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pokerth/src/engine/local_engine/localhand.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 "localhand.h"
using namespace std;
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LocalHand::LocalHand(EngineFactory *f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int qP, int dP, int sB,int sC) : HandInterface(), myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), allInCondition(0)
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{
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int i, j;
CardsValue myCardsValue;
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myGui->setHand(this);
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myBoard->setHand(this);
for(i=0; i<actualQuantityPlayers; i++) playerArray[i]->setHand(this);
// roundStartCashArray fllen
for(i=0; i<5; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
}
// Dealer, SB, BB bestimmen
assignButtons();
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myGui->refreshAll();
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// Karten generieren und Board sowie Player zuweisen
Tools myTool;
int *cardsArray = new int[2*actualQuantityPlayers+5];
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myTool.getRandNumber(0, 51, 2*actualQuantityPlayers+5, cardsArray, 1);
int tempBoardArray[5];
int tempPlayerArray[2];
int tempPlayerAndBoardArray[7];
for(i=0; i<5; i++) {
tempBoardArray[i] = cardsArray[i];
tempPlayerAndBoardArray[i+2] = cardsArray[i];
}
myBoard->setMyCards(tempBoardArray);
for(i=0; i<actualQuantityPlayers; i++) {
for(j=0; j<2; j++) {
tempPlayerArray[j] = cardsArray[2*i+j+5];
tempPlayerAndBoardArray[j] = cardsArray[2*i+j+5];
}
playerArray[i]->setMyCards(tempPlayerArray);
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playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[i]->getMyBestHandPosition()));
// myBestHandPosition auf Fehler ueberpruefen
for(j=0; j<5; j++) {
if((playerArray[i]->getMyBestHandPosition())[i] == -1) {
cout << "FEHLER bei myBestHandPosition-Ermittlung!!!" << endl;
}
}
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}
// Karten austeilen
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myGui->dealHoleCards();
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// Preflop, Flop, Turn und River erstellen
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myPreflop = myFactory->createPreflop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myFlop = myFactory->createFlop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myTurn = myFactory->createTurn(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myRiver = myFactory->createRiver(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
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//Rundenwechsel | beim ersten Durchlauf --> Preflop starten
myGui->nextPlayerAnimation();
delete[] cardsArray;
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}
LocalHand::~LocalHand()
{
delete myPreflop;
myPreflop = 0;
delete myFlop;
myFlop = 0;
delete myTurn;
myTurn = 0;
delete myRiver;
myRiver = 0;
}
void LocalHand::assignButtons() {
int i;
// alle Buttons loeschen
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for (i=0; i<myGui->getMaxQuantityPlayers(); i++) { playerArray[i]->setMyButton(0); }
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// DealerButton zuweisen
playerArray[dealerPosition]->setMyButton(1);
// Small Blind zuweisen und setzen
i = dealerPosition;
do {
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i = (i+1)%(myGui->getMaxQuantityPlayers());
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if(playerArray[i]->getMyActiveStatus()) {
playerArray[i]->setMyButton(2);
// mit SmallBlind All In ?
if(playerArray[i]->getMyCash() <= smallBlind) {
playerArray[i]->setMySet(playerArray[i]->getMyCash());
playerArray[i]->setMyAction(6);
}
// sonst
else {
playerArray[i]->setMySet(smallBlind);
}
}
} while(!(playerArray[i]->getMyActiveStatus()));
// Big Blind zuweisen
do {
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i = (i+1)%(myGui->getMaxQuantityPlayers());
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if(playerArray[i]->getMyActiveStatus()) {
playerArray[i]->setMyButton(3);
// mit BigBlind All In ?
if(playerArray[i]->getMyCash() <= 2*smallBlind) {
playerArray[i]->setMySet(playerArray[i]->getMyCash());
playerArray[i]->setMyAction(6);
}
// sonst
else {
playerArray[i]->setMySet(2*smallBlind);
}
}
} while(!(playerArray[i]->getMyActiveStatus()));
}
void LocalHand::switchRounds() {
int i;
// cout << "switchrounds" << endl;
//Aktive Spieler zlen --> wenn nur noch einer nicht-folded dann gleich den Pot verteilen
activePlayersCounter = 0;
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for (i=0; i<myGui->getMaxQuantityPlayers(); i++) {
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if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
}
// Anzahl der Spieler ermitteln, welche All In sind
int allInPlayersCounter = 0;
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for (i=0; i<myGui->getMaxQuantityPlayers(); i++) {
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if (playerArray[i]->getMyAction() == 6) allInPlayersCounter++;
}
if(activePlayersCounter==1) {
myBoard->collectPot();
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myGui->refreshPot();
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myGui->refreshSet();
actualRound = 4;
}
// prfen der All In Kondition
// fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein
else {
// 1) wenn alle All In
if(allInPlayersCounter == activePlayersCounter) {
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allInCondition = 1;
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}
// 2) alle bis auf einen All In und der hat HighestSet
int tempHighestSet;
if(allInPlayersCounter+1 == activePlayersCounter) {
// Spieler ermitteln, der noch nicht All In ist
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for (i=0; i<myGui->getMaxQuantityPlayers(); i++) {
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if(playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyAction() != 6 && playerArray[i]->getMyActiveStatus() == 1) {
tempHighestSet = 0;
switch (actualRound) {
case 0: {tempHighestSet = myPreflop->getHighestSet();}
break;
case 1: {tempHighestSet = myFlop->getHighestSet();}
break;
case 2: {tempHighestSet = myTurn->getHighestSet();}
break;
case 3: {tempHighestSet = myRiver->getHighestSet();}
break;
default: {}
}
if(playerArray[i]->getMySet() >= tempHighestSet) {
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allInCondition = 1;
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}
}
}
}
}
// beim Vorliegen einer All In Kondition -> Ausfhrung einer Sonderprozedur
if(allInCondition) {
myBoard->collectPot();
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myGui->refreshPot();
myGui->refreshSet();
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actualRound++;
}
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myGui->refreshGroupbox();
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highlightRoundLabel();
// /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl;
//
// cout << "NextPlayerSpeed2 start" << endl;
switch(actualRound) {
case 0: {
// Preflop starten
myGui->preflopAnimation1();
} break;
case 1: {
// Flop starten
myGui->flopAnimation1();
} break;
case 2: {
// Turn starten
myGui->turnAnimation1();
} break;
case 3: {
// River starten
myGui->riverAnimation1();
} break;
case 4: {
// PostRiver starten
myGui->postRiverAnimation1();
} break;
default: {}
}
}
void LocalHand::highlightRoundLabel() {
switch(actualRound) {
case 0: {
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myGui->highlightRoundLabel("Preflop");
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} break;
case 1: {
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myGui->highlightRoundLabel("Flop");
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} break;
case 2: {
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myGui->highlightRoundLabel("Turn");
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} break;
case 3: {
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myGui->highlightRoundLabel("River");
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} break;
case 4: {
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myGui->highlightRoundLabel("");
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} break;
default: {
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myGui->highlightRoundLabel("!!! FEHLER !!!");
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}
}
}