Fixed bug: "hands before raise" is now taken from dialog. Removed config from game.cpp for networking.
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+20
-16
@@ -27,14 +27,16 @@
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#include "playerinterface.h"
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#include "handinterface.h"
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#include "configfile.h"
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using namespace std;
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Game::Game(ConfigFile* c, GuiInterface* g, int qP, int sC, int sB, int gId) : myConfig(c), myGui(g), actualHand(0), actualBoard(0), startQuantityPlayers(qP), startCash(sC), startSmallBlind(sB), myGameID(gId), actualQuantityPlayers(qP), actualSmallBlind(sB), actualHandID(0), dealerPosition(0)
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Game::Game(GuiInterface* gui, const PlayerDataList &playerData, int sC, int sB, int hbrsB, int gameId)
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: myGui(gui), actualHand(0), actualBoard(0), startCash(sC),
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startSmallBlind(sB), startHandsBeforeRaiseSmallBlind(hbrsB),myGameID(gameId),
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actualSmallBlind(sB), actualHandID(0), dealerPosition(0)
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{
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// cout << "Create Game Object" << "\n";
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int i;
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startQuantityPlayers = actualQuantityPlayers = playerData.size();
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actualHandID = 0;
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@@ -57,23 +59,26 @@ Game::Game(ConfigFile* c, GuiInterface* g, int qP, int sC, int sB, int gId) : my
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myTool.getRandNumber(0, startQuantityPlayers-1, 1, &dealerPosition, 0);
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// Player erstellen
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PlayerInterface *tempPlayer;
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PlayerDataList::const_iterator player_i = playerData.begin();
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PlayerDataList::const_iterator player_end = playerData.end();
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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//Namen und Avatarpfad abfragen
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ostringstream myName;
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if (i==0) { myName << "MyName"; }
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else { myName << "Opponent" << i << "Name"; }
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ostringstream myAvatar;
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if (i==0) { myAvatar << "MyAvatar"; }
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else { myAvatar << "Opponent" << i << "Avatar"; }
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string myName;
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string myAvatarFile;
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if (player_i != player_end)
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{
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myName = (*player_i)->GetName();
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myAvatarFile = (*player_i)->GetAvatarFile();
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// TODO: set player type
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++player_i;
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}
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//PlayerObjekte erzeugen
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tempPlayer = myFactory->createPlayer(actualBoard, i, myConfig->readConfigString(myName.str()), myConfig->readConfigString(myAvatar.str()), startCash, startQuantityPlayers > i, 0);
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playerArray[i] = tempPlayer;
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playerArray[i] = myFactory->createPlayer(actualBoard, i, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
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}
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actualBoard->setPlayer(playerArray);
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//// SPIEL-SCHLEIFE
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startHand();
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@@ -116,8 +121,7 @@ void Game::startHand()
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actualHandID++;
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// smallBlind alle x Runden erhöhen
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int handsBeforeRaiseSmallBLind = myConfig->readConfigInt("HandsBeforeRaiseSmallBlind");
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if(actualHandID%handsBeforeRaiseSmallBLind == 0) actualSmallBlind *= 2;
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if(actualHandID%startHandsBeforeRaiseSmallBlind == 0) actualSmallBlind *= 2;
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//Spieler Action auf 0 setzen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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