Changeset 10121 for code/branches/minigame4DHS14/src
- Timestamp:
- Nov 12, 2014, 4:07:10 PM (10 years ago)
- Location:
- code/branches/minigame4DHS14/src/modules/mini4Dgame
- Files:
-
- 2 added
- 5 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/minigame4DHS14/src/modules/mini4Dgame/CMakeLists.txt
r10101 r10121 1 1 SET_SOURCE_FILES(Mini4Dgame_SRC_FILES 2 2 Mini4Dgame.cc 3 Mini4DgameAI.cc 3 4 Mini4DgameCenterpoint.cc 4 5 ) -
code/branches/minigame4DHS14/src/modules/mini4Dgame/Mini4Dgame.cc
r10101 r10121 170 170 171 171 172 /**173 @brief174 Get the player.175 @return176 Returns a pointer to the player. If there is no player, NULL is returned.177 */178 //TODO: colors179 PlayerInfo* Mini4Dgame::getPlayer(int color) const180 {181 return players[color].info_;182 //for(int i=0;i<NUMBEROFPLAYERS;i++)183 //if(color == this->mini4DgamePlayers[i].color)184 //return this->mini4DgamePlayers[i].info;185 }186 187 172 } -
code/branches/minigame4DHS14/src/modules/mini4Dgame/Mini4Dgame.h
r10115 r10121 57 57 }; 58 58 59 59 struct Mini4DgameWinner 60 { 61 int winningRow[4]; 62 int winningColumn[4]; 63 int winningHeight[4]; 64 int winningNumber[4]; 65 mini4DgamePlayerColor::color color_; 66 }; 60 67 /** 61 68 @brief … … 78 85 { this->center_ = center; } 79 86 80 //TODO: enum colors 81 PlayerInfo* getPlayer(int color) const; //!< Get the player with the specified color. 82 83 84 //bool isValidMove(Vector4* move, const Mini4DgameBoard* board);//!< Checks if the move is valid 87 void win(Mini4DgameWinner winner); 85 88 86 89 protected: … … 91 94 void cleanup(void); //!< Cleans up the Gametype by destroying the ball and the bats. 92 95 93 Mini4DgamePlayer players[2];96 Mini4DgamePlayer players[2]; 94 97 95 98 WeakPtr<Mini4DgameCenterpoint> center_; //!< The playing field. 96 97 //TODO: Board is missing up to now98 99 }; 99 100 } -
code/branches/minigame4DHS14/src/modules/mini4Dgame/Mini4DgameCenterpoint.cc
r10115 r10121 122 122 { 123 123 this->board[(int)move.x][(int)move.y][(int)move.z][(int)move.w] = playerColor; 124 mini4DgamePlayerColor::color winner = this->getWinner();125 if(winner != mini4DgamePlayerColor::none)124 Mini4DgameWinner winner = this->getWinner(); 125 if(winner.color_ != mini4DgamePlayerColor::none) 126 126 { 127 127 Mini4Dgame->win(winner); … … 130 130 } 131 131 132 mini4DgamePlayerColor::color Mini4DgameCenterpoint::getWinner()132 Mini4DgameWinner Mini4DgameCenterpoint::getWinner() 133 133 { 134 Mini4DgameWinner winner; 135 winner.color_ = mini4DgamePlayerColor::none; 136 134 137 //check diagonals rows-columns-height-numbers 135 138 for(int i=1; i<4; i++) … … 138 141 break; 139 142 if(i==3) 140 return this->board[0][0][0][0]; 143 { 144 winner.color_ = this->board[0][0][0][0]; 145 for(int x=0; x<4; x++){ 146 winner.winningRow[x] = x; 147 winner.winningColumn[x] = x; 148 winner.winningHeight[x] = x; 149 winner.winningNumber[x] = x; 150 } 151 return winner; 152 } 141 153 } 142 154 for(int i=1; i<4; i++) … … 145 157 break; 146 158 if(i==3) 147 return this->board[3][0][0][0]; 159 { 160 winner.color_ = this->board[3][0][0][0]; 161 for(int x=0; x<4; x++){ 162 winner.winningRow[x] = 3-x; 163 winner.winningColumn[x] = x; 164 winner.winningHeight[x] = x; 165 winner.winningNumber[x] = x; 