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
+2 -2
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@@ -59,8 +59,8 @@ public:
virtual void setStartQuantityPlayers(int theValue) =0; virtual void setStartQuantityPlayers(int theValue) =0;
virtual int getStartQuantityPlayers() const =0; virtual int getStartQuantityPlayers() const =0;
virtual void setActualRound(int theValue) =0; virtual void setCurrentRound(int theValue) =0;
virtual int getActualRound() const =0; virtual int getCurrentRound() const =0;
virtual void setDealerPosition(int theValue) =0; virtual void setDealerPosition(int theValue) =0;
virtual int getDealerPosition() const =0; virtual int getDealerPosition() const =0;
+2 -2
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@@ -274,7 +274,7 @@ void LocalBeRo::run() {
// aktuelle bero nicht dran, weil alle Sets gleich sind // aktuelle bero nicht dran, weil alle Sets gleich sind
//also gehe in naechste bero //also gehe in naechste bero
myHand->setActualRound(myBeRoID+1); myHand->setCurrentRound(myBeRoID+1);
//Action loeschen und ActionButtons refresh //Action loeschen und ActionButtons refresh
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { // for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
@@ -322,7 +322,7 @@ void LocalBeRo::run() {
//// !!!!!!!!! attention: exception if player failed before !!!!!!!! //// !!!!!!!!! attention: exception if player failed before !!!!!!!!
// if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRound == 1) || myHand->getPlayerArray()[playersTurn]->getMyActiveStatus() == 0 ) { // if( !(myHand->getCurrentQuantityPlayers() < 3 && firstHeadsUpRound == 1) || myHand->getPlayerArray()[playersTurn]->getMyActiveStatus() == 0 ) {
// not first round in heads up (for headsup dealer is smallblind so it is dealers turn) // not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
// naechsten Spieler ermitteln // naechsten Spieler ermitteln
+2 -2
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@@ -306,10 +306,10 @@ void LocalBeRoPreflop::run() {
// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind // Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
//also gehe in Flop //also gehe in Flop
getMyHand()->setActualRound(GAME_STATE_FLOP); getMyHand()->setCurrentRound(GAME_STATE_FLOP);
// exception no.1 - see above // exception no.1 - see above
// if(getMyHand()->getAllInCondition()) getMyHand()->setActualRound(GAME_STATE_PREFLOP);; // if(getMyHand()->getAllInCondition()) getMyHand()->setCurrentRound(GAME_STATE_PREFLOP);;
//Action loeschen und ActionButtons refresh //Action loeschen und ActionButtons refresh
for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) { for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
+14 -14
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@@ -30,7 +30,7 @@
using namespace std; using namespace std;
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl_old, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC) LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl_old, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), playerArray(sl_old), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(false), : myFactory(f), myGui(g), myBoard(b), playerArray(sl_old), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(false),
cardsShown(false), bettingRoundsPlayed(0) cardsShown(false), bettingRoundsPlayed(0)
{ {
@@ -551,7 +551,7 @@ void LocalHand::switchRounds() {
myBoard->collectPot(); myBoard->collectPot();
myGui->refreshPot(); myGui->refreshPot();
myGui->refreshSet(); myGui->refreshSet();
actualRound = 4; currentRound = 4;
} }
// prfen der All In Kondition // prfen der All In Kondition
// fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein // fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein
@@ -568,7 +568,7 @@ void LocalHand::switchRounds() {
// TODO -> runningPlayerList s.u. // TODO -> runningPlayerList s.u.
