cleaning code and hopefully last part of refactoring playerArray to playerLists ;)

This commit is contained in:
floty
2007-10-19 14:03:12 +00:00
parent 1974abeee8
commit 7c2e8dc777
24 changed files with 169 additions and 2082 deletions
+1 -1
View File
@@ -37,7 +37,7 @@ public:
virtual ~BoardInterface();
//
virtual void setPlayerLists(/*std::vector<boost::shared_ptr<PlayerInterface> >,*/ PlayerList, PlayerList, PlayerList) =0;
virtual void setPlayerLists(PlayerList, PlayerList, PlayerList) =0;
virtual void setHand(HandInterface*) =0;
//
virtual void setMyCards(int* theValue) =0;
+1 -1
View File
@@ -33,7 +33,7 @@ public:
virtual ~EngineFactory();
virtual HandInterface* createHand(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) =0;
virtual HandInterface* createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC) =0;
virtual BoardInterface* createBoard() =0;
virtual boost::shared_ptr<PlayerInterface> createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB) =0;
virtual std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface* hi, int id, unsigned dP, int sB) =0;
-1
View File
@@ -36,7 +36,6 @@ public:
virtual void start() = 0;
// virtual std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const =0; // delete
virtual PlayerList getSeatsList() const =0;
virtual PlayerList getActivePlayerList() const =0;
virtual PlayerList getRunningPlayerList() const =0;
+13 -195
View File
@@ -54,24 +54,7 @@ LocalBeRo::LocalBeRo(HandInterface* hi, int id, unsigned dP, int sB, GameState g
throw LocalException(__FILE__, __LINE__, ERR_ACTIVE_PLAYER_NOT_FOUND);
}
// int i;
//SmallBlind-Position ermitteln
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
// }
}
}
LocalBeRo::~LocalBeRo()
@@ -80,11 +63,6 @@ LocalBeRo::~LocalBeRo()
void LocalBeRo::nextPlayer() {
// myHand->getPlayerArray()[playersTurn]->action();
// cout << "playerID in nextPlayer(): " << (*currentPlayersTurnIt)->getMyID() << endl;
PlayerListConstIterator currentPlayersTurnConstIt = myHand->getRunningPlayerIt(currentPlayersTurnId);
if(currentPlayersTurnConstIt == myHand->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
@@ -106,69 +84,8 @@ void LocalBeRo::run() {
firstRun = false;
/*
// determine smallBlindPosition
PlayerListIterator smallBlindPositionIt;
for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) {
if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break;
}
// determine running player before smallBlind (for heads up: determine dealer/smallblind)
PlayerListIterator it_1, it_2;
size_t i;
// running player before smallBlind
if(myHand->getActivePlayerList()->size() > 2) {
it_1 = smallBlindPositionIt;
for(i=0; i<myHand->getActivePlayerList()->size(); i++) {
if(it_1 == myHand->getActivePlayerList()->begin()) it_1 = myHand->getActivePlayerList()->end();
it_1--;
it_2 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *it_1);
// running player found
if(it_2 != myHand->getRunningPlayerList()->end()) {
lastPlayersTurnIt = it_2;
break;
}
}
}
// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
else {
it_1 = find(myHand->getRunningPlayerList()->begin(), myHand->getRunningPlayerList()->end(), *smallBlindPositionIt);
if( it_1 == myHand->getRunningPlayerList()->end() ) {
cout << "ERROR - lastPlayersTurnIt-detection in localBeRo" << endl;
}
// smallBlind found
else {
lastPlayersTurnIt = it_1;
}
}
currentPlayersTurnIt = lastPlayersTurnIt;
*/
if(!(myHand->getAllInCondition())) {
// determine smallBlindPosition
// PlayerListIterator smallBlindPositionIt;
// for(smallBlindPositionIt=myHand->getActivePlayerList()->begin(); smallBlindPositionIt!=myHand->getActivePlayerList()->end(); smallBlindPositionIt++) {
// if((*smallBlindPositionIt)->getMyButton() == BUTTON_SMALL_BLIND) break;
// }
// determine running player before smallBlind (for heads up: determine dealer/smallblind)
PlayerListIterator it_1, it_2;
size_t i;
@@ -201,31 +118,11 @@ void LocalBeRo::run() {
// heads up: bigBlind begins -> dealer/smallBlind is running player before bigBlind
else {
firstRoundLastPlayersTurnId = smallBlindPositionId;
}
}
currentPlayersTurnId = firstRoundLastPlayersTurnId;
}
}
//log the turned cards
if(!logBoardCardsDone) {
@@ -248,18 +145,11 @@ void LocalBeRo::run() {
bool allHighestSet = true;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
// if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
// }
// }
PlayerListIterator it;
PlayerListIterator it_c;
// test if all running players have same sets (else allHighestSet = false)
// check if all running players have same sets (else allHighestSet = false)
for( it_c = myHand->getRunningPlayerList()->begin(); it_c != myHand->getRunningPlayerList()->end(); it_c++) {
if(highestSet != (*it_c)->getMySet()) {
allHighestSet = false;
@@ -276,11 +166,6 @@ void LocalBeRo::run() {
//also gehe in naechste bero
myHand->setCurrentRound(myBeRoID+1);
//Action loeschen und ActionButtons refresh
// 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);
// }
//Action loeschen und ActionButtons refresh
for(it_c=myHand->getRunningPlayerList()->begin(); it_c!=myHand->getRunningPlayerList()->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
@@ -300,11 +185,6 @@ void LocalBeRo::run() {
else {
// aktuelle bero ist wirklich dran
// Anzahl der effektiv gespielten Runden (des human player) erhöhen
// if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
// myHand->setBettingRoundsPlayed(myBeRoID);
// }
// Anzahl der effektiv gespielten Runden (des human player) erhöhen
it_c = myHand->getActivePlayerIt(0);
if( it_c != myHand->getActivePlayerList()->end() ) {
@@ -313,77 +193,22 @@ void LocalBeRo::run() {
myHand->setBettingRoundsPlayed(myBeRoID);
}
}
// determine next running player
PlayerListConstIterator currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
}
//// !!!!!!!!!!!!!!!!1!!!! very buggy, rule breaking -> TODO !!!!!!!!!!!!11!!!!!!!! //////////////
//// headsup:
//// preflop: dealer is small blind and begins
//// flop, trun, river: big blind begins
//// !!!!!!!!! attention: exception if player failed before !!!!!!!!
// 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)
// naechsten Spieler ermitteln
// int i;
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && ((myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) == 0 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6)) || i==0; i++) {
// playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
// }
// firstHeadsUpRound = 0;
// determine next running player
// currentPlayersTurnIt++;
// if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
// determine next running player
PlayerListConstIterator currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
}
currentPlayersTurnIt++;
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
currentPlayersTurnIt++;
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) currentPlayersTurnIt = myHand->getRunningPlayerList()->begin();
currentPlayersTurnId = (*currentPlayersTurnIt)->getMyUniqueID();
// }
// else { firstHeadsUpRound = 0; }
////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ////////////////
//Spieler-Position vor SmallBlind-Position ermitteln
// int activePlayerBeforeSmallBlind = smallBlindPosition;
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6) || i==0; i++) {
// activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
// }
// myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
currentPlayersTurnId = (*currentPlayersTurnIt)->getMyUniqueID();
//highlight active players groupbox and clear action
myHand->getGuiInterface()->refreshGroupbox(currentPlayersTurnId,2);
myHand->getGuiInterface()->refreshAction(currentPlayersTurnId,0);
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
// ausnahme bei heads up !!! --> TODO
// if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActivePlayerList()->size() >= 3) { firstRound = 0; }
// if(myHand->getActivePlayerList()->size() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
currentPlayersTurnIt = myHand->getRunningPlayerIt( currentPlayersTurnId );
if(currentPlayersTurnIt == myHand->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
@@ -396,11 +221,6 @@ void LocalBeRo::run() {
firstRound = false;
}
if( currentPlayersTurnId == 0) {
// Wir sind dran
myHand->getGuiInterface()->meInAction();
@@ -413,5 +233,3 @@ void LocalBeRo::run() {
}
}
}
+3 -311
View File
@@ -37,22 +37,12 @@ void LocalBeRoPostRiver::run() {
}
void LocalBeRoPostRiver::postRiverRun() {
// int i;
int i;
PlayerListConstIterator it_c;
PlayerListIterator it;
//berechnen welcher Spieler gewonnen hat
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
//
// if(getMyHand()->getPlayerArray()[i]->getMyActiveStatus() && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyCardsValueInt() > highestCardsValue ) {
// highestCardsValue = getMyHand()->getPlayerArray()[i]->getMyCardsValueInt();
// }
// }
//berechnen welcher Spieler gewonnen hat
// who is the winner
for(it_c=getMyHand()->getActivePlayerList()->begin(); it_c!=getMyHand()->getActivePlayerList()->end(); it_c++) {
if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->getMyCardsValueInt() > highestCardsValue ) {
@@ -60,22 +50,7 @@ void LocalBeRoPostRiver::postRiverRun() {
}
}
// Durchschnittsets des human player ermitteln
// getMyHand()->getPlayerArray()[0]->setMyAverageSets(((getMyHand()->getPlayerArray()[0]->getMyRoundStartCash())-(getMyHand()->getPlayerArray()[0]->getMyCash()))/(getMyHand()->getBettingRoundsPlayed()+1));
// Aggressivität des human player ermitteln
// anzahl der player die möglichkeit haben am pot teilzuhaben
int potPlayers = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(getMyHand()->getPlayerArray()[i]->getMyActiveStatus() && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD) {
// potPlayers++;
// }
// }
for(it_c=getMyHand()->getActivePlayerList()->begin(); it_c!=getMyHand()->getActivePlayerList()->end(); it_c++) {
if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
@@ -83,11 +58,6 @@ void LocalBeRoPostRiver::postRiverRun() {
}
}
// prüfen ob nur noch der human player an der verteilung teilnimmt und myAggressive für human player setzen
// getMyHand()->getPlayerArray()[0]->setMyAggressive(potPlayers == 1 && getMyHand()->getPlayerArray()[0]->getMyActiveStatus() && getMyHand()->getPlayerArray()[0]->getMyAction() != PLAYER_ACTION_FOLD);
// prüfen ob nur noch der human player an der verteilung teilnimmt und myAggressive für human player setzen
it = getMyHand()->getActivePlayerIt(0);
if( it != getMyHand()->getActivePlayerList()->end() ) {
@@ -96,8 +66,6 @@ void LocalBeRoPostRiver::postRiverRun() {
}
}
// cout << "myAggressive: " << getMyHand()->getPlayerArray()[0]->getMyAggressive() << endl;
// Pot-Verteilung
getMyHand()->getBoard()->distributePot();
@@ -107,279 +75,3 @@ void LocalBeRoPostRiver::postRiverRun() {
//starte die Animaionsreihe
getMyHand()->getGuiInterface()->postRiverRunAnimation1();
}
/*
void LocalBeRoPostRiver::distributePot() {
// int potCalcAllinArray[5][2]; // 0 -> ID , 1 -> AllInCash
int i, j;
////////////////////
// (1) EINLEITUNG //
////////////////////
// die Potverteilung gliedert sich in mehrere Runden:
// in der ersten Runden sucht sich der Winner der BettingRound seinen zustehenden Anteil am Pot raus. das kann alles oder nur ein Teil sein (z.b. wenn er mit wenig allin gegangen ist und der Rest weitergespielt hat)
// in den darauffolgenden Verteilungsrunden suchen sich die jeweils nᅵhsten Winner aus dem noch brig gebliebenen Pot ihren zustehenden Anteil raus
// die gesamte Potverteilung ist zuende, wenn der Pot leer ist und nichts mehr zu holen ist
/////////////////////
// (2) HILFSMITTEL //
/////////////////////
// winnersArray erstellen -> hier werden die winner der jeweiligen Potverteilungsrunden eingetragen
int *winnersArray = new int[MAX_NUMBER_OF_PLAYERS];
// Anzahl der winner in einer Potverteilungsrunde
int winnersCounter = 0;
// dieses Array ermittelt wieviel jeder Spieler wᅵrend der gesamten BettingRound gesetzt hat
int *roundSetArray = new int[MAX_NUMBER_OF_PLAYERS];
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// Standardwert fr nicht mehr aktive
roundSetArray[i] = 0;
// nur fr die Spieler ermitteln, die noch aktiv sind (inkl. der gefoldeten)
if(getMyHand()->getPlayerArray()[i]->getMyActiveStatus()) {
roundSetArray[i] = getMyHand()->getPlayerArray()[i]->getMyRoundStartCash()-getMyHand()->getPlayerArray()[i]->getMyCash();
}
}
// hier steht der CardsValue der Spieler drin die an der Potverteilung teilnehmen (d.h. aktiv und nicht gefoldet), bei allen anderen steht ne 0
int *cardsValueArray = new int[MAX_NUMBER_OF_PLAYERS];
int playerWantsPotCounter = 0;
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// Standardwert
cardsValueArray[i] = 0;
if(getMyHand()->getPlayerArray()[i]->getMyActiveStatus() && getMyHand()->getPlayerArray()[i]->getMyAction() != 1) {
// nur bei den Spielen den Kartenwert eintragen, die an der Potverteilung teilnehmen
cardsValueArray[i] = getMyHand()->getPlayerArray()[i]->getMyCardsValueInt();
playerWantsPotCounter++;
}
}
int winner;
int highestCardsValueTemp;
// fr SplitPotBerechnung;
int winnersSets;
int winnersMaxSet;
int winnersPot;
bool playerIsWinner;
//////////////////////
// (3) DIE SCHLEIFE //
//////////////////////
// Potverteilungsrunden -> solange noch was aus dem pot zu vergeben ist
while(playerWantsPotCounter != 0 ) {
// highestCardsValueTemp zu Beginn der aktuellen Potverteilungsrunde auf Null setzen
highestCardsValueTemp = 0;
// aktuellen highestCardsValueTemp berechnen, von denen die noch an der Potverteilung teilnehmen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(cardsValueArray[i] > highestCardsValueTemp ) {
highestCardsValueTemp = getMyHand()->getPlayerArray()[i]->getMyCardsValueInt();
}
}
// zu Beginn der Potverteilungsrunde die Anzahl der winner auf 0 setzen
winnersCounter = 0;