166 } 167 return winner; 168 } 148 169 } 149 170 for(int i=1; i<4; i++) … … 152 173 break; 153 174 if(i==3) 154 return this->board[0][3][0][0]; 175 { 176 winner.color_ = this->board[0][3][0][0]; 177 for(int x=0; x<4; x++){ 178 winner.winningRow[x] = x; 179 winner.winningColumn[x] = 3-x; 180 winner.winningHeight[x] = x; 181 winner.winningNumber[x] = x; 182 } 183 return winner; 184 } 155 185 } 156 186 for(int i=1; i<4; i++) … … 159 189 break; 160 190 if(i==3) 161 return this->board[0][0][3][0]; 191 { 192 winner.color_ = this->board[0][0][3][0]; 193 for(int x=0; x<4; x++){ 194 winner.winningRow[x] = x; 195 winner.winningColumn[x] = x; 196 winner.winningHeight[x] = 3-x; 197 winner.winningNumber[x] = x; 198 } 199 return winner; 200 } 162 201 } 163 202 for(int i=1; i<4; i++) … … 166 205 break; 167 206 if(i==3) 168 return this->board[0][0][0][3]; 207 { 208 winner.color_ = this->board[0][0][0][3]; 209 for(int x=0; x<4; x++){ 210 winner.winningRow[x] = x; 211 winner.winningColumn[x] = x; 212 winner.winningHeight[x] = x; 213 winner.winningNumber[x] = 3-x; 214 } 215 return winner; 216 } 169 217 } 170 218 for(int i=1; i<4; i++) … … 173 221 break; 174 222 if(i==3) 175 return this->board[3][3][0][0]; 223 { 224 winner.color_ = this->board[3][3][0][0]; 225 for(int x=0; x<4; x++){ 226 winner.winningRow[x] = 3-x; 227 winner.winningColumn[x] = 3-x; 228 winner.winningHeight[x] = x; 229 winner.winningNumber[x] = x; 230 } 231 return winner; 232 } 176 233 } 177 234 for(int i=1; i<4; i++) … … 180 237 break; 181 238 if(i==3) 182 return this->board[3][0][3][0]; 239 { 240 winner.color_ = this->board[3][0][3][0]; 241 for(int x=0; x<4; x++){ 242 winner.winningRow[x] = 3-x; 243 winner.winningColumn[x] = x; 244 winner.winningHeight[x] = 3-x; 245 winner.winningNumber[x] = x; 246 } 247 return winner; 248 } 183 249 } 184 250 for(int i=1; i<4; i++) … … 187 253 break; 188 254 if(i==3) 189 return this->board[3][0][0][3]; 255 { 256 winner.color_ = this->board[3][0][0][3]; 257 for(int x=0; x<4; x++){ 258 winner.winningRow[x] = 3-x; 259 winner.winningColumn[x] = x; 260 winner.winningHeight[x] = x; 261 winner.winningNumber[x] = 3-x; 262 } 263 return winner; 264 } 190 265 } 191 266 … … 198 273 break; 199 274 if(i==3) 200 return this->board[0][0][0][l]; 275 { 276 winner.color_ = this->board[0][0][0][l]; 277 for(int x=0; x<4; x++){ 278 winner.winningRow[x] = x; 279 winner.winningColumn[x] = x; 280 winner.winningHeight[x] = x; 281 winner.winningNumber[x] = l; 282 } 283 return winner; 284 } 201 285 } 202 286 for(int i=1; i<4; i++) … … 205 289 break; 206 290 if(i==3) 207 return this->board[3][0][0][l]; 291 { 292 winner.color_ = this->board[3][0][0][l]; 293 for(int x=0; x<4; x++){ 294 winner.winningRow[x] = 3-x; 295 winner.winningColumn[x] = x; 296 winner.winningHeight[x] = x; 297 winner.winningNumber[x] = l; 298 } 299 return winner; 300 } 208 301 } 209 302 for(int i=1; i<4; i++) … … 212 305 break; 213 306 if(i==3) 214 return this->board[0][3][0][l]; 307 { 308 winner.color_ = this->board[0][3][0][l]; 309 for(int x=0; x<4; x++){ 310 winner.winningRow[x] = x; 311 winner.winningColumn[x] = 3-x; 312 winner.winningHeight[x] = x; 313 winner.winningNumber[x] = l; 314 } 315 return winner; 316 } 215 317 } 216 318 for(int