refactoring Bugfix
This commit is contained in:
@@ -34,6 +34,9 @@ public:
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virtual void setHighestCardsValue(int theValue) =0;
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virtual int getHighestCardsValue() const =0;
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virtual void setLastActionPlayer( int theValue ) =0;
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virtual int getLastActionPlayer() const =0;
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virtual void resetFirstRun() =0;
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virtual void nextPlayer() =0;
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@@ -57,6 +57,9 @@ protected:
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void setSmallBlind(int theValue) { smallBlind = theValue; }
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int getSmallBlind() const { return smallBlind; }
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void setLastActionPlayer ( int theValue ) { lastActionPlayer = theValue; }
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int getLastActionPlayer() const { return lastActionPlayer; }
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private:
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@@ -79,6 +82,8 @@ private:
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bool logBoardCardsDone;
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int lastActionPlayer;
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};
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@@ -25,7 +25,7 @@
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using namespace std;
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LocalBeRoPostRiver::LocalBeRoPostRiver(HandInterface* hi, int id, int qP, int dP, int sB) : LocalBeRo(hi, id, qP, dP, sB, GAME_STATE_POST_RIVER)
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LocalBeRoPostRiver::LocalBeRoPostRiver(HandInterface* hi, int id, int qP, int dP, int sB) : LocalBeRo(hi, id, qP, dP, sB, GAME_STATE_POST_RIVER), highestCardsValue(0)
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{
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}
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@@ -36,7 +36,7 @@ public:
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void run();
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void distributePot();
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private:
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int highestCardsValue;
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@@ -100,72 +100,78 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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// !!!!!!!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //
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// // int temp5Array[5];
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// //
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// // tempBoardArray[0] = 8;
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// // tempBoardArray[1] = 9;
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// // tempBoardArray[2] = 10;
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// // tempBoardArray[3] = 11;
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// // tempBoardArray[4] = 13;
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// //
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// // myBoard->setMyCards(tempBoardArray);
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// //
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// // tempPlayerAndBoardArray[2] = tempBoardArray[0];
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// // tempPlayerAndBoardArray[3] = tempBoardArray[1];
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// // tempPlayerAndBoardArray[4] = tempBoardArray[2];
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// // tempPlayerAndBoardArray[5] = tempBoardArray[3];
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// // tempPlayerAndBoardArray[6] = tempBoardArray[4];
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// //
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// // tempPlayerArray[0] = 13;
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// // tempPlayerArray[1] = 25;
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// // tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// // tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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// //
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// // playerArray[0]->setMyCards(tempPlayerArray);
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// // playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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// //
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// // playerArray[0]->setMyBestHandPosition(temp5Array);
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// //
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// // // for(i=0; i<5; i++) {
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// // // cout << temp5Array[i] << " ";
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// // // }
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// // // cout << endl;
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// //
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// // tempPlayerArray[0] = 31;
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// // tempPlayerArray[1] = 18;
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// // tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// // tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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// //
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// // playerArray[1]->setMyCards(tempPlayerArray);
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// // playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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// //
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// // playerArray[1]->setMyBestHandPosition(temp5Array);
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// //
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// // tempPlayerArray[0] = 20;
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// // tempPlayerArray[1] = 38;
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// // tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// // tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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// //
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// // playerArray[2]->setMyCards(tempPlayerArray);
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// // playerArray[2]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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// //
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// // playerArray[2]->setMyBestHandPosition(temp5Array);
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// //
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// // tempPlayerArray[0] = 19;
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// // tempPlayerArray[1] = 51;
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// // tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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// // tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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// //
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// // playerArray[3]->setMyCards(tempPlayerArray);
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// // playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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// //
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// // playerArray[3]->setMyBestHandPosition(temp5Array);
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// //
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// // // for(i=0; i<4; i++) {
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// // // cout << i << ": " << playerArray[i]->getMyCardsValueInt() << endl;
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// // // }
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if(DEBUG_MODE) {
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int temp5Array[5];
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tempBoardArray[0] = 28;
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tempBoardArray[1] = 45;
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tempBoardArray[2] = 33;
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tempBoardArray[3] = 4;
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tempBoardArray[4] = 49;
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myBoard->setMyCards(tempBoardArray);
