Maximum number of players is now a constant in game_defs.h.

This commit is contained in:
lotodore
2007-04-17 07:28:32 +00:00
parent 496261de7b
commit 27cd08ccb0
15 changed files with 134 additions and 115 deletions
+6 -5
View File
@@ -18,6 +18,7 @@
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "localturn.h"
#include <game_defs.h>
using namespace std;
@@ -27,7 +28,7 @@ LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnIn
{ int i;
//SmallBlind-Position ermitteln
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
@@ -53,7 +54,7 @@ void LocalTurn::turnRun() {
bool allHighestSet = 1;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
// cout << "Spieler " << i << " Set " << myHand->getPlayerArray()[i]->getMySet() << endl;
if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
@@ -71,7 +72,7 @@ void LocalTurn::turnRun() {
myHand->setActualRound(3);
//Action lchen und ActionButtons refresh
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
}
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
@@ -95,12 +96,12 @@ void LocalTurn::turnRun() {
}
// nhsten Spieler ermitteln
do { playersTurn = (playersTurn+1)%(myHand->getGuiInterface()->getMaxQuantityPlayers());
do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
//Spieler-Position vor SmallBlind-Position ermitteln
int activePlayerBeforeSmallBlind = smallBlindPosition;
do { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + myHand->getGuiInterface()->getMaxQuantityPlayers() - 1 ) % (myHand->getGuiInterface()->getMaxQuantityPlayers());
do { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
} while(!(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6);
myHand->getPlayerArray()[playersTurn]->setMyTurn(1);