adds activePlayerList and runningPlayerList (V)
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@@ -29,17 +29,11 @@ LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) :
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{
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setHighestSet(2*getSmallBlind());
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// // BigBlind ermitteln
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// bigBlindPosition = getDealerPosition();
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bigBlindPosition = getMyHand()->getActivePlayerList()->begin();
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// int i;
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS && getMyHand()->getPlayerArray()[bigBlindPosition]->getMyButton() != BUTTON_BIG_BLIND; i++) {
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// bigBlindPosition = (bigBlindPosition+1)%(MAX_NUMBER_OF_PLAYERS);
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// }
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// // BigBlind ermitteln
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PlayerListIterator it;
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bigBlindPosition = getMyHand()->getActivePlayerList()->begin();
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for(it=getMyHand()->getActivePlayerList()->begin(); it!=getMyHand()->getActivePlayerList()->end(); it++) {
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if((*it)->getMyButton() == BUTTON_BIG_BLIND) {
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bigBlindPosition = it;
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@@ -63,23 +57,18 @@ LocalBeRoPreflop::~LocalBeRoPreflop()
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void LocalBeRoPreflop::run() {
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int i;
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bool allHighestSet = 1;
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bool allHighestSet = true;
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PlayerListIterator it;
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PlayerList runningPlayerList = getMyHand()->getRunningPlayerList();
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// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(getMyHand()->getPlayerArray()[i]->getMyActiveStatus() && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) {
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if(getHighestSet() != getMyHand()->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
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// test if all running players have same sets (else allHighestSet = false)
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for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); it++) {
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if(getHighestSet() != (*it)->getMySet()) {
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allHighestSet = false;
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}
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}
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// BigBlind ermitteln
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// bigBlindPosition = getDealerPosition();
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS && getMyHand()->getPlayerArray()[bigBlindPosition]->getMyButton() != BUTTON_BIG_BLIND; i++) {
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// bigBlindPosition = (bigBlindPosition+1)%(MAX_NUMBER_OF_PLAYERS);
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// }
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// naechsten Spieler ermitteln
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// determine next player
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
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setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
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