779921a53f
http://wololo.net/forum/viewtopic.php?f=15&t=730 Although the feature is named "cheat mode", its main purpose is to provide a toolbox for content creators. Currently this means to help AI deck creators, but the cheat mode is easily extensible. Features: - To enable cheat mode, create a new profile with the super secret cheat name (shouldn't be hard to find - or just mail me if you don't want to look). Then, leave and re-enter the Options menu. You can now enable cheat mode on the first tab. Note: The secret profile name is *not* my original suggestion from the forum, I went with Jeck's alternative suggestion so that he won't have to cringe over bad puns everytime he's using it. ;) - Complete collection: In cheat mode, there's a new option in the deck viewer, which makes sure that you have at least 4 of any card available. - Deck integrity: When in cheat mode, and you load a deck with cards that are not present in your collection, then these cards won't be stripped from your deck any more. Instead, they are added to your collection. - Money cheat: In cheat mode, when you click on an item in the shop, you get the option to steal 1,000 credits from the shopkeeper. Please review my code - I just started with C++, I may make very obvious mistakes or use inelegant style. The sooner you point this out, the sooner I'll improve. thanks to wololo and jeck for comments and suggestions. Jeck: Do the setVisible and setHidden methods currently work? I tried to use them to hide a menu item, but they all seem to lead to empty methods - Perhaps placeholders for a not yet implemented functionality?
684 lines
17 KiB
C++
684 lines
17 KiB
C++
#include "../include/config.h"
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#include "../include/utils.h"
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#include "../include/MTGDeck.h"
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#include "../include/GameOptions.h"
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#include "../include/OptionItem.h"
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#include <iostream>
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#include <fstream>
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#include <string>
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#include <stdlib.h>
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#include <JGE.h>
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const char * Options::optionNames[] = {
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//Global options
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"Profile",
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"prx_handler",
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"prx_rimom",
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"prx_eviltwin",
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"prx_rnddeck",
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//Options set on a per-profile basis
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"Theme",
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"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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"displayOSD",
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"closed_hand",
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"hand_direction",
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"mana_display",
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"reverse_triggers",
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"disable_cards",
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"interruptSeconds",
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"interruptMySpells",
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"interruptMyAbilities",
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//General interrupts
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"interruptBeforeBegin",
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"interruptUntap",
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"interruptUpkeep",
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"interruptDraw",
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"interruptFirstMain",
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"interruptBeginCombat",
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"interruptAttackers",
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"interruptBlockers",
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"interruptDamage",
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"interruptEndCombat",
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"interruptSecondMain",
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"interruptEndTurn",
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"interruptCleanup",
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"interruptAfterEnd",
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};
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int Options::getID(string name){
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if(!name.size())
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INVALID_OPTION;
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std::transform(name.begin(),name.end(),name.begin(),::tolower);
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//Is it a named option?
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for(int x = 0; x < LAST_NAMED; x++){
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string lower = Options::optionNames[x];
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std::transform(lower.begin(),lower.end(),lower.begin(),::tolower);
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if(lower == name)
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return x;
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}
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//Is it an unlocked set?
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string setname = name.substr(strlen("unlocked_"));
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if(MtgSets::SetsList && MtgSets::SetsList->nb_items){
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int unlocked = MtgSets::SetsList->find(setname);
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if(unlocked != -1)
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return Options::optionSet(unlocked);
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}
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//Failure.
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return INVALID_OPTION;
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}
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string Options::getName(int option){
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//Invalid options
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if(option < 0)
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return "";
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//Standard named options
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if(option < LAST_NAMED)
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return optionNames[option];
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//Unlocked sets.
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if(MtgSets::SetsList){
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int setID = option - SET_UNLOCKS;
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if(setID >= 0 && setID < MtgSets::SetsList->nb_items){
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char buf[512];
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sprintf(buf,"unlocked_%s",MtgSets::SetsList->values[setID].c_str());
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return buf;
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}
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}
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//Failed.
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return "";
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}
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int Options::optionSet(int setID){
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//Sanity check if possible
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if(setID < 0 || (MtgSets::SetsList && setID > MtgSets::SetsList->nb_items))
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return INVALID_OPTION;
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return SET_UNLOCKS + setID;
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}
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int Options::optionInterrupt(int gamePhase){
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//Huge, nearly illegible switch block spread out to improve readability.