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { // for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// //
// if(playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyAction() != 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMySet() >= myBeRo[actualRound]->getHighestSet()) { // if(playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyAction() != 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMySet() >= myBeRo[currentRound]->getHighestSet()) {
// allInCondition = 1; // allInCondition = 1;
// } // }
// //
@@ -577,13 +577,13 @@ void LocalHand::switchRounds() {
for(it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) { for(it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
if((*it_c)->getMySet() >= myBeRo[actualRound]->getHighestSet()) { if((*it_c)->getMySet() >= myBeRo[currentRound]->getHighestSet()) {
allInCondition = true; allInCondition = true;
} }
} }
// if( (*(runningPlayerList.begin()))->getMySet() >= myBeRo[actualRound]->getHighestSet() ) { // if( (*(runningPlayerList.begin()))->getMySet() >= myBeRo[currentRound]->getHighestSet() ) {
// allInCondition = 1; // allInCondition = 1;
// } // }
@@ -600,9 +600,9 @@ void LocalHand::switchRounds() {
// exception // exception
// no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount and other all-in players with less than small blind are nonfold too -> preflop is over // no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount and other all-in players with less than small blind are nonfold too -> preflop is over
PlayerListConstIterator smallBlindIt_c = getRunningPlayerIt(myBeRo[actualRound]->getSmallBlindPositionId()); PlayerListConstIterator smallBlindIt_c = getRunningPlayerIt(myBeRo[currentRound]->getSmallBlindPositionId());
PlayerListConstIterator bigBlindIt_c = getActivePlayerIt(myBeRo[actualRound]->getBigBlindPositionId()); PlayerListConstIterator bigBlindIt_c = getActivePlayerIt(myBeRo[currentRound]->getBigBlindPositionId());
if(smallBlindIt_c!=runningPlayerList->end() && bigBlindIt_c!=activePlayerList->end() && actualRound == GAME_STATE_PREFLOP && myBeRo[actualRound]->getFirstRound()) { if(smallBlindIt_c!=runningPlayerList->end() && bigBlindIt_c!=activePlayerList->end() && currentRound == GAME_STATE_PREFLOP && myBeRo[currentRound]->getFirstRound()) {
// determine player who are all in with less than small blind amount // determine player who are all in with less than small blind amount
int tempCounter = 0; int tempCounter = 0;
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) { for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
@@ -637,15 +637,15 @@ void LocalHand::switchRounds() {
myGui->refreshSet(); myGui->refreshSet();
myGui->flipHolecardsAllIn(); myGui->flipHolecardsAllIn();
if (actualRound < 4) // do not increment past 4 if (currentRound < 4) // do not increment past 4
actualRound++; currentRound++;
//log board cards for allin //log board cards for allin
if(actualRound >= 1) { if(currentRound >= 1) {
int tempBoardCardsArray[5]; int tempBoardCardsArray[5];
myBoard->getMyCards(tempBoardCardsArray); myBoard->getMyCards(tempBoardCardsArray);
myGui->logDealBoardCardsMsg(actualRound, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]); myGui->logDealBoardCardsMsg(currentRound, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]);
} }
} }
@@ -664,13 +664,13 @@ void LocalHand::switchRounds() {
} }
myGui->refreshGameLabels((GameState)getActualRound()); myGui->refreshGameLabels((GameState)getCurrentRound());
// /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl; // /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl;
// //
// cout << "NextPlayerSpeed2 start" << endl; // cout << "NextPlayerSpeed2 start" << endl;
switch(actualRound) { switch(currentRound) {
case 0: { case 0: {
// Preflop starten // Preflop starten
myGui->preflopAnimation1(); myGui->preflopAnimation1();
+4 -4
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@@ -54,7 +54,7 @@ public:
boost::shared_ptr<BeRoInterface> getTurn() const { return myBeRo[GAME_STATE_TURN]; } boost::shared_ptr<BeRoInterface> getTurn() const { return myBeRo[GAME_STATE_TURN]; }
boost::shared_ptr<BeRoInterface> getRiver() const { return myBeRo[GAME_STATE_RIVER]; } boost::shared_ptr<BeRoInterface> getRiver() const { return myBeRo[GAME_STATE_RIVER]; }
GuiInterface* getGuiInterface() const { return myGui; } GuiInterface* getGuiInterface() const { return myGui; }
