// // C++ Implementation: localbero // // Description: // // // Author: FThauer FHammer , (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "localbero.h" using namespace std; LocalBeRo::LocalBeRo(HandInterface* hi, int id, int qP, int dP, int sB, GameState gS) : BeRoInterface(), myHand(hi), myBeRoID(gS), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstRun(1), firstRound(1), firstHeadsUpRound(1), playersTurn(dP), logBoardCardsDone(0) { int i; //SmallBlind-Position ermitteln for(i=0; igetPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i; } } LocalBeRo::~LocalBeRo() { } void LocalBeRo::nextPlayer() { myHand->getPlayerArray()[playersTurn]->action(); } void LocalBeRo::run() { int i; if (firstRun) { myHand->getGuiInterface()->dealBeRoCards(myBeRoID); firstRun = 0; } else { //log the turned cards if(!logBoardCardsDone) { int tempBoardCardsArray[5]; myHand->getBoard()->getMyCards(tempBoardCardsArray); switch(myBeRoID) { case GAME_STATE_FLOP: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2]); break; case GAME_STATE_TURN: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]); break; case GAME_STATE_RIVER: myHand->getGuiInterface()->logDealBoardCardsMsg(myBeRoID, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]); break; default: { cout << "ERROR in localbero.cpp - wrong myBeRoID" << endl;} } logBoardCardsDone = 1; } bool allHighestSet = 1; // prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 ) for(i=0; igetPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) { if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; } } } // prfen, ob Flop wirklich dran ist if(!firstRound && allHighestSet) { // Flop nicht dran, weil alle Sets gleich sind //also gehe in Turn myHand->setActualRound(myBeRoID+1); //Action loeschen und ActionButtons refresh for(i=0; igetPlayerArray()[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()->refreshSet(); myHand->getGuiInterface()->refreshCash(); for(i=0; igetGuiInterface()->refreshAction(i,0); } myHand->switchRounds(); } else { // Flop ist wirklich dran // Anzahl der effektiv gespielten Runden (des human player) erhöhen if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) { myHand->setBettingRoundsPlayed(myBeRoID); } //// !!!!!!!!!!!!! very buggy, rule breaking -> TODO !!!!!!!!!!!!!!!! ////////////// if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpRound == 1) || myHand->getPlayerArray()[playersTurn]->getMyActiveStatus() == 0 ) { // not first round in heads up (for headsup dealer is smallblind so it is dealers turn) // naechsten Spieler ermitteln int i; for(i=0; (igetPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6) || i==0; i++) { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS); } firstHeadsUpRound = 0; } else { firstHeadsUpRound = 0; } ////// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! //////////////// //Spieler-Position vor SmallBlind-Position ermitteln int activePlayerBeforeSmallBlind = smallBlindPosition; for(i=0; (igetPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6) || i==0; i++) { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS); } myHand->getPlayerArray()[playersTurn]->setMyTurn(1); //highlight active players groupbox and clear action myHand->getGuiInterface()->refreshGroupbox(playersTurn,2); myHand->getGuiInterface()->refreshAction(playersTurn,0); // wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstRound = 0; } if(playersTurn == 0) { // Wir sind dran myHand->getGuiInterface()->meInAction(); } else { //Gegner sind dran myHand->getGuiInterface()->beRoAnimation2(myBeRoID); } } } }