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

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