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switch(gamePhase){
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case Constants::MTG_PHASE_BEFORE_BEGIN:
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return INTERRUPT_BEFOREBEGIN;
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case Constants::MTG_PHASE_UNTAP:
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return INTERRUPT_UNTAP;
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case Constants::MTG_PHASE_UPKEEP:
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return INTERRUPT_UPKEEP;
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case Constants::MTG_PHASE_DRAW:
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return INTERRUPT_DRAW;
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case Constants::MTG_PHASE_FIRSTMAIN:
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return INTERRUPT_FIRSTMAIN;
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case Constants::MTG_PHASE_COMBATBEGIN:
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return INTERRUPT_BEGINCOMBAT;
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case Constants::MTG_PHASE_COMBATATTACKERS:
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return INTERRUPT_ATTACKERS;
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case Constants::MTG_PHASE_COMBATBLOCKERS:
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return INTERRUPT_BLOCKERS;
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case Constants::MTG_PHASE_COMBATDAMAGE:
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return INTERRUPT_DAMAGE;
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case Constants::MTG_PHASE_COMBATEND:
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return INTERRUPT_ENDCOMBAT;
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case Constants::MTG_PHASE_SECONDMAIN:
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return INTERRUPT_SECONDMAIN;
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case Constants::MTG_PHASE_ENDOFTURN:
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return INTERRUPT_ENDTURN;
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case Constants::MTG_PHASE_CLEANUP:
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return INTERRUPT_CLEANUP;
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case Constants::MTG_PHASE_AFTER_EOT:
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return INTERRUPT_AFTEREND;
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}
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return INVALID_OPTION;
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}
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GameOption::GameOption(int value) : number(value){}
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GameOption::GameOption(string value) : number(0), str(value) {}
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GameOption::GameOption(int num, string str) : number(num), str(str) {}
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bool GameOption::isDefault(){
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string test = str;
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std::transform(test.begin(),test.end(),test.begin(),::tolower);
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if(!test.size() || test == "default")
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return true;
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return false;
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}
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PIXEL_TYPE GameOption::asColor(PIXEL_TYPE fallback)
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{
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unsigned char color[4];
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string temp;
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int subpixel=0;
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//The absolute shortest a color could be is 5 characters: "0,0,0" (implicit 255 alpha)
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if(str.length() < 5)
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return fallback;
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for(size_t i=0;i<str.length();i++) {
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if(isspace(str[i]))
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continue;
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if(str[i] == ','){
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if(temp == "")
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return fallback;
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color[subpixel] = (unsigned char) atoi(temp.c_str());
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temp = "";
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subpixel++;
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continue;
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}
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else if(!isdigit(str[i]))
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return fallback;
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if(subpixel > 3)
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return fallback;
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temp += str[i];
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}
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if(temp != "")
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color[subpixel] = (unsigned char) atoi(temp.c_str());
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if(subpixel == 2)
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color[3] = 255;
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return ARGB(color[3],color[0],color[1],color[2]);
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}
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bool GameOption::read(string input){
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bool bNumeric = true;
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if(!input.size()){
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return true; //Default reader doesn't care about invalid formatting.
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}
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//Is it a number?
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for(size_t x=0;x<input.size();x++) {
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if(!isdigit(input[x])) {
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bNumeric = false;
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break;
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}
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}
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if(bNumeric)
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number = atoi(input.c_str());
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else
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str = input;
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return true;
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}
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string GameOption::menuStr(){
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if(number){
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char buf[12];
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sprintf(buf,"%d",number);
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}
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if(str.size())
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return str;
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return "0";
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}
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bool GameOption::write(std::ofstream * file, string name){
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char writer[1024];
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if(!file)
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return false;
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if(str ==""){
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if(number == 0) //This is absolutely default. No need to write it.
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return true;
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//It's a number!
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sprintf(writer,"%s=%d\n", name.c_str(), number);
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}
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else
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sprintf(writer,"%s=%s\n", name.c_str(), str.c_str());
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(*file)<<writer;
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return true;
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}
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GameOptions::GameOptions(string filename){
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mFilename = filename;
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values.reserve(Options::LAST_NAMED); //Reserve space for all named options.
