122 lines
4.6 KiB
C++
122 lines
4.6 KiB
C++
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *Irische Segenswnsche,
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "localpreflop.h"
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#include "localhand.h"
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using namespace std;
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LocalPreflop::LocalPreflop(LocalHand* bR, int id, int qP, int dP, int sB) : myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), bigBlindPosition(0), smallBlind(sB), highestSet(2*sB), preflopFirstRound(TRUE), playersTurn(0)
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{
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myHand->getBoard()->collectSets();
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myHand->getMainWindowImpl()->refreshPot();
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// // BigBlind ermitteln
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bigBlindPosition = dealerPosition;
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while (myHand->getPlayerArray()[bigBlindPosition]->getMyButton() != 3) {
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bigBlindPosition = (bigBlindPosition+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
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}
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// // erste Spielernummer fr preflopRun() setzen
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playersTurn = bigBlindPosition;
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}
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LocalPreflop::~LocalPreflop()
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{
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}
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void LocalPreflop::preflopRun() {
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// cout << "NextPlayerSpeed2 stop" << endl;
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int i;
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bool allHighestSet = 1;
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// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
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for(i=0; i<myHand->getMainWindowImpl()->getMaxQuantityPlayers(); i++) {
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if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
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if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
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}
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}
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// BigBlind ermitteln
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bigBlindPosition = dealerPosition;
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while (myHand->getPlayerArray()[bigBlindPosition]->getMyButton() != 3) {
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bigBlindPosition = (bigBlindPosition+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
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}
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// prfen, ob Preflop wirklich dran ist
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if(!preflopFirstRound && allHighestSet) {
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// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
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//also gehe in Flop
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myHand->setActualRound(1);
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//Action l�chen und ActionButtons refresh
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for(i=0; i<myHand->getMainWindowImpl()->getMaxQuantityPlayers(); i++) {
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if(myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0);
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}
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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myHand->getBoard()->collectSets();
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myHand->getBoard()->collectPot();
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myHand->getMainWindowImpl()->refreshPot();
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myHand->getMainWindowImpl()->refreshAll();
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myHand->switchRounds();
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}
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else {
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// Preflop ist wirklich dran
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// n�hsten Spieler ermitteln
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do {
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playersTurn = (playersTurn+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
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// falls BigBlind, dann PreflopFirstRound zuende
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if(myHand->getPlayerArray()[playersTurn]->getMyButton() == 3) preflopFirstRound = FALSE;
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} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || myHand->getPlayerArray()[playersTurn]->getMyAction() == 1 || myHand->getPlayerArray()[playersTurn]->getMyAction() == 6);
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myHand->getPlayerArray()[playersTurn]->setMyTurn(TRUE);
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myHand->getMainWindowImpl()->refreshGroupbox();
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if(playersTurn == 0) {
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// Wir sind dran
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myHand->getMainWindowImpl()->meInAction();
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}
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else {
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//Gegner sind dran
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// cout << "NextPlayerSpeed3 start" << endl;
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myHand->getGuiInterface()->preflopAnimation2();
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}
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}
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}
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void LocalPreflop::nextPlayer2() {
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// cout << "NextPlayerSpeed3 stop" << endl;
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myHand->getPlayerArray()[playersTurn]->action();
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}
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