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pokerth/src/engine/local_engine/localbero.cpp
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//
// C++ Implementation: localbero
//
// Description:
//
//
// Author: FThauer FHammer <webmaster@pokerth.net>, (C) 2007
//
// Copyright: See COPYING file that comes with this distribution
//
//
#include "localbero.h"
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using namespace std;
LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS)
: BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0)
{
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int i;
//SmallBlind-Position ermitteln
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
}
LocalBeRo::~LocalBeRo()
{
}
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void LocalBeRo::nextPlayer() {
myHand->getPlayerArray()[playersTurn]->action();
}
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void LocalBeRo::run() {
int i;
if (firstRun) {
myHand->getGuiInterface()->dealBeRoCards(myBeRoID);
firstRun = 0;
}
else {
//log the turned cards
if(!logBoardCardsDone) {
int tempBoardCardsArray[5];
myHand->getBoard()->getMyCards(tempBoardCardsArray);
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switch(myBeRoID) {
case GAME_STATE_FLOP: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2]);
break;
case GAME_STATE_TURN: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]);
break;
case GAME_STATE_RIVER: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]);
break;
}
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logBoardCardsDone = 1;
}
bool allHighestSet = 1;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
}
}
// prfen, ob Flop wirklich dran ist
if(!firstRound && allHighestSet) {
// Flop nicht dran, weil alle Sets gleich sind
//also gehe in Turn
myHand->setActualRound(myBeRoID+1);
//Action loeschen und ActionButtons refresh
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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();
myHand->getGuiInterface()->refreshPot();
myHand->getGuiInterface()->refreshSet();
myHand->getGuiInterface()->refreshCash();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { myHand->getGuiInterface()->refreshAction(i,0); }
myHand->switchRounds();
}
else {
// Flop ist wirklich dran
// Anzahl der effektiv gespielten Runden (des human player) erhöhen
if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) {
myHand->setBettingRoundsPlayed(myBeRoID);
}
if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRound == 1) ) {
// not first round in heads up (for headsup dealer is smallblind so it is dealers turn)
// naechsten Spieler ermitteln
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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++) {
playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS);
}
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}
else { firstHeadsUpRound = 0; }
//Spieler-Position vor SmallBlind-Position ermitteln
int activePlayerBeforeSmallBlind = smallBlindPosition;
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6) || i==0; i++) {
activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS);
}
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myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
//highlight active players groupbox and clear action
myHand->getGuiInterface()->refreshGroupbox(playersTurn,2);
myHand->getGuiInterface()->refreshAction(playersTurn,0);
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRound = 0; }
if(playersTurn == 0) {
// Wir sind dran
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
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myHand->getGuiInterface()->beRoAnimation2(myBeRoID);
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}
}
}
}