boost::shared_ptr<BeRoInterface> getCurrentBeRo() const { return myBeRo[actualRound]; } boost::shared_ptr<BeRoInterface> getCurrentBeRo() const { return myBeRo[currentRound]; }
void setMyID(int theValue) { myID = theValue; } void setMyID(int theValue) { myID = theValue; }
int getMyID() const { return myID; } int getMyID() const { return myID; }
@@ -62,8 +62,8 @@ public:
void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; } void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
int getStartQuantityPlayers() const { return startQuantityPlayers; } int getStartQuantityPlayers() const { return startQuantityPlayers; }
void setActualRound(int theValue) { actualRound = theValue; } void setCurrentRound(int theValue) { currentRound = theValue; }
int getActualRound() const { return actualRound; } int getCurrentRound() const { return currentRound; }
void setDealerPosition(int theValue) { dealerPosition = theValue; } void setDealerPosition(int theValue) { dealerPosition = theValue; }
int getDealerPosition() const { return dealerPosition; } int getDealerPosition() const { return dealerPosition; }
@@ -107,7 +107,7 @@ private:
int myID; int myID;
int startQuantityPlayers; int startQuantityPlayers;
unsigned dealerPosition; // -1 -> neutral unsigned dealerPosition; // -1 -> neutral
int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river int currentRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
int smallBlind; int smallBlind;
int startCash; int startCash;
File diff suppressed because it is too large Load Diff
+7 -7
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@@ -67,7 +67,7 @@ public:
void setMyAction(int theValue, bool blind = 0) { void setMyAction(int theValue, bool blind = 0) {
myAction = theValue; myAction = theValue;
// logging for human player // logging for human player
if(myAction && !blind) actualHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet); if(myAction && !blind) currentHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet);
} }
int getMyAction() const { return myAction; } int getMyAction() const { return myAction; }
@@ -88,11 +88,11 @@ public:
// log flipping cards // log flipping cards
if(myCardsFlip) { if(myCardsFlip) {
switch(state) { switch(state) {
case 1: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt); case 1: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
break; break;
case 2: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]); case 2: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
break; break;
case 3: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has"); case 3: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
break; break;
default: ; default: ;
} }
@@ -143,7 +143,7 @@ public:
void setMyWinnerState ( bool theValue, int pot ) { void setMyWinnerState ( bool theValue, int pot ) {
if(theValue) myWinnerState = theValue; if(theValue) myWinnerState = theValue;
actualHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue); currentHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue);
} }
bool getMyWinnerState() const { return myWinnerState;} bool getMyWinnerState() const { return myWinnerState;}
@@ -179,8 +179,8 @@ public:
private: private:
ConfigFile *myConfig; ConfigFile *myConfig;
HandInterface *actualHand; HandInterface *currentHand;
BoardInterface *actualBoard; BoardInterface *currentBoard;
CardsValue *myCardsValue; CardsValue *myCardsValue;
+2 -2
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@@ -24,7 +24,7 @@
using namespace std; using namespace std;
ClientBoard::ClientBoard() ClientBoard::ClientBoard()
: playerArray(0), actualHand(0), pot(0), sets(0) : playerArray(0), currentHand(0), pot(0), sets(0)
{ {
} }
@@ -47,7 +47,7 @@ void
ClientBoard::setHand(HandInterface* br) ClientBoard::setHand(HandInterface* br)
{ {
boost::recursive_mutex::scoped_lock lock(m_syncMutex); boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualHand = br; currentHand = br;
} }
void void
+1 -1
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@@ -60,7 +60,7 @@ private:
PlayerList activePlayerList; PlayerList activePlayerList;
PlayerList runningPlayerList; PlayerList runningPlayerList;
HandInterface *actualHand; HandInterface *currentHand;
std::list<int> winners; std::list<int> winners;
+6 -6
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@@ -22,7 +22,7 @@
using namespace std; using namespace std;
ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl_old, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC) ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl_old, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), playerArray(sl_old), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), : myFactory(f), myGui(g), myBoard(b), playerArray(sl_old), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0),
smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0),
cardsShown(false), bettingRoundsPlayed(0) cardsShown(false), bettingRoundsPlayed(0)
{ {
@@ -166,7 +166,7 @@ ClientHand::getRiver() const
boost::shared_ptr<BeRoInterface> boost::shared_ptr<BeRoInterface>
ClientHand::getCurrentBeRo() const ClientHand::getCurrentBeRo() const
{ {
return myBeRo[actualRound]; return myBeRo[currentRound];
} }
@@ -205,17 +205,17 @@ ClientHand::getStartQuantityPlayers() const
} }
void void
ClientHand::setActualRound(int theValue) ClientHand::setCurrentRound(int theValue)
{ {
boost::recursive_mutex::scoped_lock lock(m_syncMutex); boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualRound = theValue; currentRound = theValue;
} }
int int
ClientHand::getActualRound() const ClientHand::getCurrentRound() const
{ {
boost::recursive_mutex::scoped_lock lock(m_syncMutex); boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return actualRound; return currentRound;
} }
void void
+6 -6
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@@ -57,14 +57,14 @@ class ClientHand : public HandInterface
void setMyID ( int theValue ); void setMyID ( int theValue );
int getMyID() const; int getMyID() const;
void setActualQuantityPlayers ( int theValue ); void setCurrentQuantityPlayers ( int theValue );
int getActualQuantityPlayers() const; int getCurrentQuantityPlayers() const;
void setStartQuantityPlayers ( int theValue ); void setStartQuantityPlayers ( int theValue );
int getStartQuantityPlayers() const; int getStartQuantityPlayers() const;
void setActualRound ( int theValue ); void setCurrentRound ( int theValue );
int getActualRound() const; int getCurrentRound() const;
void setDealerPosition ( int theValue ); void setDealerPosition ( int theValue );
int getDealerPosition() const; int getDealerPosition() const;
@@ -106,8 +106,8 @@ class ClientHand : public HandInterface
int myID; int myID;
int startQuantityPlayers; int startQuantityPlayers;
int dealerPosition; // -1 -> neutral unsigned dealerPosition;
int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river int currentRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
int smallBlind; int smallBlind;
int startCash; int startCash;
+6 -6
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@@ -23,7 +23,7 @@ using namespace std;
ClientPlayer::ClientPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) ClientPlayer::ClientPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
: PlayerInterface(), myConfig(c), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0) : PlayerInterface(), myConfig(c), currentHand(0), currentBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
{ {
} }
@@ -37,7 +37,7 @@ void
ClientPlayer::setHand(HandInterface* br) ClientPlayer::setHand(HandInterface* br)
{ {
boost::recursive_mutex::scoped_lock lock(m_syncMutex); boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualHand = br; currentHand = br;
} }
int int
@@ -244,11 +244,11 @@ ClientPlayer::setMyCardsFlip(bool theValue, int state)
// log flipping cards // log flipping cards
if (myCardsFlip) { if (myCardsFlip) {
switch(state) { switch(state) {
case 1: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt); case 1: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
break; break;
case 2: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]); case 2: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
break; break;
case 3: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has"); case 3: currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
break; break;
default: ; default: ;
} }
@@ -379,7 +379,7 @@ ClientPlayer::setMyWinnerState(bool theValue, int pot)
{ {
boost::recursive_mutex::scoped_lock lock(m_syncMutex); boost::recursive_mutex::scoped_lock lock(m_syncMutex);
if(theValue) myWinnerState = theValue; if(theValue) myWinnerState = theValue;
actualHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue); currentHand->getGuiInterface()->logPlayerWinsMsg(myName, pot, theValue);