// Siegerposition und -anzahl von denen ermitteln, die noch an der Potverteilung teilnehmen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(cardsValueArray[i] == highestCardsValueTemp ) {
winnersArray[winnersCounter] = i;
winnersCounter++;
}
}
// --------------------------------------------------------------
// A) nur einer hat aktulle Potverteilungsrunde gewonnen gewonnen
// --------------------------------------------------------------
if(winnersCounter == 1) {
// winnerID ist an der ersten Stelle im winnersArray
winner = winnersArray[0];
// Winner ist nicht All In gegangen -> bekommt den gesamten Pot
// if(getMyHand()->getPlayerArray()[winner]->getMyAction() != 6) {
//
// getMyHand()->getPlayerArray()[winner]->setMyCash(getMyHand()->getPlayerArray()[winner]->getMyCash()+getMyHand()->getBoard()->getPot());
// getMyHand()->getBoard()->setPot(0);
// playerWantsPotCounter = 1;
//
// }
// Winner ist All In gegangen -> von denen die weniger gesetzt oder gefoldet hatten alles nehmen und von denen die mehr gesetzt hatten nur die eigenen Sets nehmen
// else {
// alle Spieler nacheinander durchgehen und prfen von wem man wieviel Geld aus dem Pot bekommt
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// zuerst prfen ob ein gefoldeter Spieler was gesetzt hatte
if(i != winner && getMyHand()->getPlayerArray()[i]->getMyAction() == 1) {
// diesen Teil aus dem Pot holen
getMyHand()->getPlayerArray()[winner]->setMyCash(getMyHand()->getPlayerArray()[winner]->getMyCash()+roundSetArray[i]);
// Pot dementsprechend verkleinern
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[i]);
// deren Sets auf Null seztzen -> in den nᅵhsten Potverteilungsrunden nimmt der Winner dann von diesen Spielern 0 Dollar aus dem Pot
roundSetArray[i] = 0;
}
// nun nur von den Spielern holen, die noch an der Potverteilung teilnehmen und natrlich nicht von einem selber
if(i != winner && cardsValueArray[i] != 0) {
// zuerst alle rauspicken, die weniger oder das gleiche gesetzt hatten
if(roundSetArray[winner] >= roundSetArray[i]) {
// von denen alles holen
getMyHand()->getPlayerArray()[winner]->setMyCash(getMyHand()->getPlayerArray()[winner]->getMyCash()+roundSetArray[i]);
// Pot dementsprechend verkleinern
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[i]);
// diese Spieler dann von der weiteren Potverteilung ausschlieᅵn
cardsValueArray[i] = 0;
playerWantsPotCounter--;
// deren Sets auf Null seztzen, da sie schon alles abgegeben haben
roundSetArray[i] = 0;
}
// nun alle Spieler die mehr gesetzt hatten
else {
// den eigenen Setanteil aus dem Pot holen
getMyHand()->getPlayerArray()[winner]->setMyCash(getMyHand()->getPlayerArray()[winner]->getMyCash()+roundSetArray[winner]);
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[winner]);
// den Set des Gegners um den bereits abgenommenen Setanteil verkleinern
roundSetArray[i] = roundSetArray[i] - roundSetArray[winner];
// diese Spieler nehmen an der weiteren Potverteilung teil
}
}
}
// // }
// zum Scluss noch eingenen Set wieder holen
getMyHand()->getPlayerArray()[winner]->setMyCash(getMyHand()->getPlayerArray()[winner]->getMyCash()+roundSetArray[winner]);
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[winner]);
// nicht mehr an der weiteren Potverteilung teilnehmen, da man sich alles geholt hat was einem zusteht
cardsValueArray[winner] = 0;
playerWantsPotCounter--;
// eigene Sets auf Null seztzen, da sie eben eingesammelt wurden
roundSetArray[winner] = 0;
}
// ----------------------------------------------------------------------
// B) mehrere haben die aktuelle Potverteilungsrunde gewonnen -> SplitPot
// ----------------------------------------------------------------------
else {
// hierfr wird ein temporᅵer WinnersPot erstellt; dort flieᅵn erstmal alle zustehenden Anteile aus dem Pot rauf; am Ende wird dies auf die Winners verteilt
winnersPot = 0;
// hᅵhster Set aller Winner
winnersMaxSet = 0;
// den hᅵhsten Set aller Winner ermitteln
for(i=0; i<winnersCounter; i++) {
if(roundSetArray[winnersArray[i]] > winnersMaxSet) winnersMaxSet = roundSetArray[i];
}
// gesamtSet aller Winner
winnersSets = 0;
for(i=0; i<winnersCounter; i++) {
winnersSets += roundSetArray[winnersArray[i]];
}
// alle Spieler nacheinander durchgehen und prfen von wem die Winner wieviel Geld aus dem Pot bekommen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// prfen ob Spieler i zu den Winnern gehᅵt
playerIsWinner = 0;
for(j=0; j<winnersCounter; j++) {
if(winnersArray[j] == i) playerIsWinner = 1; // -> Spieler i gehᅵt zu den Winnern
}
// zuerst prfen ob ein gefoldeter Spieler was gesetzt hatte
if(!playerIsWinner && getMyHand()->getPlayerArray()[i]->getMyAction() == 1) {
// diesen Teil aus dem Pot holen und dem winnersPot geben
winnersPot += roundSetArray[i];
// Pot dementsprechend verkleinern
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[i]);
// deren Sets auf Null seztzen -> in den nᅵhsten Potverteilungsrunden nehmen die Winner dann von diesen Spielern 0 Dollar aus dem Pot
roundSetArray[i] = 0;
}
// nun nur von den Spielern holen, die noch an der Potverteilung teilnehmen und natrlich nicht zu den Winnern gehᅵen
if(!playerIsWinner && cardsValueArray[i] != 0) {
// zuerst alle rauspicken, die weniger oder das gleiche gesetzt hatten
if(winnersMaxSet >= roundSetArray[i]) {
// von denen alles holen
winnersPot += roundSetArray[i];
// Pot dementsprechend verkleinern
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - roundSetArray[i]);
// diese Spieler dann von der weiteren Potverteilung ausschlieᅵn
cardsValueArray[i] = 0;
playerWantsPotCounter--;
// deren Sets auf Null seztzen, da sie schon alles abgegeben haben
roundSetArray[i] = 0;
}
// nun alle Spieler die mehr gesetzt hatten
else {
// den eigenen Setanteil aus dem Pot holen
winnersPot += winnersMaxSet;
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - winnersMaxSet);
// den Set des Gegners um den bereits abgenommenen Setanteil verkleinern
roundSetArray[i] = roundSetArray[i] - winnersMaxSet;
// diese Spieler nehmen an der weiteren Potverteilung teil
}
}
}
// zum Schluss noch die eingenen Set aus dem Pot holen
winnersPot += winnersSets;
getMyHand()->getBoard()->setPot(getMyHand()->getBoard()->getPot() - winnersSets);
// winnersPot verteilen (anteilmᅵig)
for(i=0; i<winnersCounter; i++) {
getMyHand()->getPlayerArray()[winnersArray[i]]->setMyCash(getMyHand()->getPlayerArray()[winnersArray[i]]->getMyCash()+((roundSetArray[winnersArray[i]]*winnersPot)/winnersSets));
}
for(i=0; i<winnersCounter; i++) {
// nicht mehr an der weiteren Potverteilung teilnehmen, da man sich alle Winner dieser Verteilungsrunde ihren Anteil geholt haben
cardsValueArray[winnersArray[i]] = 0;
playerWantsPotCounter--;
// Sets auf Null seztzen, da sie eben eingesammelt wurden
roundSetArray[winnersArray[i]] = 0;
}
}
}
if(getMyHand()->getBoard()->getPot() != 0) cout << "!!! Pot: " << getMyHand()->getBoard()->getPot() << endl;
delete[] winnersArray;
delete[] roundSetArray;
delete[] cardsValueArray;
}
*/
+59 -255
View File
@@ -29,183 +29,92 @@ using namespace std;
LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
{
// PlayerListConstIterator it_c;
setHighestSet(2*getSmallBlind());
}
LocalBeRoPreflop::~LocalBeRoPreflop()
{
}
void LocalBeRoPreflop::run() {
if(getFirstRun()) {
// determine bigBlindPosition -> old: delete
// for(bigBlindPositionIt=getMyHand()->getActivePlayerList()->begin(); bigBlindPositionIt!=getMyHand()->getActivePlayerList()->end(); bigBlindPositionIt++) {
// if((*bigBlindPositionIt)->getMyButton() == BUTTON_BIG_BLIND) break;
// }
// search player in runningPlayerList before first action player -> run() determine next player who will do first action
// PlayerListIterator it_1, it_2, it_3;
PlayerListIterator it;
// search bigBlindPosition in runningPlayerList -> old: delete
// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
// search bigBlindPosition in runningPlayerList
PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
// more than 2 players are still active -> runningPlayerList is not empty
if(getMyHand()->getActivePlayerList()->size() > 2) {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
// if(smallBlindPositionIt == getMyHand()->getActivePlayerList()->begin()) smallBlindPositionIt = getMyHand()->getActivePlayerList()->end();
// smallBlindPositionIt--;
// it_2 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *smallBlindPositionIt);
// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
it = getMyHand()->getActivePlayerIt(getSmallBlindPositionId());
if(it == getMyHand()->getActivePlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_ACTIVE_PLAYER_NOT_FOUND);
PlayerListIterator it;
// search bigBlindPosition in runningPlayerList
PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
// more than 2 players are still active -> runningPlayerList is not empty
if(getMyHand()->getActivePlayerList()->size() > 2) {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
it = getMyHand()->getActivePlayerIt(getSmallBlindPositionId());
if(it == getMyHand()->getActivePlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_ACTIVE_PLAYER_NOT_FOUND);
}
if(it == getMyHand()->getActivePlayerList()->begin()) it = getMyHand()->getActivePlayerList()->end();
it--;
setFirstRoundLastPlayersTurnId( (*it)->getMyUniqueID() );
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player
else {
setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
}
if(it == getMyHand()->getActivePlayerList()->begin()) it = getMyHand()->getActivePlayerList()->end();
it--;
setFirstRoundLastPlayersTurnId( (*it)->getMyUniqueID() );
// it_3 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *it_2);
// if(it_3 == getMyHand()->getRunningPlayerList()->end()) {
// cout << "ERROR - lastPlayersTurnIt-detection in localBeRoPreflop" << endl;
// } else {
// setLastPlayersTurnIt(it_3);
// }
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player
// bigBlindPlayer found in runningPlayerList -> player before first action player
else {
setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
}
}
// bigBlindPlayer found in runningPlayerList -> player before first action player
// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
else {
setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
}
}
// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
else {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
// search smallBlindPosition in runningPlayerList
PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
else {
setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
}
} else {
setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
}
// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
else {
setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
}
} else {
setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
}
}
setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
// cout << "playerID constructor beropreflop: " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
/////////////// testing
// it_1 = find(getMyHand()->getRunningPlayerList()->begin(), getMyHand()->getRunningPlayerList()->end(), *bigBlindPositionIt);
// bigBlindPosition is not all in
// if(it!=getMyHand()->getRunningPlayerList()->end()) {
//
// }
// if(it_1!=getMyHand()->getRunningPlayerList()->end()) {
// cout << getMyHand()->getMyID() << ": " << "gefunden!" << endl;
// cout << "\t PlayerID: " << (*it_1)->getMyID() << endl;
// it_2 = it_1;
// if(it_1 == getMyHand()->getRunningPlayerList()->begin()) it_1 = getMyHand()->getRunningPlayerList()->end();
// it_1--;
// cout << "\t PlayerID vor bigBlind: " << (*it_1)->getMyID() << endl;
// cout << "\t PlayerID vor bigBlind: " << (*it_2)->getMyID() << endl;
// } else {
// cout << getMyHand()->getMyID() << ": " << "nicht gefunden" << endl;
//
// }
//////////////// old
// set first runningPlayer before bigBlindPlayer to playersTurn -> run() determine next one who will do first action
// setPlayersTurn((*bigBlindPositionIt)->getMyID());
setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
setFirstRun(false);
}
int i;
bool allHighestSet = true;
// PlayerListIterator it;
PlayerListConstIterator it_c;
// test if all running players have same sets (else allHighestSet = false)
// check if all running players have same sets (else allHighestSet = false)
for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
if(getHighestSet() != (*it_c)->getMySet()) {
allHighestSet = false;
@@ -214,17 +123,6 @@ void LocalBeRoPreflop::run() {
}
// determine next player
// cout << "playerID begin preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
// it++;
// cout << "size: " << getMyHand()->getRunningPlayerList()->size() << endl;
// cout << "currentPlayerID: " << getCurrentPlayersTurnId() << endl;
PlayerListConstIterator currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
@@ -234,72 +132,6 @@ void LocalBeRoPreflop::run() {
if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) currentPlayersTurnIt = getMyHand()->getRunningPlayerList()->begin();
setCurrentPlayersTurnId( (*currentPlayersTurnIt)->getMyUniqueID() );
// setCurrentPlayersTurnIt(++getCurrentPlayersTurnIt());
// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) setCurrentPlayersTurnIt(getMyHand()->getRunningPlayerList()->begin());
// if(getCurrentPlayersTurnIt() == getMyHand()->getRunningPlayerList()->end()) cout << "!!!" << endl;
// cout << "playerID middle preflopRun(): " << (*(getCurrentPlayersTurnIt()))->getMyID() << endl;
PlayerListConstIterator currentPlayersTurnConstIt;
// exceptions
// no.1: if in first Preflop Round next player is small blind and only all-in-big-blind with less than smallblind amount is nonfold too -> preflop is over
// if(getFirstRound()) {
// PlayerListConstIterator bigBlindPositionIt = getMyHand()->getActivePlayerIt(getBigBlindPositionId());
// assert(bigBlindPositionIt != getMyHand()->getActivePlayerList()->end());
//
// currentPlayersTurnConstIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
// assert(currentPlayersTurnConstIt != getMyHand()->getRunningPlayerList()->end());
//
// int nonFoldPlayerCounter = 0;
// for (it_c=getMyHand()->getActivePlayerList()->begin(); it_c!=getMyHand()->getActivePlayerList()->end(); it_c++) {
// if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) nonFoldPlayerCounter++;
// }
//
// if((*currentPlayersTurnConstIt)->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && nonFoldPlayerCounter == 2) {
// setFirstRound(false);
// allHighestSet = true;
// getMyHand()->setAllInCondition(true);
// }
// }
// determine next player
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
//
// setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
// // falls BigBlind, dann PreflopFirstRound zuende
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPositionIt)->getMySet() < 2*getSmallBlind()) setFirstRound(false);
// // if next player is small blind and only all-in-big-blind with <= 2*smallblind is nonfold too
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_SMALL_BLIND && (*bigBlindPositionIt)->getMySet() <= getSmallBlind() && getMyHand()->getRunningPlayerList()->size() == 1) {
// setFirstRound(false);
// allHighestSet = true;
// }
// }
// cout << "firstRound. " << getFirstRound() << " - allHighestSet: " << allHighestSet << endl;
// prfen, ob Preflop wirklich dran ist
if(!getFirstRound() && allHighestSet) {
@@ -308,19 +140,11 @@ void LocalBeRoPreflop::run() {
//also gehe in Flop
getMyHand()->setCurrentRound(GAME_STATE_FLOP);
// exception no.1 - see above
// if(getMyHand()->getAllInCondition()) getMyHand()->setCurrentRound(GAME_STATE_PREFLOP);;
//Action loeschen und ActionButtons refresh
for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
}
//Action loeschen und ActionButtons refresh
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
// }
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
getMyHand()->getBoard()->collectSets();
getMyHand()->getBoard()->collectPot();
@@ -333,36 +157,17 @@ void LocalBeRoPreflop::run() {
getMyHand()->switchRounds();
}
else {
// Preflop ist wirklich dran
// falls BigBlind, dann PreflopFirstRound zuende
// if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
// lastPlayersTurn -> PreflopFirstRound is over
// if( (*(getCurrentPlayersTurnIt())) == (*(getLastPlayersTurnIt())) ) {
// setFirstRound(false);
// }
// lastPlayersTurn -> PreflopFirstRound is over
if( getCurrentPlayersTurnId() == getFirstRoundLastPlayersTurnId() ) {
setFirstRound(false);
}
// getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) {
throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
}
(*currentPlayersTurnIt)->setMyTurn(true);
// (*(getCurrentPlayersTurnIt()))->setMyTurn(true);
//highlight active players groupbox and clear action
// getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
// getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
//highlight active players groupbox and clear action
getMyHand()->getGuiInterface()->refreshGroupbox( getCurrentPlayersTurnId() , 2 );
getMyHand()->getGuiInterface()->refreshAction( getCurrentPlayersTurnId() , PLAYER_ACTION_NONE );
@@ -374,7 +179,6 @@ void LocalBeRoPreflop::run() {
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
getMyHand()->getGuiInterface()->beRoAnimation2(getMyBeRoID());
}
}
+5 -54
View File
@@ -26,17 +26,15 @@
using namespace std;
LocalBoard::LocalBoard() : BoardInterface(), /*playerArray(0),*/ currentHand(0), pot(0), sets(0)
LocalBoard::LocalBoard() : BoardInterface(), currentHand(0), pot(0), sets(0)
{
}
LocalBoard::~LocalBoard()
{
}
void LocalBoard::setPlayerLists(/*std::vector<boost::shared_ptr<PlayerInterface> > sl_old, */PlayerList sl, PlayerList apl, PlayerList rpl) {
// playerArray = sl_old; // delete
void LocalBoard::setPlayerLists(PlayerList sl, PlayerList apl, PlayerList rpl) {
seatsList = sl;
activePlayerList = apl;
runningPlayerList = rpl;
@@ -47,22 +45,18 @@ void LocalBoard::setHand(HandInterface* br) { currentHand = br; }
void LocalBoard::collectSets() {
sets = 0;
// int i;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) sets += playerArray[i]->getMySet(); //delete
PlayerListConstIterator it_c;
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
sets += (*it_c)->getMySet();
}
}
void LocalBoard::collectPot() {
// int i;
pot += sets;
sets = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++){ playerArray[i]->setMySetNull(); }
PlayerListIterator it;
for(it=seatsList->begin(); it!=seatsList->end(); it++) {
@@ -79,16 +73,6 @@ void LocalBoard::distributePot() {
PlayerListIterator it;
PlayerListConstIterator it_c;
// filling player sets vector
// vector<int> playerSets;
// for(i=0; i<(size_t)MAX_NUMBER_OF_PLAYERS; i++) {
// if(playerArray[i]->getMyActiveStatus()) {
// playerSets.push_back(((playerArray[i]->getMyRoundStartCash())-(playerArray[i]->getMyCash())));
// } else {
// playerSets.push_back(0);
// }
// }
// filling player sets vector
vector<int> playerSets;
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
@@ -99,7 +83,6 @@ void LocalBoard::distributePot() {
}
}
// sort player sets asc
vector<int> playerSetsSort = playerSets;
sort(playerSetsSort.begin(), playerSetsSort.end());
@@ -130,30 +113,14 @@ void LocalBoard::distributePot() {
potLevel.push_back((playerSetsSort.size()-i)*potLevel[0]);
// determine level highestCardsValue
// for(j=0; j<MAX_NUMBER_OF_PLAYERS; j++) {
// if(playerArray[j]->getMyCardsValueInt() > highestCardsValue && playerArray[j]->getMyActiveStatus() && playerArray[j]->getMyAction() != PLAYER_ACTION_FOLD && playerSets[j] >= potLevel[0]) {
// highestCardsValue = playerArray[j]->getMyCardsValueInt();
// }
// }
// determine level highestCardsValue
j=0;
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++,j++) {
for(it_c=seatsList->begin(), j=0; it_c!=seatsList->end(); it_c++,j++) {
if((*it_c)->getMyActiveStatus() && (*it_c)->getMyCardsValueInt() > highestCardsValue && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && playerSets[j] >= potLevel[0]) {
highestCardsValue = (*it_c)->getMyCardsValueInt();
}
}
// level winners
// for(j=0; j<MAX_NUMBER_OF_PLAYERS; j++) {
// if(highestCardsValue == playerArray[j]->getMyCardsValueInt() && playerArray[j]->getMyActiveStatus() && playerArray[j]->getMyAction() != PLAYER_ACTION_FOLD && playerSets[j] >= potLevel[0]) {
// potLevel.push_back(playerArray[j]->getMyID());
// }
// }
// level winners
j=0;
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++,j++) {
for(it_c=seatsList->begin(), j=0; it_c!=seatsList->end(); it_c++,j++) {
if((*it_c)->getMyActiveStatus() && highestCardsValue == (*it_c)->getMyCardsValueInt() && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && playerSets[j] >= potLevel[0]) {
potLevel.push_back((*it_c)->getMyUniqueID());
}
@@ -169,9 +136,6 @@ void LocalBoard::distributePot() {
mod = (potLevel[1])%winnerCount;
// pot level sum divisible by winnerCount
if(mod == 0) {
// for(j=2; j<potLevel.size(); j++) {
// playerArray[potLevel[j]]->setMyCash(playerArray[potLevel[j]]->getMyCash() + ((potLevel[1])/winnerCount));
// }
for(j=2; j<potLevel.size(); j++) {
it = currentHand->getSeatIt(potLevel[j]);
@@ -207,13 +171,6 @@ void LocalBoard::distributePot() {
}
// if(j<mod) {
// playerArray[winnerPointer]->setMyCash(playerArray[winnerPointer]->getMyCash() + (int)((potLevel[1])/winnerCount) + 1);
// } else {
// playerArray[winnerPointer]->setMyCash(playerArray[winnerPointer]->getMyCash() + (int)((potLevel[1])/winnerCount));
// }
it = currentHand->getSeatIt(winnerPointer);
if(it == seatsList->end()) {
throw LocalException(__FILE__, __LINE__, ERR_SEAT_NOT_FOUND);
@@ -260,18 +217,12 @@ void LocalBoard::distributePot() {
if(pot!=0) cout << "distributePot-ERROR: Pot = " << pot << endl;
int sum = 0;
// for(i=0; i<(size_t)MAX_NUMBER_OF_PLAYERS; i++) {
// if(playerArray[i]->getMyActiveStatus())
// sum += playerArray[i]->getMyCash();
// }
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
sum += (*it_c)->getMyCash();
}
if(sum != (currentHand->getStartQuantityPlayers() * currentHand->getStartCash()))
cout << "distributePot-ERROR: PlayersSumCash = " << sum << endl;
}
+1 -2
View File
@@ -35,7 +35,7 @@ public:
LocalBoard();
~LocalBoard();
void setPlayerLists(/*std::vector<boost::shared_ptr<PlayerInterface> >,*/ PlayerList, PlayerList, PlayerList);
void setPlayerLists(PlayerList, PlayerList, PlayerList);
void setHand(HandInterface*);
void setMyCards(int* theValue) { int i; for(i=0; i<5; i++) myCards[i] = theValue[i]; }
@@ -55,7 +55,6 @@ public:
private:
// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // delete
PlayerList seatsList;
PlayerList activePlayerList;
PlayerList runningPlayerList;
@@ -42,7 +42,7 @@ LocalEngineFactory::~LocalEngineFactory()
}
HandInterface* LocalEngineFactory::createHand(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) { return new LocalHand(f, g, b, /*sl_old,*/ sl, apl, rpl, id, sP, dP, sB, sC); }
HandInterface* LocalEngineFactory::createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC) { return new LocalHand(f, g, b, sl, apl, rpl, id, sP, dP, sB, sC); }
BoardInterface* LocalEngineFactory::createBoard() { return new LocalBoard; }
+1 -1
View File
@@ -37,7 +37,7 @@ public:
LocalEngineFactory(ConfigFile*);
~LocalEngineFactory();
HandInterface* createHand(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);
HandInterface* createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC);
BoardInterface* createBoard();
boost::shared_ptr<PlayerInterface> createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface* hi, int id, unsigned dP, int sB);
+44 -160
View File
@@ -29,8 +29,8 @@
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)
: 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),
LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, unsigned dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), 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)
{
@@ -41,25 +41,13 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
myBoard->setHand(this);
// for(i=0; i<startQuantityPlayers; i++) {
// playerArray[i]->setHand(this);
// // myFlipCards auf 0 setzen
// playerArray[i]->setMyCardsFlip(0, 0);
// }
for(it=seatsList->begin(); it!=seatsList->end(); it++) {
(*it)->setHand(this);
// myFlipCards auf 0 setzen
// set myFlipCards 0
(*it)->setMyCardsFlip(0, 0);
}
// roundStartCashArray fllen
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
// }
// Karten generieren und Board sowie Player zuweisen
// generate cards and assign to board and player
int *cardsArray = new int[2*activePlayerList->size()+5];
Tools::getRandNumber(0, 51, 2*activePlayerList->size()+5, cardsArray, 1);
int tempBoardArray[5];
@@ -88,14 +76,14 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
(*it)->setMyBestHandPosition(bestHandPos);
(*it)->setMyRoundStartCash((*it)->getMyCash());
// myBestHandPosition auf Fehler ueberpruefen
// error-check
for(j=0; j<5; j++) {
if (bestHandPos[j] == -1) {
cout << "ERROR getMyBestHandPosition in localhand.cpp" << endl;
}
}
// sBluff für alle aktiver Spieler außer human player setzen --> TODO for ai-player in internet
// set sBluff for all players --> TODO for ai-player in internet
if((*it)->getMyID() != 0) {
Tools::getRandNumber(1,100,1,&sBluff,0);
(*it)->setSBluff(sBluff);
@@ -327,7 +315,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
// ----------------------------------------
// Dealer, SB, BB bestimmen
// determine dealer, SB, BB
assignButtons();
myBeRo = myFactory->createBeRo(this, myID, dealerPosition, smallBlind);
@@ -351,13 +339,13 @@ void LocalHand::start() {
else { cout << "Log Error: cannot find sBID or bBID" << "\n"; }
myGui->flushLogAtHand();
// Karten austeilen
// deal cards
myGui->dealHoleCards();
getBoard()->collectSets();
getGuiInterface()->refreshPot();
//Rundenwechsel | beim ersten Durchlauf --> Preflop starten
// change rounds | first start preflop
myGui->nextPlayerAnimation();
}
@@ -367,18 +355,12 @@ void LocalHand::assignButtons() {
PlayerListIterator it;
PlayerListConstIterator it_c;
// alle Buttons loeschen
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
// alle Buttons loeschen
// delete all buttons
for (it=seatsList->begin(); it!=seatsList->end(); it++) {
(*it)->setMyButton(BUTTON_NONE);
}
// DealerButton zuweisen
// playerArray[dealerPosition]->setMyButton(1);
// DealerButton zuweisen
// assign dealer button
it = getSeatIt(dealerPosition);
if(it == seatsList->end()) {
throw LocalException(__FILE__, __LINE__, ERR_SEAT_NOT_FOUND);
@@ -386,32 +368,6 @@ void LocalHand::assignButtons() {
(*it)->setMyButton(BUTTON_DEALER);
// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
// i = dealerPosition;
//
// for(j=0; (j<MAX_NUMBER_OF_PLAYERS && !(playerArray[i]->getMyActiveStatus())) || j==0; j++) {
//
// i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
// if(playerArray[i]->getMyActiveStatus()) {
// if(activePlayerList->size() > 2) playerArray[i]->setMyButton(2); //small blind normal
// else playerArray[i]->setMyButton(3); //big blind in heads up
// }
// }
// assign big blind next to small blind. ATTENTION: in heads up it is small blind
// for(j=0; (j<MAX_NUMBER_OF_PLAYERS && !(playerArray[i]->getMyActiveStatus())) || j==0; j++) {
//
// i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
// if(playerArray[i]->getMyActiveStatus()) {
// if(activePlayerList->size() > 2) playerArray[i]->setMyButton(3); //big blind normal
// else playerArray[i]->setMyButton(2); //small blind in heads up
//
// }
// }
// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
// assign big blind next to small blind. ATTENTION: in heads up it is small blind
bool nextActivePlayerFound = false;
@@ -445,24 +401,6 @@ void LocalHand::assignButtons() {
throw LocalException(__FILE__, __LINE__, ERR_NEXT_ACTIVE_PLAYER_NOT_FOUND);
}
//do sets --> TODO switch?
