adds activePlayerList and runningPlayerList (XIII) - BUGGY!!! - last sable rev866

This commit is contained in:
doitux
2007-09-26 10:13:10 +00:00
parent 8ac5673c00
commit 6c19233c18
10 changed files with 96 additions and 75 deletions
+51 -56
View File
@@ -27,12 +27,12 @@
using namespace std;
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0),
: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(false),
cardsShown(false), bettingRoundsPlayed(0)
{
int i, j, k;
PlayerListIterator it;
PlayerListConstIterator it_c;
CardsValue myCardsValue;
@@ -46,10 +46,10 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
// roundStartCashArray fllen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
}
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
// }
// Karten generieren und Board sowie Player zuweisen
int *cardsArray = new int[2*activePlayerList->size()+5];
Tools::getRandNumber(0, 51, 2*activePlayerList->size()+5, cardsArray, 1);
@@ -65,18 +65,19 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
k = 0;
myBoard->setMyCards(tempBoardArray);
for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++, k++) {
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++, k++) {
(*it)->getMyBestHandPosition(bestHandPos);
(*it_c)->getMyBestHandPosition(bestHandPos);
for(j=0; j<2; j++) {
tempPlayerArray[j] = cardsArray[2*k+j+5];
tempPlayerAndBoardArray[j] = cardsArray[2*k+j+5];
}
(*it)->setMyCards(tempPlayerArray);
(*it)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
(*it)->setMyBestHandPosition(bestHandPos);
(*it_c)->setMyCards(tempPlayerArray);
(*it_c)->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos));
(*it_c)->setMyBestHandPosition(bestHandPos);
(*it_c)->setMyRoundStartCash((*it_c)->getMyCash());
// myBestHandPosition auf Fehler ueberpruefen
for(j=0; j<5; j++) {
@@ -86,10 +87,10 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
}
// sBluff für alle aktiver Spieler außer human player setzen --> TODO for ai-player in internet
if((*it)->getMyID() != 0) {
if((*it_c)->getMyID() != 0) {
Tools::getRandNumber(1,100,1,&sBluff,0);
(*it)->setSBluff(sBluff);
(*it)->setSBluffStatus(0);
(*it_c)->setSBluff(sBluff);
(*it_c)->setSBluffStatus(0);
}
}
@@ -99,7 +100,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
if(DEBUG_MODE) {
int temp5Array[5];
// int temp5Array[5];
switch(myID) {
@@ -285,7 +286,7 @@ void LocalHand::start() {
void LocalHand::assignButtons() {
int i,j;
PlayerListIterator it;
PlayerListConstIterator it_c;
// alle Buttons loeschen
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
@@ -317,50 +318,43 @@ void LocalHand::assignButtons() {
}
//do sets --> TODO switch?
for (it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
for (it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
//small blind
if((*it)->getMyButton() == 2) {
if((*it_c)->getMyButton() == 2) {
// All in ?
if((*it)->getMyCash() <= smallBlind) {
if((*it_c)->getMyCash() <= smallBlind) {
(*it)->setMySet((*it)->getMyCash());
(*it_c)->setMySet((*it_c)->getMyCash());
// 1 to do not log this
(*it)->setMyAction(6,1);
(*it_c)->setMyAction(6,1);
// delete this player from runningPlayerList
it = runningPlayerList->erase(it);
// it_c = runningPlayerList->erase(it_c);
}
else {
(*it)->setMySet(smallBlind);
it++;
(*it_c)->setMySet(smallBlind);
}
} else {
//big blind
if((*it)->getMyButton() == 3) {
// all in ?
if((*it)->getMyCash() <= 2*smallBlind) {
(*it)->setMySet((*it)->getMyCash());
// 1 to do not log this
(*it)->setMyAction(6,1);
// delete this player from runningPlayerList
it = runningPlayerList->erase(it);
}
else {
(*it)->setMySet(2*smallBlind);
it++;
}
} else {
it++;
}
}
//big blind
if((*it_c)->getMyButton() == 3) {
// all in ?
if((*it_c)->getMyCash() <= 2*smallBlind) {
(*it_c)->setMySet((*it_c)->getMyCash());
// 1 to do not log this
(*it_c)->setMyAction(6,1);
// delete this player from runningPlayerList
// it_c = runningPlayerList->erase(it_c);
}
else {
(*it_c)->setMySet(2*smallBlind);
}
}
}
}
@@ -370,16 +364,17 @@ void LocalHand::switchRounds() {
// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
int i;
PlayerListIterator it, it_1;
PlayerListIterator it;
PlayerListConstIterator it_c;
// refresh runningPlayerList
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); ) {
if((*it)->getMyAction() == 1 || (*it)->getMyAction() == 6) {
it = runningPlayerList->erase(it);
it_1 = it;
if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
it_1--;
getCurrentBeRo()->setCurrentPlayersTurnIt(it_1);
// it_1 = it;
// if(it_1 == runningPlayerList->begin()) it_1 = runningPlayerList->end();
// it_1--;
// getCurrentBeRo()->setCurrentPlayersTurnIt(it_1);
} else {
it++;
}
@@ -387,14 +382,14 @@ void LocalHand::switchRounds() {
// Anzahl der Spieler ermitteln, welche All In sind
int allInPlayersCounter = 0;
for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
if ((*it)->getMyAction() == 6) allInPlayersCounter++;
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() == 6) allInPlayersCounter++;
}
// TODO -> runningPlayerList.size()
int nonFoldPlayerCounter = 0;
for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
if ((*it)->getMyAction() != 1) nonFoldPlayerCounter++;
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() != 1) nonFoldPlayerCounter++;
}
//wenn nur noch einer nicht-folded dann gleich den Pot verteilen