import local repo

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doitux
2007-01-13 02:40:33 +00:00
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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *Irische Segenswnsche,
* *
* 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 "localpreflop.h"
#include "localhand.h"
using namespace std;
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)
{
myHand->getBoard()->collectSets();
myHand->getMainWindowImpl()->refreshPot();
// // BigBlind ermitteln
bigBlindPosition = dealerPosition;
while (myHand->getPlayerArray()[bigBlindPosition]->getMyButton() != 3) {
bigBlindPosition = (bigBlindPosition+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
}
// // erste Spielernummer fr preflopRun() setzen
playersTurn = bigBlindPosition;
}
LocalPreflop::~LocalPreflop()
{
}
void LocalPreflop::preflopRun() {
// cout << "NextPlayerSpeed2 stop" << endl;
int i;
bool allHighestSet = 1;
// prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 )
for(i=0; i<myHand->getMainWindowImpl()->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; }
}
}
// BigBlind ermitteln
bigBlindPosition = dealerPosition;
while (myHand->getPlayerArray()[bigBlindPosition]->getMyButton() != 3) {
bigBlindPosition = (bigBlindPosition+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
}
// prfen, ob Preflop wirklich dran ist
if(!preflopFirstRound && allHighestSet) {
// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
//also gehe in Flop
myHand->setActualRound(1);
//Action lchen und ActionButtons refresh
for(i=0; i<myHand->getMainWindowImpl()->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->getMainWindowImpl()->refreshPot();
myHand->getMainWindowImpl()->refreshAll();
myHand->switchRounds();
}
else {
// Preflop ist wirklich dran
// nhsten Spieler ermitteln
do {
playersTurn = (playersTurn+1)%(myHand->getMainWindowImpl()->getMaxQuantityPlayers());
// falls BigBlind, dann PreflopFirstRound zuende
if(myHand->getPlayerArray()[playersTurn]->getMyButton() == 3) preflopFirstRound = FALSE;
} while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || myHand->getPlayerArray()[playersTurn]->getMyAction() == 1 || myHand->getPlayerArray()[playersTurn]->getMyAction() == 6);
myHand->getPlayerArray()[playersTurn]->setMyTurn(TRUE);
myHand->getMainWindowImpl()->refreshGroupbox();
if(playersTurn == 0) {
// Wir sind dran
myHand->getMainWindowImpl()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
myHand->getGuiInterface()->preflopAnimation2();
}
}
}
void LocalPreflop::nextPlayer2() {
// cout << "NextPlayerSpeed3 stop" << endl;
myHand->getPlayerArray()[playersTurn]->action();
}