i=1; i<4; i++) … … 219 321 break; 220 322 if(i==3) 221 return this->board[0][0][3][l]; 323 { 324 winner.color_ = this->board[0][0][3][l]; 325 for(int x=0; x<4; x++){ 326 winner.winningRow[x] = x; 327 winner.winningColumn[x] = x; 328 winner.winningHeight[x] = 3-x; 329 winner.winningNumber[x] = l; 330 } 331 return winner; 332 } 222 333 } 223 334 } … … 231 342 break; 232 343 if(i==3) 233 return this->board[0][0][l][0]; 344 { 345 winner.color_ = this->board[0][0][l][0]; 346 for(int x=0; x<4; x++){ 347 winner.winningRow[x] = x; 348 winner.winningColumn[x] = x; 349 winner.winningHeight[x] = l; 350 winner.winningNumber[x] = x; 351 } 352 return winner; 353 } 234 354 } 235 355 for(int i=1; i<4; i++) … … 238 358 break; 239 359 if(i==3) 240 return this->board[3][0][l][0]; 360 { 361 winner.color_ = this->board[3][0][l][0]; 362 for(int x=0; x<4; x++){ 363 winner.winningRow[x] = 3-x; 364 winner.winningColumn[x] = x; 365 winner.winningHeight[x] = l; 366 winner.winningNumber[x] = x; 367 } 368 return winner; 369 } 241 370 } 242 371 for(int i=1; i<4; i++) … … 245 374 break; 246 375 if(i==3) 247 return this->board[0][3][l][0]; 376 { 377 winner.color_ = this->board[0][3][l][0]; 378 for(int x=0; x<4; x++){ 379 winner.winningRow[x] = x; 380 winner.winningColumn[x] = 3-x; 381 winner.winningHeight[x] = l; 382 winner.winningNumber[x] = x; 383 } 384 return winner; 385 } 248 386 } 249 387 for(int i=1; i<4; i++) … … 252 390 break; 253 391 if(i==3) 254 return this->board[0][0][l][3]; 392 { 393 winner.color_ = this->board[0][0][l][3]; 394 for(int x=0; x<4; x++){ 395 winner.winningRow[x] = x; 396 winner.winningColumn[x] = x; 397 winner.winningHeight[x] = l; 398 winner.winningNumber[x] = 3-x; 399 } 400 return winner; 401 } 255 402 } 256 403 } … … 264 411 break; 265 412 if(i==3) 266 return this->board[0][l][0][0]; 413 { 414 winner.color_ = this->board[0][l][0][0]; 415 for(int x=0; x<4; x++){ 416 winner.winningRow[x] = x; 417 winner.winningColumn[x] = l; 418 winner.winningHeight[x] = x; 419 winner.winningNumber[x] = x; 420 } 421 return winner; 422 } 267 423 } 268 424 for(int i=1; i<4; i++) … … 271 427 break; 272 428 if(i==3) 273 return this->board[3][l][0][0]; 429 { 430 winner.color_ = this->board[3][l][0][0]; 431 for(int x=0; x<4; x++){ 432 winner.winningRow[x] = 3-x; 433 winner.winningColumn[x] = l; 434 winner.winningHeight[x] = x; 435 winner.winningNumber[x] = x; 436 } 437 return winner; 438 } 274 439 } 275 440 for(int i=1; i<4; i++) … … 278 443 break; 279 444 if(i==3) 280 return this->board[0][l][3][0]; 445 { 446 winner.color_ = this->board[0][l][3][0]; 447 for(int x=0; x<4; x++){ 448 winner.winningRow[x] = x; 449 winner.winningColumn[x] = l; 450 winner.winningHeight[x] = 3-x; 451 winner.winningNumber[x] = x; 452 } 453 return winner; 454 } 281 455 } 282 456 for(int i=1; i<4; i++) … … 285 459 break; 286 460 if(i==3) 287 return this->board[0][l][0][3]; 461 { 462 winner.color_ = this->board[0][l][0][3]; 463 for(int x=0; x<4; x++){ 464 winner.winningRow[x] = x; 465 winner.winningColumn[x] = l; 466 winner.winningHeight[x] = x; 467 winner.winningNumber[x] = 3-x; 468 } 469 return winner; 470 } 288 471 } 289 472 } … … 297 480 break; 298 481 if(i==3) 299 return this->board[l][0][0][0]; 482 { 483 winner.color_ = this->board[l][0][0][0]; 484 for(int x=0; x<4; x++){ 485 winner.winningRow[x] = l; 486 winner.winningColumn[x] = x; 487 winner.winningHeight[x] = x; 488 winner.winningNumber[x] = x; 489 } 490 return winner; 491 } 300 492 } 301 493 for(int i=1; i<4; i++) … … 304 496 break; 305 497 if(i==3) 306 return this->board[l][3][0][0]; 498 { 499 winner.color_ = this->board[l][3][0][0]; 500 for(int x=0; x<4; x++){ 501 winner.winningRow[x] = l; 502 winner.winningColumn[x] = 3-x; 503 winner.winningHeight[x] = x; 504 winner.winningNumber[x] = x; 505 } 506 return winner; 507 } 307 508 } 308 509 for(int i=1; i<4; i++) … … 311 512 break; 312 513 if(i==3) 313 return this->board[l][0][3][0]; 514 { 515 winner.color_ = this->board[l][0][3][0]; 516 for(int x=0; x<4; x++){ 517 winner.winningRow[x] = l; 518 winner.winningColumn[x] = x; 519 winner.winningHeight[x] = 3-x; 520 winner.winningNumber[x] = x; 521 } 522 return winner; 523 } 314 524 } 315 525 for(int i=1; i<4; i++) … … 318 528 break; 319 529 if(i==3) 320 return this->board[l][0][0][3]; 321 } 322 } 323 324 //check diagonals rows-columns 530 { 531 winner.color_ = this->board[l][0][0][3]; 532 for(int x=0; x<4; x++){ 533 winner.winningRow[x] = l; 534 winner.winningColumn[x] = x; 535 winner.winningHeight[x] = x; 536 winner.winningNumber[x] = 3-x; 537 } 538 return winner; 539 } 540 } 541 } 542 543 //check 2d diagonals 325 544 for(int k=0;k<4;k++){ 326 545 for(int l=0;l<4;l++){ 546 //rows-columns 327 547 for(int i=1; i<4; i++) 328 548 { 329 if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][ l][0] != this->board[i][i][l][i])549 if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][k][l] != this->board[i][i][k][l]) 330 550 break; 331 551 if(i==3) 332 return this->board[0][0][l][0]; 333 }}} 334 //------------------------------------------------------------------------------------------------------- 552 { 553 winner.color_ = this->board[0][0][k][l]; 554 for(int x=0; x<4; x++){ 555 winner.winningRow[x] = x; 556 winner.winningColumn[x] = x; 557 winner.winningHeight[x] = k; 558 winner.winningNumber[x] = l; 559 } 560 return winner; 561 } 562 } 563 for(int i=1; i<4; i++) 564 { 565 if(this->board[3-i][i][k][l]==mini4DgamePlayerColor::none || this->board[3][0][k][l] != this->board[3-i][i][k][l]) 566 break; 567 if(i==3) 568 { 569 winner.color_ = this->board[3][0][k][l]; 570 for(int x=0; x<4; x++){ 571 winner.winningRow[x] = 3-x; 572 winner.winningColumn[x] = x; 573 winner.winningHeight[x] = k; 574 winner.winningNumber[x] = l; 575 } 576 return winner; 577 } 578 } 579 //rows-height 580 for(int i=1; i<4; i++) 581 { 582 if(this->board[i][k][i][l]==mini4DgamePlayerColor::none || this->board[0][k][0][l] != this->board[i][k][i][l]) 583 break; 584 if(i==3) 585 { 586 winner.color_ = this->board[0][k][0][l]; 587 for(int x=0; x<4; x++){ 588 winner.winningRow[x] = x; 589 winner.winningColumn[x] = k; 590 winner.winningHeight[x] = x; 591 winner.winningNumber[x] = l; 592 } 593 return winner; 594 } 595 } 596 for(int i=1; i<4; i++) 597 { 598 if(this->board[3-i][k][i][l]==mini4DgamePlayerColor::none || this->board[3][k][0][l] != this->board[3-i][k][i][l]) 599 break; 600 if(i==3) 601 { 602 winner.color_ = this->board[3][k][0][l]; 603 for(int x=0; x<4; x++){ 604 