/*************************************************************************** * Copyright (C) 2007 by Lothar May * * * * 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 "clienthand.h" #include using namespace std; ClientHand::ClientHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC) : myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0), cardsShown(false), bettingRoundsPlayed(0) { int i; lastPlayersTurn = 0; myBoard->setHand(this); for(i=0; igetMyActiveStatus() != 0) { playerArray[i]->setHand(this); } // myFlipCards auf 0 setzen playerArray[i]->setMyCardsFlip(0, 0); } // roundStartCashArray fllen for(i=0; isetMyRoundStartCash(playerArray[i]->getMyCash()); } // remove all buttons for (i=0; isetMyButton(0); } // assign dealer button playerArray[dealerPosition]->setMyButton(1); // the rest of the buttons are assigned later as received from the server. // 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); } ClientHand::~ClientHand() { } void ClientHand::start() { } void ClientHand::switchRounds() { // update active players counter. activePlayersCounter = 0; for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++) { if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++; } }