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load();
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}
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int GameOptions::load(){
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std::ifstream file(mFilename.c_str());
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std::string s;
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if(file){
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while(std::getline(file,s)){
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if (!s.size()) continue;
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if (s[s.size()-1] == '\r') s.erase(s.size()-1); //Handle DOS files
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int found =s.find("=");
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string name = s.substr(0,found);
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string val = s.substr(found+1);
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int id = Options::getID(name);
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if(id == INVALID_OPTION)
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continue;
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(*this)[id].read(val);
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}
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file.close();
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}
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// (PSY) Make sure that cheatmode is switched off for ineligible profiles:
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if(options[Options::ACTIVE_PROFILE].str != SECRET_PROFILE) {
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(*this)[Options::CHEATMODE].number = 0;
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}
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return 1;
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}
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int GameOptions::save(){
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// (PSY) Make sure that cheatmode is switched off for ineligible profiles:
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if(options[Options::ACTIVE_PROFILE].str != SECRET_PROFILE) {
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(*this)[Options::CHEATMODE].number = 0;
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}
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std::ofstream file(mFilename.c_str());
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if (file){
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for ( int x=0; x < (int) values.size(); x++ ){
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//Check that this is a valid option.
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string name = Options::getName(x);
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GameOption * opt = get(x);
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if(!name.size() || !opt)
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continue;
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//Save it.
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opt->write(&file, name);
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}
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file.close();
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}
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return 1;
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}
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GameOption& GameOptions::operator[](int optionID){
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GameOption * go = get(optionID);
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if(!go)
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return GameSettings::invalid_option;
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return *go;
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}
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GameOption * GameOptions::get(int optionID) {
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GameOption * go = NULL;
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GameOptionEnum * goEnum = NULL;
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//Invalid options!
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if(optionID < 0)
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return NULL;
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//Option doesn't exist, so build it
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int x = (int) values.size();
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values.reserve(optionID);
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while(x <= optionID){
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switch(x){
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case Options::HANDDIRECTION:
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goEnum = NEW GameOptionEnum();
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goEnum->def = OptionHandDirection::getInstance();
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go = goEnum;
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break;
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case Options::CLOSEDHAND:
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goEnum = NEW GameOptionEnum();
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goEnum->def = OptionClosedHand::getInstance();
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go = goEnum;
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break;
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case Options::MANADISPLAY:
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goEnum = NEW GameOptionEnum();
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goEnum->def = OptionManaDisplay::getInstance();
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go = goEnum;
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break;
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default:
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go = NEW GameOption();
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break;
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}
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values.push_back(go);
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x++;
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}
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return values[optionID];
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}
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GameOptions::~GameOptions(){
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for(vector<GameOption*>::iterator it=values.begin();it!=values.end();it++)
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SAFE_DELETE(*it);
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values.clear();
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}
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GameSettings options;
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GameSettings::GameSettings()
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{
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globalOptions = NULL;
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theGame = NULL;
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profileOptions = NULL;
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//reloadProfile should be before using options.
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}
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GameSettings::~GameSettings(){
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//Destructor no longer saves, to prevent conflicts when MtgSets::SetsList == NULL
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SAFE_DELETE(globalOptions);
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SAFE_DELETE(profileOptions);
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SAFE_DELETE(keypad);
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}
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GameOption GameSettings::invalid_option = GameOption(0);
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GameOption& GameSettings::operator[](int optionID){
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GameOption * go = get(optionID);
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if(!go)
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return invalid_option;
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return *go;
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}
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GameOption* GameSettings::get(int optionID){
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string option_name = Options::getName(optionID);
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if(optionID < 0)
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return &invalid_option;
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else if(globalOptions && optionID <= Options::LAST_GLOBAL)
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return globalOptions->get(optionID);
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else if(profileOptions)
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return profileOptions->get(optionID);
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return &invalid_option;
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}
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int GameSettings::save(){
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if(globalOptions)
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globalOptions->save();
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if(profileOptions){
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//Force our directories to exist.
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MAKEDIR(RESPATH"/profiles");
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string temp = profileFile("","",false,false);
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MAKEDIR(temp.c_str());
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temp+="/stats";
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MAKEDIR(temp.c_str());
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temp = profileFile(PLAYER_SETTINGS,"",false);
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profileOptions->save();
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}
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checkProfile();
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return 1;
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}
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string GameSettings::profileFile(string filename, string fallback,bool sanity, bool relative)
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{
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char buf[512];
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string profile = (*this)[Options::ACTIVE_PROFILE].str;
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if(!(*this)[Options::ACTIVE_PROFILE].isDefault()) {
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//No file, return root of profile directory
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if(filename == ""){
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sprintf(buf,"%sprofiles/%s",( relative ? "" : RESPATH"/" ),profile.c_str());
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return buf;
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}
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//Return file
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sprintf(buf,RESPATH"/profiles/%s/%s",profile.c_str(),filename.c_str());
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if(fileExists(buf)){
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if(relative)
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sprintf(buf,"profiles/%s/%s",profile.c_str(),filename.c_str());
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return buf;
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}
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}
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else{
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//Use the default directory.
