adds activePlayerList and runningPlayerList (X) - !!! BROKEN !!! - last stable rev is 866

This commit is contained in:
doitux
2007-09-25 18:00:05 +00:00
parent af5b7f45dd
commit bcc5966a68
11 changed files with 281 additions and 103 deletions
+11 -4
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@@ -12,11 +12,16 @@
#ifndef BEROINTERFACE_H
#define BEROINTERFACE_H
#include <boost/shared_ptr.hpp>
#include <list>
#include "game_defs.h"
/**
@author FThauer FHammer <webmaster@pokerth.net>
*/
class PlayerInterface;
typedef boost::shared_ptr<std::list<boost::shared_ptr<PlayerInterface> > > PlayerList;
typedef std::list<boost::shared_ptr<PlayerInterface> >::iterator PlayerListIterator;
class BeRoInterface{
public:
@@ -24,9 +29,11 @@ public:
virtual GameState getMyBeRoID() const =0;
virtual void setPlayersTurn(int) =0;
virtual int getPlayersTurn() const =0;
virtual void setCurrentPlayersTurnIt(PlayerListIterator) =0;
virtual PlayerListIterator getCurrentPlayersTurnIt() const =0;
virtual void setHighestSet(int) =0;
virtual int getHighestSet() const =0;
+9 -2
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@@ -14,8 +14,10 @@
using namespace std;
LocalBeRo::LocalBeRo(HandInterface* hi, int id, int dP, int sB, GameState gS)
: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), minimumRaise(2*sB), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), minimumRaise(2*sB), firstRun(1), firstRound(1), firstHeadsUpRound(1), logBoardCardsDone(0)
{
currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
lastPlayersTurnIt = myHand->getRunningPlayerList()->begin();
int i;
@@ -33,7 +35,12 @@ LocalBeRo::~LocalBeRo()
void LocalBeRo::nextPlayer() {
myHand->getPlayerArray()[playersTurn]->action();
// myHand->getPlayerArray()[playersTurn]->action();
cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
(*currentPlayersTurnIt)->action();
}
+12 -3
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@@ -30,7 +30,7 @@ public:
GameState getMyBeRoID() const { return myBeRoID; }
int getHighestCardsValue() const { std::cout << "getHighestCardsValue() in wrong BeRo" << std::endl; return 0; }
void setHighestCardsValue(int theValue) { }
void setHighestCardsValue(int /*theValue*/) { }
void setMinimumRaise ( int theValue ) { minimumRaise = theValue; }
int getMinimumRaise() const { return minimumRaise; }
@@ -51,7 +51,13 @@ protected:
void setDealerPosition(int theValue) { dealerPosition = theValue; }
void setPlayersTurn(int theValue) { playersTurn = theValue; }
int getPlayersTurn() const { return playersTurn; }
int getPlayersTurn() const { return playersTurn;}
void setCurrentPlayersTurnIt(PlayerListIterator theValue) { currentPlayersTurnIt = theValue; }
PlayerListIterator getCurrentPlayersTurnIt() const { return currentPlayersTurnIt; }
void setLastPlayersTurnIt(PlayerListIterator theValue) { lastPlayersTurnIt = theValue; }
PlayerListIterator getLastPlayersTurnIt() const { return lastPlayersTurnIt; }
void setHighestSet(int theValue) { highestSet = theValue; }
int getHighestSet() const { return highestSet;}
@@ -87,7 +93,10 @@ private:
bool firstRun;
bool firstRound;
bool firstHeadsUpRound;
int playersTurn;
int playersTurn; // TODO -> delete
PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
bool logBoardCardsDone;
+137 -21
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@@ -29,19 +29,90 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
{
setHighestSet(2*getSmallBlind());
// // BigBlind ermitteln
PlayerListIterator it;
// determine bigBlindPlayer
bigBlindPositionIt = getMyHand()->getActivePlayerList()->begin();
for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
}
if(bigBlindPositionIt == getMyHand()->getActivePlayerList()->end()) cout << "!!!" << endl;
// search player in runningPlayerList before first action player -> run() determine next player who will do first action
PlayerListIterator it_1, it_2;
// search bigBlindPosition in runningPlayerList