for (it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
@@ -475,8 +413,6 @@ void LocalHand::assignButtons() {
(*it_c)->setMySet((*it_c)->getMyCash());
// 1 to do not log this
(*it_c)->setMyAction(PLAYER_ACTION_ALLIN,1);
// delete this player from runningPlayerList
// it_c = runningPlayerList->erase(it_c);
}
else {
@@ -493,8 +429,6 @@ void LocalHand::assignButtons() {
(*it_c)->setMySet((*it_c)->getMyCash());
// 1 to do not log this
(*it_c)->setMyAction(PLAYER_ACTION_ALLIN,1);
// delete this player from runningPlayerList
// it_c = runningPlayerList->erase(it_c);
}
else {
@@ -507,8 +441,6 @@ void LocalHand::assignButtons() {
void LocalHand::switchRounds() {
// cout << "playerID begin switchRounds(): " << getCurrentBeRo()->get
PlayerListIterator it, it_1;
PlayerListConstIterator it_c;
@@ -530,51 +462,38 @@ void LocalHand::switchRounds() {
}
}
// Anzahl der Spieler ermitteln, welche All In sind
// determine number of all in players
int allInPlayersCounter = 0;
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() == PLAYER_ACTION_ALLIN) allInPlayersCounter++;
}
// cout << "allInPlayersCounter: " << allInPlayersCounter << endl;
// TODO -> runningPlayerList.size()
// determine number of non-fold players
int nonFoldPlayerCounter = 0;
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if ((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) nonFoldPlayerCounter++;
}
// cout << "nonFoldPlayerCounter: " << nonFoldPlayerCounter << endl;
//wenn nur noch einer nicht-folded dann gleich den Pot verteilen
// if only one player non-fold -> distribute pot
if(nonFoldPlayerCounter==1) {
myBoard->collectPot();
myGui->refreshPot();
myGui->refreshSet();
currentRound = 4;
}
// prfen der All In Kondition
// fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein
// check for all in condition
// for all in condition at least two active players have to remain
else {
// 1) wenn alle All In
// 1) all players all in
if(allInPlayersCounter == nonFoldPlayerCounter) {
allInCondition = true;
}
// 2) alle bis auf einen All In und der hat HighestSet
// 2) all players but one all in and he has highest set
if(allInPlayersCounter+1 == nonFoldPlayerCounter) {
// TODO -> runningPlayerList s.u.
// 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[currentRound]->getHighestSet()) {
// allInCondition = 1;
// }
//
// }
for(it_c=runningPlayerList->begin(); it_c!=runningPlayerList->end(); it_c++) {
if((*it_c)->getMySet() >= myBeRo[currentRound]->getHighestSet()) {
@@ -583,54 +502,34 @@ void LocalHand::switchRounds() {
}
// if( (*(runningPlayerList.begin()))->getMySet() >= myBeRo[currentRound]->getHighestSet() ) {
// allInCondition = 1;
// }
// // HeadsUp-Ausnahme -> spieler ermitteln, der all in ist und als bb nur weniger als sb setzen konnte
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
//
// if(activePlayerList->size()==2 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) {
// allInCondition = 1;
// }
//
// }
// 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
PlayerListConstIterator smallBlindIt_c = getRunningPlayerIt(myBeRo[currentRound]->getSmallBlindPositionId());
PlayerListConstIterator bigBlindIt_c = getActivePlayerIt(myBeRo[currentRound]->getBigBlindPositionId());
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
int tempCounter = 0;
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() == PLAYER_ACTION_ALLIN && (*it_c)->getMySet() <= smallBlind) {
tempCounter++;
PlayerListConstIterator smallBlindIt_c = getRunningPlayerIt(myBeRo[currentRound]->getSmallBlindPositionId());
PlayerListConstIterator bigBlindIt_c = getActivePlayerIt(myBeRo[currentRound]->getBigBlindPositionId());
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
int tempCounter = 0;
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if((*it_c)->getMyAction() == PLAYER_ACTION_ALLIN && (*it_c)->getMySet() <= smallBlind) {
tempCounter++;
}
}
if( (*bigBlindIt_c)->getMySet() <= smallBlind && tempCounter == allInPlayersCounter) {
allInCondition = true;
}
}
if( (*bigBlindIt_c)->getMySet() <= smallBlind && tempCounter == allInPlayersCounter) {
allInCondition = true;
// no.2: heads up -> detect player who is all in and bb but could set less than sb
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if(activePlayerList->size()==2 && (*it_c)->getMyAction() == PLAYER_ACTION_ALLIN && (*it_c)->getMyButton()==BUTTON_BIG_BLIND && (*it_c)->getMySet()<=smallBlind) {
allInCondition = true;
}
}
}
// HeadsUp-Ausnahme -> spieler ermitteln, der all in ist und als bb nur weniger als sb setzen konnte
for(it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); it_c++) {
if(activePlayerList->size()==2 && (*it_c)->getMyAction() == PLAYER_ACTION_ALLIN && (*it_c)->getMyButton()==BUTTON_BIG_BLIND && (*it_c)->getMySet()<=smallBlind) {
allInCondition = true;
}
}
}
}
// beim Vorliegen einer All In Kondition -> Ausfhrung einer Sonderprozedur
// special routine
if(allInCondition) {
myBoard->collectPot();
myGui->refreshPot();
@@ -650,12 +549,6 @@ void LocalHand::switchRounds() {
}
//unhighlight current players groupbox
// if(playerArray[lastPlayersTurn]->getMyActiveStatus() == 1) myGui->refreshGroupbox(lastPlayersTurn,1);
//unhighlight current players groupbox
it_c = getActivePlayerIt(lastPlayersTurn);
if( it_c != activePlayerList->end() ) {
@@ -663,34 +556,29 @@ void LocalHand::switchRounds() {
myGui->refreshGroupbox(lastPlayersTurn,1);
}
myGui->refreshGameLabels((GameState)getCurrentRound());
// /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl;
//
// cout << "NextPlayerSpeed2 start" << endl;
switch(currentRound) {
case 0: {
// Preflop starten
// start preflop
myGui->preflopAnimation1();
} break;
case 1: {
// Flop starten
// start flop
myGui->flopAnimation1();
} break;
case 2: {
// Turn starten
// start turn
myGui->turnAnimation1();
} break;
case 3: {
// River starten
// start river
myGui->riverAnimation1();
} break;
case 4: {
// PostRiver starten
// start post river
myGui->postRiverAnimation1();
} break;
@@ -736,15 +624,11 @@ PlayerListIterator LocalHand::getRunningPlayerIt(unsigned uniqueId) const {
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); it++) {
// cout << (*it)->getMyUniqueID() << " ";
if((*it)->getMyUniqueID() == uniqueId) {
break;
}
}
// cout << endl;
return it;
}
+2 -4
View File
@@ -34,12 +34,11 @@
class LocalHand : public HandInterface{
public:
LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, /*std::vector<boost::shared_ptr<PlayerInterface> >,*/ PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int);
LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int);
~LocalHand();
void start();
// std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const { return playerArray; }
PlayerList getSeatsList() const {return seatsList;}
PlayerList getActivePlayerList() const {return activePlayerList;}
PlayerList getRunningPlayerList() const {return runningPlayerList;}
@@ -97,7 +96,6 @@ private:
GuiInterface *myGui;
BoardInterface *myBoard;
// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // delete
PlayerList seatsList;
PlayerList activePlayerList;
PlayerList runningPlayerList;
@@ -106,7 +104,7 @@ private:
int myID;
int startQuantityPlayers;
unsigned dealerPosition; // -1 -> neutral
unsigned dealerPosition;
int currentRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
int smallBlind;
int startCash;
-40
View File
@@ -1079,16 +1079,6 @@ void LocalPlayer::preflopEngine() {
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
//
// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->getPlayerArray()[0]->getMyAction() != 1) {
// myNiveau[0] -= aggValue;
// myNiveau[2] -= aggValue;
// }
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
it_c = currentHand->getActivePlayerIt(0);
if( it_c != currentHand->getActivePlayerList()->end() ) {
@@ -1394,15 +1384,6 @@ void LocalPlayer::flopEngine() {
int individualHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
if(individualHighestSet > myCash) individualHighestSet = myCash;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
//
// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->getPlayerArray()[0]->getMyAction() != 1) {
// for(i=0; i<3; i++) {
// myNiveau[i] -= aggValue;
// }
// }
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
it_c = currentHand->getActivePlayerIt(0);
if( it_c != currentHand->getActivePlayerList()->end() ) {
@@ -2032,17 +2013,6 @@ void LocalPlayer::turnEngine() {
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(currentHand->getActivePlayerList().size() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
//
// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->getPlayerArray()[0]->getMyAction() != 1) {
// for(i=0; i<3; i++) {
// myNiveau[i] -= aggValue;
// }
// }
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
it_c = currentHand->getActivePlayerIt(0);
if( it_c != currentHand->getActivePlayerList()->end() ) {
@@ -2436,16 +2406,6 @@ void LocalPlayer::riverEngine() {
// 3. Call -- Raise
myNiveau[2] = 69 + myDude4/* - 6*(currentHand->getActivePlayerList().size() - 2)*/;
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist
// int aggValue = (int)(((currentHand->getPlayerArray()[0]->getMyAggressive()*1.0)/7.0 - 1.0/currentHand->getActivePlayerList()->size())*21.0);
//
// if(currentHand->getPlayerArray()[0]->getMyActiveStatus() && currentHand->getPlayerArray()[0]->getMyAction() != 1) {
// for(i=0; i<3; i++) {
// myNiveau[i] -= aggValue;
// }
// }
// Aggresivität des humanPlayers auslesen -> nur wenn er aktiv ist !
