Fixed id bug in networking code. Dealer id is now set correctly. Phew.
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@@ -24,26 +24,26 @@ using namespace std;
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ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), allInCondition(0), bettingRoundsPlayed(0)
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{
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int i;
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lastPlayersTurn = 0;
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myBoard->setHand(this);
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for(i=0; i<startQuantityPlayers; i++) {
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if(playerArray[i]->getMyActiveStatus() != 0) {
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playerArray[i]->setHand(this);
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}
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playerArray[i]->setMyCardsFlip(0);
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}
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// roundStartCashArray fllen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
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}
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int i;
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lastPlayersTurn = 0;
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assignButtons();
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myBoard->setHand(this);
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for(i=0; i<startQuantityPlayers; i++) {
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if(playerArray[i]->getMyActiveStatus() != 0) {
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playerArray[i]->setHand(this);
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}
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playerArray[i]->setMyCardsFlip(0);
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}
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// roundStartCashArray fllen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
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}
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assignButtons();
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}
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@@ -60,42 +60,42 @@ ClientHand::start()
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void
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ClientHand::assignButtons()
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{
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int i;
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//Aktive Spieler zählen
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int activePlayersCounter = 0;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if (playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
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}
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// alle Buttons loeschen
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
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// DealerButton zuweisen
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playerArray[dealerPosition]->setMyButton(1);
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// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
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i = dealerPosition;
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do {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal
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else playerArray[i]->setMyButton(3); //big blind in heads up
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}
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} while(!(playerArray[i]->getMyActiveStatus()));
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// assign big blind next to small blind. ATTENTION: in heads up it is small blind
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do {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal
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else playerArray[i]->setMyButton(2); //small blind in heads up
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}
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} while(!(playerArray[i]->getMyActiveStatus()));
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int i;
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//Aktive Spieler zählen
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int activePlayersCounter = 0;
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if (playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
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}
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// alle Buttons loeschen
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
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// DealerButton zuweisen
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playerArray[dealerPosition]->setMyButton(1);
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// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
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i = dealerPosition;
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do {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal
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else playerArray[i]->setMyButton(3); //big blind in heads up
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}
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} while(!(playerArray[i]->getMyActiveStatus()));
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// assign big blind next to small blind. ATTENTION: in heads up it is small blind
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do {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal
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else playerArray[i]->setMyButton(2); //small blind in heads up
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}
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} while(!(playerArray[i]->getMyActiveStatus()));
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}
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void
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