it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
// more than 2 players are still active -> runningPlayerList is not empty
if(getMyHand()->getActivePlayerList()->size() > 2) {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
if(it_1 == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = bigBlindPositionIt;
smallBlindPositionIt--;
it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
if(it_2 == getMyHand()->getRunningPlayerList()->end()) {
it_2 = smallBlindPositionIt;
it_2--;
setLastPlayersTurnIt(it_2);
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player
else {
setLastPlayersTurnIt(it_2);
}
}
// bigBlindPlayer found in runningPlayerList -> player before first action player
else {
setLastPlayersTurnIt(it_1);
}
}
// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
else {
setLastPlayersTurnIt(it_1);
}
setCurrentPlayersTurnIt(getLastPlayersTurnIt());
cout << "playerID constructor preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
/////////////// testing
it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
// bigBlindPosition is not all in
// if(it!=getMyHand()->getRunningPlayerList()->end()) {
//
// }
// if(it_1!=getMyHand()->getRunningPlayerList()->end()) {
// cout << getMyHand()->getMyID() << ": " << "gefunden!" << endl;
// cout << "\t PlayerID: " << (*it_1)->getMyID() << endl;
// it_2 = it_1;
// if(it_1 == getMyHand()->getRunningPlayerList()->begin()) it_1 = getMyHand()->getRunningPlayerList()->end();
// it_1--;
// cout << "\t PlayerID vor bigBlind: " << (*it_1)->getMyID() << endl;
// cout << "\t PlayerID vor bigBlind: " << (*it_2)->getMyID() << endl;
// } else {
// cout << getMyHand()->getMyID() << ": " << "nicht gefunden" << endl;
//
// }
//////////////// old
// set first runningPlayer before bigBlindPlayer to playersTurn -> run() determine next one who will do first action
// setPlayersTurn((*bigBlindPositionIt)->getMyID());
// // erste Spielernummer fr preflopRun() setzen
setPlayersTurn((*bigBlindPositionIt)->getMyID());
}
@@ -60,6 +131,8 @@ void LocalBeRoPreflop::run() {
bool allHighestSet = true;
PlayerListIterator it;
// test if all running players have same sets (else allHighestSet = false)
for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
if(getHighestSet() != (*it)->getMySet()) {
@@ -68,17 +141,41 @@ void LocalBeRoPreflop::run() {
}
// determine next player
for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
// falls BigBlind, dann PreflopFirstRound zuende
if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(0);
// if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
setFirstRound(0);
cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
it = getCurrentPlayersTurnIt();
it++;
setCurrentPlayersTurnIt(it);
if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
// exceptions
// if next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
if((*(getCurrentPlayersTurnIt()))->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
setFirstRound(false);
allHighestSet = true;
}
}
// determine next player
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
//
// setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
// // falls BigBlind, dann PreflopFirstRound zuende
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(false);
// // if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
// setFirstRound(false);
// allHighestSet = true;
// }
// }
// prfen, ob Preflop wirklich dran ist
if(!getFirstRound() && allHighestSet) {
@@ -88,9 +185,15 @@ void LocalBeRoPreflop::run() {
getMyHand()->setActualRound(GAME_STATE_FLOP);
//Action loeschen und ActionButtons refresh
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
for(it=getMyHand()->getRunningPlayerList()->begin(); it!=getMyHand()->getRunningPlayerList()->end(); it++) {
(*it)->setMyAction(PLAYER_ACTION_NONE);
}
//Action loeschen und ActionButtons refresh
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
