Reformatting code using Kernighan & Ritchie style, tabs, tab width=4.

Command line: astyle --style=kr --indent=force-tab=4 --lineend=linux -n -r <file names>
This commit is contained in:
lotodore committed 2011-02-11 20:02:08 +00:00
1 parent 29dca1846e
commit 02518c67b2
232 files changed
+22743 -21044

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+167 -70
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@@ -30,7 +30,8 @@ class CardsValue;
class ConfigFile;
class HandInterface;
class LocalPlayer : public PlayerInterface{
class LocalPlayer : public PlayerInterface
{
public:
LocalPlayer(ConfigFile*, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
@@ -38,93 +39,179 @@ public:
void setHand(HandInterface *);
int getMyID() const { return myID; }
unsigned getMyUniqueID() const { return myUniqueID; }
PlayerType getMyType() const { return myType; }
void setMyDude(int theValue) { myDude = theValue; }
int getMyDude() const { return myDude; }
void setMyDude4(int theValue) { myDude4 = theValue; }
int getMyDude4() const { return myDude4; }
void setMyName(const std::string& theValue) { myName = theValue; }
std::string getMyName() const { return myName; }
void setMyAvatar(const std::string& theValue) { myAvatar = theValue; }
std::string getMyAvatar() const { return myAvatar; }
void setMyCash(int theValue) { myCash = theValue; }
int getMyCash() const { return myCash; }
void setMySet(int theValue) { myLastRelativeSet = theValue; mySet += theValue; myCash -= theValue; }
void setMySetAbsolute(int theValue) { mySet = theValue; }
void setMySetNull() { mySet = 0; myLastRelativeSet = 0; }
int getMySet() const { return mySet;}
int getMyLastRelativeSet() const { return myLastRelativeSet; }
void setMyAction(int theValue, bool blind = 0) {
myAction = theValue;
// logging for human player
if(myAction && !blind) currentHand->getGuiInterface()->logPlayerActionMsg(myName, myID, myAction, mySet);
int getMyID() const {
return myID;
}
unsigned getMyUniqueID() const {
return myUniqueID;
}
PlayerType getMyType() const {
return myType;
}
int getMyAction() const { return myAction; }
void setMyButton(int theValue) { myButton = theValue; }
int getMyButton() const { return myButton; }
void setMyDude(int theValue) {
myDude = theValue;
}
int getMyDude() const {
return myDude;
}
void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; }
bool getMyActiveStatus() const { return myActiveStatus; }
void setMyDude4(int theValue) {
myDude4 = theValue;
}
int getMyDude4() const {
return myDude4;
}
void setMyStayOnTableStatus(bool theValue) { myStayOnTableStatus = theValue; }
bool getMyStayOnTableStatus() const { return myStayOnTableStatus; }
void setMyName(const std::string& theValue) {
myName = theValue;
}
std::string getMyName() const {
return myName;
}
void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
void getMyCards(int* theValue) const { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
void setMyAvatar(const std::string& theValue) {
myAvatar = theValue;
}
std::string getMyAvatar() const {
return myAvatar;
}
void setMyTurn(bool theValue){ myTurn = theValue;}
bool getMyTurn() const{ return myTurn;}
void setMyCash(int theValue) {
myCash = theValue;
}
int getMyCash() const {
return myCash;
}
void setMyCardsFlip(bool theValue, int state){
void setMySet(int theValue) {
myLastRelativeSet = theValue;
mySet += theValue;
myCash -= theValue;
}
void setMySetAbsolute(int theValue) {
mySet = theValue;
}
void setMySetNull() {
mySet = 0;
myLastRelativeSet = 0;
}
int getMySet() const {
return mySet;
}
int getMyLastRelativeSet() const {
return myLastRelativeSet;
}
void setMyAction(int theValue, bool blind = 0) {
myAction = theValue;
// logging for human player
if(myAction && !blind) currentHand->getGuiInterface()->logPlayerActionMsg(myName, myID, myAction, mySet);
}
int getMyAction() const {
return myAction;
}
void setMyButton(int theValue) {
myButton = theValue;
}
int getMyButton() const {
return myButton;
}
void setMyActiveStatus(bool theValue) {
myActiveStatus = theValue;
}
bool getMyActiveStatus() const {
return myActiveStatus;
}
void setMyStayOnTableStatus(bool theValue) {
myStayOnTableStatus = theValue;
}
bool getMyStayOnTableStatus() const {
return myStayOnTableStatus;
}
void setMyCards(int* theValue) {
int i;
for(i=0; i<2; i++) myCards[i] = theValue[i];
}
void getMyCards(int* theValue) const {
int i;
for(i=0; i<2; i++) theValue[i] = myCards[i];
}
void setMyTurn(bool theValue) {
myTurn = theValue;
}
bool getMyTurn() const {
return myTurn;
}
void setMyCardsFlip(bool theValue, int state) {
myCardsFlip = theValue;
// log flipping cards
if(myCardsFlip) {
switch(state) {
case 1: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1], myCardsValueInt);
case 1:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1], myCardsValueInt);
break;
case 2: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1]);
case 2:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1]);
break;
case 3: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1], myCardsValueInt, "has");
case 3:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myID, myCards[0], myCards[1], myCardsValueInt, "has");
break;
default: ;
default:
;
}
}
}
bool getMyCardsFlip() const{ return myCardsFlip;}
bool getMyCardsFlip() const {
return myCardsFlip;
}
void setMyCardsValueInt(int theValue) { myCardsValueInt = theValue;}
int getMyCardsValueInt() const { return myCardsValueInt; }
void setMyCardsValueInt(int theValue) {
myCardsValueInt = theValue;
}
int getMyCardsValueInt() const {
return myCardsValueInt;
}
void setMyBestHandPosition(int* theValue)
{
void setMyBestHandPosition(int* theValue) {
for (int i = 0; i < 5; i++)
myBestHandPosition[i] = theValue[i];
}
void getMyBestHandPosition(int* theValue) const
{
void getMyBestHandPosition(int* theValue) const {
for (int i = 0; i < 5; i++)
theValue[i] = myBestHandPosition[i];
}
void setMyRoundStartCash(int theValue) { myRoundStartCash = theValue;}
int getMyRoundStartCash() const { return myRoundStartCash; }
void setMyRoundStartCash(int theValue) {
myRoundStartCash = theValue;
}
int getMyRoundStartCash() const {
return myRoundStartCash;
}
void setLastMoneyWon ( int theValue ) { lastMoneyWon = theValue; }
int getLastMoneyWon() const { return lastMoneyWon; }
void setLastMoneyWon ( int theValue ) {
lastMoneyWon = theValue;
}
int getLastMoneyWon() const {
return lastMoneyWon;
}
void setMyAverageSets(int theValue) {
myAverageSets[0] = myAverageSets[1];
myAverageSets[1] = myAverageSets[2];
myAverageSets[2] = myAverageSets[3];
myAverageSets[3] = theValue;
}
int getMyAverageSets() const {
return (myAverageSets[0]+myAverageSets[1]+myAverageSets[2]+myAverageSets[3])/4;
}
void setMyAverageSets(int theValue) { myAverageSets[0] = myAverageSets[1]; myAverageSets[1] = myAverageSets[2]; myAverageSets[2] = myAverageSets[3]; myAverageSets[3] = theValue; }
int getMyAverageSets() const { return (myAverageSets[0]+myAverageSets[1]+myAverageSets[2]+myAverageSets[3])/4; }
void setMyAggressive(bool theValue) {
int i;
for(i=0; i<6; i++) {
@@ -140,24 +227,34 @@ public:
return sum;
}
void setSBluff ( int theValue ) { sBluff = theValue; }
int getSBluff() const { return sBluff; }
void setSBluff ( int theValue ) {
sBluff = theValue;
}
int getSBluff() const {
return sBluff;
}
void setSBluffStatus ( bool theValue ) { sBluffStatus = theValue; }
bool getSBluffStatus() const { return sBluffStatus; }
void setSBluffStatus ( bool theValue ) {
sBluffStatus = theValue;
}
bool getSBluffStatus() const {
return sBluffStatus;
}
void setMyWinnerState ( bool theValue, int pot ) {
if(theValue) myWinnerState = theValue;
currentHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue);
currentHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue);
}
bool getMyWinnerState() const { return myWinnerState;}
bool getMyWinnerState() const {
return myWinnerState;
}
void action();
int checkMyAction(int targetAction, int targetBet, int highestSet, int minimumRaise, int smallBlind);
void preflopEngine();
void flopEngine();
void turnEngine();
@@ -214,7 +311,7 @@ private:
int myAction; // 0 = none, 1 = fold, 2 = check, 3 = call, 4 = bet, 5 = raise, 6 = allin
int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big
bool myActiveStatus; // 0 = inactive, 1 = active
bool myStayOnTableStatus; // 0 = left, 1 = stay
bool myStayOnTableStatus; // 0 = left, 1 = stay
bool myTurn; // 0 = no, 1 = yes
bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
int myRoundStartCash;
@@ -225,7 +322,7 @@ private:
int sBluff;
bool sBluffStatus;
bool myWinnerState;
unsigned m_actionTimeoutCounter;