} }
bool bool
+2 -2
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@@ -132,8 +132,8 @@ private:
mutable boost::recursive_mutex m_syncMutex; mutable boost::recursive_mutex m_syncMutex;
ConfigFile *myConfig; ConfigFile *myConfig;
HandInterface *actualHand; HandInterface *currentHand;
BoardInterface *actualBoard; BoardInterface *currentBoard;
CardsValue *myCardsValue; CardsValue *myCardsValue;
+31 -31
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@@ -33,10 +33,10 @@ using namespace std;
Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory, Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
const PlayerDataList &playerDataList, const GameData &gameData, const PlayerDataList &playerDataList, const GameData &gameData,
const StartData &startData, int gameId) const StartData &startData, int gameId)
: myFactory(factory), myGui(gui), actualHand(0), actualBoard(0), : myFactory(factory), myGui(gui), currentHand(0), currentBoard(0),
startQuantityPlayers(startData.numberOfPlayers), startQuantityPlayers(startData.numberOfPlayers),
startCash(gameData.startMoney), startSmallBlind(gameData.firstSmallBlind), 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; blindsList = myGameData.manualBlindsList;
@@ -44,13 +44,13 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
if(DEBUG_MODE) { if(DEBUG_MODE) {
startSmallBlind = 10; startSmallBlind = 10;
actualSmallBlind = startSmallBlind; currentSmallBlind = startSmallBlind;
} }
// cout << "Create Game Object" << "\n"; // cout << "Create Game Object" << "\n";
int i; int i;
actualHandID = 0; currentHandID = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { // for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i] = 0; // playerArray[i] = 0;
@@ -71,7 +71,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
dealerPosition = startData.startDealerPlayerId; dealerPosition = startData.startDealerPlayerId;
// Board erstellen // Board erstellen
actualBoard = myFactory->createBoard(); currentBoard = myFactory->createBoard();
seatsList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >); seatsList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
activePlayerList = 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 // 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); tmpPlayer->setNetSessionData(myNetSession);
@@ -117,7 +117,7 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
playerArray[i]->setNetSessionData(myNetSession); // delete playerArray[i]->setNetSessionData(myNetSession); // delete
} }
actualBoard->setPlayerLists(playerArray, seatsList, activePlayerList, runningPlayerList); // delete playerArray currentBoard->setPlayerLists(playerArray, seatsList, activePlayerList, runningPlayerList); // delete playerArray
//start timer //start timer
blindsTimer.reset(); blindsTimer.reset();
@@ -128,21 +128,21 @@ Game::~Game()
{ {
// cout << "Delete Game Object" << "\n"; // cout << "Delete Game Object" << "\n";
delete actualBoard; delete currentBoard;
actualBoard = 0; currentBoard = 0;
delete actualHand; delete currentHand;
actualHand = 0; currentHand = 0;
} }
HandInterface *Game::getCurrentHand() HandInterface *Game::getCurrentHand()
{ {
return actualHand; return currentHand;
} }
const HandInterface *Game::getCurrentHand() const const HandInterface *Game::getCurrentHand() const
{ {
return actualHand; return currentHand;
} }
void Game::initHand() void Game::initHand()
@@ -152,7 +152,7 @@ void Game::initHand()
PlayerListConstIterator it_c; PlayerListConstIterator it_c;
PlayerListIterator it, it_2; PlayerListIterator it, it_2;
actualHandID++; currentHandID++;
// calculate smallBlind // calculate smallBlind
raiseBlinds(); raiseBlinds();
@@ -182,16 +182,16 @@ void Game::initHand()
} }
// eventuell vorhandene Hand löschen // eventuell vorhandene Hand löschen
if(actualHand) { if(currentHand) {
delete actualHand; delete currentHand;
actualHand = 0; currentHand = 0;
} }
runningPlayerList->clear(); runningPlayerList->clear();
(*runningPlayerList) = (*activePlayerList); (*runningPlayerList) = (*activePlayerList);
// Hand erstellen // 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 // Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!! DELETE
@@ -202,7 +202,7 @@ void Game::initHand()
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!! // Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!!
