invisible check in heads up bugfix
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@@ -23,7 +23,7 @@
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//using namespace std;
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LocalFlop::LocalFlop(HandInterface* bR, int id, int qP, int dP, int sB) : FlopInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstFlopRun(1), firstFlopRound(1), playersTurn(dP)
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LocalFlop::LocalFlop(HandInterface* bR, int id, int qP, int dP, int sB) : FlopInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstFlopRun(1), firstFlopRound(1), firstHeadsUpFlopRound(1), playersTurn(dP)
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{
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int i;
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@@ -93,10 +93,14 @@ void LocalFlop::flopRun() {
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myHand->setBettingRoundsPlayed(1);
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}
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpFlopRound == 1) ) {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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}
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else { firstHeadsUpFlopRound = 0; }
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//Spieler-Position vor SmallBlind-Position ermitteln
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int activePlayerBeforeSmallBlind = smallBlindPosition;
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@@ -108,6 +112,7 @@ void LocalFlop::flopRun() {
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// cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl;
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// cout << "playersTurn " << playersTurn << endl;
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// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstFlopRound = 0; }
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@@ -63,6 +63,7 @@ private:
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bool firstFlopRun;
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bool firstFlopRound;
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bool firstHeadsUpFlopRound;
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int playersTurn;
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};
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@@ -25,7 +25,7 @@
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using namespace std;
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LocalRiver::LocalRiver(HandInterface* bR, int id, int qP, int dP, int sB) : RiverInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRiverRun(1), firstRiverRound(1), playersTurn(dP), highestCardsValue(0)
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LocalRiver::LocalRiver(HandInterface* bR, int id, int qP, int dP, int sB) : RiverInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRiverRun(1), firstRiverRound(1), firstHeadsUpRiverRound(1), playersTurn(dP), highestCardsValue(0)
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{ int i;
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@@ -95,9 +95,14 @@ void LocalRiver::riverRun() {
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myHand->setBettingRoundsPlayed(3);
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}
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// nᅵhsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRiverRound == 1) ) {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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}
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else { firstHeadsUpRiverRound = 0; }
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//Spieler-Position vor SmallBlind-Position ermitteln
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int activePlayerBeforeSmallBlind = smallBlindPosition;
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@@ -67,6 +67,7 @@ private:
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bool firstRiverRun;
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bool firstRiverRound;
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bool firstHeadsUpRiverRound;
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int playersTurn;
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int highestCardsValue;
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@@ -24,7 +24,7 @@
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//using namespace std;
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LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), playersTurn(dP)
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LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), firstHeadsUpTurnRound(1), playersTurn(dP)
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{ int i;
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@@ -95,9 +95,14 @@ void LocalTurn::turnRun() {
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myHand->setBettingRoundsPlayed(2);
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}
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// n�hsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpTurnRound == 1) ) {
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// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
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// naechsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
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}
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else { firstHeadsUpTurnRound = 0; }
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//Spieler-Position vor SmallBlind-Position ermitteln
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int activePlayerBeforeSmallBlind = smallBlindPosition;
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@@ -61,6 +61,7 @@ private:
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bool firstTurnRun;
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bool firstTurnRound;
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bool firstHeadsUpTurnRound;
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int playersTurn;
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};
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+3
-1
@@ -87,9 +87,11 @@ int main( int argc, char **argv )
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QTranslator translator;
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translator.load(QString(":/translations/resources/translations/pokerth_") + locale);
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a.installTranslator(&translator);
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///////////////////////////////////////////////////
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qRegisterMetaType<boost::shared_ptr<Game> >("boost::shared_ptr<Game>");
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///////////////////////////////////////////////////
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boost::shared_ptr<GuiInterface> myGuiInterface(new GuiWrapper(myConfig));
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{
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