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sprintf(buf,"%splayer%s%s",(relative ? "" : RESPATH"/"),(filename == "" ? "" : "/"), filename.c_str());
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return buf;
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}
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//Don't fallback if sanity checking is disabled..
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if(!sanity){
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sprintf(buf,"%sprofiles/%s%s%s",(relative ? "" : RESPATH"/"),profile.c_str(),(filename == "" ? "" : "/"), filename.c_str());
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return buf;
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}
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//No fallback directory. This is often a crash.
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if(fallback == "")
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return "";
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sprintf(buf,"%s%s%s%s",(relative ? "" : RESPATH"/"),fallback.c_str(),(filename == "" ? "" : "/"), filename.c_str());
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return buf;
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}
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void GameSettings::reloadProfile(bool images){
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SAFE_DELETE(profileOptions);
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checkProfile();
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if(images)
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resources.Refresh(); //Update images
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}
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void GameSettings::checkProfile(){
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if(!globalOptions)
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globalOptions = NEW GameOptions(GLOBAL_SETTINGS);
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//If it doesn't exist, load current profile.
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if(!profileOptions)
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profileOptions = NEW GameOptions(profileFile(PLAYER_SETTINGS,"",false));
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//Validation of collection, etc, only happens if the game is up.
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if(theGame == NULL || theGame->collection == NULL)
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return;
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string pcFile = profileFile(PLAYER_COLLECTION,"",false);
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if(!pcFile.size() || !fileExists(pcFile.c_str()))
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{
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//If we had any default settings, we'd set them here.
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//Find the set for which we have the most variety
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int setId = 0;
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int maxcards = 0;
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for (int i=0; i< MtgSets::SetsList->nb_items; i++){
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int value = theGame->collection->countBySet(i);
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if (value > maxcards){
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maxcards = value;
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setId = i;
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}
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}
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//Make the proper directories
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if(profileOptions){
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//Force our directories to exist.
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MAKEDIR(RESPATH"/profiles");
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string temp = profileFile("","",false,false);
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MAKEDIR(temp.c_str());
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temp+="/stats";
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MAKEDIR(temp.c_str());
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temp = profileFile(PLAYER_SETTINGS,"",false);
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profileOptions->save();
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}
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//Save this set as "unlocked"
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(*profileOptions)[Options::optionSet(setId)]=1;
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profileOptions->save();
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//Give the player their first deck
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createUsersFirstDeck(setId);
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}
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}
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void GameSettings::createUsersFirstDeck(int setId){
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#if defined (WIN32) || defined (LINUX)
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char buf[4096];
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sprintf(buf, "setID: %i", setId);
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OutputDebugString(buf);
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#endif
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if(theGame == NULL || theGame->collection == NULL)
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return;
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MTGDeck *mCollection = NEW MTGDeck(options.profileFile(PLAYER_COLLECTION,"",false).c_str(), theGame->collection);
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//10 lands of each
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int sets[] = {setId};
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if (!mCollection->addRandomCards(10, sets,1, Constants::RARITY_L,"Forest")){
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mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Forest");
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}
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if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Plains")){
|
|
mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Plains");
|
|
}
|
|
if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Swamp")){
|
|
mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Swamp");
|
|
}
|
|
if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Mountain")){
|
|
mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Mountain");
|
|
}
|
|
if (!mCollection->addRandomCards(10, sets,1,Constants::RARITY_L,"Island")){
|
|
mCollection->addRandomCards(10, 0,0,Constants::RARITY_L,"Island");
|
|
}
|
|
|
|
|
|
#if defined (WIN32) || defined (LINUX)
|
|
OutputDebugString("1\n");
|
|
#endif
|
|
|
|
//Starter Deck
|
|
mCollection->addRandomCards(3, sets,1,Constants::RARITY_R,NULL);
|
|
mCollection->addRandomCards(9, sets,1,Constants::RARITY_U,NULL);
|
|
mCollection->addRandomCards(48, sets,1,Constants::RARITY_C,NULL);
|
|
|
|
#if defined (WIN32) || defined (LINUX)
|
|
OutputDebugString("2\n");
|
|
#endif
|
|
//Boosters
|
|
for (int i = 0; i< 2; i++){
|
|
mCollection->addRandomCards(1, sets,1,Constants::RARITY_R);
|
|
mCollection->addRandomCards(3, sets,1,Constants::RARITY_U);
|
|
mCollection->addRandomCards(11, sets,1,Constants::RARITY_C);
|
|
}
|
|
mCollection->save();
|
|
SAFE_DELETE(mCollection);
|
|
}
|
|
void GameSettings::keypadTitle(string set){
|
|
if(keypad != NULL)
|
|
keypad->title = set;
|
|
}
|
|
SimplePad * GameSettings::keypadStart(string input, string * _dest,bool _cancel, bool _numpad, int _x,int _y ){
|
|
if(keypad == NULL)
|
|
keypad = NEW SimplePad();
|
|
keypad->bShowCancel = _cancel;
|
|
keypad->bShowNumpad = _numpad;
|
|
keypad->mX = _x;
|
|
keypad->mY = _y;
|
|
keypad->Start(input,_dest);
|
|
return keypad;
|
|
}
|
|
|
|
string GameSettings::keypadFinish(){
|
|
if(keypad == NULL)
|
|
return "";
|
|
return keypad->Finish();
|
|
}
|
|
|
|
void GameSettings::keypadShutdown(){
|
|
SAFE_DELETE(keypad);
|
|
}
|
|
|
|
int EnumDefinition::findIndex(int value){
|
|
vector<assoc>::iterator it;
|
|
for(it = values.begin();it!=values.end();it++){
|
|
if(it->first == value)
|
|
return it - values.begin();
|
|
}
|
|
|
|
return INVALID_ID; //Failed!
