2007-05-18 17:13:27 +00:00
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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2007-05-23 22:31:56 +00:00
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` * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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2007-05-18 17:13:27 +00:00
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#ifndef CLIENTHAND_H
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#define CLIENTHAND_H
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#include <enginefactory.h>
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#include <guiinterface.h>
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#include <boardinterface.h>
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#include <playerinterface.h>
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#include <handinterface.h>
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#include <preflopinterface.h>
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#include <flopinterface.h>
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#include <turninterface.h>
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#include <riverinterface.h>
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2007-05-23 22:31:56 +00:00
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class ClientHand : public HandInterface
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{
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2007-05-18 17:13:27 +00:00
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public:
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ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, PlayerInterface**, int, int, int, int, int, int);
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~ClientHand();
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void start();
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PlayerInterface** getPlayerArray() const { return playerArray; }
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BoardInterface* getBoard() const { return myBoard; }
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PreflopInterface* getPreflop() const { return myPreflop; }
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FlopInterface* getFlop() const { return myFlop; }
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TurnInterface* getTurn() const { return myTurn; }
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RiverInterface* getRiver() const { return myRiver; }
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GuiInterface* getGuiInterface() const { return myGui; }
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void setMyID(const int& theValue) { myID = theValue; }
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int getMyID() const { return myID; }
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void setActualQuantityPlayers(const int& theValue) { actualQuantityPlayers = theValue; }
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int getActualQuantityPlayers() const { return actualQuantityPlayers; }
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void setStartQuantityPlayers(const int& theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
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void setActualRound(const int& theValue) { actualRound = theValue; }
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int getActualRound() const { return actualRound; }
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void setDealerPosition(const int& theValue) { dealerPosition = theValue; }
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int getDealerPosition() const { return dealerPosition; }
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void setSmallBlind(const int& theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void setAllInCondition(bool theValue) { allInCondition = theValue; }
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bool getAllInCondition() const { return allInCondition; }
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void setStartCash(const int& theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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void setActivePlayersCounter(const int& theValue) { activePlayersCounter = theValue; }
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int getActivePlayersCounter() const { return activePlayersCounter; }
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void setBettingRoundsPlayed(const int& theValue) { bettingRoundsPlayed = theValue; }
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int getBettingRoundsPlayed() const { return bettingRoundsPlayed; }
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void setLastPlayersTurn(const int& theValue) { lastPlayersTurn = theValue; }
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int getLastPlayersTurn() const { return lastPlayersTurn; }
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void switchRounds();
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private:
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boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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BoardInterface *myBoard;
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PlayerInterface **playerArray;
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PreflopInterface *myPreflop;
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FlopInterface *myFlop;
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TurnInterface *myTurn;
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RiverInterface *myRiver;
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int myID;
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int actualQuantityPlayers;
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int startQuantityPlayers;
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int dealerPosition; // -1 -> neutral
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int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
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int smallBlind;
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int startCash;
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int activePlayersCounter;
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int lastPlayersTurn;
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bool allInCondition;
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// hier steht bis zu welcher bettingRound der human player gespielt hat: 0 - nur Preflop, 1 - bis Flop, ...
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int bettingRoundsPlayed;
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};
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#endif
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