applying astyle

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floty committed 2011-10-26 22:29:47 +00:00
1 parent fa01ab57d6
commit 7f13da91e5
38 files changed
+443 -447

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+28 -28
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@@ -30,7 +30,7 @@
using namespace std;
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), smallBlindPosition(dP), bigBlindPosition(dP), currentRound(GAME_STATE_PREFLOP), smallBlind(sB), startCash(sC), previousPlayerID(-1), lastActionPlayerID(0), allInCondition(false),
: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), smallBlindPosition(dP), bigBlindPosition(dP), currentRound(GAME_STATE_PREFLOP), smallBlind(sB), startCash(sC), previousPlayerID(-1), lastActionPlayerID(0), allInCondition(false),
cardsShown(false), bettingRoundsPlayed(0)
{
@@ -46,7 +46,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
// generate cards and assign to board and player
const int NumCards = 52;
int cardsArray[NumCards] = {
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
30, 31, 32, 33, 34, 35, 36, 37, 38, 39,
@@ -367,7 +367,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
setBlinds();
myBeRo = myFactory->createBeRo(this, dealerPosition, smallBlind);
myBeRo = myFactory->createBeRo(this, dealerPosition, smallBlind);
}
@@ -448,8 +448,8 @@ void LocalHand::assignButtons()
}
// first player after dealer have to show his cards first (in showdown)
lastActionPlayerID = (*it)->getMyUniqueID();
myBoard->setLastActionPlayerID(lastActionPlayerID);
lastActionPlayerID = (*it)->getMyUniqueID();
myBoard->setLastActionPlayerID(lastActionPlayerID);
++it;
if(it == activePlayerList->end()) it = activePlayerList->begin();
@@ -528,29 +528,29 @@ void LocalHand::setBlinds()
void LocalHand::switchRounds()
{
// logging last player action
// currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
// if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) {
// throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
// }
// // logging last player action
// PlayerListConstIterator previousPlayerIt = getRunningPlayerIt(previousPlayerID);
// if(previousPlayerIt == runningPlayerList->end()) {
// throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
// }
// switch((*currentPlayersTurnIt)->getMyAction()) {
// switch((*previousPlayerIt)->getMyAction()) {
// case PLAYER_ACTION_FOLD: {
// myHand->getLog()->logPlayerAction(myBeRoID+1,(*currentPlayersTurnIt)->getMyID()+1,LOG_ACTION_FOLD);
// myLog->logPlayerAction(currentRound+1,(*previousPlayerIt)->getMyID()+1,LOG_ACTION_FOLD);
// } break;
// case PLAYER_ACTION_CHECK: {
// myHand->getLog()->logPlayerAction(myBeRoID+1,(*currentPlayersTurnIt)->getMyID()+1,LOG_ACTION_CHECK);
// myLog->logPlayerAction(currentRound+1,(*previousPlayerIt)->getMyID()+1,LOG_ACTION_CHECK);
// } break;
// case PLAYER_ACTION_CALL: {
// myHand->getLog()->logPlayerAction(myBeRoID+1,(*currentPlayersTurnIt)->getMyID()+1,LOG_ACTION_CALL);
// myLog->logPlayerAction(currentRound+1,(*previousPlayerIt)->getMyID()+1,LOG_ACTION_CALL);
// } break;
// case PLAYER_ACTION_BET:
// case PLAYER_ACTION_RAISE: {
// myHand->getLog()->logPlayerAction(myBeRoID+1,(*currentPlayersTurnIt)->getMyID()+1,LOG_ACTION_BET,(*currentPlayersTurnIt)->getMySet());
// myLog->logPlayerAction(currentRound+1,(*previousPlayerIt)->getMyID()+1,LOG_ACTION_BET,(*previousPlayerIt)->getMySet());
// } break;
// case PLAYER_ACTION_ALLIN: {
// myHand->getLog()->logPlayerAction(myBeRoID+1,(*currentPlayersTurnIt)->getMyID()+1,LOG_ACTION_ALL_IN,(*currentPlayersTurnIt)->getMySet());
// myLog->logPlayerAction(currentRound+1,(*previousPlayerIt)->getMyID()+1,LOG_ACTION_ALL_IN,(*previousPlayerIt)->getMySet());
// } break;
// default: {
// }
@@ -595,7 +595,7 @@ void LocalHand::switchRounds()
myBoard->collectPot();
myGui->refreshPot();
myGui->refreshSet();
currentRound = GAME_STATE_POST_RIVER;
currentRound = GAME_STATE_POST_RIVER;
}
// check for all in condition
@@ -655,16 +655,16 @@ void LocalHand::switchRounds()
myGui->refreshPot();
myGui->refreshSet();
myGui->flipHolecardsAllIn();
// Logging HoleCards
if(currentRound<GAME_STATE_RIVER) {
myLog->logHoleCardsHandName(currentRound+1,activePlayerList);
}
// Logging HoleCards
if(currentRound<GAME_STATE_RIVER) {
myLog->logHoleCardsHandName(currentRound+1,activePlayerList);
}
if (currentRound < GAME_STATE_POST_RIVER) // do not increment past 4
currentRound = GameState(currentRound + 1);
if (currentRound < GAME_STATE_POST_RIVER) // do not increment past 4
currentRound = GameState(currentRound + 1);
//log board cards for allin
if(currentRound >= GAME_STATE_FLOP) {
if(currentRound >= GAME_STATE_FLOP) {
int tempBoardCardsArray[5];
myBoard->getMyCards(tempBoardCardsArray);
@@ -675,10 +675,10 @@ void LocalHand::switchRounds()
}
//unhighlight current players groupbox
it_c = getActivePlayerIt(previousPlayerID);
it_c = getActivePlayerIt(previousPlayerID);
if( it_c != activePlayerList->end() ) {
// lastPlayersTurn is active
myGui->refreshGroupbox(previousPlayerID,1);
myGui->refreshGroupbox(previousPlayerID,1);
}
myGui->refreshGameLabels((GameState)getCurrentRound());
@@ -769,6 +769,6 @@ PlayerListIterator LocalHand::getRunningPlayerIt(unsigned uniqueId) const
void LocalHand::setLastActionPlayerID(unsigned theValue)
{
lastActionPlayerID = theValue;
myBoard->setLastActionPlayerID(theValue);
lastActionPlayerID = theValue;
myBoard->setLastActionPlayerID(theValue);
}