Should be working to play up to river.

This commit is contained in:
lotodore
2007-05-25 19:53:07 +00:00
parent e14d01432c
commit c5e34fe186
5 changed files with 45 additions and 13 deletions
+21 -2
View File
@@ -597,8 +597,8 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
client.GetGui().refreshGroupbox(tmpPlayer->getMyID(), 3);
// Refresh GUI
client.GetGui().refreshSet();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().refreshAction();
client.GetGui().refreshCash();
}
@@ -610,7 +610,26 @@ ClientStateRunHand::InternalProcess(ClientThread &client, boost::shared_ptr<NetP
assert(tmpPlayer); // TODO: throw exception
// Set round.
curGame->getCurrentHand()->setActualRound(turnData.gameState);
if (curGame->getCurrentHand()->getActualRound() != turnData.gameState)
{
// Reset player actions
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
{
int action = curGame->getPlayerArray()[i]->getMyAction();
if (action != 1 && action != 6)
curGame->getPlayerArray()[i]->setMyAction(0);
}
// Move sets to pot
curGame->getCurrentHand()->getBoard()->collectSets();
curGame->getCurrentHand()->getBoard()->collectPot();
client.GetGui().refreshPot();
client.GetGui().refreshSet();
client.GetGui().refreshAction();
client.GetGui().refreshCash();
curGame->getCurrentHand()->setActualRound(turnData.gameState);
}
// Next player's turn.
SetPlayersTurn(*curGame, tmpPlayer->getMyID());