actual -> current ;)

This commit is contained in:
floty
2007-10-18 17:40:12 +00:00
parent ecb9f91a72
commit 06a8fd5730
21 changed files with 2222 additions and 2222 deletions
+31 -31
View File
@@ -33,10 +33,10 @@ using namespace std;
Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
const PlayerDataList &playerDataList, const GameData &gameData,
const StartData &startData, int gameId)
: myFactory(factory), myGui(gui), actualHand(0), actualBoard(0),
: myFactory(factory), myGui(gui), currentHand(0), currentBoard(0),
startQuantityPlayers(startData.numberOfPlayers),
startCash(gameData.startMoney), startSmallBlind(gameData.firstSmallBlind),
myGameID(gameId), actualSmallBlind(gameData.firstSmallBlind), actualHandID(0), dealerPosition(0), lastHandBlindsRaised(1), lastTimeBlindsRaised(0), myGameData(gameData)
myGameID(gameId), currentSmallBlind(gameData.firstSmallBlind), currentHandID(0), dealerPosition(0), lastHandBlindsRaised(1), lastTimeBlindsRaised(0), myGameData(gameData)
{
blindsList = myGameData.manualBlindsList;
@@ -44,13 +44,13 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
if(DEBUG_MODE) {
startSmallBlind = 10;
actualSmallBlind = startSmallBlind;
currentSmallBlind = startSmallBlind;
}
// cout << "Create Game Object" << "\n";
int i;
actualHandID = 0;
currentHandID = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i] = 0;
@@ -71,7 +71,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
dealerPosition = startData.startDealerPlayerId;
// Board erstellen
actualBoard = myFactory->createBoard();
currentBoard = myFactory->createBoard();
seatsList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
activePlayerList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
@@ -101,7 +101,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
}
// create Player Objects
boost::shared_ptr<PlayerInterface> tmpPlayer = myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
boost::shared_ptr<PlayerInterface> tmpPlayer = myFactory->createPlayer(currentBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
tmpPlayer->setNetSessionData(myNetSession);
@@ -117,7 +117,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
playerArray[i]->setNetSessionData(myNetSession); // delete
}
actualBoard->setPlayerLists(playerArray, seatsList, activePlayerList, runningPlayerList); // delete playerArray
currentBoard->setPlayerLists(playerArray, seatsList, activePlayerList, runningPlayerList); // delete playerArray
//start timer
blindsTimer.reset();
@@ -128,21 +128,21 @@ Game::~Game()
{
// cout << "Delete Game Object" << "\n";
delete actualBoard;
actualBoard = 0;
delete actualHand;
actualHand = 0;
delete currentBoard;
currentBoard = 0;
delete currentHand;
currentHand = 0;
}
HandInterface *Game::getCurrentHand()
{
return actualHand;
return currentHand;
}
const HandInterface *Game::getCurrentHand() const
{
return actualHand;
return currentHand;
}
void Game::initHand()
@@ -152,7 +152,7 @@ void Game::initHand()
PlayerListConstIterator it_c;
PlayerListIterator it, it_2;
actualHandID++;
currentHandID++;
// calculate smallBlind
raiseBlinds();
@@ -182,16 +182,16 @@ void Game::initHand()
}
// eventuell vorhandene Hand löschen
if(actualHand) {
delete actualHand;
actualHand = 0;
if(currentHand) {
delete currentHand;
currentHand = 0;
}
runningPlayerList->clear();
(*runningPlayerList) = (*activePlayerList);
// Hand erstellen
actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, seatsList, activePlayerList, runningPlayerList, actualHandID, startQuantityPlayers, dealerPosition, actualSmallBlind, startCash); // delete playerArray
currentHand = myFactory->createHand(myFactory, myGui, currentBoard, playerArray, seatsList, activePlayerList, runningPlayerList, currentHandID, startQuantityPlayers, dealerPosition, currentSmallBlind, startCash); // delete playerArray
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!! DELETE
@@ -202,7 +202,7 @@ void Game::initHand()
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!!
bool nextDealerFound = false;
PlayerListConstIterator dealerPositionIt = actualHand->getSeatIt(dealerPosition);
PlayerListConstIterator dealerPositionIt = currentHand->getSeatIt(dealerPosition);
if(dealerPositionIt == seatsList->end()) {
throw LocalException(ERR_SEAT_NOT_FOUND);
}
@@ -212,7 +212,7 @@ void Game::initHand()
dealerPositionIt++;
if(dealerPositionIt == seatsList->end()) dealerPositionIt = seatsList->begin();
it = actualHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
it = currentHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
if(it != activePlayerList->end() ) {
nextDealerFound = true;
dealerPosition = (*it)->getMyUniqueID();
@@ -233,10 +233,10 @@ void Game::startHand()
myGui->nextRoundCleanGui();
//Log new Hand
myGui->logNewGameHandMsg(myGameID, actualHandID);
myGui->logNewGameHandMsg(myGameID, currentHandID);
myGui->flushLogAtGame(myGameID);
actualHand->start();
currentHand->start();
}
boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
@@ -275,9 +275,9 @@ void Game::raiseBlinds() {
if (myGameData.raiseIntervalMode == RAISE_ON_HANDNUMBER) {
if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= actualHandID) {
if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= currentHandID) {
raiseBlinds = true;
lastHandBlindsRaised = actualHandID;
lastHandBlindsRaised = currentHandID;
// cout << "raise now on hands \n";
}
@@ -297,7 +297,7 @@ void Game::raiseBlinds() {
// Now we check how the blinds should be raised
if (myGameData.raiseMode == DOUBLE_BLINDS) {
actualSmallBlind *= 2;
currentSmallBlind *= 2;
// cout << "double small blind \n";
}
else {
@@ -307,17 +307,17 @@ void Game::raiseBlinds() {
if(!blindsList.empty()) {
actualSmallBlind = blindsList.front();
currentSmallBlind = blindsList.front();
blindsList.pop_front();
// it = find(blindsList.begin(), blindsList.end(), actualSmallBlind);
// it = find(blindsList.begin(), blindsList.end(), currentSmallBlind);
// if(it != blindsList.end()) {
// it++;
// cout << "increase position in blindslist \n";
// }
// else {
// cout << "blindslist exceeds\n";
// if(actualSmallBlind == myGameData.firstSmallBlind) {
// if(currentSmallBlind == myGameData.firstSmallBlind) {
// it = blindsList.begin();
// }
// }
@@ -330,19 +330,19 @@ void Game::raiseBlinds() {
// The position exceeds the list
if (myGameData.afterManualBlindsMode == AFTERMB_DOUBLE_BLINDS) {
actualSmallBlind *= 2;
currentSmallBlind *= 2;
// cout << "after blindslist double blind\n";
}
else {
if(myGameData.afterManualBlindsMode == AFTERMB_RAISE_ABOUT) {
actualSmallBlind += myGameData.afterMBAlwaysRaiseValue;
currentSmallBlind += myGameData.afterMBAlwaysRaiseValue;
// cout << "after blindslist increase about x \n";
}
// else { /* Stay at last blind */ cout << "after blindslist stay at last blind \n"; }
}
// } else {
// Grab the blinds amount from the list
// actualSmallBlind = *it;
// currentSmallBlind = *it;
// cout << "set new small blind from blindslist \n";
}
}