bool nextDealerFound = false; bool nextDealerFound = false;
PlayerListConstIterator dealerPositionIt = actualHand->getSeatIt(dealerPosition); PlayerListConstIterator dealerPositionIt = currentHand->getSeatIt(dealerPosition);
if(dealerPositionIt == seatsList->end()) { if(dealerPositionIt == seatsList->end()) {
throw LocalException(ERR_SEAT_NOT_FOUND); throw LocalException(ERR_SEAT_NOT_FOUND);
} }
@@ -212,7 +212,7 @@ void Game::initHand()
dealerPositionIt++; dealerPositionIt++;
if(dealerPositionIt == seatsList->end()) dealerPositionIt = seatsList->begin(); if(dealerPositionIt == seatsList->end()) dealerPositionIt = seatsList->begin();
it = actualHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() ); it = currentHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
if(it != activePlayerList->end() ) { if(it != activePlayerList->end() ) {
nextDealerFound = true; nextDealerFound = true;
dealerPosition = (*it)->getMyUniqueID(); dealerPosition = (*it)->getMyUniqueID();
@@ -233,10 +233,10 @@ void Game::startHand()
myGui->nextRoundCleanGui(); myGui->nextRoundCleanGui();
//Log new Hand //Log new Hand
myGui->logNewGameHandMsg(myGameID, actualHandID); myGui->logNewGameHandMsg(myGameID, currentHandID);
myGui->flushLogAtGame(myGameID); myGui->flushLogAtGame(myGameID);
actualHand->start(); currentHand->start();
} }
boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id) boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
@@ -275,9 +275,9 @@ void Game::raiseBlinds() {
if (myGameData.raiseIntervalMode == RAISE_ON_HANDNUMBER) { if (myGameData.raiseIntervalMode == RAISE_ON_HANDNUMBER) {
if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= actualHandID) { if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= currentHandID) {
raiseBlinds = true; raiseBlinds = true;
lastHandBlindsRaised = actualHandID; lastHandBlindsRaised = currentHandID;
// cout << "raise now on hands \n"; // cout << "raise now on hands \n";
} }
@@ -297,7 +297,7 @@ void Game::raiseBlinds() {
// Now we check how the blinds should be raised // Now we check how the blinds should be raised
if (myGameData.raiseMode == DOUBLE_BLINDS) { if (myGameData.raiseMode == DOUBLE_BLINDS) {
actualSmallBlind *= 2; currentSmallBlind *= 2;
// cout << "double small blind \n"; // cout << "double small blind \n";
} }
else { else {
@@ -307,17 +307,17 @@ void Game::raiseBlinds() {
if(!blindsList.empty()) { if(!blindsList.empty()) {
actualSmallBlind = blindsList.front(); currentSmallBlind = blindsList.front();
blindsList.pop_front(); blindsList.pop_front();
// it = find(blindsList.begin(), blindsList.end(), actualSmallBlind); // it = find(blindsList.begin(), blindsList.end(), currentSmallBlind);
// if(it != blindsList.end()) { // if(it != blindsList.end()) {
// it++; // it++;
// cout << "increase position in blindslist \n"; // cout << "increase position in blindslist \n";
// } // }
// else { // else {
// cout << "blindslist exceeds\n"; // cout << "blindslist exceeds\n";
// if(actualSmallBlind == myGameData.firstSmallBlind) { // if(currentSmallBlind == myGameData.firstSmallBlind) {
// it = blindsList.begin(); // it = blindsList.begin();
// } // }
// } // }
@@ -330,19 +330,19 @@ void Game::raiseBlinds() {
// The position exceeds the list // The position exceeds the list
if (myGameData.afterManualBlindsMode == AFTERMB_DOUBLE_BLINDS) { if (myGameData.afterManualBlindsMode == AFTERMB_DOUBLE_BLINDS) {
actualSmallBlind *= 2; currentSmallBlind *= 2;
// cout << "after blindslist double blind\n"; // cout << "after blindslist double blind\n";
} }
else { else {
if(myGameData.afterManualBlindsMode == AFTERMB_RAISE_ABOUT) { if(myGameData.afterManualBlindsMode == AFTERMB_RAISE_ABOUT) {
actualSmallBlind += myGameData.afterMBAlwaysRaiseValue; currentSmallBlind += myGameData.afterMBAlwaysRaiseValue;
// cout << "after blindslist increase about x \n"; // cout << "after blindslist increase about x \n";
} }
// else { /* Stay at last blind */ cout << "after blindslist stay at last blind \n"; } // else { /* Stay at last blind */ cout << "after blindslist stay at last blind \n"; }
