163 lines
4.7 KiB
C++
Executable File
163 lines
4.7 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 "localenginefactory.h"
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#include "guiinterface.h"
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#include "boardinterface.h"
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#include "playerinterface.h"
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#include "handinterface.h"
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using namespace std;
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Game::Game(GuiInterface* gui, const PlayerDataList &playerDataList, const GameData &gameData, int gameId)
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: myGui(gui), actualHand(0), actualBoard(0), startQuantityPlayers(gameData.numberOfPlayers),
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startCash(gameData.startCash), startSmallBlind(gameData.smallBlind),
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startHandsBeforeRaiseSmallBlind(gameData.handsBeforeRaise),
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myGameID(gameId), actualQuantityPlayers(gameData.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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myGui->setGame(this);
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//EngineFactory erstellen
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myFactory = new LocalEngineFactory; // LocalEngine erstellen
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// Board erstellen
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actualBoard = myFactory->createBoard();
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// ersten Dealer bestimmen
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Tools myTool;
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myTool.getRandNumber(0, startQuantityPlayers-1, 1, &dealerPosition, 0);
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// Player erstellen
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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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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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if (player_i != player_end)
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{
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myName = (*player_i)->GetName();
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myAvatarFile = (*player_i)->GetAvatarFile();
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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[i] = myFactory->createPlayer(actualBoard, i, myName, myAvatarFile, startCash, startQuantityPlayers > i, 0);
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}
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actualBoard->setPlayer(playerArray);
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//// SPIEL-SCHLEIFE
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startHand();
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// SPIEL-SCHLEIFE
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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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int i;
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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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PlayerInterface *tempPlayer;
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
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tempPlayer = playerArray[i];
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playerArray[i] = 0;
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delete tempPlayer;
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}
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}
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void Game::startHand()
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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 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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// 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() != 0) actualQuantityPlayers++;
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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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//GUI bereinigen
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myGui->nextRoundCleanGui();
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//Spielernamen schreiben
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// myGui->refreshPlayerName();
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// Dealer-Button weiterschieben --> Achtung inactive
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do {
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dealerPosition = (dealerPosition+1)%(MAX_NUMBER_OF_PLAYERS);
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} while(!(playerArray[dealerPosition]->getMyActiveStatus()));
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myGui->logNewGameHandMsg(myGameID, actualHandID);
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// Abfrage Cash==0 -> player inactive -> actualQuantityPlayer--
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}
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