it_c = currentHand->getActivePlayerIt(0);
if( it_c != currentHand->getActivePlayerList()->end() ) {
+2 -3
View File
@@ -24,7 +24,7 @@
using namespace std;
ClientBoard::ClientBoard()
: /*playerArray(0),*/ currentHand(0), pot(0), sets(0)
: currentHand(0), pot(0), sets(0)
{
}
@@ -34,10 +34,9 @@ ClientBoard::~ClientBoard()
}
void
ClientBoard::setPlayerLists(/*std::vector<boost::shared_ptr<PlayerInterface> > sl_old,*/ PlayerList sl, PlayerList apl, PlayerList rpl)
ClientBoard::setPlayerLists(PlayerList sl, PlayerList apl, PlayerList rpl)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
// playerArray = sl_old; // delete
seatsList = sl;
activePlayerList = apl;
runningPlayerList = rpl;
+1 -2
View File
@@ -34,7 +34,7 @@ public:
ClientBoard();
~ClientBoard();
void setPlayerLists(/*std::vector<boost::shared_ptr<PlayerInterface> >,*/ PlayerList, PlayerList, PlayerList);
void setPlayerLists(PlayerList, PlayerList, PlayerList);
void setHand(HandInterface*);
void setMyCards(int* theValue);
@@ -55,7 +55,6 @@ public:
private:
mutable boost::recursive_mutex m_syncMutex;
// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // delete
PlayerList seatsList;
PlayerList activePlayerList;
PlayerList runningPlayerList;
@@ -35,9 +35,9 @@ ClientEngineFactory::~ClientEngineFactory()
}
HandInterface* ClientEngineFactory::createHand(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)
HandInterface* ClientEngineFactory::createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
{
return new ClientHand(f, g, b, /*sl_old,*/ sl, apl, rpl, id, sP, dP, sB, sC);
return new ClientHand(f, g, b, sl, apl, rpl, id, sP, dP, sB, sC);
}
BoardInterface* ClientEngineFactory::createBoard()
@@ -37,7 +37,7 @@ public:
ClientEngineFactory();
~ClientEngineFactory();
HandInterface* createHand(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);
HandInterface* createHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC);
BoardInterface* createBoard();
boost::shared_ptr<PlayerInterface> createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
std::vector<boost::shared_ptr<BeRoInterface> > createBeRo(HandInterface* hi, int id, unsigned dP, int sB);
+2 -8
View File
@@ -21,8 +21,8 @@
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)
: myFactory(f), myGui(g), myBoard(b), /*playerArray(sl_old),*/ seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0),
ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
: myFactory(f), myGui(g), myBoard(b), seatsList(sl), activePlayerList(apl), runningPlayerList(rpl), myID(id), startQuantityPlayers(sP), dealerPosition(dP), currentRound(0),
smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0),
cardsShown(false), bettingRoundsPlayed(0)
{
@@ -67,12 +67,6 @@ ClientHand::start()
{
}
// std::vector<boost::shared_ptr<PlayerInterface> >
// ClientHand::getPlayerArray() const
// {
// return playerArray;
// }
PlayerList
ClientHand::getSeatsList() const
{
+1 -3
View File
@@ -32,12 +32,11 @@
class ClientHand : public HandInterface
{
public:
ClientHand ( boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, /*std::vector<boost::shared_ptr<PlayerInterface> >,*/ PlayerList, PlayerList, PlayerList , int, int, int, int, int );
ClientHand ( boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, PlayerList, PlayerList, PlayerList , int, int, int, int, int );
~ClientHand();
void start();
// std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const;
PlayerList getSeatsList() const;
PlayerList getActivePlayerList() const;
PlayerList getRunningPlayerList() const;
@@ -97,7 +96,6 @@ class ClientHand : public HandInterface
GuiInterface *myGui;
BoardInterface *myBoard;
// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // delete
PlayerList seatsList;
PlayerList activePlayerList;
PlayerList runningPlayerList;
+24 -94
View File
@@ -40,22 +40,14 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
blindsList = myGameData.manualBlindsList;
if(DEBUG_MODE) {
startSmallBlind = 10;
currentSmallBlind = startSmallBlind;
}
// cout << "Create Game Object" << "\n";
int i;
currentHandID = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i] = 0;
// }
// Dealer Position bestimmen
// determine dealer position
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
@@ -67,17 +59,18 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
}
if (player_i == player_end)
throw LocalException(__FILE__, __LINE__, ERR_DEALER_NOT_FOUND);
dealerPosition = startData.startDealerPlayerId;
// Board erstellen
// create board
currentBoard = myFactory->createBoard();
// create player lists
seatsList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
activePlayerList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
runningPlayerList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
// Player erstellen
// create player
player_i = playerDataList.begin();
player_end = playerDataList.end();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
@@ -99,24 +92,22 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
++player_i;
}
// create Player Objects
// create player objects
boost::shared_ptr<PlayerInterface> tmpPlayer = myFactory->createPlayer(currentBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
tmpPlayer->setNetSessionData(myNetSession);
// fill player lists
// playerArray.push_back(tmpPlayer); // delete
seatsList->push_back(tmpPlayer);
if(startQuantityPlayers > i) {
activePlayerList->push_back(tmpPlayer);
}
(*runningPlayerList) = (*activePlayerList);
// playerArray[i]->setNetSessionData(myNetSession); // delete
}
currentBoard->setPlayerLists(/*playerArray,*/ seatsList, activePlayerList, runningPlayerList); // delete playerArray
currentBoard->setPlayerLists(seatsList, activePlayerList, runningPlayerList);
//start timer
blindsTimer.reset();
@@ -125,13 +116,10 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
Game::~Game()
{
// cout << "Delete Game Object" << "\n";
delete currentBoard;
currentBoard = 0;
delete currentHand;
currentHand = 0;
}
HandInterface *Game::getCurrentHand()
@@ -149,38 +137,31 @@ void Game::initHand()
size_t i;
PlayerListConstIterator it_c;
PlayerListIterator it, it_2;
PlayerListIterator it;
currentHandID++;
// calculate smallBlind
raiseBlinds();
//Spieler Action auf 0 setzen
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i]->setMyAction(0);
// }
//Spieler Action auf 0 setzen
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
// set player action none
for(it=seatsList->begin(); it!=seatsList->end(); it++) {
(*it)->setMyAction(PLAYER_ACTION_NONE);
}
// Spieler mit leerem Cash auf inactive setzen
// set player with empty cash inactive
it = activePlayerList->begin();
while( it!=activePlayerList->end() ) {
if((*it)->getMyCash() == 0) {
// cout << "playerID: " << (*it)->getMyID() << endl;
(*it)->setMyActiveStatus(0);
(*it)->setMyActiveStatus(false);
it = activePlayerList->erase(it);
} else {
it++;
}
}
// eventuell vorhandene Hand löschen
// delete possible existing hands
if(currentHand) {
delete currentHand;
currentHand = 0;
@@ -189,17 +170,10 @@ void Game::initHand()
runningPlayerList->clear();
(*runningPlayerList) = (*activePlayerList);
// Hand erstellen
currentHand = myFactory->createHand(myFactory, myGui, currentBoard, /*playerArray,*/ seatsList, activePlayerList, runningPlayerList, currentHandID, startQuantityPlayers, dealerPosition, currentSmallBlind, startCash); // delete playerArray
// create Hand
currentHand = myFactory->createHand(myFactory, myGui, currentBoard, seatsList, activePlayerList, runningPlayerList, currentHandID, startQuantityPlayers, dealerPosition, currentSmallBlind, startCash);
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!! DELETE
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(playerArray[dealerPosition]->getMyActiveStatus())) || i==0; i++) {
//
// dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
// }
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!!
// shifting dealer button -> TODO exception-rule !!!
bool nextDealerFound = false;
PlayerListConstIterator dealerPositionIt = currentHand->getSeatIt(dealerPosition);
if(dealerPositionIt == seatsList->end()) {
@@ -211,10 +185,10 @@ void Game::initHand()
dealerPositionIt++;
if(dealerPositionIt == seatsList->end()) dealerPositionIt = seatsList->begin();
it = currentHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
if(it != activePlayerList->end() ) {
it_c = currentHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
if(it_c != activePlayerList->end() ) {
nextDealerFound = true;
dealerPosition = (*it)->getMyUniqueID();
dealerPosition = (*it_c)->getMyUniqueID();
break;
}
@@ -228,10 +202,9 @@ void Game::initHand()
void Game::startHand()
{
//GUI bereinigen
myGui->nextRoundCleanGui();
//Log new Hand
// log new hand
myGui->logNewGameHandMsg(myGameID, currentHandID);
myGui->flushLogAtGame(myGameID);
@@ -265,84 +238,41 @@ boost::shared_ptr<PlayerInterface> Game::getCurrentPlayer()
void Game::raiseBlinds() {
// cout << "timer minutes " << blindsTimer.elapsed().total_seconds()/60 << "\n";
// cout << "gameData.RaiseIntervalMode " << myGameData.RaiseIntervalMode << "\n";
// cout << "gameData.raiseMode " << myGameData.raiseMode << "\n";
// cout << "gameData.afterManualBlindsMode " << myGameData.afterManualBlindsMode << "\n";
bool raiseBlinds = false;
if (myGameData.raiseIntervalMode == RAISE_ON_HANDNUMBER) {
if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= currentHandID) {
raiseBlinds = true;
lastHandBlindsRaised = currentHandID;
// cout << "raise now on hands \n";
}
}
else {
if (lastTimeBlindsRaised + myGameData.raiseSmallBlindEveryMinutesValue <= blindsTimer.elapsed().total_seconds()/60) {
raiseBlinds = true;
lastTimeBlindsRaised = blindsTimer.elapsed().total_seconds()/60;
// cout << "raise now on minutes \n";
}
}
if (raiseBlinds) {
// At this point, the blinds must be raised
// Now we check how the blinds should be raised
// Now we check how the blinds should be raised
if (myGameData.raiseMode == DOUBLE_BLINDS) {
currentSmallBlind *= 2;
// cout << "double small blind \n";
}
else {
// Increase the position of the list
/* list<int> blindsList = myGameData.manualBlindsList;*/
// list<int>::iterator it;
if(!blindsList.empty()) {
currentSmallBlind = blindsList.front();
blindsList.pop_front();
// it = find(blindsList.begin(), blindsList.end(), currentSmallBlind);
// if(it != blindsList.end()) {
// it++;
// cout << "increase position in blindslist \n";
// }
// else {
// cout << "blindslist exceeds\n";
// if(currentSmallBlind == myGameData.firstSmallBlind) {
// it = blindsList.begin();
// }
// }
}
// else { cout << "blindslist is empty \n"; }
// Check if we can get an element of the list or the position exceeds the lis
// if (blindsList.empty() || it == blindsList.end()) {
else {
// The position exceeds the list
if (myGameData.afterManualBlindsMode == AFTERMB_DOUBLE_BLINDS) {
currentSmallBlind *= 2;
// cout << "after blindslist double blind\n";
}
else {
if(myGameData.afterManualBlindsMode == AFTERMB_RAISE_ABOUT) {
currentSmallBlind += myGameData.afterMBAlwaysRaiseValue;
// cout << "after blindslist increase about x \n";
}
// else { /* Stay at last blind */ cout << "after blindslist stay at last blind \n"; }
}
// } else {
// Grab the blinds amount from the list
// currentSmallBlind = *it;
// cout << "set new small blind from blindslist \n";
}
}
}
}
+2 -7
View File
@@ -56,12 +56,10 @@ public:
HandInterface *getCurrentHand();
const HandInterface *getCurrentHand() const;
// std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const {return playerArray;}
PlayerList getSeatsList() const {return seatsList;}
PlayerList getActivePlayerList() const {return activePlayerList;}
PlayerList getRunningPlayerList() const {return runningPlayerList;}
//Zufgriff Startvariablen
void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
int getStartQuantityPlayers() const { return startQuantityPlayers; }
@@ -91,21 +89,18 @@ private:
HandInterface *currentHand;
BoardInterface *currentBoard;
// std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete
PlayerList seatsList;
PlayerList activePlayerList; // used seats
PlayerList runningPlayerList; // nonfolded and nonallin active players
// boost::shared_ptr<PlayerInterface> playerArray[MAX_NUMBER_OF_PLAYERS];
//Startvariablen
// start variables
int startQuantityPlayers;
int startCash;
int startSmallBlind;
int myGameID;
int guiPlayerNum;
//Laufvariablen
// running variables
int currentSmallBlind;
int currentHandID;
unsigned dealerPosition;
+1 -273
View File
@@ -70,8 +70,6 @@ Log::Log(mainWindowImpl* w, ConfigFile *c) : myW(w), myConfig(c), myLogDir(0), m
stream << "<body style=\"font-size:smaller\">\n";
stream << "<img src='logo.png'>\n";
stream << "<h3><b>Log-File for PokerTH 0.6 Session started on "+QDate::currentDate().toString("yyyy-MM-dd")+" at "+QTime::currentTime().toString("hh:mm:ss")+"</b></h3>\n";
// stream << "</body>\n";
// stream << "</html>\n";
myLogFile->close();
//Zu alte Dateien löschen!!!
