establishing new parameter roundBeforePostRiver; deleting needless parameter bettingRoundsPlayed
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@@ -22,9 +22,9 @@
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using namespace std;
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ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost::shared_ptr<BoardInterface> b, Log *l, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(GAME_STATE_PREFLOP),
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: myFactory(f), myGui(g), myBoard(b), myLog(l), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(GAME_STATE_PREFLOP), roundBeforePostRiver(GAME_STATE_PREFLOP),
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smallBlind(sB), startCash(sC), previousPlayerID(-1), allInCondition(0),
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cardsShown(false), bettingRoundsPlayed(0)
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cardsShown(false)
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{
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PlayerListIterator it;
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@@ -216,6 +216,13 @@ ClientHand::getCurrentRound() const
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return currentRound;
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}
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GameState
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ClientHand::getRoundBeforePostRiver() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return roundBeforePostRiver;
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}
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void
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ClientHand::setDealerPosition(int theValue)
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{
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@@ -272,20 +279,6 @@ ClientHand::getStartCash() const
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return startCash;
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}
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void
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ClientHand::setBettingRoundsPlayed(int theValue)
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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bettingRoundsPlayed = theValue;
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}
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int
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ClientHand::getBettingRoundsPlayed() const
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{
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boost::recursive_mutex::scoped_lock lock(m_syncMutex);
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return bettingRoundsPlayed;
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}
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void
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ClientHand::setPreviousPlayerID(int theValue)
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{
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@@ -65,6 +65,7 @@ public:
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void setCurrentRound ( GameState theValue );
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GameState getCurrentRound() const;
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GameState getRoundBeforePostRiver() const;
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void setDealerPosition ( int theValue );
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int getDealerPosition() const;
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@@ -116,6 +117,7 @@ private:
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int startQuantityPlayers;
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unsigned dealerPosition;
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GameState currentRound;
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GameState roundBeforePostRiver;
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int smallBlind;
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int startCash;
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@@ -124,9 +126,6 @@ private:
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bool allInCondition;
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bool cardsShown;
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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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