From 7c2e8dc7777df1463a2339adb85688ec2068ef35 Mon Sep 17 00:00:00 2001 From: floty Date: Fri, 19 Oct 2007 14:03:12 +0000 Subject: [PATCH] cleaning code and hopefully last part of refactoring playerArray to playerLists ;) --- src/engine/boardinterface.h | 2 +- src/engine/enginefactory.h | 2 +- src/engine/handinterface.h | 1 - src/engine/local_engine/localbero.cpp | 208 +----- .../local_engine/localberopostriver.cpp | 314 +-------- src/engine/local_engine/localberopreflop.cpp | 314 ++------- src/engine/local_engine/localboard.cpp | 59 +- src/engine/local_engine/localboard.h | 3 +- .../local_engine/localenginefactory.cpp | 2 +- src/engine/local_engine/localenginefactory.h | 2 +- src/engine/local_engine/localhand.cpp | 204 ++---- src/engine/local_engine/localhand.h | 6 +- src/engine/local_engine/localplayer.cpp | 40 -- src/engine/network_engine/clientboard.cpp | 5 +- src/engine/network_engine/clientboard.h | 3 +- .../network_engine/clientenginefactory.cpp | 4 +- .../network_engine/clientenginefactory.h | 2 +- src/engine/network_engine/clienthand.cpp | 10 +- src/engine/network_engine/clienthand.h | 4 +- src/game.cpp | 118 +--- src/game.h | 9 +- src/gui/qt/mainwindow/log/log.cpp | 274 +------- src/gui/qt/mainwindow/mainwindowimpl.cpp | 647 +----------------- src/net/common/clientthread.cpp | 18 - 24 files changed, 169 insertions(+), 2082 deletions(-) diff --git a/src/engine/boardinterface.h b/src/engine/boardinterface.h index 53d1845a..2153c130 100644 --- a/src/engine/boardinterface.h +++ b/src/engine/boardinterface.h @@ -37,7 +37,7 @@ public: virtual ~BoardInterface(); // - virtual void setPlayerLists(/*std::vector >,*/ PlayerList, PlayerList, PlayerList) =0; + virtual void setPlayerLists(PlayerList, PlayerList, PlayerList) =0; virtual void setHand(HandInterface*) =0; // virtual void setMyCards(int* theValue) =0; diff --git a/src/engine/enginefactory.h b/src/engine/enginefactory.h index c123485a..ec055c18 100644 --- a/src/engine/enginefactory.h +++ b/src/engine/enginefactory.h @@ -33,7 +33,7 @@ public: virtual ~EngineFactory(); - virtual HandInterface* createHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > 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 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 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 > createBeRo(HandInterface* hi, int id, unsigned dP, int sB) =0; diff --git a/src/engine/handinterface.h b/src/engine/handinterface.h index 1f2b4a42..d1f41a4c 100644 --- a/src/engine/handinterface.h +++ b/src/engine/handinterface.h @@ -36,7 +36,6 @@ public: virtual void start() = 0; -// virtual std::vector > getPlayerArray() const =0; // delete virtual PlayerList getSeatsList() const =0; virtual PlayerList getActivePlayerList() const =0; virtual PlayerList getRunningPlayerList() const =0; diff --git a/src/engine/local_engine/localbero.cpp b/src/engine/local_engine/localbero.cpp index 37693252..8f1e77e9 100644 --- a/src/engine/local_engine/localbero.cpp +++ b/src/engine/local_engine/localbero.cpp @@ -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; igetPlayerArray()[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; igetActivePlayerList()->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; igetPlayerArray()[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; igetPlayerArray()[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; (igetPlayerArray()[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; (igetPlayerArray()[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() { } } } - - diff --git a/src/engine/local_engine/localberopostriver.cpp b/src/engine/local_engine/localberopostriver.cpp index c84055d2..8d3da5d5 100644 --- a/src/engine/local_engine/localberopostriver.cpp +++ b/src/engine/local_engine/localberopostriver.cpp @@ -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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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 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 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; igetPlayerArray()[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 winnersMaxSet) winnersMaxSet = roundSetArray[i]; - } - - // gesamtSet aller Winner - winnersSets = 0; - for(i=0; i 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; igetPlayerArray()[winnersArray[i]]->setMyCash(getMyHand()->getPlayerArray()[winnersArray[i]]->getMyCash()+((roundSetArray[winnersArray[i]]*winnersPot)/winnersSets)); - } - - - for(i=0; igetBoard()->getPot() != 0) cout << "!!! Pot: " << getMyHand()->getBoard()->getPot() << endl; - - delete[] winnersArray; - delete[] roundSetArray; - delete[] cardsValueArray; - - -} - -*/ diff --git a/src/engine/local_engine/localberopreflop.cpp b/src/engine/local_engine/localberopreflop.cpp index 249cea0e..4e2ead3d 100644 --- a/src/engine/local_engine/localberopreflop.cpp +++ b/src/engine/local_engine/localberopreflop.cpp @@ -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; (igetPlayerArray()[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; igetPlayerArray()[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()); } } diff --git a/src/engine/local_engine/localboard.cpp b/src/engine/local_engine/localboard.cpp index 