Files
pokerth/src/engine/local_engine/localbero.h
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2011-10-26 22:29:47 +00:00

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C++

/*****************************************************************************
* PokerTH - The open source texas holdem engine *
* Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, Lothar May *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU Affero General Public License as *
* published by the Free Software Foundation, either version 3 of the *
* License, or (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Affero General Public License for more details. *
* *
* You should have received a copy of the GNU Affero General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*****************************************************************************/
#ifndef LOCALBERO_H
#define LOCALBERO_H
#include "game_defs.h"
#include "berointerface.h"
#include "handinterface.h"
class LocalBeRo : public BeRoInterface
{
public:
LocalBeRo(HandInterface* hi, unsigned dP, int sB, GameState gS);
~LocalBeRo();
GameState getMyBeRoID() const {
return myBeRoID;
}
int getHighestCardsValue() const;
void setHighestCardsValue(int /*theValue*/) { }
void setMinimumRaise ( int theValue ) {
minimumRaise = theValue;
}
int getMinimumRaise() const {
return minimumRaise;
}
void setFullBetRule ( bool theValue ) {
fullBetRule = theValue;
}
bool getFullBetRule() const {
return fullBetRule;
}
void skipFirstRunGui() {
firstRunGui = 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 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 setFirstRun(bool theValue) {
firstRun = theValue;
}
bool getFirstRun() const {
return firstRun;
}
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;
}
private:
HandInterface* myHand;
const GameState myBeRoID;
int dealerPosition;
int smallBlindPosition;
unsigned dealerPositionId;
unsigned smallBlindPositionId;
unsigned bigBlindPositionId;
int smallBlind;
int highestSet;
int minimumRaise;
bool fullBetRule;
bool firstRun;
bool firstRunGui; // HACK
bool firstRound;
bool firstHeadsUpRound;
PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
unsigned currentPlayersTurnId;
unsigned firstRoundLastPlayersTurnId;
bool logBoardCardsDone;
};
#endif