Changes in preparation for the integration of the network server. GUI does not directly know Game and Hand any more, only Session. WARNING: This version crashes due to initialization order problems.

This commit is contained in:
lotodore
2007-05-11 12:01:13 +00:00
parent a37fe9969e
commit 7c6337d810
20 changed files with 441 additions and 323 deletions
+18 -10
View File
@@ -110,17 +110,25 @@ void LocalFlop::flopRun() {
// cout << "playersTurn " << playersTurn << endl;
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstFlopRound = 0; }
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
if(myHand->getGuiInterface()->isNetworkServer())
{
myHand->getGuiInterface()->waitForNetworkAction(
GAME_STATE_FLOP, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->flopAnimation2();
else
{
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->flopAnimation2();
}
}
}
}
-1
View File
@@ -30,7 +30,6 @@ LocalHand::LocalHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, Playe
CardsValue myCardsValue;
myGui->setHand(this);
myBoard->setHand(this);
+15 -7
View File
@@ -107,14 +107,22 @@ void LocalPreflop::preflopRun() {
myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
if(playersTurn == 0) {
// Wir sind dran
myHand->getGuiInterface()->meInAction();
if(myHand->getGuiInterface()->isNetworkServer())
{
myHand->getGuiInterface()->waitForNetworkAction(
GAME_STATE_PREFLOP, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->preflopAnimation2();
else
{
if(playersTurn == 0) {
// Wir sind dran
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->preflopAnimation2();
}
}
}
}
+17 -9
View File
@@ -110,16 +110,24 @@ void LocalRiver::riverRun() {
// cout << "playersTurn " << playersTurn << endl;
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRiverRound = 0; }
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
if(myHand->getGuiInterface()->isNetworkServer())
{
myHand->getGuiInterface()->waitForNetworkAction(
GAME_STATE_RIVER, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
}
else {
//Gegner sind dran
myHand->getGuiInterface()->riverAnimation2();
else
{
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
myHand->getGuiInterface()->riverAnimation2();
}
}
}
}
+18 -10
View File
@@ -111,17 +111,25 @@ void LocalTurn::turnRun() {
// cout << "playersTurn " << playersTurn << endl;
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstTurnRound = 0; }
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
if(myHand->getGuiInterface()->isNetworkServer())
{
myHand->getGuiInterface()->waitForNetworkAction(
GAME_STATE_TURN, myHand->getPlayerArray()[playersTurn]->getMyUniqueID());
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->turnAnimation2();
else
{
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->turnAnimation2();
}
}
}
}