8f5b1709..c8792190 100755 --- a/src/engine/local_engine/localboard.cpp +++ b/src/engine/local_engine/localboard.cpp @@ -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 > 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; igetMySet(); //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; isetMySetNull(); } 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 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 playerSets; for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) { @@ -99,7 +83,6 @@ void LocalBoard::distributePot() { } } - // sort player sets asc vector 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; jgetMyCardsValueInt() > 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; jgetMyCardsValueInt() && 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; jsetMyCash(playerArray[potLevel[j]]->getMyCash() + ((potLevel[1])/winnerCount)); -// } for(j=2; jgetSeatIt(potLevel[j]); @@ -207,13 +171,6 @@ void LocalBoard::distributePot() { } -// if(jsetMyCash(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; } - diff --git a/src/engine/local_engine/localboard.h b/src/engine/local_engine/localboard.h index 5e81804e..a19b97cf 100755 --- a/src/engine/local_engine/localboard.h +++ b/src/engine/local_engine/localboard.h @@ -35,7 +35,7 @@ public: LocalBoard(); ~LocalBoard(); - void setPlayerLists(/*std::vector >,*/ 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 > playerArray; // delete PlayerList seatsList; PlayerList activePlayerList; PlayerList runningPlayerList; diff --git a/src/engine/local_engine/localenginefactory.cpp b/src/engine/local_engine/localenginefactory.cpp index 0e1e6fef..425b3aaa 100644 --- a/src/engine/local_engine/localenginefactory.cpp +++ b/src/engine/local_engine/localenginefactory.cpp @@ -42,7 +42,7 @@ LocalEngineFactory::~LocalEngineFactory() } -HandInterface* LocalEngineFactory::createHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > 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 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; } diff --git a/src/engine/local_engine/localenginefactory.h b/src/engine/local_engine/localenginefactory.h index 1d1fd4b3..903ad10f 100644 --- a/src/engine/local_engine/localenginefactory.h +++ b/src/engine/local_engine/localenginefactory.h @@ -37,7 +37,7 @@ public: LocalEngineFactory(ConfigFile*); ~LocalEngineFactory(); - HandInterface* createHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > sl_old,*/ PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC); + HandInterface* createHand(boost::shared_ptr 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 createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB); std::vector > createBeRo(HandInterface* hi, int id, unsigned dP, int sB); diff --git a/src/engine/local_engine/localhand.cpp b/src/engine/local_engine/localhand.cpp index 50d5ee0f..0da6228e 100755 --- a/src/engine/local_engine/localhand.cpp +++ b/src/engine/local_engine/localhand.cpp @@ -29,8 +29,8 @@ using namespace std; -LocalHand::LocalHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > 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 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 f, GuiInterface *g, BoardI myBoard->setHand(this); -// for(i=0; isetHand(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; isetMyRoundStartCash(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 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 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; isetMyButton(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; (jgetMyActiveStatus())) || 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; (jgetMyActiveStatus())) || 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; igetMyAction() != 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; isize()==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; } diff --git a/src/engine/local_engine/localhand.h b/src/engine/local_engine/localhand.h index c3a39332..2ec8df2f 100755 --- a/src/engine/local_engine/localhand.h +++ b/src/engine/local_engine/localhand.h @@ -34,12 +34,11 @@ class LocalHand : public HandInterface{ public: - LocalHand(boost::shared_ptr f, GuiInterface*, BoardInterface*, /*std::vector >,*/ PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int); + LocalHand(boost::shared_ptr f, GuiInterface*, BoardInterface*, PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int); ~LocalHand(); void start(); -// std::vector > 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 > 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; diff --git a/src/engine/local_engine/localplayer.cpp b/src/engine/local_engine/localplayer.cpp index d9a72e9a..9e4f71a0 100755 --- a/src/engine/local_engine/localplayer.cpp +++ b/src/engine/local_engine/localplayer.cpp @@ -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() ) { diff --git a/src/engine/network_engine/clientboard.cpp b/src/engine/network_engine/clientboard.cpp index d68a0059..04de7959 100644 --- a/src/engine/network_engine/clientboard.cpp +++ b/src/engine/network_engine/clientboard.cpp @@ -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 > 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; diff --git a/src/engine/network_engine/clientboard.h