// }
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
getMyHand()->getBoard()->collectSets();
getMyHand()->getBoard()->collectPot();
@@ -106,14 +209,27 @@ void LocalBeRoPreflop::run() {
// Preflop ist wirklich dran
// falls BigBlind, dann PreflopFirstRound zuende
if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
// lastPlayersTurn -> PreflopFirstRound is over
if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
setFirstRound(false);
}
// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
(*(getCurrentPlayersTurnIt()))->setMyTurn(true);
getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
//highlight active players groupbox and clear action
getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
if(getPlayersTurn() == 0) {
//highlight active players groupbox and clear action
getMyHand()->getGuiInterface()->refreshGroupbox( (*(getCurrentPlayersTurnIt()))->getMyID() , 2 );
getMyHand()->getGuiInterface()->refreshAction( (*(getCurrentPlayersTurnIt()))->getMyID() , PLAYER_ACTION_NONE );
if((*(getCurrentPlayersTurnIt()))->getMyID() == 0) {
// Wir sind dran
getMyHand()->getGuiInterface()->meInAction();
}
+1 -1
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@@ -34,7 +34,7 @@ public:
void run();
private:
PlayerListIterator bigBlindPositionIt;
PlayerListIterator bigBlindPositionIt; // iterator for activePlayerList
};
#endif
+57 -55
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@@ -105,43 +105,43 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
case 1: {
tempBoardArray[0] = 5;
tempBoardArray[1] = 51;
tempBoardArray[2] = 3;
tempBoardArray[3] = 21;
tempBoardArray[4] = 13;
myBoard->setMyCards(tempBoardArray);
tempPlayerAndBoardArray[2] = tempBoardArray[0];
tempPlayerAndBoardArray[3] = tempBoardArray[1];
tempPlayerAndBoardArray[4] = tempBoardArray[2];
tempPlayerAndBoardArray[5] = tempBoardArray[3];
tempPlayerAndBoardArray[6] = tempBoardArray[4];
// player0
tempPlayerArray[0] = 7;
tempPlayerArray[1] = 37;
tempPlayerAndBoardArray[0] = tempPlayerArray[0];
tempPlayerAndBoardArray[1] = tempPlayerArray[1];
playerArray[0]->setMyCards(tempPlayerArray);
playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
playerArray[0]->setMyBestHandPosition(temp5Array);
// player1
tempPlayerArray[0] = 24;
tempPlayerArray[1] = 19;
tempPlayerAndBoardArray[0] = tempPlayerArray[0];
tempPlayerAndBoardArray[1] = tempPlayerArray[1];
playerArray[1]->setMyCards(tempPlayerArray);
playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
playerArray[1]->setMyBestHandPosition(temp5Array);
// tempBoardArray[0] = 5;
// tempBoardArray[1] = 51;
// tempBoardArray[2] = 3;
// tempBoardArray[3] = 21;
// tempBoardArray[4] = 13;
//
// myBoard->setMyCards(tempBoardArray);
//
// tempPlayerAndBoardArray[2] = tempBoardArray[0];
// tempPlayerAndBoardArray[3] = tempBoardArray[1];
// tempPlayerAndBoardArray[4] = tempBoardArray[2];
// tempPlayerAndBoardArray[5] = tempBoardArray[3];
// tempPlayerAndBoardArray[6] = tempBoardArray[4];
//
// // player0
//
// tempPlayerArray[0] = 7;
// tempPlayerArray[1] = 37;
// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
//
// playerArray[0]->setMyCards(tempPlayerArray);
// playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
//
// playerArray[0]->setMyBestHandPosition(temp5Array);
//
// // player1
//
// tempPlayerArray[0] = 24;
// tempPlayerArray[1] = 19;
// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
//
// playerArray[1]->setMyCards(tempPlayerArray);
// playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
//
// playerArray[1]->setMyBestHandPosition(temp5Array);
// player2
@@ -157,27 +157,27 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
// player3
tempPlayerArray[0] = 38;
tempPlayerArray[1] = 22;
tempPlayerAndBoardArray[0] = tempPlayerArray[0];
tempPlayerAndBoardArray[1] = tempPlayerArray[1];
playerArray[3]->setMyCards(tempPlayerArray);
playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
playerArray[3]->setMyBestHandPosition(temp5Array);
// tempPlayerArray[0] = 38;
// tempPlayerArray[1] = 22;
// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
//
// playerArray[3]->setMyCards(tempPlayerArray);
// playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
//
// playerArray[3]->setMyBestHandPosition(temp5Array);
// player4
tempPlayerArray[0] = 25;
tempPlayerArray[1] = 16;
tempPlayerAndBoardArray[0] = tempPlayerArray[0];
tempPlayerAndBoardArray[1] = tempPlayerArray[1];
playerArray[3]->setMyCards(tempPlayerArray);
playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
playerArray[3]->setMyBestHandPosition(temp5Array);
// tempPlayerArray[0] = 25;
// tempPlayerArray[1] = 16;
// tempPlayerAndBoardArray[0] = tempPlayerArray[0];
// tempPlayerAndBoardArray[1] = tempPlayerArray[1];
//
// playerArray[3]->setMyCards(tempPlayerArray);
// playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
//
// playerArray[3]->setMyBestHandPosition(temp5Array);
} break;
@@ -367,6 +367,8 @@ void LocalHand::assignButtons() {
void LocalHand::switchRounds() {
// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
int i;
PlayerListIterator it;
+12 -12
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@@ -856,23 +856,23 @@ LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniq
if(myID==0) {
// myActiveStatus=0;
myCash=14800;
// myCash=14800;
}
if(myID==1) {
myCash=400;
// myCash=400;
}
if(myID==2) {
myCash=4950;
myCash=50;
}
if(myID==3) {
myCash=5250;
// myCash=5250;
}
if(myID==4) {
myCash=5100;
// myCash=5100;
}
if(myID==5) {
myCash=4500;
// myCash=4500;
}
}
@@ -976,7 +976,7 @@ void LocalPlayer::action() {
actualHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet);
actualHand->getGuiInterface()->nextPlayerAnimation();
cout << "playerID in action(): " << (*(actualHand->getCurrentBeRo()->getCurrentPlayersTurnIt()))->getMyID() << endl;
}
@@ -1183,7 +1183,7 @@ void LocalPlayer::preflopEngine() {
switch(actualHand->getMyID()) {
case 1: {
myAction = PLAYER_ACTION_CALL;
// myAction = PLAYER_ACTION_CALL;
}
break;
case 2: {
@@ -1201,7 +1201,7 @@ void LocalPlayer::preflopEngine() {
switch(actualHand->getMyID()) {
case 1: {
myAction = PLAYER_ACTION_FOLD;
// myAction = PLAYER_ACTION_FOLD;
// raise = 20;
// if(mySet >= 40) {
// myAction = PLAYER_ACTION_CALL;
@@ -1223,15 +1223,15 @@ void LocalPlayer::preflopEngine() {
}
break;
case 3: {
myAction = PLAYER_ACTION_CALL;
// myAction = PLAYER_ACTION_CALL;
}
break;
case 4: {
myAction = PLAYER_ACTION_CALL;
// myAction = PLAYER_ACTION_CALL;
}
break;
case 5: {
myAction = PLAYER_ACTION_FOLD;
// myAction = PLAYER_ACTION_FOLD;
}
break;
default: {}
+24
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@@ -67,6 +67,30 @@ ClientBeRo::getPlayersTurn() const
return playersTurn;
}
void
ClientBeRo::setCurrentPlayersTurnIt(PlayerListIterator theValue)
{
currentPlayersTurnIt = theValue;
}
PlayerListIterator
ClientBeRo::getCurrentPlayersTurnIt() const
{
return currentPlayersTurnIt;
}
void
ClientBeRo::setLastPlayersTurnIt(PlayerListIterator theValue)
{
lastPlayersTurnIt = theValue;
}
PlayerListIterator
ClientBeRo::getLastPlayersTurnIt() const
{
return lastPlayersTurnIt;
}
void
ClientBeRo::setHighestSet(int theValue)
{
+11 -1
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@@ -35,6 +35,12 @@ public:
void setPlayersTurn(int theValue);
int getPlayersTurn() const;
void setCurrentPlayersTurnIt(PlayerListIterator theValue);
PlayerListIterator getCurrentPlayersTurnIt() const;
void setLastPlayersTurnIt(PlayerListIterator theValue);
PlayerListIterator getLastPlayersTurnIt() const;
void setHighestSet(int theValue);
int getHighestSet() const;
@@ -68,7 +74,11 @@ private:
HandInterface *myHand;
int highestCardsValue;
int playersTurn;
int playersTurn; // TODO -> delete
PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
int highestSet;
bool firstRound;
int smallBlindPosition;