winner.winningRow[x] = 3-x; 605 winner.winningColumn[x] = k; 606 winner.winningHeight[x] = x; 607 winner.winningNumber[x] = l; 608 } 609 return winner; 610 } 611 } 612 //rows-numbers 613 for(int i=1; i<4; i++) 614 { 615 if(this->board[i][k][l][i]==mini4DgamePlayerColor::none || this->board[0][k][l][0] != this->board[i][k][l][i]) 616 break; 617 if(i==3) 618 { 619 winner.color_ = this->board[0][k][l][0]; 620 for(int x=0; x<4; x++){ 621 winner.winningRow[x] = x; 622 winner.winningColumn[x] = k; 623 winner.winningHeight[x] = l; 624 winner.winningNumber[x] = x; 625 } 626 return winner; 627 } 628 } 629 for(int i=1; i<4; i++) 630 { 631 if(this->board[3-i][k][l][i]==mini4DgamePlayerColor::none || this->board[3][k][l][0] != this->board[3-i][k][l][i]) 632 break; 633 if(i==3) 634 { 635 winner.color_ = this->board[3][k][l][0]; 636 for(int x=0; x<4; x++){ 637 winner.winningRow[x] = 3-x; 638 winner.winningColumn[x] = k; 639 winner.winningHeight[x] = l; 640 winner.winningNumber[x] = x; 641 } 642 return winner; 643 } 644 } 645 //column-height 646 for(int i=1; i<4; i++) 647 { 648 if(this->board[k][i][i][l]==mini4DgamePlayerColor::none || this->board[k][0][0][l] != this->board[k][i][i][l]) 649 break; 650 if(i==3) 651 { 652 winner.color_ = this->board[k][0][0][l]; 653 for(int x=0; x<4; x++){ 654 winner.winningRow[x] = k; 655 winner.winningColumn[x] = x; 656 winner.winningHeight[x] = x; 657 winner.winningNumber[x] = l; 658 } 659 return winner; 660 } 661 } 662 for(int i=1; i<4; i++) 663 { 664 if(this->board[k][3-i][i][l]==mini4DgamePlayerColor::none || this->board[k][3][0][l] != this->board[k][3-i][i][l]) 665 break; 666 if(i==3) 667 { 668 winner.color_ = this->board[k][3][0][l]; 669 for(int x=0; x<4; x++){ 670 winner.winningRow[x] = k; 671 winner.winningColumn[x] = 3-x; 672 winner.winningHeight[x] = x; 673 winner.winningNumber[x] = l; 674 } 675 return winner; 676 } 677 } 678 //column-numbers 679 for(int i=1; i<4; i++) 680 { 681 if(this->board[k][i][l][i]==mini4DgamePlayerColor::none || this->board[k][0][l][0] != this->board[k][i][l][i]) 682 break; 683 if(i==3) 684 { 685 winner.color_ = this->board[k][0][l][0]; 686 for(int x=0; x<4; x++){ 687 winner.winningRow[x] = k; 688 winner.winningColumn[x] = x; 689 winner.winningHeight[x] = l; 690 winner.winningNumber[x] = x; 691 } 692 return winner; 693 } 694 } 695 for(int i=1; i<4; i++) 696 { 697 if(this->board[k][3-i][l][i]==mini4DgamePlayerColor::none || this->board[k][3][l][0] != this->board[k][3-i][l][i]) 698 break; 699 if(i==3) 700 { 701 winner.color_ = this->board[k][3][l][0]; 702 for(int x=0; x<4; x++){ 703 winner.winningRow[x] = k; 704 winner.winningColumn[x] = 3-x; 705 winner.winningHeight[x] = l; 706 winner.winningNumber[x] = x; 707 } 708 return winner; 709 } 710 } 711 //height-numbers 712 for(int i=1; i<4; i++) 713 { 714 if(this->board[k][l][i][i]==mini4DgamePlayerColor::none || this->board[k][l][0][0] != this->board[k][l][i][i]) 715 break; 716 if(i==3) 717 { 718 winner.color_ = this->board[k][l][0][0]; 719 for(int x=0; x<4; x++){ 720 winner.winningRow[x] = k; 721 winner.winningColumn[x] = l; 722 winner.winningHeight[x] = x; 723 winner.winningNumber[x] = x; 724 } 725 return winner; 726 } 727 } 728 for(int i=1; i<4; i++) 729 { 730 