@@ -151,195 +149,11 @@ void Log::logPlayerActionMsg(QString msg, int action, int setValue) {
void Log::logNewGameHandMsg(int gameID, int handID) {
// int i, j, k;
PlayerListConstIterator it_c;
HandInterface *currentHand = myW->getSession().getCurrentGame()->getCurrentHand();
myW->textBrowser_Log->append("<span style=\"font-size:large; font-weight:bold\">## Game: "+QString::number(gameID,10)+" | Hand: "+QString::number(handID,10)+" ##</span>");
// if(myConfig->readConfigInt("LogOnOff")) {
// //if write logfiles is enabled
//
// logFileStreamString += "<p><b>####################&#160;&#160;&#160;Game: "+QString::number(gameID,10)+" | Hand: "+QString::number(handID,10)+"&#160;&#160;&#160;####################</b></br>";
// logFileStreamString += "BLIND LEVEL: "+QString::number(currentHand->getSmallBlind())+"$/"+QString::number(currentHand->getSmallBlind()*2)+"$</br>";
// logFileStreamString += "CASH: ";
//
// //Aktive Spieler zählen
// // int activePlayersCounter = 0;
// // for (k=0; k<MAX_NUMBER_OF_PLAYERS; k++) {
// // if (currentHand->getPlayerArray()[k]->getMyActiveStatus() == 1) activePlayersCounter++;
// // }
// int k = 0;
// // if(currentHand->getActivePlayerList()->size() > 2) {
// //
// // for(i=0; i<currentHand->getStartQuantityPlayers(); i++) {
// //
// // if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
// // //print cash only for active players
// //
// //
// // if(currentHand->getPlayerArray()[i]->getMyButton() == 1) {
// // if(k==1) { logFileStreamString += ", "; }
// // k=1;
// // logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str())+" (Dealer): "+QString::number(currentHand->getPlayerArray()[i]->getMyCash(),10)+"$";
// // }
// // else {
// // if(k==1) { logFileStreamString += ", "; }
// // k=1;
// // logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str())+": "+QString::number(currentHand->getPlayerArray()[i]->getMyCash()+currentHand->getPlayerArray()[i]->getMySet(),10)+"$";
// // }
// // }
// // }
// // }
// // else {
// // for(i=0; i<currentHand->getStartQuantityPlayers(); i++) {
// // if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
// // //print cash only for active players
// // if(currentHand->getPlayerArray()[i]->getMyButton() == 2) {
// // if(k==1) { logFileStreamString += ", "; }
// // k=1;
// // logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str())+" (Dealer): "+QString::number(currentHand->getPlayerArray()[i]->getMyCash()+currentHand->getPlayerArray()[i]->getMySet(),10)+"$";
// // }
// // else {
// // if(k==1) { logFileStreamString += ", "; }
// // k=1;
// // logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyName().c_str())+": "+QString::number(currentHand->getPlayerArray()[i]->getMyCash()+currentHand->getPlayerArray()[i]->getMySet(),10)+"$";
// // }
// // }
// // }
// // }
//
// //print cash only for active players
// for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
//
// if(currentHand->getActivePlayerList()->size() > 2) {
//
// if((*it_c)->getMyButton() == BUTTON_DEALER) {
// if(k==1) { logFileStreamString += ", "; }
// k=1;
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" (Dealer): "+QString::number((*it_c)->getMyCash(),10)+"$";
// }
// else {
// if(k==1) { logFileStreamString += ", "; }
// k=1;
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+": "+QString::number((*it_c)->getMyCash()+(*it_c)->getMySet(),10)+"$";
// }
// }
// // heads up
// else {
//
// if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) {
// if(k==1) { logFileStreamString += ", "; }
// k=1;
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" (Dealer): "+QString::number((*it_c)->getMyCash()+(*it_c)->getMySet(),10)+"$";
// }
// else {
// if(k==1) { logFileStreamString += ", "; }
// k=1;
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+": "+QString::number((*it_c)->getMyCash()+(*it_c)->getMySet(),10)+"$";
// }
// }
// }
// /* // log blinds
// logFileStreamString += "</br>BLINDS: ";
// // for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// //
// // j = 0;
// // //Aktive Spieler zählen
// // int activePlayersCounter = 0;
// // for (k=0; k<MAX_NUMBER_OF_PLAYERS; k++) {
// // if (currentHand->getPlayerArray()[k]->getMyAction() != 1 && currentHand->getPlayerArray()[k]->getMyActiveStatus() == 1) activePlayersCounter++;
// // }
// //
// // switch (currentHand->getPlayerArray()[(i+currentHand->getDealerPosition()+j)%MAX_NUMBER_OF_PLAYERS]->getMyButton()) {
// // case 2 : logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[(i+currentHand->getDealerPosition()+j)%MAX_NUMBER_OF_PLAYERS]->getMyName().c_str())+" ("+QString::number(currentHand->getPlayerArray()[(i+currentHand->getDealerPosition()+j)%MAX_NUMBER_OF_PLAYERS]->getMySet(),10)+"$), ";
// // break;
// // case 3 : logFileStreamString += QString::fromUtf8(currentHand->getPlayerArray()[(i+currentHand->getDealerPosition()+j)%MAX_NUMBER_OF_PLAYERS]->getMyName().c_str())+" ("+QString::number(currentHand->getPlayerArray()[(i+currentHand->getDealerPosition()+j)%MAX_NUMBER_OF_PLAYERS]->getMySet(),10)+"$)";
// // break;
// // default :;
// // }
// // }
//
//
//
//
//
//
// // for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
// //
// // switch ( (*it_c)->getMyButton() ) {
// // case 2 : logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$), ";
// // break;
// // case 3 : logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$)";
// // break;
// // default : ;
// // }
// // }
//
//
//
//
// cout << "SB: " << currentHand->getCurrentBeRo()->getSmallBlindPositionId() << endl;
// cout << "BB: " << currentHand->getCurrentBeRo()->getBigBlindPositionId() << endl;
//
// // smallBlind
// it_c = currentHand->getActivePlayerIt(currentHand->getCurrentBeRo()->getSmallBlindPositionId());
// if(it_c != currentHand->getActivePlayerList()->end()) {
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$), ";
// }
//
// // bigBlind
// it_c = currentHand->getActivePlayerIt(currentHand->getCurrentBeRo()->getBigBlindPositionId());
// if(it_c != currentHand->getActivePlayerList()->end()) {
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$)";
// }
//
//
//
//
//
//
//
//
//
// logFileStreamString += "</br></br><b>PREFLOP</b>";
// logFileStreamString += "</br>\n";*/
// /*
// if(myConfig->readConfigInt("LogInterval") < 2) {
// // write for log after every action and after every hand
// writeLogFileStream(logFileStreamString);
// logFileStreamString = "";
// }
// else {
// // write for log after every game
// if(gameID > lastGameID) {
// writeLogFileStream(logFileStreamString);
// logFileStreamString = "";
// lastGameID = gameID;
// }
// }*/
//
// }
if(myConfig->readConfigInt("LogOnOff")) {
//if write logfiles is enabled
@@ -354,99 +168,40 @@ void Log::logNewGameHandMsg(int gameID, int handID) {
}
}
}
void Log::logNewBlindsSetsMsg(int sbSet, int bbSet, QString sbName, QString bbName) {
// log blinds
// log blinds
logFileStreamString += "BLINDS: ";
/*
cout << "SB: " << sbName << endl;
cout << "BB: " << bbName << endl; */
// smallBlind
// it_c = currentHand->getActivePlayerIt(currentHand->getCurrentBeRo()->getSmallBlindPositionId());
// if(it_c != currentHand->getActivePlayerList()->end()) {
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$), ";
// }*/
logFileStreamString += sbName+" ("+QString::number(sbSet,10)+"$), ";
// bigBlind
// it_c = currentHand->getActivePlayerIt(currentHand->getCurrentBeRo()->getBigBlindPositionId());
// if(it_c != currentHand->getActivePlayerList()->end()) {
// logFileStreamString += QString::fromUtf8((*it_c)->getMyName().c_str())+" ("+QString::number((*it_c)->getMySet(),10)+"$)";
// }
logFileStreamString += bbName+" ("+QString::number(bbSet,10)+"$)";
PlayerListConstIterator it_c;
HandInterface *currentHand = myW->getSession().getCurrentGame()->getCurrentHand();
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
if(currentHand->getActivePlayerList()->size() > 2) {
if((*it_c)->getMyButton() == BUTTON_DEALER) {
// logFileStreamString += "</br></br>DEALER: " + QString::fromUtf8((*it_c)->getMyName().c_str());
logFileStreamString += "</br>" + QString::fromUtf8((*it_c)->getMyName().c_str()) + " starts as dealer.";
break;
}
} else {
if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) {
// logFileStreamString += "</br></br>DEALER: " + QString::fromUtf8((*it_c)->getMyName().c_str());
logFileStreamString += "</br>" + QString::fromUtf8((*it_c)->getMyName().c_str()) + " starts as dealer.";
break;
}
}
}
logFileStreamString += "</br></br><b>PREFLOP</b>";
logFileStreamString += "</br>\n";
}
void Log::logPlayerWinsMsg(QString playerName, int pot, bool main) {
// HandInterface *currentHand = myW->getSession().getCurrentGame()->getCurrentHand();
// myW->textBrowser_Log->append(QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName().c_str())+" wins "+QString::number(pot,10)+"$!!! ");
// PlayerListConstIterator playerConstIt = currentHand->getActivePlayerIt(playerID);
// assert( playerConstIt != currentHand->getActivePlayerList()->end() );
if(main) {
myW->textBrowser_Log->append("<span style=\"color:#FFFF00;\">"+playerName+" wins "+QString::number(pot,10)+"$</span>");
} else {
@@ -456,22 +211,12 @@ void Log::logPlayerWinsMsg(QString playerName, int pot, bool main) {
if(myConfig->readConfigInt("LogOnOff")) {
//if write logfiles is enabled
// if (cardsValueInt != -1) {
// myW->textBrowser_Log->append(QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName())+" wins "+QString::number(pot,10)+"$ with "+translateCardsValueCode(cardsValueInt).at(0)+"!!! ");
// stream << "</br><i>"+QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName())+" wins "+QString::number(pot,10)+"$!!!</i></p>\n";
// }
// else {
// logFileStreamString += "</br><i>"+QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName().c_str())+" wins "+QString::number(pot,10)+"$!!!</i></p>\n";
logFileStreamString += "</br><i>"+playerName+" wins "+QString::number(pot,10)+"$";
if(!main) {
logFileStreamString += " (side pot)";
}
logFileStreamString += "</i>\n";
if(myConfig->readConfigInt("LogInterval") == 0) {
writeLogFileStream(logFileStreamString);
logFileStreamString = "";
@@ -488,7 +233,6 @@ void Log::logPlayerSitsOut(QString playerName) {
logFileStreamString += "</br><i><span style=\"font-size:smaller;\">"+playerName+" sits out</span></i>\n";
if(myConfig->readConfigInt("LogInterval") == 0) {
writeLogFileStream(logFileStreamString);
logFileStreamString = "";
@@ -1469,8 +1213,6 @@ QStringList Log::translateCardsValueCode(int cardsValueCode) {
QString Log::determineHandName(int myCardsValueInt) {
// size_t i;
list<int> shownCardsValueInt;
list<int> sameHandCardsValueInt;
bool different = false;
@@ -1478,14 +1220,6 @@ QString Log::determineHandName(int myCardsValueInt) {
HandInterface *currentHand = myW->getSession().getCurrentGame()->getCurrentHand();
PlayerListConstIterator it_c;
// collect cardsValueInt of all players who will show their cards
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD) {
// shownCardsValueInt.push_back(currentHand->getPlayerArray()[i]->getMyCardsValueInt());
// }
// }
// collect cardsValueInt of all players who will show their cards
for(it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
if( (*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
@@ -1502,12 +1236,6 @@ QString Log::determineHandName(int myCardsValueInt) {
}
}
// for(it = shownCardsValueInt.begin(); it != shownCardsValueInt.end(); it++) {
// cout << *it << endl;
// }
//
// cout << endl;
QString handName;
switch(myCardsValueInt/100000000) {
+2 -645
View File
@@ -1030,24 +1030,6 @@ void mainWindowImpl::callSettingsDialog() {
//Falls Spielernamen geändert wurden --> neu zeichnen --> erst beim nächsten Neustart neu ausgelesen
if (mySettingsDialog->getPlayerNickIsChanged() && mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// currentHand->getPlayerArray()[0]->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
// currentHand->getPlayerArray()[1]->setMyName(mySettingsDialog->lineEdit_Opponent1Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[2]->setMyName(mySettingsDialog->lineEdit_Opponent2Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[3]->setMyName(mySettingsDialog->lineEdit_Opponent3Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[4]->setMyName(mySettingsDialog->lineEdit_Opponent4Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[5]->setMyName(mySettingsDialog->lineEdit_Opponent5Name->text().toUtf8().constData());
// currentHand->getPlayerArray()[6]->setMyName(mySettingsDialog->lineEdit_Opponent6Name->text().toUtf8().constData());
// mySettingsDialog->setPlayerNickIsChanged(FALSE);
//
// refreshPlayerName();
Game *currentGame = mySession->getCurrentGame();
PlayerListIterator it = currentGame->getSeatsList()->begin();
(*it)->setMyName(mySettingsDialog->lineEdit_HumanPlayerName->text().toUtf8().constData());
@@ -1064,27 +1046,6 @@ void mainWindowImpl::callSettingsDialog() {
if(mySession->getCurrentGame() && !mySession->isNetworkClientRunning()) {
// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// currentHand->getPlayerArray()[0]->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[1]->setMyAvatar(mySettingsDialog->pushButton_Opponent1Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[2]->setMyAvatar(mySettingsDialog->pushButton_Opponent2Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[3]->setMyAvatar(mySettingsDialog->pushButton_Opponent3Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[4]->setMyAvatar(mySettingsDialog->pushButton_Opponent4Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[5]->setMyAvatar(mySettingsDialog->pushButton_Opponent5Avatar->getMyLink().toUtf8().constData());