b/src/engine/network_engine/clientboard.h index 58506896..4a4d7f0c 100644 --- a/src/engine/network_engine/clientboard.h +++ b/src/engine/network_engine/clientboard.h @@ -34,7 +34,7 @@ public: ClientBoard(); ~ClientBoard(); - void setPlayerLists(/*std::vector >,*/ 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 > playerArray; // delete PlayerList seatsList; PlayerList activePlayerList; PlayerList runningPlayerList; diff --git a/src/engine/network_engine/clientenginefactory.cpp b/src/engine/network_engine/clientenginefactory.cpp index 85254613..da36de59 100644 --- a/src/engine/network_engine/clientenginefactory.cpp +++ b/src/engine/network_engine/clientenginefactory.cpp @@ -35,9 +35,9 @@ ClientEngineFactory::~ClientEngineFactory() } -HandInterface* ClientEngineFactory::createHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > sl_old,*/ PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC) +HandInterface* ClientEngineFactory::createHand(boost::shared_ptr 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() diff --git a/src/engine/network_engine/clientenginefactory.h b/src/engine/network_engine/clientenginefactory.h index 1ae82389..6d3e45ab 100644 --- a/src/engine/network_engine/clientenginefactory.h +++ b/src/engine/network_engine/clientenginefactory.h @@ -37,7 +37,7 @@ public: ClientEngineFactory(); ~ClientEngineFactory(); - HandInterface* createHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > sl_old,*/ PlayerList sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC); + HandInterface* createHand(boost::shared_ptr 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 createPlayer(BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB); std::vector > createBeRo(HandInterface* hi, int id, unsigned dP, int sB); diff --git a/src/engine/network_engine/clienthand.cpp b/src/engine/network_engine/clienthand.cpp index 575afc3b..6e2f9b5f 100644 --- a/src/engine/network_engine/clienthand.cpp +++ b/src/engine/network_engine/clienthand.cpp @@ -21,8 +21,8 @@ using namespace std; -ClientHand::ClientHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, /*std::vector > 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 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 > -// ClientHand::getPlayerArray() const -// { -// return playerArray; -// } - PlayerList ClientHand::getSeatsList() const { diff --git a/src/engine/network_engine/clienthand.h b/src/engine/network_engine/clienthand.h index 8619a636..eebfff94 100644 --- a/src/engine/network_engine/clienthand.h +++ b/src/engine/network_engine/clienthand.h @@ -32,12 +32,11 @@ class ClientHand : public HandInterface { public: - ClientHand ( boost::shared_ptr f, GuiInterface*, BoardInterface*, /*std::vector >,*/ PlayerList, PlayerList, PlayerList , int, int, int, int, int ); + ClientHand ( boost::shared_ptr f, GuiInterface*, BoardInterface*, PlayerList, PlayerList, PlayerList , int, int, int, int, int ); ~ClientHand(); void start(); -// std::vector > 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 > playerArray; // delete PlayerList seatsList; PlayerList activePlayerList; PlayerList runningPlayerList; diff --git a/src/game.cpp b/src/game.cpp index df03d447..7044b081 100755 --- a/src/game.cpp +++ b/src/game.cpp @@ -40,22 +40,14 @@ Game::Game(GuiInterface* gui, boost::shared_ptr factory, blindsList = myGameData.manualBlindsList; - if(DEBUG_MODE) { startSmallBlind = 10; currentSmallBlind = startSmallBlind; } -// cout << "Create Game Object" << "\n"; int i; - currentHandID = 0; - -// for(i=0; i 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 >); activePlayerList = PlayerList(new std::list >); runningPlayerList = PlayerList(new std::list >); - // Player erstellen - + // create player player_i = playerDataList.begin(); player_end = playerDataList.end(); for(i=0; i factory, ++player_i; } - // create Player Objects + // create player objects boost::shared_ptr 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 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; isetMyAction(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; (igetMyActiveStatus())) || 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 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 blindsList = myGameData.manualBlindsList;*/ -// list::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"; + } } } } diff --git a/src/game.h b/src/game.h index 41b0d3bf..fa2fb939 100755 --- a/src/game.h +++ b/src/game.h @@ -56,12 +56,10 @@ public: HandInterface *getCurrentHand(); const HandInterface *getCurrentHand() const; -// std::vector > 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 > playerArray; // available seats --> seatList !!! TODO // delete PlayerList seatsList; PlayerList activePlayerList; // used seats PlayerList runningPlayerList; // nonfolded and nonallin active players - -// boost::shared_ptr 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; diff --git a/src/gui/qt/mainwindow/log/log.cpp b/src/gui/qt/mainwindow/log/log.cpp index 580b3586..16037943 100644 --- a/src/gui/qt/mainwindow/log/log.cpp +++ b/src/gui/qt/mainwindow/log/log.cpp @@ -70,8 +70,6 @@ Log::Log(mainWindowImpl* w, ConfigFile *c) : myW(w), myConfig(c), myLogDir(0), m stream << "\n"; stream << "\n"; stream << "

