Files
pokerth/src/game.cpp
T
2007-10-18 17:40:12 +00:00

351 lines
10 KiB
C++
Executable File

/***************************************************************************
* 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 "game.h"
#include <enginefactory.h>
#include <guiinterface.h>
#include "localexception.h"
#include "engine_msg.h"
#include <iostream>
#include <sstream>
using namespace std;
Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
const PlayerDataList &playerDataList, const GameData &gameData,
const StartData &startData, int gameId)
: myFactory(factory), myGui(gui), currentHand(0), currentBoard(0),
startQuantityPlayers(startData.numberOfPlayers),
startCash(gameData.startMoney), startSmallBlind(gameData.firstSmallBlind),
myGameID(gameId), currentSmallBlind(gameData.firstSmallBlind), currentHandID(0), dealerPosition(0), lastHandBlindsRaised(1), lastTimeBlindsRaised(0), myGameData(gameData)
{
blindsList = myGameData.manualBlindsList;
if(DEBUG_MODE) {
startSmallBlind = 10;
currentSmallBlind = startSmallBlind;
}
// cout << "Create Game Object" << "\n";
int i;
currentHandID = 0;
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i] = 0;
// }
// Dealer Position bestimmen
PlayerDataList::const_iterator player_i = playerDataList.begin();
PlayerDataList::const_iterator player_end = playerDataList.end();
while (player_i != player_end)
{
if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
break;
++player_i;
}
if (player_i == player_end)
throw LocalException(ERR_DEALER_NOT_FOUND);
dealerPosition = startData.startDealerPlayerId;
// Board erstellen
currentBoard = myFactory->createBoard();
seatsList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
activePlayerList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
runningPlayerList = PlayerList(new std::list<boost::shared_ptr<PlayerInterface> >);
// Player erstellen
player_i = playerDataList.begin();
player_end = playerDataList.end();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
string myName;
string myAvatarFile;
unsigned uniqueId = 0;
PlayerType type = PLAYER_TYPE_COMPUTER;
boost::shared_ptr<SessionData> myNetSession;
if (player_i != player_end)
{
uniqueId = (*player_i)->GetUniqueId();
type = (*player_i)->GetType();
myName = (*player_i)->GetName();
myAvatarFile = (*player_i)->GetAvatarFile();
myNetSession = (*player_i)->GetNetSessionData();
// TODO: set player type
++player_i;
}
// create Player Objects
boost::shared_ptr<PlayerInterface> tmpPlayer = myFactory->createPlayer(currentBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
tmpPlayer->setNetSessionData(myNetSession);
// fill player lists
playerArray.push_back(tmpPlayer); // delete
seatsList->push_back(tmpPlayer);
if(startQuantityPlayers > i) {
activePlayerList->push_back(tmpPlayer);
}
(*runningPlayerList) = (*activePlayerList);
playerArray[i]->setNetSessionData(myNetSession); // delete
}
currentBoard->setPlayerLists(playerArray, seatsList, activePlayerList, runningPlayerList); // delete playerArray
//start timer
blindsTimer.reset();
blindsTimer.start();
}
Game::~Game()
{
// cout << "Delete Game Object" << "\n";
delete currentBoard;
currentBoard = 0;
delete currentHand;
currentHand = 0;
}
HandInterface *Game::getCurrentHand()
{
return currentHand;
}
const HandInterface *Game::getCurrentHand() const
{
return currentHand;
}
void Game::initHand()
{
size_t i;
PlayerListConstIterator it_c;
PlayerListIterator it, it_2;
currentHandID++;
// calculate smallBlind
raiseBlinds();
//Spieler Action auf 0 setzen
// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
// playerArray[i]->setMyAction(0);
// }
//Spieler Action auf 0 setzen
for(it_c=seatsList->begin(); it_c!=seatsList->end(); it_c++) {
(*it_c)->setMyAction(PLAYER_ACTION_NONE);
}
// Spieler mit leerem Cash auf inactive setzen
it = activePlayerList->begin();
while( it!=activePlayerList->end() ) {
if((*it)->getMyCash() == 0) {
// cout << "playerID: " << (*it)->getMyID() << endl;
(*it)->setMyActiveStatus(0);
it = activePlayerList->erase(it);
} else {
it++;
}
}
// eventuell vorhandene Hand löschen
if(currentHand) {
delete currentHand;
currentHand = 0;
}
runningPlayerList->clear();
(*runningPlayerList) = (*activePlayerList);
// Hand erstellen
currentHand = myFactory->createHand(myFactory, myGui, currentBoard, playerArray, seatsList, activePlayerList, runningPlayerList, currentHandID, startQuantityPlayers, dealerPosition, currentSmallBlind, startCash); // delete playerArray
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!! DELETE
// for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(playerArray[dealerPosition]->getMyActiveStatus())) || i==0; i++) {
//
// dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
// }
// Dealer-Button weiterschieben --> Achtung inactive -> TODO exception-rule !!!
