OptionClosedHand mDef;
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};
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class OptionHandDirection: public EnumDefinition {
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class OptionHandDirection : public EnumDefinition
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{
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public:
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enum { VERTICAL = 0, HORIZONTAL = 1};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionHandDirection();
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static OptionHandDirection mDef;
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};
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class OptionManaDisplay: public EnumDefinition {
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public:
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enum { DYNAMIC = 0, STATIC = 1, NOSTARSDYNAMIC = 2, BOTH = 3};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionManaDisplay();
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static OptionManaDisplay mDef;
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};
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class OptionMaxGrade: public EnumDefinition {
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public:
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionMaxGrade();
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static OptionMaxGrade mDef;
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};
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class OptionASkipPhase: public EnumDefinition {
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public:
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionASkipPhase();
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static OptionASkipPhase mDef;
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};
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class OptionWhosFirst: public EnumDefinition {
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public:
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enum { WHO_P = 0, WHO_O = 1, WHO_R = 2};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionWhosFirst();
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static OptionWhosFirst mDef;
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};
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class OptionEconDifficulty: public EnumDefinition {
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public:
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionEconDifficulty();
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static OptionEconDifficulty mDef;
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};
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class OptionDifficulty: public EnumDefinition {
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public:
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enum { NORMAL = 0, HARD = 1, HARDER = 2, EVIL = 3};
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static EnumDefinition * getInstance() {return &mDef;};
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private:
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OptionDifficulty();
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static OptionDifficulty mDef;
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};
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enum
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{
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VERTICAL = 0,
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HORIZONTAL = 1
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};
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class GameOptions {
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public:
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string mFilename;
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int save();
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int load();
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions(string filename);
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~GameOptions();
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private:
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vector<GameOption*> values;
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vector<string> unknown;
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};
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class GameSettings{
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public:
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friend class GameApp;
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GameSettings();
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~GameSettings();
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int save();
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SimplePad * keypadStart(string input, string * _dest = NULL, bool _cancel=true, bool _numpad=false, int _x = SCREEN_WIDTH/2, int _y = SCREEN_HEIGHT/2);
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string keypadFinish();
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void keypadShutdown();
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void keypadTitle(string set);
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bool keypadActive() {if(keypad) return keypad->isActive(); return false;};
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void keypadUpdate(float dt) {if(keypad) keypad->Update(dt);};
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void keypadRender() {if(keypad) keypad->Render();};
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bool newAward();
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//These return a filepath accurate to the current mode/profile/theme, and can
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//optionally fallback to a file within a certain directory.
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//The sanity=false option returns the adjusted path even if the file doesn't exist.
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string profileFile(string filename="", string fallback="", bool sanity=false,bool relative=false);
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void reloadProfile(); //Reloads profile using current options[ACTIVE_PROFILE]
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void checkProfile(); //Confirms that a profile is loaded and contains a collection.
