bugfix: inactive player with 0$ all in

This commit is contained in:
floty
2007-09-01 16:32:36 +00:00
parent 86d6acc090
commit d18c44e2e9
3 changed files with 387 additions and 84 deletions
+6 -2
View File
@@ -24,6 +24,8 @@ LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameStat
if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
cout << smallBlindPosition << endl;
}
@@ -115,7 +117,7 @@ void LocalBeRo::run() {
// naechsten Spieler ermitteln
int i;
for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6) || i==0; i++) {
for(i=0; (i<MAX_NUMBER_OF_PLAYERS && ((myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) == 0 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6)) || i==0; i++) {
playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
}
firstHeadsUpRound = 0;
@@ -138,7 +140,9 @@ void LocalBeRo::run() {
myHand->getGuiInterface()->refreshAction(playersTurn,0);
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRound = 0; }
// ausnahme bei heads up !!! --> TODO
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind && myHand->getActualQuantityPlayers() >= 3) { firstRound = 0; }
if(myHand->getActualQuantityPlayers() < 3 && (myHand->getPlayerArray()[playersTurn]->getMyID() == dealerPosition || myHand->getPlayerArray()[playersTurn]->getMyID() == smallBlindPosition)) { firstRound = 0; }
if(playersTurn == 0) {
// Wir sind dran