} }
// } else { // } else {
// Grab the blinds amount from the list // Grab the blinds amount from the list
// actualSmallBlind = *it; // currentSmallBlind = *it;
// cout << "set new small blind from blindslist \n"; // cout << "set new small blind from blindslist \n";
} }
} }
+8 -8
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@@ -73,11 +73,11 @@ public:
int getMyGameID() const { return myGameID; } int getMyGameID() const { return myGameID; }
void setActualSmallBlind(int theValue) { actualSmallBlind = theValue; } void setCurrentSmallBlind(int theValue) { currentSmallBlind = theValue; }
int getActualSmallBlind() const { return actualSmallBlind; } int getCurrentSmallBlind() const { return currentSmallBlind; }
void setActualHandID(int theValue) { actualHandID = theValue; } void setCurrentHandID(int theValue) { currentHandID = theValue; }
int getActualHandID() const { return actualHandID; } int getCurrentHandID() const { return currentHandID; }
boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id); boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
boost::shared_ptr<PlayerInterface> getCurrentPlayer(); boost::shared_ptr<PlayerInterface> getCurrentPlayer();
@@ -88,8 +88,8 @@ private:
boost::shared_ptr<EngineFactory> myFactory; boost::shared_ptr<EngineFactory> myFactory;
GuiInterface *myGui; GuiInterface *myGui;
HandInterface *actualHand; HandInterface *currentHand;
BoardInterface *actualBoard; BoardInterface *currentBoard;
std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete
PlayerList seatsList; PlayerList seatsList;
@@ -106,8 +106,8 @@ private:
int guiPlayerNum; int guiPlayerNum;
//Laufvariablen //Laufvariablen
int actualSmallBlind; int currentSmallBlind;
int actualHandID; int currentHandID;
unsigned dealerPosition; unsigned dealerPosition;
int lastHandBlindsRaised; int lastHandBlindsRaised;
int lastTimeBlindsRaised; int lastTimeBlindsRaised;
+7 -7
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@@ -59,7 +59,7 @@
using namespace std; using namespace std;
mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent) mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
: QMainWindow(parent), myChat(NULL), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), pushButtonBetRaiseIsChecked(FALSE), pushButtonCallCheckIsChecked(FALSE), pushButtonFoldIsChecked(FALSE), pushButtonAllInIsChecked(FALSE), myButtonsAreCheckable(FALSE), breakAfterActualHand(FALSE) : QMainWindow(parent), myChat(NULL), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), pushButtonBetRaiseIsChecked(FALSE), pushButtonCallCheckIsChecked(FALSE), pushButtonFoldIsChecked(FALSE), pushButtonAllInIsChecked(FALSE), myButtonsAreCheckable(FALSE), breakAfterCurrentHand(FALSE)
{ {
int i; int i;
@@ -2120,7 +2120,7 @@ void mainWindowImpl::provideMyActions() {
horizontalSlider_bet->setEnabled(TRUE); horizontalSlider_bet->setEnabled(TRUE);
spinBox_set->setEnabled(TRUE); spinBox_set->setEnabled(TRUE);
switch (currentHand->getActualRound()) { switch (currentHand->getCurrentRound()) {
case 0: { case 0: {
if (currentGame->getSeatsList()->front()->getMyCash()+currentGame->getSeatsList()->front()->getMySet() > currentHand->getCurrentBeRo()->getHighestSet()) { if (currentGame->getSeatsList()->front()->getMyCash()+currentGame->getSeatsList()->front()->getMySet() > currentHand->getCurrentBeRo()->getHighestSet()) {
@@ -3432,7 +3432,7 @@ void mainWindowImpl::showMyCards() {
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand(); HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
currentHand->getSeatsList()->front()->getMyCards(tempCardsIntArray); currentHand->getSeatsList()->front()->getMyCards(tempCardsIntArray);
if( currentHand->getSeatsList()->front()->getMyCardsFlip() == 0 && currentHand->getActualRound() == 4 && currentHand->getSeatsList()->front()->getMyActiveStatus() && currentHand->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_FOLD) { if( currentHand->getSeatsList()->front()->getMyCardsFlip() == 0 && currentHand->getCurrentRound() == 4 && currentHand->getSeatsList()->front()->getMyActiveStatus() && currentHand->getSeatsList()->front()->getMyAction() != PLAYER_ACTION_FOLD) {
