207 lines
5.8 KiB
C++
Executable File
207 lines
5.8 KiB
C++
Executable File
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "game.h"
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#include "gamedata.h"
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#include <enginefactory.h>
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#include <guiinterface.h>
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#include <iostream>
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#include <sstream>
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using namespace std;
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Game::Game(GuiInterface* gui, boost::shared_ptr<EngineFactory> factory,
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const PlayerDataList &playerDataList, const GameData &gameData,
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const StartData &startData, int gameId)
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: myFactory(factory), myGui(gui), actualHand(0), actualBoard(0),
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startQuantityPlayers(startData.numberOfPlayers),
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startCash(gameData.startMoney), startSmallBlind(gameData.smallBlind),
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startHandsBeforeRaiseSmallBlind(gameData.handsBeforeRaise),
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myGameID(gameId), actualQuantityPlayers(startData.numberOfPlayers),
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actualSmallBlind(gameData.smallBlind), actualHandID(0), dealerPosition(0)
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{
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// cout << "Create Game Object" << "\n";
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int i;
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actualHandID = 0;
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// for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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// playerArray[i] = 0;
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// }
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// Dealer Position bestimmen
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PlayerDataList::const_iterator player_i = playerDataList.begin();
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PlayerDataList::const_iterator player_end = playerDataList.end();
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bool dealerFound = false;
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i = 0;
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while (player_i != player_end)
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{
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if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
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{
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dealerPosition = i;
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dealerFound = true;
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break;
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}
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++player_i;
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++i;
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}
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assert(dealerFound);
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// Board erstellen
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actualBoard = myFactory->createBoard();
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// Player erstellen
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player_i = playerDataList.begin();
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player_end = playerDataList.end();
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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string myName;
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string myAvatarFile;
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unsigned uniqueId = 0;
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PlayerType type = PLAYER_TYPE_COMPUTER;
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boost::shared_ptr<SessionData> myNetSession;
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if (player_i != player_end)
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{
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uniqueId = (*player_i)->GetUniqueId();
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type = (*player_i)->GetType();
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myName = (*player_i)->GetName();
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myAvatarFile = (*player_i)->GetAvatarFile();
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myNetSession = (*player_i)->GetNetSessionData();
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// TODO: set player type
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++player_i;
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}
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//PlayerObjekte erzeugen
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playerArray.push_back(myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0));
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// playerArray[i] = myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
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playerArray[i]->setNetSessionData(myNetSession);
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}
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actualBoard->setPlayer(playerArray);
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}
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Game::~Game()
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{
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// cout << "Delete Game Object" << "\n";
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delete actualBoard;
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actualBoard = 0;
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delete actualHand;
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actualHand = 0;
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}
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HandInterface *Game::getCurrentHand()
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{
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return actualHand;
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}
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const HandInterface *Game::getCurrentHand() const
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{
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return actualHand;
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}
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void Game::initHand()
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{
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int i;
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// eventuell vorhandene Hand löschen
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if(actualHand) {
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delete actualHand;
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actualHand = 0;
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}
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actualHandID++;
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// smallBlind alle x Runden erhöhen
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if(actualHandID%(startHandsBeforeRaiseSmallBlind+1) == 0) { actualSmallBlind *= 2; }
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// Spieler mit leerem Cash auf inactive setzen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(playerArray[i]->getMyCash() == 0) playerArray[i]->setMyActiveStatus(0);
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}
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// Anzahl noch aktiver Spieler ermitteln
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actualQuantityPlayers = 0;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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if(playerArray[i]->getMyActiveStatus()) actualQuantityPlayers++;
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}
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//Spieler Action auf 0 setzen
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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playerArray[i]->setMyAction(0);
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}
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// Hand erstellen
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actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, actualHandID, startQuantityPlayers, actualQuantityPlayers, dealerPosition, actualSmallBlind, startCash);
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// Dealer-Button weiterschieben --> Achtung inactive
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for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(playerArray[dealerPosition]->getMyActiveStatus())) || i==0; i++) {
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dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
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}
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// Abfrage Cash==0 -> player inactive -> actualQuantityPlayer--
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}
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void Game::startHand()
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{
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assert(actualHand);
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//GUI bereinigen
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myGui->nextRoundCleanGui();
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myGui->logNewGameHandMsg(myGameID, actualHandID);
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actualHand->start();
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}
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boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
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{
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boost::shared_ptr<PlayerInterface> tmpPlayer;
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for (int i = 0; i < startQuantityPlayers; i++)
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{
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if (playerArray[i]->getMyUniqueID() == id)
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{
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tmpPlayer = playerArray[i];
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break;
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}
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}
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return tmpPlayer;
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}
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boost::shared_ptr<PlayerInterface> Game::getCurrentPlayer()
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{
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int curPlayerNum = getCurrentHand()->getCurrentBeRo()->getPlayersTurn();
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assert(curPlayerNum < getStartQuantityPlayers());
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return getPlayerArray()[curPlayerNum];
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}
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