Files
pokerth/src/engine/network_engine/clienthand.cpp
T

111 lines
3.6 KiB
C++

/***************************************************************************
* 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 <game_defs.h>
using namespace std;
ClientHand::ClientHand(boost::shared_ptr<EngineFactory> 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), allInCondition(0), bettingRoundsPlayed(0)
{
int i;
lastPlayersTurn = 0;
myBoard->setHand(this);
for(i=0; i<startQuantityPlayers; i++) {
if(playerArray[i]->getMyActiveStatus() != 0) {
playerArray[i]->setHand(this);
}
playerArray[i]->setMyCardsFlip(0);
}
// roundStartCashArray fllen
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
}
assignButtons();
}
ClientHand::~ClientHand()
{
}
void
ClientHand::start()
{
}
void
ClientHand::assignButtons()
{
int i;
//Aktive Spieler zählen
int activePlayersCounter = 0;
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if (playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
}
// alle Buttons loeschen
for (i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { playerArray[i]->setMyButton(0); }
// DealerButton zuweisen
playerArray[dealerPosition]->setMyButton(1);
// assign Small Blind next to dealer. ATTENTION: in heads up it is big blind
i = dealerPosition;
do {
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
if(playerArray[i]->getMyActiveStatus()) {
if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal
else playerArray[i]->setMyButton(3); //big blind in heads up
}
} while(!(playerArray[i]->getMyActiveStatus()));
// assign big blind next to small blind. ATTENTION: in heads up it is small blind
do {
i = (i+1)%(MAX_NUMBER_OF_PLAYERS);
if(playerArray[i]->getMyActiveStatus()) {
if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal
else playerArray[i]->setMyButton(2); //small blind in heads up
}
} while(!(playerArray[i]->getMyActiveStatus()));
}
void
ClientHand::switchRounds()
{
}
void
ClientHand::highlightRoundLabel()
{
}