adds activePlayerList and runningPlayerList (IV)
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@@ -26,13 +26,13 @@
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using namespace std;
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LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int aP, int dP, int sB,int sC)
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LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardInterface *b, std::vector<boost::shared_ptr<PlayerInterface> > sl, PlayerList apl, PlayerList rpl, int id, int sP, int dP, int sB,int sC)
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: myFactory(f), myGui(g), myBoard(b), playerArray(sl), activePlayerList(apl), runningPlayerList(rpl), myBeRo(0), myID(id), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), lastPlayersTurn(0), allInCondition(0),
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cardsShown(false), bettingRoundsPlayed(0)
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{
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int i, j, k;
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PlayerList::iterator it;
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PlayerListIterator it;
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CardsValue myCardsValue;
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@@ -51,8 +51,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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}
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// Karten generieren und Board sowie Player zuweisen
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int *cardsArray = new int[2*activePlayerList.size()+5];
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Tools::getRandNumber(0, 51, 2*activePlayerList.size()+5, cardsArray, 1);
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int *cardsArray = new int[2*activePlayerList->size()+5];
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Tools::getRandNumber(0, 51, 2*activePlayerList->size()+5, cardsArray, 1);
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int tempBoardArray[5];
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int tempPlayerArray[2];
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int tempPlayerAndBoardArray[7];
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@@ -65,7 +65,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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k = 0;
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myBoard->setMyCards(tempBoardArray);
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for(it=activePlayerList.begin(); it!=activePlayerList.end(); it++, k++) {
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for(it=activePlayerList->begin(); it!=activePlayerList->end(); it++, k++) {
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(*it)->getMyBestHandPosition(bestHandPos);
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@@ -85,8 +85,8 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, BoardI
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}
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}
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// sBluff für alle aktiver Spieler außer human player setzen
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if(it!=activePlayerList.begin()) {
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// sBluff für alle aktiver Spieler außer human player setzen --> TODO for ai-player in internet
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if((*it)->getMyID() != 0) {
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Tools::getRandNumber(1,100,1,&sBluff,0);
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(*it)->setSBluff(sBluff);
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(*it)->setSBluffStatus(0);
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@@ -285,7 +285,7 @@ void LocalHand::start() {
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void LocalHand::assignButtons() {
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int i,j;
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PlayerList::iterator it;
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PlayerListIterator it;
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// alle Buttons loeschen
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for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
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@@ -300,7 +300,7 @@ void LocalHand::assignButtons() {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayerList.size() > 2) playerArray[i]->setMyButton(2); //small blind normal
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if(activePlayerList->size() > 2) playerArray[i]->setMyButton(2); //small blind normal
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else playerArray[i]->setMyButton(3); //big blind in heads up
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}
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}
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@@ -310,14 +310,14 @@ void LocalHand::assignButtons() {
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i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
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if(playerArray[i]->getMyActiveStatus()) {
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if(activePlayerList.size() > 2) playerArray[i]->setMyButton(3); //big blind normal
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if(activePlayerList->size() > 2) playerArray[i]->setMyButton(3); //big blind normal
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else playerArray[i]->setMyButton(2); //small blind in heads up
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}
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}
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//do sets
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for (it=activePlayerList.begin(); it!=activePlayerList.end(); it++) {
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for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
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//small blind
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if((*it)->getMyButton() == 2) {
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@@ -329,7 +329,7 @@ void LocalHand::assignButtons() {
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// 1 to do not log this
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(*it)->setMyAction(6,1);
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// delete this player from runningPlayerList
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it = runningPlayerList.erase(it);
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it = runningPlayerList->erase(it);
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}
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else { (*it)->setMySet(smallBlind); }
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@@ -345,7 +345,7 @@ void LocalHand::assignButtons() {
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// 1 to do not log this
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(*it)->setMyAction(6,1);
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// delete this player from runningPlayerList
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it = runningPlayerList.erase(it);
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it = runningPlayerList->erase(it);
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}
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else { (*it)->setMySet(2*smallBlind); }
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@@ -358,17 +358,17 @@ void LocalHand::assignButtons() {
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void LocalHand::switchRounds() {
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int i;
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PlayerList::iterator it;
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PlayerListIterator it;
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// Anzahl der Spieler ermitteln, welche All In sind
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int allInPlayersCounter = 0;
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for (it=activePlayerList.begin(); it!=activePlayerList.end(); it++) {
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for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
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if ((*it)->getMyAction() == 6) allInPlayersCounter++;
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}
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// TODO -> runningPlayerList.size()
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int nonFoldPlayerCounter = 0;
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for (it=activePlayerList.begin(); it!=activePlayerList.end(); it++) {
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for (it=activePlayerList->begin(); it!=activePlayerList->end(); it++) {
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if ((*it)->getMyAction() != 1) nonFoldPlayerCounter++;
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}
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@@ -407,7 +407,7 @@ void LocalHand::switchRounds() {
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// HeadsUp-Ausnahme -> spieler ermitteln, der all in ist und als bb nur weniger als sb setzen konnte
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(activePlayerList.size()==2 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) {
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if(activePlayerList->size()==2 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) {
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allInCondition = 1;
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}
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