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pokerth/src/engine/local_engine/localbero.h
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2011-01-03 20:23:34 +00:00

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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#ifndef LOCALBERO_H
#define LOCALBERO_H
#include "game_defs.h"
#include "berointerface.h"
#include "handinterface.h"
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;
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 myID;
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