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

@@ -6,36 +6,52 @@
using namespace std;
/*
The class that handles the phases of a turn
*/
The class that handles the phases of a turn
*/
class Player;
typedef enum { BLOCKERS, TRIGGERS, ORDER, FIRST_STRIKE, END_FIRST_STRIKE, DAMAGE, END_DAMAGE } CombatStep;
class Phase{
public:
int id;
Player * player;
Phase(int id, Player *player):id(id),player(player){};
typedef enum
{
BLOCKERS,
TRIGGERS,
ORDER,
FIRST_STRIKE,
END_FIRST_STRIKE,
DAMAGE,
END_DAMAGE
} CombatStep;
class Phase
{
public:
int id;
Player * player;
Phase(int id, Player *player) :
id(id), player(player)
{
}
;
};
class PhaseRing{
class PhaseRing
{
private:
static bool extraDamagePhase(int id);
public:
list<Phase *> ring;
list<Phase *>::iterator current;
Phase * getCurrentPhase();
Phase * forward(bool sendEvents = true);
Phase * goToPhase(int id, Player * player,bool sendEvents = true);
PhaseRing(Player* players[], int nbPlayers=2);
~PhaseRing();
int addPhase(Phase * phase);
int addPhaseBefore(int id, Player* player,int after_id, Player * after_player, int allOccurences = 1);
int removePhase (int id, Player * player, int allOccurences = 1);
static const char * phaseName(int id);
static int phaseStrToInt(string s);
static bool extraDamagePhase(int id);
public:
list<Phase *> ring;
list<Phase *>::iterator current;
Phase * getCurrentPhase();
Phase * forward(bool sendEvents = true);
Phase * goToPhase(int id, Player * player, bool sendEvents = true);
PhaseRing(Player* players[], int nbPlayers = 2);
~PhaseRing();
int addPhase(Phase * phase);
int addPhaseBefore(int id, Player* player, int after_id, Player * after_player, int allOccurences = 1);
int removePhase(int id, Player * player, int allOccurences = 1);
static const char * phaseName(int id);
static int phaseStrToInt(string s);
};
#endif