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pokerth/src/engine/local_engine/localturn.cpp
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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "localturn.h"
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using namespace std;
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LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), playersTurn(dP)
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{ int i;
//SmallBlind-Position ermitteln
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for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
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if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
}
LocalTurn::~LocalTurn()
{
}
void LocalTurn::turnRun() {
// cout << "NextPlayerSpeed2 stop" << endl;
int i;
if (firstTurnRun) {
myHand->getGuiInterface()->dealTurnCard();
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firstTurnRun = 0;
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}
else {
bool allHighestSet = 1;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
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for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
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if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
// cout << "Spieler " << i << " Set " << myHand->getPlayerArray()[i]->getMySet() << endl;
if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
}
}
// cout << "allHighestSet " << allHighestSet << endl;
// cout << "firstflopround " << firstTurnRound << endl;
// prfen, ob Turn wirklich dran ist
if(!firstTurnRound && allHighestSet) {
// Turn nicht dran, weil alle Sets gleich sind
//also gehe in Turn
myHand->setActualRound(3);
//Action lchen und ActionButtons refresh
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for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
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if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
}
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
myHand->getBoard()->collectSets();
myHand->getBoard()->collectPot();
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myHand->getGuiInterface()->refreshPot();
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myHand->getGuiInterface()->refreshSet();
myHand->getGuiInterface()->refreshCash();
myHand->getGuiInterface()->refreshAction();
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myHand->switchRounds();
}
else {
// Turn ist wirklich dran
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// Anzahl der effektiv gespielten Runden (des human player) erhöhen
if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
myHand->setBettingRoundsPlayed(2);
}
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// nhsten Spieler ermitteln
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do { playersTurn = (playersTurn+1)%(myHand->getGuiInterface()->getMaxQuantityPlayers());
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
//Spieler-Position vor SmallBlind-Position ermitteln
int activePlayerBeforeSmallBlind = smallBlindPosition;
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do { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + myHand->getGuiInterface()->getMaxQuantityPlayers() - 1 ) % (myHand->getGuiInterface()->getMaxQuantityPlayers());
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} while(!(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6);
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myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
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myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
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// cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl;
// cout << "playersTurn " << playersTurn << endl;
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstTurnRound = 0; }
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if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
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myHand->getGuiInterface()->meInAction();
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}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->turnAnimation2();
}
}
}
}
void LocalTurn::nextPlayer2() {
// cout << "NextPlayerSpeed3 stop" << endl;
myHand->getPlayerArray()[playersTurn]->action();
}