|
|
}
|
|
|
|
string GameOptionEnum::menuStr(){
|
|
if(def){
|
|
int idx = def->findIndex(number);
|
|
if(idx != INVALID_ID)
|
|
return def->values[idx].second;
|
|
}
|
|
|
|
char buf[32];
|
|
sprintf(buf,"%d",number);
|
|
return buf;
|
|
}
|
|
|
|
bool GameOptionEnum::write(std::ofstream * file, string name){
|
|
if(!file || !def || number < 0 || number >= (int) def->values.size())
|
|
return false;
|
|
|
|
char writer[1024];
|
|
sprintf(writer,"%s=%s\n", name.c_str(), menuStr().c_str());
|
|
|
|
(*file)<<writer;
|
|
return true;
|
|
}
|
|
|
|
bool GameOptionEnum::read(string input){
|
|
if(!def)
|
|
return false;
|
|
|
|
std::transform(input.begin(),input.end(),input.begin(),::tolower);
|
|
|
|
vector<EnumDefinition::assoc>::iterator it;
|
|
for(it=def->values.begin();it != def->values.end();it++){
|
|
string v = it->second;
|
|
std::transform(v.begin(),v.end(),v.begin(),::tolower);
|
|
if(v == input){
|
|
number = it->first;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
OptionClosedHand OptionClosedHand::mDef;
|
|
OptionClosedHand::OptionClosedHand(){
|
|
mDef.values.push_back(EnumDefinition::assoc(INVISIBLE, "invisible"));
|
|
mDef.values.push_back(EnumDefinition::assoc(VISIBLE, "visible"));
|
|
};
|
|
|
|
OptionHandDirection OptionHandDirection::mDef;
|
|
OptionHandDirection::OptionHandDirection(){
|
|
mDef.values.push_back(EnumDefinition::assoc(VERTICAL, "vertical"));
|
|
mDef.values.push_back(EnumDefinition::assoc(HORIZONTAL, "horizontal"));
|
|
};
|
|
OptionManaDisplay OptionManaDisplay::mDef;
|
|
OptionManaDisplay::OptionManaDisplay(){
|
|
mDef.values.push_back(EnumDefinition::assoc(DYNAMIC, "Eye candy"));
|
|
mDef.values.push_back(EnumDefinition::assoc(STATIC, "Simple"));
|
|
mDef.values.push_back(EnumDefinition::assoc(BOTH, "Both"));
|
|
};
|
|
OptionVolume OptionVolume::mDef;
|
|
OptionVolume::OptionVolume(){
|
|
mDef.values.push_back(EnumDefinition::assoc(MUTE, "Mute"));
|
|
mDef.values.push_back(EnumDefinition::assoc(MAX, "Max"));
|
|
};
|
|
OptionDifficulty OptionDifficulty::mDef;
|
|
OptionDifficulty::OptionDifficulty(){
|
|
mDef.values.push_back(EnumDefinition::assoc(NORMAL, "Normal"));
|
|
mDef.values.push_back(EnumDefinition::assoc(HARD, "Hard"));
|
|
mDef.values.push_back(EnumDefinition::assoc(HARDER, "Harder"));
|
|
mDef.values.push_back(EnumDefinition::assoc(EVIL, "Evil"));
|
|
}; |