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tempPlayerAndBoardArray[2] = tempBoardArray[0];
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tempPlayerAndBoardArray[3] = tempBoardArray[1];
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tempPlayerAndBoardArray[4] = tempBoardArray[2];
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tempPlayerAndBoardArray[5] = tempBoardArray[3];
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tempPlayerAndBoardArray[6] = tempBoardArray[4];
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tempPlayerArray[0] = 47;
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tempPlayerArray[1] = 12;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[0]->setMyCards(tempPlayerArray);
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playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[0]->setMyBestHandPosition(temp5Array);
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// for(i=0; i<5; i++) {
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// cout << temp5Array[i] << " ";
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// }
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// cout << endl;
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tempPlayerArray[0] = 31;
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tempPlayerArray[1] = 18;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[1]->setMyCards(tempPlayerArray);
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playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[1]->setMyBestHandPosition(temp5Array);
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tempPlayerArray[0] = 24;
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tempPlayerArray[1] = 48;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[2]->setMyCards(tempPlayerArray);
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playerArray[2]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[2]->setMyBestHandPosition(temp5Array);
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tempPlayerArray[0] = 19;
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tempPlayerArray[1] = 51;
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tempPlayerAndBoardArray[0] = tempPlayerArray[0];
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tempPlayerAndBoardArray[1] = tempPlayerArray[1];
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playerArray[3]->setMyCards(tempPlayerArray);
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playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,temp5Array));
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playerArray[3]->setMyBestHandPosition(temp5Array);
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// for(i=0; i<4; i++) {
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// cout << i << ": " << playerArray[i]->getMyCardsValueInt() << endl;
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// }
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dealerPosition = 0;
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}
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// ----------------------------------------
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// Dealer, SB, BB bestimmen
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@@ -31,18 +31,25 @@ LocalPlayer::LocalPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniq
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: PlayerInterface(), myConfig(c), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
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{
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// for statistic development
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// if(myID==0) {
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// myActiveStatus=0;
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// myCash=20;
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// }
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//
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// if(myID==1) {
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// myCash=6130;
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// }
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// if(myID==2) {
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// myCash=37;
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// }
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// !!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!
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if(DEBUG_MODE) {
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if(myID==0) {
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// myActiveStatus=0;
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myCash=570;
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}
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if(myID==1) {
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myCash=2730;
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}
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if(myID==2) {
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myCash=5970;
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}
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if(myID==3) {
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myCash=2730;
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}
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}
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////////////////////////////
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// myBestHandPosition mit -1 initialisieren
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@@ -332,6 +339,23 @@ void LocalPlayer::preflopEngine() {
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// cout << myID << ": " << myOdds << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << "Bluff: " << sBluffStatus << endl;
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if(DEBUG_MODE) {
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switch(myID) {
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case 0: {}
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break;
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case 1: { myAction = PLAYER_ACTION_FOLD; }
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break;
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case 2: { myAction = PLAYER_ACTION_CALL; }
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break;
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case 3: { myAction = PLAYER_ACTION_FOLD; }
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break;
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default: {}
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}
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}
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evaluation(bet, raise);
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}
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@@ -1215,6 +1239,10 @@ void LocalPlayer::riverEngine() {
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}
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}
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}
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// lastPlayerAction für Karten umblättern reihenfolge setzrn
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actualHand->getCurrentBeRo()->setLastActionPlayer(myID);
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}
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// auf sBluffStatus testen --> raise statt call und bet statt check
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@@ -1292,6 +1320,7 @@ void LocalPlayer::evaluation(int bet, int raise) {
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highestSet = actualHand->getCurrentBeRo()->getHighestSet();
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// cout << "myAction(evaluation): " << myAction << endl;
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switch(myAction) {
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// none
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@@ -41,6 +41,18 @@ ClientBeRo::setHighestCardsValue(int theValue)
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highestCardsValue = theValue;
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}
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void
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ClientBeRo::setLastActionPlayer ( int theValue )
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{
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lastActionPlayer = theValue;
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}
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int
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ClientBeRo::getLastActionPlayer() const
