// // C++ Interface: localbero // // Description: // // // Author: FThauer FHammer , (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef LOCALBERO_H #define LOCALBERO_H #include #include "game_defs.h" #include "berointerface.h" #include "handinterface.h" /** @author FThauer FHammer */ class LocalBeRo : public BeRoInterface{ public: LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS); ~LocalBeRo(); GameState getMyBeRoID() const { return myBeRoID; } int getHighestCardsValue() const { std::cout << "getHighestCardsValue() in wrong BeRo" << std::endl; return 0; } void setHighestCardsValue(int /*theValue*/) { } void setMinimumRaise ( int theValue ) { minimumRaise = theValue; } int getMinimumRaise() const { return minimumRaise; } void resetFirstRun() { firstRun = false; } void nextPlayer(); void run(); void postRiverRun() {}; protected: HandInterface* getMyHand() const { return myHand; } int getDealerPosition() const {return dealerPosition; } void setDealerPosition(int theValue) { dealerPosition = theValue; } void setPlayersTurn(int theValue) { playersTurn = theValue; } int getPlayersTurn() const { return playersTurn;} void setCurrentPlayersTurnId(unsigned theValue) { currentPlayersTurnId = theValue; } unsigned getCurrentPlayersTurnId() const { return currentPlayersTurnId;} void setFirstRoundLastPlayersTurnId(unsigned theValue) { firstRoundLastPlayersTurnId = theValue; } unsigned getFirstRoundLastPlayersTurnId() const { return firstRoundLastPlayersTurnId;} 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;} void setFirstRound(bool theValue) { firstRound = theValue;} bool getFirstRound() const { return firstRound;} void setDealerPositionId(unsigned theValue) { dealerPositionId = theValue;} unsigned getDealerPositionId() const { return dealerPositionId; } void setSmallBlindPositionId(unsigned theValue) { smallBlindPositionId = theValue;} unsigned getSmallBlindPositionId() const { return smallBlindPositionId; } void setBigBlindPositionId(unsigned theValue) { bigBlindPositionId = theValue;} unsigned getBigBlindPositionId() const { return bigBlindPositionId; } void setSmallBlindPosition(int theValue) { smallBlindPosition = theValue;} int getSmallBlindPosition() const { return smallBlindPosition; } void setSmallBlind(int theValue) { smallBlind = theValue; } int getSmallBlind() const { return smallBlind; } void setLastActionPlayer ( int theValue ) { lastActionPlayer = theValue; } int getLastActionPlayer() const { return lastActionPlayer; } private: HandInterface* myHand; const GameState myBeRoID; int myID; int dealerPosition; int smallBlindPosition; unsigned dealerPositionId; unsigned smallBlindPositionId; unsigned bigBlindPositionId; int smallBlind; int highestSet; int minimumRaise; bool firstRun; bool firstRound; bool firstHeadsUpRound; int playersTurn; // TODO -> delete PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList unsigned currentPlayersTurnId; unsigned firstRoundLastPlayersTurnId; bool logBoardCardsDone; int lastActionPlayer; }; #endif