No code change just reformatting of header files.

finishing up my reformatting of the source from November/December following the guidelines that were posted.
some extra things I added:
   * Any empty virtual declarations were kept to one line.  
   * Enums were split up into separate lines to promote uniformity across all headers. ( each header file had a different style for enums)
This commit is contained in:
techdragon.nguyen@gmail.com
2011-01-21 18:01:14 +00:00
parent 6d3d4c1792
commit e53c16f700
101 changed files with 6128 additions and 4684 deletions

View File

@@ -18,7 +18,6 @@ using std::queue;
#define INFO_CREATURESTOUGHNESS 3
#define INFO_CREATURESATTACKINGPOWER 4
class AIStats;
class AIAction
@@ -35,22 +34,25 @@ public:
MTGCardInstance * click;
MTGCardInstance * target; // TODO Improve
AIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
: efficiency(-1), ability(a), player(NULL), click(c), target(t)
AIAction(MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL) :
efficiency(-1), ability(a), player(NULL), click(c), target(t)
{
id = currentId++;
};
}
;
AIAction(MTGCardInstance * c, MTGCardInstance * t = NULL)
: efficiency(-1), ability(NULL), player(NULL), click(c), target(t)
AIAction(MTGCardInstance * c, MTGCardInstance * t = NULL) :
efficiency(-1), ability(NULL), player(NULL), click(c), target(t)
{
id = currentId++;
};
}
;
AIAction(Player * p)
: efficiency(-1), ability(NULL), player(p), click(NULL), target(NULL)
AIAction(Player * p) :
efficiency(-1), ability(NULL), player(p), click(NULL), target(NULL)
{
};
}
;
int getEfficiency();
int Act();
@@ -58,22 +60,24 @@ public:
// compares Abilities efficiency
class CmpAbilities
{
{
public:
bool operator()(const AIAction& a1, const AIAction& a2) const
{
AIAction* a1Ptr = const_cast<AIAction*>(&a1);
AIAction* a2Ptr = const_cast<AIAction*>(&a2);
AIAction* a1Ptr = const_cast<AIAction*> (&a1);
AIAction* a2Ptr = const_cast<AIAction*> (&a2);
int e1 = a1Ptr->getEfficiency();
int e2 = a2Ptr->getEfficiency();
if (e1 == e2) return a1Ptr->id < a2Ptr->id;
if (e1 == e2)
return a1Ptr->id < a2Ptr->id;
return (e1 > e2);
}
};
typedef std::map<AIAction, int, CmpAbilities> RankingContainer;
class AIPlayer: public Player{
class AIPlayer: public Player
{
protected:
//Variables used by Test suite
MTGCardInstance * nextCardToPlay;
@@ -86,29 +90,40 @@ protected:
int chooseBlockers();
int canFirstStrikeKill(MTGCardInstance * card, MTGCardInstance *ennemy);
int effectBadOrGood(MTGCardInstance * card, int mode = MODE_PUTINTOPLAY, TargetChooser * tc = NULL);
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES , int untapMode = 0, int canAttack = 0);
int getCreaturesInfo(Player * player, int neededInfo = INFO_NBCREATURES, int untapMode = 0, int canAttack = 0);
AIStats * getStats();
// returns 1 if the AI algorithm supports a given cost (ex:simple mana cost), 0 otherwise (ex: cost involves Sacrificing a target)
int CanHandleCost(ManaCost * cost);
int CanHandleCost(ManaCost * cost);
public:
AIStats * stats;
int agressivity;
bool Checked;
bool forceBestAbilityUse;
void End(){};
virtual int displayStack() {return 0;};
void End()
{
}
;
virtual int displayStack()
{
return 0;
}
;
int receiveEvent(WEvent * event);
void Render();
ManaCost * getPotentialMana(MTGCardInstance * card = NULL);
AIPlayer(MTGDeck * deck, string deckFile, string deckFileSmall);
virtual ~AIPlayer();
virtual MTGCardInstance * chooseCard(TargetChooser * tc, MTGCardInstance * source, int random = 0);
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget =NULL);
virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL);
virtual int Act(float dt);
virtual int affectCombatDamages(CombatStep);
int isAI(){return 1;};
int isAI()
{
return 1;
}
;
int canHandleCost(MTGAbility * ability);
int selectAbility();
int createAbilityTargets(MTGAbility * a, MTGCardInstance * c, RankingContainer& ranking);
@@ -117,24 +132,24 @@ public:
};
class AIPlayerBaka: public AIPlayer{
protected:
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
public:
int deckId;
AIPlayerBaka(MTGDeck * deck, string deckFile, string deckfileSmall, string avatarFile);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
class AIPlayerBaka: public AIPlayer
{
protected:
int oldGamePhase;
float timer;
MTGCardInstance * FindCardToPlay(ManaCost * potentialMana, const char * type);
public:
int deckId;
AIPlayerBaka(MTGDeck * deck, string deckFile, string deckfileSmall, string avatarFile);
virtual int Act(float dt);
void initTimer();
virtual int computeActions();
};
class AIPlayerFactory{
public:
AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);
class AIPlayerFactory
{
public:
AIPlayer * createAIPlayer(MTGAllCards * collection, Player * opponent, int deckid = 0);
};
#endif