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{
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return lastActionPlayer;
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}
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void
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ClientBeRo::setPlayersTurn(int theValue)
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{
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@@ -30,6 +30,9 @@ public:
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int getHighestCardsValue() const;
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void setHighestCardsValue(int theValue);
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void setLastActionPlayer ( int theValue );
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int getLastActionPlayer() const;
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void setPlayersTurn(int theValue);
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int getPlayersTurn() const;
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@@ -64,6 +67,8 @@ private:
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bool firstRound;
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int smallBlindPosition;
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int smallBlind;
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int lastActionPlayer;
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};
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#endif
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@@ -106,20 +106,12 @@ Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
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Game::~Game()
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{
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// cout << "Delete Game Object" << "\n";
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int i;
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delete actualBoard;
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actualBoard = 0;
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delete actualHand;
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actualHand = 0;
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// boost::shared_ptr<PlayerInterface> tempPlayer;
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// tempPlayer = playerArray[i];
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// playerArray[i] = 0;
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// delete tempPlayer;
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// }
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}
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HandInterface * Game::getCurrentHand()
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@@ -26,6 +26,8 @@
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#define MIN_GUI_SPEED 1
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#define MAX_GUI_SPEED 11
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#define DEBUG_MODE 0
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enum GameState {
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GAME_STATE_PREFLOP = 0,
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GAME_STATE_FLOP,
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@@ -56,7 +56,7 @@
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using namespace std;
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mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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: QMainWindow(parent), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), debugMode(0), breakAfterActualHand(FALSE)
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: QMainWindow(parent), myConfig(c), gameSpeed(0), myActionIsBet(0), myActionIsRaise(0), breakAfterActualHand(FALSE)
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{
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int i;
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@@ -265,6 +265,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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postRiverAnimation1Timer = new QTimer(this);
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postRiverRunAnimation1Timer = new QTimer(this);
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postRiverRunAnimation2Timer = new QTimer(this);
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postRiverRunAnimation2_flipHoleCards1Timer = new QTimer(this);
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postRiverRunAnimation2_flipHoleCards2Timer = new QTimer(this);
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postRiverRunAnimation3Timer = new QTimer(this);
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postRiverRunAnimation5Timer = new QTimer(this);
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potDistributeTimer = new QTimer(this);
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@@ -299,6 +301,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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postRiverAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards1Timer->setSingleShot(TRUE);
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postRiverRunAnimation2_flipHoleCards2Timer->setSingleShot(TRUE);
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postRiverRunAnimation3Timer->setSingleShot(TRUE);
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postRiverRunAnimation5Timer->setSingleShot(TRUE);
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postRiverRunAnimation6Timer->setSingleShot(TRUE);
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@@ -555,6 +559,8 @@ mainWindowImpl::mainWindowImpl(ConfigFile *c, QMainWindow *parent)
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connect(postRiverAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverAnimation1Action() ));
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connect(postRiverRunAnimation1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2() ));
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connect(postRiverRunAnimation2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation3() ));
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connect(postRiverRunAnimation2_flipHoleCards1Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards1() ));
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connect(postRiverRunAnimation2_flipHoleCards2Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation2_flipHoleCards2() ));
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connect(postRiverRunAnimation3Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation4() ));
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connect(potDistributeTimer, SIGNAL(timeout()), this, SLOT(postRiverRunAnimation5()));
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connect(postRiverRunAnimation5Timer, SIGNAL(timeout()), this, SLOT( postRiverRunAnimation6() ));
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@@ -1299,7 +1305,7 @@ void mainWindowImpl::dealHoleCards() {
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currentGame->getPlayerArray()[i]->getMyCards(tempCardsIntArray);
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for(j=0; j<2; j++) {
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if(currentGame->getPlayerArray()[i]->getMyActiveStatus()) {
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if ((i == 0) || debugMode) {
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if ((i == 0) || DEBUG_MODE) {
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tempCardsPixmapArray[j].load(":/cards/resources/graphics/cards/"+QString::number(tempCardsIntArray[j], 10)+".png");
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holeCardsArray[i][j]->setPixmap(tempCardsPixmapArray[j],FALSE);
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@@ -1838,20 +1844,7 @@ void mainWindowImpl::riverAnimation2Action() { mySession->getCurrentGame()->getC
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void mainWindowImpl::postRiverAnimation1() { postRiverAnimation1Timer->start(nextPlayerSpeed2); }
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void mainWindowImpl::postRiverAnimation1Action() { mySession->getCurrentGame()->getCurrentHand()->getCurrentBeRo()->run(); }
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void mainWindowImpl::postRiverRunAnimation1() {
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//RoundsLabel mit "River" dunkel machen
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// QPalette tempPalette = frame_handLabel->palette();
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// tempPalette.setColor(QPalette::Window, active);
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// frame_handLabel->setPalette(tempPalette);
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//PotLabel aufhellen!