// currentHand->getPlayerArray()[6]->setMyAvatar(mySettingsDialog->pushButton_Opponent6Avatar->getMyLink().toUtf8().constData());
//
// //avatar refresh
// refreshPlayerAvatar();
Game *currentGame = mySession->getCurrentGame();
PlayerListIterator it = currentGame->getSeatsList()->begin();
(*it)->setMyAvatar(mySettingsDialog->pushButton_HumanPlayerAvatar->getMyLink().toUtf8().constData());
@@ -1097,13 +1058,6 @@ void mainWindowImpl::callSettingsDialog() {
//avatar refresh
refreshPlayerAvatar();
}
//Flipside refresh
@@ -1212,12 +1166,6 @@ void mainWindowImpl::setSession(boost::shared_ptr<Session> session) { mySession
//refresh-Funktionen
void mainWindowImpl::refreshSet() {
// int i;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet() == 0) setLabelArray[i]->setText("");
// else setLabelArray[i]->setText("Set: "+QString::number(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMySet(),10)+" $");
// }
Game *currentGame = mySession->getCurrentGame();
PlayerListConstIterator it_c;
@@ -1238,59 +1186,10 @@ void mainWindowImpl::refreshButton() {
QPixmap bigblindButton(myAppDataPath +"gfx/gui/table/default/bigblindPuck.png");
QPixmap onePix(myAppDataPath +"gfx/gui/misc/1px.png");
// int i;
// int k;
//Aktive Spieler zählen
// int activePlayersCounter = 0;
// for (k=0; k<MAX_NUMBER_OF_PLAYERS; k++) {
// if (mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[k]->getMyActiveStatus() == 1) activePlayersCounter++;
// }
Game *currentGame = mySession->getCurrentGame();
PlayerListConstIterator it_c;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
// if(activePlayersCounter > 2) {
// switch (currentHand->getPlayerArray()[i]->getMyButton()) {
//
// case 1 : buttonLabelArray[i]->setPixmap(dealerButton);
// break;
// case 2 : {
// if ( myConfig->readConfigInt("ShowBlindButtons")) buttonLabelArray[i]->setPixmap(smallblindButton);
// else { buttonLabelArray[i]->setPixmap(onePix); }
// }
// break;
// case 3 : {
// if (myConfig->readConfigInt("ShowBlindButtons")) buttonLabelArray[i]->setPixmap(bigblindButton);
// else { buttonLabelArray[i]->setPixmap(onePix); }
// }
// break;
// default: buttonLabelArray[i]->setPixmap(onePix);
//
// }
// }
// else {
// switch (currentHand->getPlayerArray()[i]->getMyButton()) {
//
// case 2 : buttonLabelArray[i]->setPixmap(dealerButton);
// break;
// case 3 : {
// if (myConfig->readConfigInt("ShowBlindButtons")) buttonLabelArray[i]->setPixmap(bigblindButton);
// else { buttonLabelArray[i]->setPixmap(onePix); }
// }
// break;
// default: buttonLabelArray[i]->setPixmap(onePix);
//
// }
// }
// }
// else { buttonLabelArray[i]->setPixmap(onePix); }
// }
for (it_c=currentGame->getSeatsList()->begin(); it_c!=currentGame->getSeatsList()->end(); it_c++) {
if( (*it_c)->getMyActiveStatus() ) {
if( currentGame->getActivePlayerList()->size() > 2 ) {
@@ -1342,18 +1241,6 @@ void mainWindowImpl::refreshButton() {
void mainWindowImpl::refreshPlayerName() {
// int i;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMyActiveStatus()) {
// playerNameLabelArray[i]->setText(QString::fromUtf8(mySession->getCurrentGame()->getCurrentHand()->getPlayerArray()[i]->getMyName().c_str()));
//
// } else {
// playerNameLabelArray[i]->setText("");
//
// }
//
// }
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
PlayerListConstIterator it_c;
@@ -1385,36 +1272,9 @@ QStringList mainWindowImpl::getPlayerNicksList() {
void mainWindowImpl::refreshPlayerAvatar() {
QPixmap onePix(myAppDataPath +"gfx/gui/misc/1px.png");
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
//
// if(!i) {
// if(currentHand->getPlayerArray()[0]->getMyAvatar() == "" || !QFile::QFile(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyAvatar().c_str())).exists()) {
// playerAvatarLabelArray[0]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/genereticAvatar.png"));
// }
// else {
// playerAvatarLabelArray[0]->setPixmap(QString::fromUtf8(currentHand->getPlayerArray()[0]->getMyAvatar().c_str()));
// }
// }
// else {
// if(currentHand->getPlayerArray()[i]->getMyAvatar() == "" || !QFile::QFile(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyAvatar().c_str())).exists()) {
// playerAvatarLabelArray[i]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/genereticAvatar.png"));
// }
// else {
// playerAvatarLabelArray[i]->setPixmap(QString::fromUtf8(currentHand->getPlayerArray()[i]->getMyAvatar().c_str()));
// }
// }
// }
// else {
// playerAvatarLabelArray[i]->setPixmap(onePix);
// }
// }
PlayerListConstIterator it_c;
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
if((*it_c)->getMyActiveStatus()) {
@@ -1431,7 +1291,6 @@ void mainWindowImpl::refreshPlayerAvatar() {
}
}
}
void mainWindowImpl::refreshAction(int playerID, int playerAction) {
@@ -1446,38 +1305,6 @@ void mainWindowImpl::refreshAction(int playerID, int playerAction) {
if(playerID == -1 || playerAction == -1) {
// int i;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
//
// //if no action --> clear Pixmap
// if(currentHand->getPlayerArray()[i]->getMyAction() == 0) {
// actionLabelArray[i]->setPixmap(onePix);
// }
// else {
// // if(i!=0 || ( i==0 && currentHand->getPlayerArray()[0]->getMyAction() != 1) ) {
// //paint action pixmap
// actionLabelArray[i]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/action_"+actionArray[currentHand->getPlayerArray()[i]->getMyAction()]+".png"));
// // }
// }
//
// if (currentHand->getPlayerArray()[i]->getMyAction()==1) {
// // groupBoxArray[i]->setDisabled(TRUE);
//
// if(i != 0) {
// holeCardsArray[i][0]->setPixmap(onePix, FALSE);
// holeCardsArray[i][1]->setPixmap(onePix, FALSE);
// }
// }
// }
PlayerListConstIterator it_c;
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
@@ -1486,10 +1313,8 @@ void mainWindowImpl::refreshAction(int playerID, int playerAction) {
actionLabelArray[(*it_c)->getMyID()]->setPixmap(onePix);
}
else {
// if(i!=0 || ( i==0 && currentHand->getPlayerArray()[0]->getMyAction() != 1) ) {
//paint action pixmap
actionLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/action_"+actionArray[(*it_c)->getMyAction()]+".png"));
// }
actionLabelArray[(*it_c)->getMyID()]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/action_"+actionArray[(*it_c)->getMyAction()]+".png"));
}
if ((*it_c)->getMyAction()==1) {
@@ -1501,19 +1326,6 @@ void mainWindowImpl::refreshAction(int playerID, int playerAction) {
}
}
}
}
else {
//if no action --> clear Pixmap
@@ -1546,22 +1358,8 @@ void mainWindowImpl::refreshAction(int playerID, int playerAction) {
void mainWindowImpl::refreshCash() {
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
//
// cashLabelArray[i]->setText(QString::number(currentHand->getPlayerArray()[i]->getMyCash(),10)+" $");
// cashTopLabelArray[i]->setText("Cash:");
//
// } else {
// cashLabelArray[i]->setText("");
// cashTopLabelArray[i]->setText("");
// }
// }
PlayerListConstIterator it_c;
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
if((*it_c)->getMyActiveStatus()) {
@@ -1582,64 +1380,10 @@ void mainWindowImpl::refreshCash() {
void mainWindowImpl::refreshGroupbox(int playerID, int status) {
// int i;
int j;
if(playerID == -1 || status == -1) {
// HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
//
// if(currentHand->getPlayerArray()[i]->getMyTurn()) {
// //Groupbox glow wenn der Spiele dran ist.
// if(i==0) {
// groupBoxArray[0]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/playerBoxActiveGlow.png) }");
// }
// else {
// groupBoxArray[i]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/opponentBoxActiveGlow.png) }");
// }
//
// } else {
// //Groupbox auf Hintergrundfarbe setzen wenn der Spiele nicht dran aber aktiv ist.
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus()) {
// if(i==0) {
// groupBoxArray[0]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/playerBoxInactiveGlow.png) }");
// //show buttons
// for(j=0; j<3; j++) {
// userWidgetsArray[j]->show();
// }
// }
// else {
// groupBoxArray[i]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/opponentBoxInactiveGlow.png) }");
// }
// }
// //Groupbox verdunkeln wenn der Spiele inactive ist.
// else {
// if(i==0) {
// groupBoxArray[0]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/playerBoxInactiveGlow.png) }");
// //hide buttons
// for(j=0; j<4; j++) {
// userWidgetsArray[j]->hide();
// }
// }
// else {
// groupBoxArray[i]->setStyleSheet("QGroupBox { border:none; background-image: url(" + myAppDataPath +"gfx/gui/table/default/opponentBoxInactiveGlow.png) }");
// }
// }
// }
// }
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
PlayerListConstIterator it_c;
for (it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
@@ -1682,19 +1426,6 @@ void mainWindowImpl::refreshGroupbox(int playerID, int status) {
}
}
}
}
else {
switch(status) {
@@ -1781,14 +1512,8 @@ void mainWindowImpl::refreshGameLabels(int gameState) {
void mainWindowImpl::refreshAll() {
// int i;
refreshSet();
refreshButton();
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// refreshAction( i, mySession->getCurrentGame()->getPlayerArray()[i]->getMyAction());
// }
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
PlayerListConstIterator it_c;
@@ -1796,10 +1521,6 @@ void mainWindowImpl::refreshAll() {
refreshAction( (*it_c)->getMyID(), (*it_c)->getMyAction());
}
refreshCash();
refreshGroupbox();
refreshPlayerName();
@@ -1808,12 +1529,7 @@ void mainWindowImpl::refreshAll() {
void mainWindowImpl::refreshChangePlayer() {
// int i;
refreshSet();
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// refreshAction( i, mySession->getCurrentGame()->getPlayerArray()[i]->getMyAction());
// }
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
PlayerListConstIterator it_c;
@@ -1849,42 +1565,8 @@ void mainWindowImpl::dealHoleCards() {
int tempCardsIntArray[2];
// Karten der Gegner und eigene Karten austeilen
// int i;
int j;
Game *currentGame = mySession->getCurrentGame();
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentGame->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
// for(j=0; j<2; j++) {
// if(currentGame->getPlayerArray()[i]->getMyActiveStatus()) {
// if ((i == 0) || DEBUG_MODE) {
// if(myConfig->readConfigInt("AntiPeekMode")) {
// holeCardsArray[i][j]->setPixmap(*flipside, TRUE);
// tempCardsPixmapArray[j].load(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png");
// holeCardsArray[i][j]->setFrontPixmap(tempCardsPixmapArray[j]);
// }
// else {
// tempCardsPixmapArray[j].load(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png");
// holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j],FALSE);
// }
// }
// else {
// holeCardsArray[i][j]->setPixmap(*flipside, TRUE);
// /* holeCardsArray[i][j]->setStyleSheet("QLabel:hover { background-image:url(:/cards/resources/graphics/cards/"+QString::number(tempCardsIntArray[j], 10)+".png");*/
// }
// }
// else {
//
// holeCardsArray[i][j]->setPixmap(onePix, FALSE);
// // holeCardsArray[i][j]->repaint();
// }
// }
// }
PlayerListConstIterator it_c;
for(it_c=currentGame->getSeatsList()->begin(); it_c!=currentGame->getSeatsList()->end(); it_c++) {
@@ -2403,14 +2085,6 @@ int mainWindowImpl::getMyCallAmount() {
tempHighestSet = currentHand->getCurrentBeRo()->getHighestSet();
// if (currentHand->getPlayerArray()[0]->getMyCash()+currentHand->getPlayerArray()[0]->getMySet() <= tempHighestSet) {
//
// return currentHand->getPlayerArray()[0]->getMyCash();
// }
// else {
// return tempHighestSet - currentHand->getPlayerArray()[0]->getMySet();
// }
if (currentHand->getSeatsList()->front()->getMyCash()+currentHand->getSeatsList()->front()->getMySet() <= tempHighestSet) {
return currentHand->getSeatsList()->front()->getMyCash();
@@ -2506,7 +2180,7 @@ void mainWindowImpl::mySet(){
// cout << "Set-Value " << spinBox_set->value() << endl;
currentHand->getSeatsList()->front()->setMySet(spinBox_set->value());
// cout << "MySET " << currentHand->getPlayerArray()[0]->getMySet() << endl;
if (spinBox_set->value() >= tempCash ) {
currentHand->getSeatsList()->front()->setMySet(currentHand->getSeatsList()->front()->getMyCash());
@@ -2709,7 +2383,6 @@ void mainWindowImpl::nextPlayerAnimation() {
//refresh Change Player
refreshSet();
// refreshAction(currentHand->getLastPlayersTurn(), currentHand->getPlayerArray()[currentHand->getLastPlayersTurn()]->getMyAction());
PlayerListConstIterator it_c;
for(it_c=currentHand->getSeatsList()->begin(); it_c!=currentHand->getSeatsList()->end(); it_c++) {
@@ -2791,17 +2464,8 @@ void mainWindowImpl::postRiverRunAnimation2() {
horizontalSlider_bet->setDisabled(TRUE);
spinBox_set->setDisabled(TRUE);
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
//Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
// int activePlayersCounter = 0;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if (currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyActiveStatus()) activePlayersCounter++;
// }
int nonfoldPlayersCounter = 0;
PlayerListConstIterator it_c;
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
@@ -2809,100 +2473,6 @@ void mainWindowImpl::postRiverRunAnimation2() {
nonfoldPlayersCounter++;
}
// if(nonfoldPlayersCounter!=1) {
//
// if(!flipHolecardsAllInAlreadyDone) {
//
// //TODO - Turn cards like in the rules
//
// // postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
//
// // //Config? mit oder ohne Eye-Candy?