bool nextDealerFound = false;
PlayerListConstIterator dealerPositionIt = currentHand->getSeatIt(dealerPosition);
if(dealerPositionIt == seatsList->end()) {
throw LocalException(ERR_SEAT_NOT_FOUND);
}
for(i=0; i<seatsList->size(); i++) {
dealerPositionIt++;
if(dealerPositionIt == seatsList->end()) dealerPositionIt = seatsList->begin();
it = currentHand->getActivePlayerIt( (*dealerPositionIt)->getMyUniqueID() );
if(it != activePlayerList->end() ) {
nextDealerFound = true;
dealerPosition = (*it)->getMyUniqueID();
break;
}
}
if(!nextDealerFound) {
throw LocalException(ERR_NEXT_DEALER_NOT_FOUND);
}
}
void Game::startHand()
{
//GUI bereinigen
myGui->nextRoundCleanGui();
//Log new Hand
myGui->logNewGameHandMsg(myGameID, currentHandID);
myGui->flushLogAtGame(myGameID);
currentHand->start();
}
boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
{
boost::shared_ptr<PlayerInterface> tmpPlayer;
PlayerListIterator i = getSeatsList()->begin();
PlayerListIterator end = getSeatsList()->end();
while (i != end)
{
if ((*i)->getMyUniqueID() == id)
{
tmpPlayer = *i;
break;
}
++i;
}
return tmpPlayer;
}
boost::shared_ptr<PlayerInterface> Game::getCurrentPlayer()
{
boost::shared_ptr<PlayerInterface> tmpPlayer = getPlayerByUniqueId(getCurrentHand()->getCurrentBeRo()->getCurrentPlayersTurnId());
if (!tmpPlayer.get())
throw LocalException(ERR_CURRENT_PLAYER_NOT_FOUND);
return tmpPlayer;
}
void Game::raiseBlinds() {
// cout << "timer minutes " << blindsTimer.elapsed().total_seconds()/60 << "\n";
// cout << "gameData.RaiseIntervalMode " << myGameData.RaiseIntervalMode << "\n";
// cout << "gameData.raiseMode " << myGameData.raiseMode << "\n";
// cout << "gameData.afterManualBlindsMode " << myGameData.afterManualBlindsMode << "\n";
bool raiseBlinds = false;
if (myGameData.raiseIntervalMode == RAISE_ON_HANDNUMBER) {
if (lastHandBlindsRaised + myGameData.raiseSmallBlindEveryHandsValue <= currentHandID) {
raiseBlinds = true;
lastHandBlindsRaised = currentHandID;
// cout << "raise now on hands \n";
}
}
else {
if (lastTimeBlindsRaised + myGameData.raiseSmallBlindEveryMinutesValue <= blindsTimer.elapsed().total_seconds()/60) {
raiseBlinds = true;
lastTimeBlindsRaised = blindsTimer.elapsed().total_seconds()/60;
// cout << "raise now on minutes \n";
}
}
if (raiseBlinds) {
// At this point, the blinds must be raised
// Now we check how the blinds should be raised
if (myGameData.raiseMode == DOUBLE_BLINDS) {
currentSmallBlind *= 2;
// cout << "double small blind \n";
}
else {
// Increase the position of the list
/* list<int> blindsList = myGameData.manualBlindsList;*/
// list<int>::iterator it;
if(!blindsList.empty()) {
currentSmallBlind = blindsList.front();
blindsList.pop_front();
// it = find(blindsList.begin(), blindsList.end(), currentSmallBlind);
// if(it != blindsList.end()) {
// it++;
// cout << "increase position in blindslist \n";
// }
// else {
// cout << "blindslist exceeds\n";
// if(currentSmallBlind == myGameData.firstSmallBlind) {
// it = blindsList.begin();
// }
// }
}
// else { cout << "blindslist is empty \n"; }
// Check if we can get an element of the list or the position exceeds the lis
// if (blindsList.empty() || it == blindsList.end()) {
else {
// The position exceeds the list
if (myGameData.afterManualBlindsMode == AFTERMB_DOUBLE_BLINDS) {
currentSmallBlind *= 2;
// cout << "after blindslist double blind\n";
}
else {
if(myGameData.afterManualBlindsMode == AFTERMB_RAISE_ABOUT) {
currentSmallBlind += myGameData.afterMBAlwaysRaiseValue;
// cout << "after blindslist increase about x \n";
}
// else { /* Stay at last blind */ cout << "after blindslist stay at last blind \n"; }
}
// } else {
// Grab the blinds amount from the list
// currentSmallBlind = *it;
// cout << "set new small blind from blindslist \n";
}
}
}
}