//set Player value (logging) //set Player value (logging)
currentHand->getSeatsList()->front()->setMyCardsFlip(1,1); currentHand->getSeatsList()->front()->setMyCardsFlip(1,1);
@@ -3442,7 +3442,7 @@ void mainWindowImpl::showMyCards() {
void mainWindowImpl::startNewHand() { void mainWindowImpl::startNewHand() {
if( !breakAfterActualHand){ if( !breakAfterCurrentHand){
mySession->getCurrentGame()->initHand(); mySession->getCurrentGame()->initHand();
mySession->getCurrentGame()->startHand(); mySession->getCurrentGame()->startHand();
} }
@@ -3454,7 +3454,7 @@ void mainWindowImpl::startNewHand() {
pushButton_break->setMinimumSize(width+10,20); pushButton_break->setMinimumSize(width+10,20);
pushButton_break->setText(tr("Start")); pushButton_break->setText(tr("Start"));
breakAfterActualHand=FALSE; breakAfterCurrentHand=FALSE;
blinkingStartButtonAnimationTimer->start(500); blinkingStartButtonAnimationTimer->start(500);
} }
@@ -3508,7 +3508,7 @@ void mainWindowImpl::nextRoundCleanGui() {
else { else {
//FIX STRG+N Bug //FIX STRG+N Bug
pushButton_break->setEnabled(TRUE); pushButton_break->setEnabled(TRUE);
breakAfterActualHand=FALSE; breakAfterCurrentHand=FALSE;
} }
//Clean breakbutton //Clean breakbutton
@@ -3582,7 +3582,7 @@ void mainWindowImpl::breakButtonClicked() {
if (pushButton_break->text() == tr("Stop")) { if (pushButton_break->text() == tr("Stop")) {
pushButton_break->setDisabled(TRUE); pushButton_break->setDisabled(TRUE);
breakAfterActualHand=TRUE; breakAfterCurrentHand=TRUE;
} }
else { else {
blinkingStartButtonAnimationTimer->stop(); blinkingStartButtonAnimationTimer->stop();
+1 -1
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@@ -454,7 +454,7 @@ private:
bool pushButtonAllInIsChecked; bool pushButtonAllInIsChecked;
bool myButtonsAreCheckable; bool myButtonsAreCheckable;
bool breakAfterActualHand; bool breakAfterCurrentHand;
bool flipHolecardsAllInAlreadyDone; bool flipHolecardsAllInAlreadyDone;
+2 -2
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@@ -967,10 +967,10 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0); throw ClientException(ERR_NET_UNKNOWN_PLAYER_ID, 0);
// Set round. // Set round.
if (curGame->getCurrentHand()->getActualRound() != turnData.gameState) if (curGame->getCurrentHand()->getCurrentRound() != turnData.gameState)
{ {
ResetPlayerActions(*curGame); ResetPlayerActions(*curGame);
curGame->getCurrentHand()->setActualRound(turnData.gameState); curGame->getCurrentHand()->setCurrentRound(turnData.gameState);
// Refresh actions. // Refresh actions.
client.GetGui().refreshSet(); client.GetGui().refreshSet();
client.GetGui().refreshAction(); client.GetGui().refreshAction();
+1 -1
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@@ -135,7 +135,7 @@ ClientThread::SendPlayerAction()
boost::shared_ptr<NetPacket> action(new NetPacketPlayersAction); boost::shared_ptr<NetPacket> action(new NetPacketPlayersAction);
NetPacketPlayersAction::Data actionData; NetPacketPlayersAction::Data actionData;
boost::shared_ptr<PlayerInterface> myPlayer = GetGame()->getSeatsList()->front(); boost::shared_ptr<PlayerInterface> myPlayer = GetGame()->getSeatsList()->front();
actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getActualRound()); actionData.gameState = static_cast<GameState>(GetGame()->getCurrentHand()->getCurrentRound());
actionData.playerAction = static_cast<PlayerAction>(myPlayer->getMyAction()); actionData.playerAction = static_cast<PlayerAction>(myPlayer->getMyAction());
// Only send last bet if not fold/checked. // Only send last bet if not fold/checked.
if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK) if (actionData.playerAction != PLAYER_ACTION_FOLD && actionData.playerAction != PLAYER_ACTION_CHECK)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff