void CEngineContainer::CreateSymbolEngines() { write_log(preferences.debug_engine_container(), "[EngineContainer] Going to create symbol engines\n"); CreateSpecialSymbolEngines(); _number_of_symbol_engines_loaded = 0; // Some symbols to be calculated depend on symbols of other engines. // The engines inserted first will be called first later. // But we assure correct ordering by assertions in the constructors of the engines. // CFunctionCollection p_function_collection = new CFunctionCollection; AddSymbolEngine(p_function_collection); // CSymbolEngineUserchair p_symbol_engine_userchair = new CSymbolEngineUserchair(); AddSymbolEngine(p_symbol_engine_userchair); // CSymbolEngineDealerchair p_symbol_engine_dealerchair = new CSymbolEngineDealerchair(); AddSymbolEngine(p_symbol_engine_dealerchair); // CSymbolEngineEventLogging p_symbol_engine_event_logging = new CSymbolEngineEventLogging(); AddSymbolEngine(p_symbol_engine_event_logging); // CSymbolEngineTableLimits p_symbol_engine_tablelimits = new CSymbolEngineTableLimits (); AddSymbolEngine(p_symbol_engine_tablelimits); // CSymbolEngineTime p_symbol_engine_time = new CSymbolEngineTime(); AddSymbolEngine(p_symbol_engine_time); // CSymbolEngineAutoplayer p_symbol_engine_autoplayer = new CSymbolEngineAutoplayer(); AddSymbolEngine(p_symbol_engine_autoplayer); // CSymbolEngineReplayFrameController p_symbol_engine_replayframe_controller = new CSymbolEngineReplayFrameController(); AddSymbolEngine(p_symbol_engine_replayframe_controller); // CSymbolEngineRandom p_symbol_engine_random = new CSymbolEngineRandom(); AddSymbolEngine(p_symbol_engine_random); // CSymbolEngineVersus p_symbol_engine_versus = new CSymbolEngineVersus; AddSymbolEngine(p_symbol_engine_versus); // CSymbolEngineActiveDealtPlaying p_symbol_engine_active_dealt_playing = new CSymbolEngineActiveDealtPlaying(); AddSymbolEngine(p_symbol_engine_active_dealt_playing); // CSymbolEnginePositions p_symbol_engine_positions = new CSymbolEnginePositions(); AddSymbolEngine(p_symbol_engine_positions); // CSymbolEngineBlinds p_symbol_engine_blinds = new CSymbolEngineBlinds(); AddSymbolEngine(p_symbol_engine_blinds); // CSymbolEngineChipAmounts p_symbol_engine_chip_amounts = new CSymbolEngineChipAmounts(); AddSymbolEngine(p_symbol_engine_chip_amounts); // CSymbolEngineTableStats p_symbol_engine_table_stats = new CSymbolEngineTableStats(); AddSymbolEngine(p_symbol_engine_table_stats); // CSymbolEngineICM p_symbol_engine_icm = new CSymbolEngineICM(); AddSymbolEngine(p_symbol_engine_icm); // CSymbolEngineRaisersCallers p_symbol_engine_raisers_callers = new CSymbolEngineRaisersCallers(); AddSymbolEngine(p_symbol_engine_raisers_callers); // CSymbolEnginePokerTracker p_symbol_engine_pokertracker = new CSymbolEnginePokerTracker; AddSymbolEngine(p_symbol_engine_pokertracker); // CSymbolEnginePokerActio p_symbol_engine_poker_action = new CSymbolEnginePokerAction(); AddSymbolEngine(p_symbol_engine_poker_action); // CSymbolEngineChairs p_symbol_engine_chairs = new CSymbolEngineChairs(); AddSymbolEngine(p_symbol_engine_chairs); // CSymbolEngineCasino.h p_symbol_engine_casino = new CSymbolEngineCasino; AddSymbolEngine(p_symbol_engine_casino); // CSymbolEngineIsTournament p_symbol_engine_istournament = new CSymbolEngineIsTournament(); AddSymbolEngine(p_symbol_engine_istournament); // CSymbolEngineGameType p_symbol_engine_gametype = new CSymbolEngineGameType; AddSymbolEngine(p_symbol_engine_gametype); // CSymbolEngineCards p_symbol_engine_cards = new CSymbolEngineCards(); AddSymbolEngine(p_symbol_engine_cards); // CSymbolEngineIsOmaha p_symbol_engine_isomaha = new CSymbolEngineIsOmaha(); AddSymbolEngine(p_symbol_engine_isomaha); // CSymbolEnginePokerval p_symbol_engine_pokerval = new CSymbolEnginePokerval(); AddSymbolEngine(p_symbol_engine_pokerval); // CSymbolEngineOpenPPLHandAndBoardExpression p_symbol_engine_open_ppl_hand_and_board_expression = new CSymbolEngineOpenPPLHandAndBoardExpression(); AddSymbolEngine(p_symbol_engine_open_ppl_hand_and_board_expression); // CSymbolEngineHistory p_symbol_engine_history = new CSymbolEngineHistory(); AddSymbolEngine(p_symbol_engine_history); // CSymbolEnginePrwin p_symbol_engine_prwin = new CSymbolEnginePrwin(); AddSymbolEngine(p_symbol_engine_prwin); // CSymbolEngineHandrank p_symbol_engine_handrank = new CSymbolEngineHandrank(); AddSymbolEngine(p_symbol_engine_handrank); // CSymbolEngineMemorySymbols p_symbol_engine_memory_symbols = new CSymbolEngineMemorySymbols; AddSymbolEngine(p_symbol_engine_memory_symbols); // CSymbolEngineColourCodes p_symbol_engine_colourcodes = new CSymbolEngineColourCodes; AddSymbolEngine(p_symbol_engine_colourcodes); // CSymbolEngineMTTInfo" p_symbol_engine_mtt_info = new CSymbolEngineMTTInfo; AddSymbolEngine(p_symbol_engine_mtt_info); // CSymbolEngineIniFunctions // "depends" on all other engines, // as it can only be called after all symbols have been initialized. p_symbol_engine_ini_functions = new CSymbolEngineIniFunctions(); AddSymbolEngine(p_symbol_engine_ini_functions); // CSymbolEngineVariousDataLookup // Deals with symbol-lookups and depends on all the other OH-script ones. // Therefore it has to be the last OH-script one. p_symbol_engine_various_data_lookup = new CSymbolEngineVariousDataLookup; AddSymbolEngine(p_symbol_engine_various_data_lookup); // OpenPPL-symbol-engines p_symbol_engine_openppl_user_variables = new CSymbolEngineOpenPPLUserVariables; AddSymbolEngine(p_symbol_engine_openppl_user_variables); // CSymbolEngineOpenPPL triigers calculation of history-symbols // and therefore has to be the very last openPPL-symbol-engine p_symbol_engine_open_ppl = new CSymbolEngineOpenPPL; AddSymbolEngine(p_symbol_engine_open_ppl); // After all real symbol-engines have been handled // we can add the hand-history-generator modules. // Order of insertion has order of later usage. // CHandHistoryDealPhase p_handhistory_deal_phase = new CHandHistoryDealPhase; AddSymbolEngine(p_handhistory_deal_phase); // CHandHistoryAction p_handhistory_action = new CHandHistoryAction; AddSymbolEngine(p_handhistory_action); // CHandHistoryUncontested p_handhistory_uncontested = new CHandHistoryUncontested; AddSymbolEngine(p_handhistory_uncontested); // CHandHistoryShowdown p_handhistory_showdown = new CHandHistoryShowdown; AddSymbolEngine(p_handhistory_showdown); // CHandHistoryWriter p_handhistory_writer = new CHandHistoryWriter; AddSymbolEngine(p_handhistory_writer); write_log(preferences.debug_engine_container(), "[EngineContainer] All symbol engines created\n"); }
void CEngineContainer::CreateSymbolEngines() { CreateSpecialSymbolEngines(); _number_of_symbol_engines_loaded = 0; // Some symbols to be calculated depend on symbols of other engines. // The engines inserted first will be called first later. // But we assure correct ordering by assertions in the constructors of the engines. // CSymbolEngineTime p_symbol_engine_time = new CSymbolEngineTime(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_time; _number_of_symbol_engines_loaded++; // CSymbolEngineDealerchair p_symbol_engine_dealerchair= new CSymbolEngineDealerchair(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_dealerchair; _number_of_symbol_engines_loaded++; // CSymbolEngineUserchair p_symbol_engine_userchair= new CSymbolEngineUserchair(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_userchair; _number_of_symbol_engines_loaded++; // CSymbolEngineAutoplayer p_symbol_engine_autoplayer = new CSymbolEngineAutoplayer(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_autoplayer; _number_of_symbol_engines_loaded++; // CSymbolEngineLists p_symbol_engine_lists = new CSymbolEngineLists(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_lists; _number_of_symbol_engines_loaded++; // CSymbolEngineRandom p_symbol_engine_random = new CSymbolEngineRandom(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_random; _number_of_symbol_engines_loaded++; // CSymbolEngineActiveDealtPlaying p_symbol_engine_active_dealt_playing = new CSymbolEngineActiveDealtPlaying(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_active_dealt_playing; _number_of_symbol_engines_loaded++; // CSymbolEnginePositions p_symbol_engine_positions= new CSymbolEnginePositions(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_positions; _number_of_symbol_engines_loaded++; // CSymbolEngineBlinds p_symbol_engine_blinds = new CSymbolEngineBlinds(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_blinds; _number_of_symbol_engines_loaded++; // CSymbolEngineChipAmounts p_symbol_engine_chip_amounts = new CSymbolEngineChipAmounts(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_chip_amounts; _number_of_symbol_engines_loaded++; // CSymbolEngineRaisersCallers p_symbol_engine_raisers_callers = new CSymbolEngineRaisersCallers(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_raisers_callers; _number_of_symbol_engines_loaded++; // CSymbolEngineCards p_symbol_engine_cards = new CSymbolEngineCards(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_cards; _number_of_symbol_engines_loaded++; // CSymbolEnginePokerval p_symbol_engine_pokerval = new CSymbolEnginePokerval(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_pokerval; _number_of_symbol_engines_loaded++; // CSymbolEngineHistory p_symbol_engine_history = new CSymbolEngineHistory(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_history; _number_of_symbol_engines_loaded++; // CSymbolEnginePrwin p_symbol_engine_prwin = new CSymbolEnginePrwin(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_prwin; _number_of_symbol_engines_loaded++; // CSymbolEngineHandrank p_symbol_engine_handrank = new CSymbolEngineHandrank(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbol_engine_handrank; _number_of_symbol_engines_loaded++; // Csymbols // Deals with symbol-lookups and depends on all the other ones. // Therefore it should has to be the very last one. p_symbols = new CSymbols(); _symbol_engines[_number_of_symbol_engines_loaded] = p_symbols; _number_of_symbol_engines_loaded++; // Avoiding overflows assert(_number_of_symbol_engines_loaded < k_max_number_of_symbol_engines); }