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doitux
2007-01-13 18:55:48 +00:00
parent 70ede8cc90
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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 "localflop.h"
#include "localhand.h"
using namespace std;
LocalFlop::LocalFlop(LocalHand* bR, int id, int qP, int dP, int sB) : myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstFlopRun(1), firstFlopRound(1), playersTurn(dP)
{
int i;
//SmallBlind-Position ermitteln
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
if (myHand->getPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i;
}
}
LocalFlop::~LocalFlop()
{
}
void LocalFlop::flopRun() {
// cout << "NextPlayerSpeed2 stop" << endl;
int i;
if (firstFlopRun) {
myHand->getGuiInterface()->dealFlopCards();
firstFlopRun = 0;
}
else {
bool allHighestSet = 1;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); i++) {
if(myHand->getPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) {
if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; }
}
}
// cout << "firstflopround " << firstFlopRound << endl;
// prfen, ob Flop wirklich dran ist
if(!firstFlopRound && allHighestSet) {
// Flop nicht dran, weil alle Sets gleich sind
//also gehe in Turn
myHand->setActualRound(2);
//Action lchen und ActionButtons refresh
for(i=0; i<myHand->getGuiInterface()->getMaxQuantityPlayers(); 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()->refreshAll();
myHand->switchRounds();
}
else {
// Flop ist wirklich dran
// nhsten Spieler ermitteln
do { playersTurn = (playersTurn+1)%(myHand->getGuiInterface()->getMaxQuantityPlayers());
} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6);
//Spieler-Position vor SmallBlind-Position ermitteln
int activePlayerBeforeSmallBlind = smallBlindPosition;
do { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + myHand->getGuiInterface()->getMaxQuantityPlayers() - 1 ) % (myHand->getGuiInterface()->getMaxQuantityPlayers());
} while(!(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6);
myHand->getPlayerArray()[playersTurn]->setMyTurn(1);
myHand->getGuiInterface()->refreshGroupbox();
// cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl;
// cout << "playersTurn " << playersTurn << endl;
// wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstFlopRound = 0; }
if(playersTurn == 0) {
// Wir sind dran
// cout << "actualRound " << myHand->getActualRound() << endl;
// cout << "highestSet vor meInAction " << highestSet << endl;
myHand->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->flopAnimation2();
}
}
}
}
void LocalFlop::nextPlayer2() {
// cout << "NextPlayerSpeed3 stop" << endl;
myHand->getPlayerArray()[playersTurn]->action();
}