if(this->board[k][l][3-i][i]==mini4DgamePlayerColor::none || this->board[k][l][3][0] != this->board[k][l][3-i][i]) 731 break; 732 if(i==3) 733 { 734 winner.color_ = this->board[k][l][3][0]; 735 for(int x=0; x<4; x++){ 736 winner.winningRow[x] = k; 737 winner.winningColumn[x] = l; 738 winner.winningHeight[x] = 3-x; 739 winner.winningNumber[x] = x; 740 } 741 return winner; 742 } 743 } 744 } 745 } 335 746 336 747 //check rows … … 343 754 && this->board[2][j][k][l]==this->board[3][j][k][l]) 344 755 { 345 return this->board[0][j][k][l]; 756 winner.color_ = this->board[0][j][k][l]; 757 for(int x=0; x<4; x++){ 758 winner.winningRow[x] = x; 759 winner.winningColumn[x] = j; 760 winner.winningHeight[x] = k; 761 winner.winningNumber[x] = l; 762 } 763 return winner; 346 764 } 347 765 } … … 358 776 && this->board[i][2][k][l]==this->board[i][3][k][l]) 359 777 { 360 return this->board[i][0][k][l]; 778 winner.color_ = this->board[i][0][k][l]; 779 for(int x=0; x<4; x++){ 780 winner.winningRow[x] = i; 781 winner.winningColumn[x] = x; 782 winner.winningHeight[x] = k; 783 winner.winningNumber[x] = l; 784 } 785 return winner; 361 786 } 362 787 } … … 373 798 && this->board[i][j][2][l]==this->board[i][j][3][l]) 374 799 { 375 return this->board[i][j][0][l]; 800 winner.color_ = this->board[i][j][0][l]; 801 for(int x=0; x<4; x++){ 802 winner.winningRow[x] = i; 803 winner.winningColumn[x] = j; 804 winner.winningHeight[x] = x; 805 winner.winningNumber[x] = l; 806 } 807 return winner; 376 808 } 377 809 } … … 388 820 && this->board[i][j][k][2]==this->board[i][j][k][3]) 389 821 { 390 return this->board[i][j][k][0]; 822 winner.color_ = this->board[i][j][k][0]; 823 for(int x=0; x<4; x++){ 824 winner.winningRow[x] = i; 825 winner.winningColumn[x] = j; 826 winner.winningHeight[x] = k; 827 winner.winningNumber[x] = x; 828 } 829 return winner; 391 830 } 392 831 } 393 832 } 394 833 } 395 396 397 return mini4DgamePlayerColor::none; 834 return winner; 398 835 } 399 836 } -
code/branches/minigame4DHS14/src/modules/mini4Dgame/Mini4DgameCenterpoint.h
r10115 r10121 41 41 #include "worldentities/StaticEntity.h" 42 42 #include "mini4Dgame/Mini4DgamePrereqs.h" 43 #include "mini4Dgame/Mini4Dgame.h" 43 44 44 45 namespace orxonox … … 109 110 @param the position where to put the stone plus the player who makes the move 110 111 */ 111 bool isValidMove(const Vector4 move ,const int playerColor);112 bool isValidMove(const Vector4 move); 112 113 113 114 /** … … 115 116 @param the position where to put the stone plus the player who makes the move 116 117 */ 117 void makeMove(const Vector4 move, const int player);118 void makeMove(const Vector4 move, const mini4DgamePlayerColor::color playerColor); 118 119 119 120 /** 120 @brief searches the boardif somebody has won121 @return the winner if somebody has won or mini4DgamePlayerColor::none if nobody has won so far 122 123 mini4DgamePlayerColor::color Mini4DgameCenterpoint::getWinner()121 @brief checks if somebody has won 122 @return the winner with the winning fields or a winner with winner.color_ == mini4DgamePlayerColor::none if nobody has won so far. 123 */ 124 Mini4DgameWinner Mini4DgameCenterpoint::getWinner(); 124 125 125 126 private:
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