/*************************************************************************** * 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; 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) { int i, j; CardsValue myCardsValue; myGui->setHand(this); myBoard->setHand(this); for(i=0; isetHand(this); // roundStartCashArray fllen for(i=0; i<5; i++) { playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash()); } // Dealer, SB, BB bestimmen assignButtons(); myGui->refreshAll(); // Karten generieren und Board sowie Player zuweisen Tools myTool; int *cardsArray = new int[2*actualQuantityPlayers+5]; 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; isetMyCards(tempPlayerArray); 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; } } } // Karten austeilen myGui->dealHoleCards(); // Preflop, Flop, Turn und River erstellen 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); //Rundenwechsel | beim ersten Durchlauf --> Preflop starten myGui->nextPlayerAnimation(); delete[] cardsArray; } 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 for (i=0; igetMaxQuantityPlayers(); i++) { playerArray[i]->setMyButton(0); } // DealerButton zuweisen playerArray[dealerPosition]->setMyButton(1); // Small Blind zuweisen und setzen i = dealerPosition; do { i = (i+1)%(myGui->getMaxQuantityPlayers()); 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 { i = (i+1)%(myGui->getMaxQuantityPlayers()); 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 z�len --> wenn nur noch einer nicht-folded dann gleich den Pot verteilen int activePlayersCounter = 0; for (i=0; igetMaxQuantityPlayers(); i++) { if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++; } // Anzahl der Spieler ermitteln, welche All In sind int allInPlayersCounter = 0; for (i=0; igetMaxQuantityPlayers(); i++) { if (playerArray[i]->getMyAction() == 6) allInPlayersCounter++; } if(activePlayersCounter==1) { myBoard->collectPot(); myGui->refreshPot(); 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) { allInCondition = 1; } // 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 for (i=0; igetMaxQuantityPlayers(); i++) { 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) { allInCondition = 1; } } } } } // beim Vorliegen einer All In Kondition -> Ausfhrung einer Sonderprozedur if(allInCondition) { myBoard->collectPot(); myGui->refreshPot(); myGui->refreshSet(); actualRound++; } myGui->refreshGroupbox(); 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: { myGui->highlightRoundLabel("Preflop"); } break; case 1: { myGui->highlightRoundLabel("Flop"); } break; case 2: { myGui->highlightRoundLabel("Turn"); } break; case 3: { myGui->highlightRoundLabel("River"); } break; case 4: { myGui->highlightRoundLabel(""); } break; default: { myGui->highlightRoundLabel("!!! FEHLER !!!"); } } }