Command line: astyle --style=kr --indent=force-tab=4 --lineend=linux -n -r <file names>
204 lines
4.7 KiB
C++
204 lines
4.7 KiB
C++
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#ifndef LOCALBERO_H
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#define LOCALBERO_H
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#include "game_defs.h"
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#include "berointerface.h"
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#include "handinterface.h"
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class LocalBeRo : public BeRoInterface
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{
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public:
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LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState gS);
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~LocalBeRo();
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GameState getMyBeRoID() const {
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return myBeRoID;
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}
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int getHighestCardsValue() const;
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void setHighestCardsValue(int /*theValue*/) { }
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void setMinimumRaise ( int theValue ) {
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minimumRaise = theValue;
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}
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int getMinimumRaise() const {
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return minimumRaise;
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}
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void setFullBetRule ( bool theValue ) {
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fullBetRule = theValue;
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}
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bool getFullBetRule() const {
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return fullBetRule;
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}
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void skipFirstRunGui() {
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firstRunGui = false;
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}
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void nextPlayer();
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void run();
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void postRiverRun() {};
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protected:
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HandInterface* getMyHand() const {
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return myHand;
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}
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int getDealerPosition() const {
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return dealerPosition;
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}
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void setDealerPosition(int theValue) {
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dealerPosition = theValue;
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}
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void setCurrentPlayersTurnId(unsigned theValue) {
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currentPlayersTurnId = theValue;
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}
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unsigned getCurrentPlayersTurnId() const {
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return currentPlayersTurnId;
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}
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void setFirstRoundLastPlayersTurnId(unsigned theValue) {
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firstRoundLastPlayersTurnId = theValue;
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}
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unsigned getFirstRoundLastPlayersTurnId() const {
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return firstRoundLastPlayersTurnId;
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}
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void setCurrentPlayersTurnIt(PlayerListIterator theValue) {
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currentPlayersTurnIt = theValue;
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}
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PlayerListIterator getCurrentPlayersTurnIt() const {
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return currentPlayersTurnIt;
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}
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void setLastPlayersTurnIt(PlayerListIterator theValue) {
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lastPlayersTurnIt = theValue;
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}
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PlayerListIterator getLastPlayersTurnIt() const {
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return lastPlayersTurnIt;
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}
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void setHighestSet(int theValue) {
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highestSet = theValue;
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}
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int getHighestSet() const {
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return highestSet;
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}
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void setFirstRun(bool theValue) {
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firstRun = theValue;
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}
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bool getFirstRun() const {
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return firstRun;
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}
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void setFirstRound(bool theValue) {
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firstRound = theValue;
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}
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bool getFirstRound() const {
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return firstRound;
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}
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void setDealerPositionId(unsigned theValue) {
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dealerPositionId = theValue;
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}
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unsigned getDealerPositionId() const {
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return dealerPositionId;
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}
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void setSmallBlindPositionId(unsigned theValue) {
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smallBlindPositionId = theValue;
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}
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unsigned getSmallBlindPositionId() const {
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return smallBlindPositionId;
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}
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void setBigBlindPositionId(unsigned theValue) {
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bigBlindPositionId = theValue;
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}
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unsigned getBigBlindPositionId() const {
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return bigBlindPositionId;
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}
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void setSmallBlindPosition(int theValue) {
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smallBlindPosition = theValue;
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}
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int getSmallBlindPosition() const {
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return smallBlindPosition;
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}
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void setSmallBlind(int theValue) {
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smallBlind = theValue;
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}
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int getSmallBlind() const {
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return smallBlind;
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}
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private:
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HandInterface* myHand;
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const GameState myBeRoID;
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int myID;
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int dealerPosition;
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int smallBlindPosition;
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unsigned dealerPositionId;
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unsigned smallBlindPositionId;
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unsigned bigBlindPositionId;
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int smallBlind;
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int highestSet;
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int minimumRaise;
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bool fullBetRule;
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bool firstRun;
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bool firstRunGui; // HACK
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bool firstRound;
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bool firstHeadsUpRound;
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PlayerListIterator currentPlayersTurnIt; // iterator for runningPlayerList
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PlayerListIterator lastPlayersTurnIt; // iterator for runningPlayerList
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unsigned currentPlayersTurnId;
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unsigned firstRoundLastPlayersTurnId;
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bool logBoardCardsDone;
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};
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#endif
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