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)
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@@ -22,69 +22,70 @@ class TargetChooser;
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class Rules;
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using namespace std;
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class GameObserver{
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protected:
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static GameObserver * mInstance;
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MTGCardInstance * cardWaitingForTargets;
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queue<WEvent *> eventsQueue;
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class GameObserver
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{
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protected:
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static GameObserver * mInstance;
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MTGCardInstance * cardWaitingForTargets;
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queue<WEvent *> eventsQueue;
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int nbPlayers;
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int untap(MTGCardInstance * card);
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bool WaitForExtraPayment(MTGCardInstance* card);
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int nbPlayers;
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int untap(MTGCardInstance * card);
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bool WaitForExtraPayment(MTGCardInstance* card);
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public:
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int currentPlayerId;
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CombatStep combatStep;
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int turn;
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int forceShuffleLibraries();
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int targetListIsSet(MTGCardInstance * card);
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PhaseRing * phaseRing;
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int cancelCurrentAction();
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int currentGamePhase;
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ExtraCosts * mExtraPayment;
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int oldGamePhase;
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TargetChooser * targetChooser;
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DuelLayers * mLayers;
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ReplacementEffects *replacementEffects;
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Player * gameOver;
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Player * players[2]; //created outside
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time_t startedAt;
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Rules * mRules;
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public:
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int currentPlayerId;
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CombatStep combatStep;
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int turn;
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int forceShuffleLibraries();
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int targetListIsSet(MTGCardInstance * card);
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PhaseRing * phaseRing;
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int cancelCurrentAction();
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int currentGamePhase;
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ExtraCosts * mExtraPayment;
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int oldGamePhase;
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TargetChooser * targetChooser;
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DuelLayers * mLayers;
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ReplacementEffects *replacementEffects;
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Player * gameOver;
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Player * players[2]; //created outside
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time_t startedAt;
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Rules * mRules;
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TargetChooser * getCurrentTargetChooser();
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void stackObjectClicked(Interruptible * action);
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TargetChooser * getCurrentTargetChooser();
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void stackObjectClicked(Interruptible * action);
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int cardClick(MTGCardInstance * card,Targetable * _object = NULL );
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int getCurrentGamePhase();
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void nextCombatStep();
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void userRequestNextGamePhase();
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void nextGamePhase();
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void cleanupPhase();
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void nextPlayer();
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static void Init(Player * _players[], int _nbplayers);
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static GameObserver * GetInstance();
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static void EndInstance();
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Player * currentPlayer;
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Player * currentActionPlayer;
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Player * isInterrupting;
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Player * opponent();
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Player * currentlyActing();
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GameObserver(Player * _players[], int _nbplayers);
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~GameObserver();
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void gameStateBasedEffects();
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void eventOccured();
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void addObserver(MTGAbility * observer);
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void removeObserver(ActionElement * observer);
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void startGame(Rules * rules);
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void untapPhase();
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void draw();
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int isInPlay(MTGCardInstance * card);
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int cardClick(MTGCardInstance * card, Targetable * _object = NULL);
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int getCurrentGamePhase();
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void nextCombatStep();
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void userRequestNextGamePhase();
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void nextGamePhase();
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void cleanupPhase();
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void nextPlayer();
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static void Init(Player * _players[], int _nbplayers);
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static GameObserver * GetInstance();
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static void EndInstance();
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Player * currentPlayer;
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Player * currentActionPlayer;
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Player * isInterrupting;
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Player * opponent();
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Player * currentlyActing();
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GameObserver(Player * _players[], int _nbplayers);
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~GameObserver();
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void gameStateBasedEffects();
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void eventOccured();
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void addObserver(MTGAbility * observer);
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void removeObserver(ActionElement * observer);
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void startGame(Rules * rules);
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void untapPhase();
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void draw();
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int isInPlay(MTGCardInstance * card);
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void Update(float dt);
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void Render();
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void ButtonPressed(PlayGuiObject*);
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void Update(float dt);
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void Render();
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void ButtonPressed(PlayGuiObject*);
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int receiveEvent(WEvent * event);
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int receiveEvent(WEvent * event);
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};
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#endif
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