// if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
// // mit Eye-Candy
//
// //TempArrays
// int tempCardsIntArray[2];
//
// int i, j;
//
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
// if(i || (i==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
// for(j=0; j<2; j++) {
//
// holeCardsArray[i][j]->startFlipCards(guiGameSpeed, QPixmap(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png"), flipside);
// }
// }
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyCardsFlip(1,1);
// }
// }
// }
// else {
// //Ohne Eye-Candy
//
// //Karten der aktiven Spieler umdrehen
// QPixmap onePix(myAppDataPath +"gfx/gui/misc/1px.png");
//
// //TempArrays
// QPixmap tempCardsPixmapArray[2];
// int tempCardsIntArray[2];
//
// int i, j;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
// if(i || (i==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
// for(j=0; j<2; j++) {
// tempCardsPixmapArray[j].load(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png");
// holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
//
// }
// }
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyCardsFlip(1,1);
// }
// }
// }
// //Wenn einmal umgedreht dann fertig!!
// flipHolecardsAllInAlreadyDone = TRUE;
// }
// else {
// int tempCardsIntArray[2];
// int i;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
//
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyCardsFlip(1,3);
// }
// }
// }
// postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
// }
// else { postRiverRunAnimation3(); }
if(nonfoldPlayersCounter!=1) {
if(!flipHolecardsAllInAlreadyDone) {
@@ -3015,100 +2585,9 @@ void mainWindowImpl::postRiverRunAnimation2_flipHoleCards2() {
void mainWindowImpl::postRiverRunAnimation3() {
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
//Alle Winner erhellen und "Winner" schreiben
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
//
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
//
// // QPalette tempPalette = groupBoxArray[i]->palette();
// // tempPalette.setColor(QPalette::Window, highlight);
// // groupBoxArray[i]->setPalette(tempPalette);
// actionLabelArray[i]->setPixmap(QPixmap(myAppDataPath +"gfx/gui/table/default/action_winner.png"));
//
// //show winnercards if more than one player is active TODO
// if ( currentHand->getActivePlayerList()->size() != 1 && myConfig->readConfigInt("ShowFadeOutCardsAnimation")) {
//
// int j;
// int bestHandPos[5];
// currentHand->getPlayerArray()[i]->getMyBestHandPosition(bestHandPos);
//
// //index 0 testen --> Karte darf nicht im MyBestHand Position Array drin sein, es darf nicht nur ein Spieler Aktiv sein, die Config fordert die Animation
// bool index0 = TRUE;
// for(j=0; j<5; j++) {
// // cout << (currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] << endl;
// if (bestHandPos[j] == 0 ) { index0 = FALSE; }
// }
// if (index0) { holeCardsArray[i][0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index0" << endl;*/}
// //index 1 testen
// bool index1 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 1 ) { index1 = FALSE; }
// }
// if (index1) { holeCardsArray[i][1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index1" << endl;*/}
// //index 2 testen
// bool index2 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 2 ) { index2 = FALSE; }
// }
// if (index2) { boardCardsArray[0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index2" << endl;*/}
// //index 3 testen
// bool index3 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 3 ) { index3 = FALSE; }
// }
// if (index3) { boardCardsArray[1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index3" << endl;*/}
// //index 4 testen
// bool index4 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 4 ) { index4 = FALSE; }
// }
// if (index4) { boardCardsArray[2]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index4" << endl;*/}
// //index 5 testen
// bool index5 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 5 ) { index5 = FALSE; }
// }
// if (index5) { boardCardsArray[3]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index5" << endl;*/}
// //index 6 testen
// bool index6 = TRUE;
// for(j=0; j<5; j++) {
// if (bestHandPos[j] == 6 ) { index6 = FALSE; }
// }
// if (index6) { boardCardsArray[4]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index6" << endl;*/}
// }
// //Pot-Verteilung Loggen
// //Pro Spieler den Cash aus dem Player und dem Label auslesen. Player_cash - Label_cash = Gewinnsumme
// bool toIntBool = TRUE;
// int pot = currentHand->getPlayerArray()[i]->getMyCash() - cashLabelArray[i]->text().remove(" $").toInt(&toIntBool,10) ;
// //Wenn River dann auch das Blatt loggen!
// // if (textLabel_handLabel->text() == "River") {
//
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyWinnerState(1, pot);
//
// // }
// // else {
// // myLog->logPlayerWinsMsg(i, pot);
// // }
// }
// else {
//
// if( currentHand->getActivePlayerList()->size() != 1 && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyActiveStatus() && myConfig->readConfigInt("ShowFadeOutCardsAnimation") ) {
//
// //aufgedeckte Gegner auch ausblenden
// holeCardsArray[i][0]->startFadeOut(guiGameSpeed);
// holeCardsArray[i][1]->startFadeOut(guiGameSpeed);
// }
// }
// }
int nonfoldPlayerCounter = 0;
PlayerListConstIterator it_c;
@@ -3140,7 +2619,6 @@ void mainWindowImpl::postRiverRunAnimation3() {
//index 0 testen --> Karte darf nicht im MyBestHand Position Array drin sein, es darf nicht nur ein Spieler Aktiv sein, die Config fordert die Animation
bool index0 = TRUE;
for(j=0; j<5; j++) {
// cout << (currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] << endl;
if (bestHandPos[j] == 0 ) { index0 = FALSE; }
}
if (index0) { holeCardsArray[(*it_c)->getMyID()][0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index0" << endl;*/}
@@ -3242,42 +2720,8 @@ void mainWindowImpl::postRiverRunAnimation4() {
void mainWindowImpl::postRiverRunAnimation5() {
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
//CashTopLabel und PotLabel blinken lassen
// if (distributePotAnimCounter<10) {
//
// if (distributePotAnimCounter==0 || distributePotAnimCounter==2 || distributePotAnimCounter==4 || distributePotAnimCounter==6 || distributePotAnimCounter==8) {
//
// label_Pot->setText("");
//
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
//
// cashTopLabelArray[i]->setText("");
// }
// }
// }
// else {
// label_Pot->setText("Pot");
//
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
//
// cashTopLabelArray[i]->setText("Cash:");
// }
// }
// }
//
// distributePotAnimCounter++;
// }
// else {
// potDistributeTimer->stop();
// postRiverRunAnimation5Timer->start(gameSpeed);
// }
PlayerListConstIterator it_c;
if (distributePotAnimCounter<10) {
@@ -3329,16 +2773,9 @@ void mainWindowImpl::postRiverRunAnimation6() {
// wenn nur noch ein Spieler aktive "neues Spiel"-Dialog anzeigen
int playersPositiveCashCounter = 0;
// for (i=0; i<mySession->getCurrentGame()->getStartQuantityPlayers(); i++) {
// // cout << "player 0 cash: " << currentHand->getPlayerArray()[0]->getMyCash()
//
// if (currentHand->getPlayerArray()[i]->getMyCash() > 0)
// playersPositiveCashCounter++;
// }
PlayerListConstIterator it_c;
for (it_c=currentHand->getActivePlayerList()->begin(); it_c!=currentHand->getActivePlayerList()->end(); it_c++) {
// cout << "player 0 cash: " << currentHand->getPlayerArray()[0]->getMyCash()
if ((*it_c)->getMyCash() > 0) playersPositiveCashCounter++;
}
@@ -3347,18 +2784,6 @@ void mainWindowImpl::postRiverRunAnimation6() {
if (playersPositiveCashCounter==1) {
// for (i=0; i<mySession->getCurrentGame()->getStartQuantityPlayers(); i++) {
// // cout << "player 0 cash: " << currentHand->getPlayerArray()[0]->getMyCash()
// if (currentHand->get/*PlayerArray*/()[i]->getMyCash() > 0) {
// (statisticArray[currentHand->getPlayerArray()[i]->getMyDude4()+7])++;
// }
// }
// for(i=0; i<15; i++) {
// cout << i-7 << ": " << statisticArray[i] << " | ";
// }
// cout << endl;
callNewGameDialog();
//Bei Cancel nichts machen!!!
return;
@@ -3369,76 +2794,8 @@ void mainWindowImpl::postRiverRunAnimation6() {
void mainWindowImpl::flipHolecardsAllIn() {
// int i;
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
// if(!flipHolecardsAllInAlreadyDone) {
// //Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
// int activePlayersCounter = 0;
// for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// if (currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyActiveStatus() == 1) activePlayersCounter++;
// }
//
// if(activePlayersCounter!=1) {
//
// //Config? mit oder ohne Eye-Candy?
// if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
// // mit Eye-Candy
//
// //TempArrays
// int tempCardsIntArray[2];
//
// int i, j;
//
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentHand->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
// if(i || (i==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
// for(j=0; j<2; j++) {
// holeCardsArray[i][j]->startFlipCards(guiGameSpeed, QPixmap(myAppDataPath +"gfx/cards/default/"+QString::number(tempCardsIntArray[j], 10)+".png"), flipside);
// }
// }
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyCardsFlip(1,2);
//
// }
// }
// }
// else {
// //Ohne Eye-Candy
//
// //Karten der aktiven Spieler umdrehen
// QPixmap onePix(myAppDataPath +"gfx/gui/misc/1px.png");
//
// //TempArrays
// QPixmap tempCardsPixmapArray[2];
// int temp2CardsIntArray[2];
//
// int i, j;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// currentHand->getPlayerArray()[i]->getMyCards(temp2CardsIntArray);
// if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1) {
// if(i || (i==0 && myConfig->readConfigInt("AntiPeekMode")) ) {
// for(j=0; j<2; j++) {
//
// tempCardsPixmapArray[j].load(myAppDataPath +"gfx/cards/default/"+QString::number(temp2CardsIntArray[j], 10)+".png");
// holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
// }
// }
// //set Player value (logging)
// currentHand->getPlayerArray()[i]->setMyCardsFlip(1,2);
// }
// }
// }
// }
// }
if(!flipHolecardsAllInAlreadyDone) {
//Aktive Spieler zählen --> wenn nur noch einer nicht-folded dann keine Karten umdrehen
int nonfoldPlayersCounter = 0;
-18
View File
@@ -720,24 +720,6 @@ void
ClientThread::RemoveDisconnectedPlayers()
{
// This should only be called between hands.
// if (m_game.get())
// {
// for (int i = 0; i < m_game->getStartQuantityPlayers(); i++)
// {
// boost::shared_ptr<PlayerInterface> tmpPlayer = m_game->getPlayerArray()[i];
// if (tmpPlayer->getMyActiveStatus())
// {
// // If a player is not in the player data list, it was disconnected.
// if (!GetPlayerDataByUniqueId(tmpPlayer->getMyUniqueID()).get())
// {
// tmpPlayer->setMyCash(0);
// tmpPlayer->setMyActiveStatus(false);
// }
// }
// }
// }
// This should only be called between hands.
if (m_game.get())
{
PlayerListIterator it;