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

@@ -7,38 +7,45 @@
#include "MTGCardInstance.h"
#include "DamagerDamaged.h"
class GuiCombat : public GuiLayer
class GuiCombat: public GuiLayer
{
protected:
GameObserver* go;
DamagerDamaged* active;
AttackerDamaged* activeAtk;
static JTexture* ok_tex;
Pos ok, enemy_avatar;
DamagerDamaged* current;
enum { BLK, ATK, OK, NONE } cursor_pos;
CombatStep step;
void validateDamage();
void addOne(DefenserDamaged* blocker, CombatStep);
void removeOne(DefenserDamaged* blocker, CombatStep);
void remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after);
int resolve();
protected:
GameObserver* go;
DamagerDamaged* active;
AttackerDamaged* activeAtk;
static JTexture* ok_tex;
Pos ok, enemy_avatar;
DamagerDamaged* current;
enum
{
BLK,
ATK,
OK,
NONE
} cursor_pos;
public:
CombatStep step;
void validateDamage();
void addOne(DefenserDamaged* blocker, CombatStep);
void removeOne(DefenserDamaged* blocker, CombatStep);
void remaskBlkViews(AttackerDamaged* before, AttackerDamaged* after);
int resolve();
vector<AttackerDamaged*> attackers;
void autoaffectDamage(AttackerDamaged* attacker, CombatStep);
public:
GuiCombat(GameObserver* go);
~GuiCombat();
virtual void Update(float dt);
virtual void Render();
bool clickOK();
virtual bool CheckUserInput(JButton key);
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);
vector<AttackerDamaged*> attackers;
void autoaffectDamage(AttackerDamaged* attacker, CombatStep);
typedef vector<AttackerDamaged*>::iterator inner_iterator;
GuiCombat(GameObserver* go);
~GuiCombat();
virtual void Update(float dt);
virtual void Render();
bool clickOK();
virtual bool CheckUserInput(JButton key);
virtual int receiveEventPlus(WEvent* e);
virtual int receiveEventMinus(WEvent* e);
typedef vector<AttackerDamaged*>::iterator inner_iterator;
};
#endif // _GUICOMBAT_H_