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// // tempPalette = frame_Pot->palette();
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// tempPalette.setColor(QPalette::Window, highlight);
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// frame_Pot->setPalette(tempPalette);
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postRiverRunAnimation1Timer->start(postRiverRunAnimationSpeed);
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}
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void mainWindowImpl::postRiverRunAnimation1() { postRiverRunAnimation1Timer->start(postRiverRunAnimationSpeed); }
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void mainWindowImpl::postRiverRunAnimation2() {
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@@ -1868,7 +1861,11 @@ void mainWindowImpl::postRiverRunAnimation2() {
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if(!flipHolecardsAllInAlreadyDone) {
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//Config? mit oder ohne Eye-Candy?
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//TODO - Turn cards like in the rules
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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// //Config? mit oder ohne Eye-Candy?
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if(myConfig->readConfigInt("ShowFlipCardsAnimation")) {
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// mit Eye-Candy
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@@ -1937,12 +1934,35 @@ void mainWindowImpl::postRiverRunAnimation2() {
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else { postRiverRunAnimation3(); }
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}
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// TODO
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void mainWindowImpl::postRiverRunAnimation2_flipHoleCards1() {
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HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
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currentHand->getCurrentBeRo()->setPlayersTurn(currentHand->getCurrentBeRo()->getLastActionPlayer());
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postRiverRunAnimation2_flipHoleCards2Timer->start(nextPlayerSpeed2);
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}
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void mainWindowImpl::postRiverRunAnimation2_flipHoleCards2() {
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// if() {
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// postRiverRunAnimation2_flipHoleCards1Timer->start(nextPlayerSpeed2);
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// }
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// else {
|
||||
// postRiverRunAnimation2Timer->start(postRiverRunAnimationSpeed);
|
||||
// }
|
||||
}
|
||||
|
||||
|
||||
void mainWindowImpl::postRiverRunAnimation3() {
|
||||
|
||||
int i;
|
||||
HandInterface *currentHand = mySession->getCurrentGame()->getCurrentHand();
|
||||
//Alle Winner erhellen und "Winner" schreiben
|
||||
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
|
||||
|
||||
if(currentHand->getPlayerArray()[i]->getMyActiveStatus() && currentHand->getPlayerArray()[i]->getMyAction() != 1 && currentHand->getPlayerArray()[i]->getMyCardsValueInt() == currentHand->getCurrentBeRo()->getHighestCardsValue() ) {
|
||||
|
||||
// QPalette tempPalette = groupBoxArray[i]->palette();
|
||||
|
||||
@@ -230,6 +230,8 @@ public slots:
|
||||
|
||||
void postRiverRunAnimation1();
|
||||
void postRiverRunAnimation2();
|
||||
void postRiverRunAnimation2_flipHoleCards1();
|
||||
void postRiverRunAnimation2_flipHoleCards2();
|
||||
void postRiverRunAnimation3();
|
||||
void postRiverRunAnimation4();
|
||||
void postRiverRunAnimation5();
|
||||
@@ -274,6 +276,7 @@ public slots:
|
||||
void networkGameModification();
|
||||
|
||||
void quitPokerTH();
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -339,6 +342,8 @@ private:
|
||||
QTimer *postRiverAnimation1Timer;
|
||||
QTimer *postRiverRunAnimation1Timer;
|
||||
QTimer *postRiverRunAnimation2Timer;
|
||||
QTimer *postRiverRunAnimation2_flipHoleCards1Timer;
|
||||
QTimer *postRiverRunAnimation2_flipHoleCards2Timer;
|
||||
QTimer *postRiverRunAnimation3Timer;
|
||||
QTimer *postRiverRunAnimation5Timer;
|
||||
QTimer *postRiverRunAnimation6Timer;
|
||||
@@ -396,7 +401,6 @@ private:
|
||||
bool myActionIsBet;
|
||||
bool myActionIsRaise;
|
||||
|
||||
bool debugMode;
|
||||
bool breakAfterActualHand;
|
||||
|
||||
bool flipHolecardsAllInAlreadyDone;
|
||||
|
||||
Reference in New Issue
Block a user