First try of showing cards when everybody is all in.

This commit is contained in:
lotodore
2007-06-06 21:16:52 +00:00
parent e6305092ea
commit 8a22157cbd
8 changed files with 143 additions and 69 deletions
+68 -29
View File
@@ -454,6 +454,42 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
if (newRound != curRound)
{
assert(newRound > curRound);
if (curGame.getCurrentHand()->getAllInCondition()
&& !curGame.getCurrentHand()->getCardsShown())
{
// Retrieve active players. If only one player is left, no cards are shown.
std::list<PlayerInterface *> activePlayers = GetActivePlayers(curGame);
assert(!activePlayers.empty());
if (activePlayers.size() > 1)
{
// Send cards of all active players to all players (all in).
boost::shared_ptr<NetPacket> allIn(new NetPacketAllInShowCards);
NetPacketAllInShowCards::Data allInData;
std::list<PlayerInterface *>::iterator i = activePlayers.begin();
std::list<PlayerInterface *>::iterator end = activePlayers.end();
while (i != end)
{
NetPacketAllInShowCards::PlayerCards tmpPlayerCards;
tmpPlayerCards.playerId = (*i)->getMyUniqueID();
int tmpCards[2];
(*i)->getMyCards(tmpCards);
tmpPlayerCards.cards[0] = static_cast<u_int16_t>(tmpCards[0]);
tmpPlayerCards.cards[1] = static_cast<u_int16_t>(tmpCards[1]);
allInData.playerCards.push_back(tmpPlayerCards);
++i;
}
static_cast<NetPacketAllInShowCards *>(allIn.get())->SetData(allInData);
server.SendToAllPlayers(allIn);
curGame.getCurrentHand()->setCardsShown(true);
}
}
SendNewRoundCards(server, curGame, newRound);
boost::microsec_timer delayTimer;
@@ -466,47 +502,35 @@ ServerRecvStateStartRound::Process(ServerRecvThread &server)
{
if (newRound != GAME_STATE_POST_RIVER) // continue hand
{
if (!curGame.getCurrentHand()->getAllInCondition())
{
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
assert(curPlayer); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
assert (!curGame.getCurrentHand()->getAllInCondition()); // this would be an error.
boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
// Retrieve current player.
PlayerInterface *curPlayer = GetCurrentPlayer(curGame);
assert(curPlayer); // TODO throw exception
assert(curPlayer->getMyActiveStatus()); // TODO throw exception
server.SendToAllPlayers(notification);
boost::shared_ptr<NetPacket> notification(new NetPacketPlayersTurn);
NetPacketPlayersTurn::Data playersTurnData;
playersTurnData.gameState = (GameState)curGame.getCurrentHand()->getActualRound();
playersTurnData.playerId = curPlayer->getMyUniqueID();
static_cast<NetPacketPlayersTurn *>(notification.get())->SetData(playersTurnData);
server.SetState(ServerRecvStateWaitPlayerAction::Instance());
server.SendToAllPlayers(notification);
retVal = MSG_NET_GAME_SERVER_ROUND;
}
server.SetState(ServerRecvStateWaitPlayerAction::Instance());
retVal = MSG_NET_GAME_SERVER_ROUND;
}
else // hand is over
{
// Let the engine find out the winner(s).
curGame.getCurrentHand()->getRiver()->postRiverRun();
// Count active players. If only one player is left, no cards are shown.
int activePlayersCounter = 0;
std::list<PlayerInterface *> activePlayers;
for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayersCounter++;
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
assert(activePlayersCounter);
// Retrieve active players. If only one player is left, no cards are shown.
std::list<PlayerInterface *> activePlayers = GetActivePlayers(curGame);
assert(!activePlayers.empty());
if (activePlayersCounter == 1)
if (activePlayers.size() == 1)
{
// End of Hand, but keep cards hidden.
PlayerInterface *player = activePlayers.front();
@@ -646,6 +670,21 @@ ServerRecvStateStartRound::SendNewRoundCards(ServerRecvThread &server, Game &cur
}
}
std::list<PlayerInterface *>
ServerRecvStateStartRound::GetActivePlayers(Game &curGame)
{
std::list<PlayerInterface *> activePlayers;
for (int i = 0; i < curGame.getStartQuantityPlayers() ; i++)
{
if (curGame.getPlayerArray()[i]->getMyActiveStatus()
&& curGame.getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD)
{
activePlayers.push_back(curGame.getPlayerArray()[i]);
}
}
return activePlayers;
}
//-----------------------------------------------------------------------------
ServerRecvStateWaitPlayerAction &