Log-File for PokerTH 0.6 Session started on "+QDate::currentDate().toString("yyyy-MM-dd")+" at "+QTime::currentTime().toString("hh:mm:ss")+"

\n"; - // stream << "\n"; - // stream << "\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("## Game: "+QString::number(gameID,10)+" | Hand: "+QString::number(handID,10)+" ##"); - -// if(myConfig->readConfigInt("LogOnOff")) { -// //if write logfiles is enabled -// -// logFileStreamString += "

####################   Game: "+QString::number(gameID,10)+" | Hand: "+QString::number(handID,10)+"   ####################
"; -// logFileStreamString += "BLIND LEVEL: "+QString::number(currentHand->getSmallBlind())+"$/"+QString::number(currentHand->getSmallBlind()*2)+"$
"; -// logFileStreamString += "CASH: "; -// -// //Aktive Spieler zählen -// // int activePlayersCounter = 0; -// // for (k=0; kgetPlayerArray()[k]->getMyActiveStatus() == 1) activePlayersCounter++; -// // } -// int k = 0; -// // if(currentHand->getActivePlayerList()->size() > 2) { -// // -// // for(i=0; igetStartQuantityPlayers(); 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; igetStartQuantityPlayers(); 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 += "
BLINDS: "; -// // for(i=0; igetPlayerArray()[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 += "

PREFLOP"; -// logFileStreamString += "
\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 += "

DEALER: " + QString::fromUtf8((*it_c)->getMyName().c_str()); - logFileStreamString += "
" + QString::fromUtf8((*it_c)->getMyName().c_str()) + " starts as dealer."; - break; } } else { if((*it_c)->getMyButton() == BUTTON_SMALL_BLIND) { -// logFileStreamString += "

DEALER: " + QString::fromUtf8((*it_c)->getMyName().c_str()); logFileStreamString += "
" + QString::fromUtf8((*it_c)->getMyName().c_str()) + " starts as dealer."; - break; } } } - - - - - - - - logFileStreamString += "

PREFLOP"; logFileStreamString += "
\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)+"$!!! "); - -// PlayerListConstIterator playerConstIt = currentHand->getActivePlayerIt(playerID); -// assert( playerConstIt != currentHand->getActivePlayerList()->end() ); if(main) { myW->textBrowser_Log->append(""+playerName+" wins "+QString::number(pot,10)+"$"); } 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 << "
"+QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName())+" wins "+QString::number(pot,10)+"$!!!

\n"; - // } - // else { - - -// logFileStreamString += "
"+QString::fromUtf8(currentHand->getPlayerArray()[playerID]->getMyName().c_str())+" wins "+QString::number(pot,10)+"$!!!

\n"; - logFileStreamString += "
"+playerName+" wins "+QString::number(pot,10)+"$"; if(!main) { logFileStreamString += " (side pot)"; } logFileStreamString += "\n"; - if(myConfig->readConfigInt("LogInterval") == 0) { writeLogFileStream(logFileStreamString); logFileStreamString = ""; @@ -488,7 +233,6 @@ void Log::logPlayerSitsOut(QString playerName) { logFileStreamString += "
"+playerName+" sits out\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 shownCardsValueInt; list 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; igetPlayerArray()[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) { diff --git a/src/gui/qt/mainwindow/mainwindowimpl.cpp b/src/gui/qt/mainwindow/mainwindowimpl.cpp index 6a2cc423..82ee7aec 100755 --- a/src/gui/qt/mainwindow/mainwindowimpl.cpp +++ b/src/gui/qt/mainwindow/mainwindowimpl.cpp @@ -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) { mySession //refresh-Funktionen void mainWindowImpl::refreshSet() { -// int i; -// for (i=0; igetCurrentGame()->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; kgetCurrentGame()->getCurrentHand()->getPlayerArray()[k]->getMyActiveStatus() == 1) activePlayersCounter++; -// } - Game *currentGame = mySession->getCurrentGame(); PlayerListConstIterator it_c; -// for (i=0; igetPlayerArray()[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; igetCurrentGame()->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; igetPlayerArray()[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 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; igetPlayerArray()[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; igetPlayerArray()[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; igetCurrentGame()->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; igetCurrentGame()->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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; igetCurrentGame()->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; igetCurrentGame()->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; igetPlayerArray()[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; igetPlayerArray()[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; igetPlayerArray()[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; diff --git a/src/net/common/clientthread.cpp b/src/net/common/clientthread.cpp index dffcec08..dd5a9669 100644 --- a/src/net/common/clientthread.cpp +++ b/src/net/common/clientthread.cpp @@ -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 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;