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void createUsersFirstDeck(int setId);
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GameOption * get(int);
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GameOption& operator[](int);
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GameOptions* profileOptions;
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GameOptions* globalOptions;
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static GameOption invalid_option;
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WStyle * getStyle();
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StyleManager * getStyleMan();
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void automaticStyle(Player * p1, Player * p2);
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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GameApp * theGame;
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SimplePad * keypad;
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StyleManager * styleMan;
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OptionHandDirection();
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static OptionHandDirection mDef;
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};
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class OptionManaDisplay : public EnumDefinition
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{
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public:
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enum
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{
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DYNAMIC = 0,
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STATIC = 1,
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NOSTARSDYNAMIC = 2,
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BOTH = 3
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};
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionManaDisplay();
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static OptionManaDisplay mDef;
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};
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class OptionMaxGrade : public EnumDefinition
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{
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public:
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionMaxGrade();
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static OptionMaxGrade mDef;
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};
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class OptionASkipPhase : public EnumDefinition
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{
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public:
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static EnumDefinition * getInstance()
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{
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return &mDef;
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}
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private:
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OptionASkipPhase();
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static OptionASkipPhase mDef;
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};
|
||||
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class OptionWhosFirst : public EnumDefinition
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||||
{
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public:
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enum
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{
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WHO_P = 0,
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WHO_O = 1,
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WHO_R = 2
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||||
};
|
||||
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||||
static EnumDefinition * getInstance()
|
||||
{
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return &mDef;
|
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}
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||||
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private:
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OptionWhosFirst();
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static OptionWhosFirst mDef;
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};
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||||
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class OptionEconDifficulty : public EnumDefinition
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||||
{
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||||
public:
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||||
static EnumDefinition * getInstance()
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||||
{
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return &mDef;
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}
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private:
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OptionEconDifficulty();
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static OptionEconDifficulty mDef;
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};
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||||
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class OptionDifficulty: public EnumDefinition
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||||
{
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public:
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enum
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||||
{
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NORMAL = 0,
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||||
HARD = 1,
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HARDER = 2,
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EVIL = 3
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||||
};
|
||||
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||||
static EnumDefinition* getInstance()
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||||
{
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return &mDef;
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}
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private:
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OptionDifficulty();
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static OptionDifficulty mDef;
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||||
};
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||||
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class GameOptions
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||||
{
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||||
public:
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||||
string mFilename;
|
||||
int save();
|
||||
int load();
|
||||
|
||||
GameOption * get(int);
|
||||
GameOption& operator[](int);
|
||||
GameOptions(string filename);
|
||||
~GameOptions();
|
||||
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||||
private:
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||||
vector<GameOption*> values;
|
||||
vector<string> unknown;
|
||||
};
|
||||
|
||||
class GameSettings
|
||||
{
|
||||
public:
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||||
friend class GameApp;
|
||||
|
||||
GameSettings();
|
||||
~GameSettings();
|
||||
int save();
|
||||
|
||||
SimplePad * keypadStart(string input, string * _dest = NULL, bool _cancel=true, bool _numpad=false, int _x = SCREEN_WIDTH/2, int _y = SCREEN_HEIGHT/2);
|
||||
string keypadFinish();
|
||||
void keypadShutdown();
|
||||
void keypadTitle(string set);
|
||||
|
||||
bool keypadActive()
|
||||
{
|
||||
if(keypad)
|
||||
return keypad->isActive();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void keypadUpdate(float dt)
|
||||
{
|
||||
if(keypad)
|
||||
keypad->Update(dt);
|
||||
}
|
||||
|
||||
void keypadRender()
|
||||
{
|
||||
if(keypad)
|
||||
keypad->Render();
|
||||
}
|
||||
|
||||
bool newAward();
|
||||
|
||||
//These return a filepath accurate to the current mode/profile/theme, and can
|
||||
//optionally fallback to a file within a certain directory.
|
||||
//The sanity=false option returns the adjusted path even if the file doesn't exist.
|
||||
string profileFile(string filename="", string fallback="", bool sanity=false,bool relative=false);
|
||||
|
||||
void reloadProfile(); //Reloads profile using current options[ACTIVE_PROFILE]
|
||||
void checkProfile(); //Confirms that a profile is loaded and contains a collection.
|
||||
void createUsersFirstDeck(int setId);
|
||||
|
||||
GameOption* get(int);
|
||||
GameOption& operator[](int);
|
||||
|
||||
GameOptions* profileOptions;
|
||||
GameOptions* globalOptions;
|
||||
|
||||
static GameOption invalid_option;
|
||||
|
||||
WStyle * getStyle();
|
||||
StyleManager * getStyleMan();
|
||||
void automaticStyle(Player* p1, Player* p2);
|
||||
|
||||
private:
|
||||
GameApp* theGame;
|
||||
SimplePad* keypad;
|
||||
StyleManager* styleMan;
|
||||
};
|
||||
|
||||
extern GameSettings options;
|
||||
|
||||
Reference in New Issue
Block a user