// // C++ Interface: clientbero // // Description: // // // Author: FThauer FHammer , (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #ifndef CLIENTBERO_H #define CLIENTBERO_H #include #include "berointerface.h" class HandInterface; /** @author FThauer FHammer */ class ClientBeRo : public BeRoInterface{ public: ClientBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS); ~ClientBeRo(); GameState getMyBeRoID() const; int getHighestCardsValue() const; void setHighestCardsValue(int theValue); void setLastActionPlayer ( int theValue ); int getLastActionPlayer() const; void setPlayersTurn(int theValue); int getPlayersTurn() const; unsigned getSmallBlindPositionId() const; unsigned getBigBlindPositionId() const; void setCurrentPlayersTurnId(unsigned theValue); unsigned getCurrentPlayersTurnId() const; void setFirstRoundLastPlayersTurnId(unsigned theValue); unsigned getFirstRoundLastPlayersTurnId() const; void setCurrentPlayersTurnIt(PlayerListIterator theValue); PlayerListIterator getCurrentPlayersTurnIt() const; void setLastPlayersTurnIt(PlayerListIterator theValue); PlayerListIterator getLastPlayersTurnIt() const; void setHighestSet(int theValue); int getHighestSet() const; void setFirstRound(bool theValue); bool getFirstRound() const; void setSmallBlindPosition(int theValue); int getSmallBlindPosition() const; void setSmallBlind(int theValue); int getSmallBlind() const; void setMinimumRaise ( int theValue ); int getMinimumRaise() const; void resetFirstRun(); void nextPlayer(); void run(); void postRiverRun(); private: const GameState myBeRoID; mutable boost::recursive_mutex m_syncMutex; HandInterface *myHand; int highestCardsValue; int playersTurn; // TODO -> delete PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList unsigned smallBlindPositionId; unsigned bigBlindPositionId; unsigned currentPlayersTurnId; unsigned firstRoundLastPlayersTurnId; int highestSet; bool firstRound; int smallBlindPosition; int smallBlind; int minimumRaise; int lastActionPlayer; }; #endif