Files
pokerth/src/game.cpp
T

207 lines
5.8 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 "gamedata.h"
#include <enginefactory.h>
#include <guiinterface.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), actualHand(0), actualBoard(0),
startQuantityPlayers(startData.numberOfPlayers),
startCash(gameData.startMoney), startSmallBlind(gameData.smallBlind),
startHandsBeforeRaiseSmallBlind(gameData.handsBeforeRaise),
myGameID(gameId), actualQuantityPlayers(startData.numberOfPlayers),
actualSmallBlind(gameData.smallBlind), actualHandID(0), dealerPosition(0)
{
// cout << "Create Game Object" << "\n";
int i;
actualHandID = 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();
bool dealerFound = false;
i = 0;
while (player_i != player_end)
{
if ((*player_i)->GetUniqueId() == startData.startDealerPlayerId)
{
dealerPosition = i;
dealerFound = true;
break;
}
++player_i;
++i;
}
assert(dealerFound);
// Board erstellen
actualBoard = myFactory->createBoard();
// 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;
}
//PlayerObjekte erzeugen
playerArray.push_back(myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0));
// playerArray[i] = myFactory->createPlayer(actualBoard, i, uniqueId, type, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
playerArray[i]->setNetSessionData(myNetSession);
}
actualBoard->setPlayer(playerArray);
}
Game::~Game()
{
// cout << "Delete Game Object" << "\n";
delete actualBoard;
actualBoard = 0;
delete actualHand;
actualHand = 0;
}
HandInterface *Game::getCurrentHand()
{
return actualHand;
}
const HandInterface *Game::getCurrentHand() const
{
return actualHand;
}
void Game::initHand()
{
int i;
// eventuell vorhandene Hand löschen
if(actualHand) {
delete actualHand;
actualHand = 0;
}
actualHandID++;
// smallBlind alle x Runden erhöhen
if(actualHandID%(startHandsBeforeRaiseSmallBlind+1) == 0) { actualSmallBlind *= 2; }
// Spieler mit leerem Cash auf inactive setzen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(playerArray[i]->getMyCash() == 0) playerArray[i]->setMyActiveStatus(0);
}
// Anzahl noch aktiver Spieler ermitteln
actualQuantityPlayers = 0;
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(playerArray[i]->getMyActiveStatus()) actualQuantityPlayers++;
}
//Spieler Action auf 0 setzen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerArray[i]->setMyAction(0);
}
// Hand erstellen
actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, actualHandID, startQuantityPlayers, actualQuantityPlayers, dealerPosition, actualSmallBlind, startCash);
// Dealer-Button weiterschieben --> Achtung inactive
for(i=0; (i<MAX_NUMBER_OF_PLAYERS && !(playerArray[dealerPosition]->getMyActiveStatus())) || i==0; i++) {
dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
}
// Abfrage Cash==0 -> player inactive -> actualQuantityPlayer--
}
void Game::startHand()
{
assert(actualHand);
//GUI bereinigen
myGui->nextRoundCleanGui();
myGui->logNewGameHandMsg(myGameID, actualHandID);
actualHand->start();
}
boost::shared_ptr<PlayerInterface> Game::getPlayerByUniqueId(unsigned id)
{
boost::shared_ptr<PlayerInterface> tmpPlayer;
for (int i = 0; i < startQuantityPlayers; i++)
{
if (playerArray[i]->getMyUniqueID() == id)
{
tmpPlayer = playerArray[i];
break;
}
}
return tmpPlayer;
}
boost::shared_ptr<PlayerInterface> Game::getCurrentPlayer()
{
int curPlayerNum = getCurrentHand()->getCurrentBeRo()->getPlayersTurn();
assert(curPlayerNum < getStartQuantityPlayers());
return getPlayerArray()[curPlayerNum];
}