186 lines
7.1 KiB
C++
186 lines
7.1 KiB
C++
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *Irische Segenswnsche,
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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 "localberopreflop.h"
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#include "localexception.h"
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#include "engine_msg.h"
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#include <handinterface.h>
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#include <game_defs.h>
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using namespace std;
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LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, unsigned dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
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{
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setHighestSet(2*getSmallBlind());
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}
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LocalBeRoPreflop::~LocalBeRoPreflop()
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{
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}
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void LocalBeRoPreflop::run() {
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if(getFirstRun()) {
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PlayerListIterator it;
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// search bigBlindPosition in runningPlayerList
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PlayerListIterator bigBlindPositionIt = getMyHand()->getRunningPlayerIt(getBigBlindPositionId());
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// more than 2 players are still active -> runningPlayerList is not empty
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if(getMyHand()->getActivePlayerList()->size() > 2) {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> bigBlindPlayer is not the running player before first action player
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> next active player before smallBlindPlayer is running player before first action player
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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it = getMyHand()->getActivePlayerIt(getSmallBlindPositionId());
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if(it == getMyHand()->getActivePlayerList()->end()) {
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throw LocalException(__FILE__, __LINE__, ERR_ACTIVE_PLAYER_NOT_FOUND);
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}
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if(it == getMyHand()->getActivePlayerList()->begin()) it = getMyHand()->getActivePlayerList()->end();
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it--;
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setFirstRoundLastPlayersTurnId( (*it)->getMyUniqueID() );
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player
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else {
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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}
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// bigBlindPlayer found in runningPlayerList -> player before first action player
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else {
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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}
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// heads up -> dealer/smallBlindPlayer is first action player and bigBlindPlayer is player before
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else {
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// bigBlindPlayer not found in runningPlayerList (he is all in) -> only smallBlind has to choose fold or call the bigBlindAmount
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if(bigBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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// search smallBlindPosition in runningPlayerList
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PlayerListIterator smallBlindPositionIt = getMyHand()->getRunningPlayerIt(getSmallBlindPositionId());
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// smallBlindPlayer not found in runningPlayerList (he is all in) -> no running player -> showdown and no firstRoundLastPlayersTurnId is used
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if(smallBlindPositionIt == getMyHand()->getRunningPlayerList()->end()) {
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}
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// smallBlindPlayer found in runningPlayerList -> running player before first action player (himself)
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else {
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setFirstRoundLastPlayersTurnId( getSmallBlindPositionId() );
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}
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} else {
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setFirstRoundLastPlayersTurnId( getBigBlindPositionId() );
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}
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}
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setCurrentPlayersTurnId( getFirstRoundLastPlayersTurnId() );
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setFirstRun(false);
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}
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int i;
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bool allHighestSet = true;
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PlayerListConstIterator it_c;
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// check if all running players have same sets (else allHighestSet = false)
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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if(getHighestSet() != (*it_c)->getMySet()) {
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allHighestSet = false;
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break;
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}
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}
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// determine next player
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PlayerListConstIterator currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) {
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throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
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}
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currentPlayersTurnIt++;
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if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) currentPlayersTurnIt = getMyHand()->getRunningPlayerList()->begin();
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setCurrentPlayersTurnId( (*currentPlayersTurnIt)->getMyUniqueID() );
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// prfen, ob Preflop wirklich dran ist
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if(!getFirstRound() && allHighestSet) {
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// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
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//also gehe in Flop
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getMyHand()->setCurrentRound(GAME_STATE_FLOP);
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//Action loeschen und ActionButtons refresh
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for(it_c=getMyHand()->getRunningPlayerList()->begin(); it_c!=getMyHand()->getRunningPlayerList()->end(); it_c++) {
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(*it_c)->setMyAction(PLAYER_ACTION_NONE);
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}
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//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
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getMyHand()->getBoard()->collectSets();
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getMyHand()->getBoard()->collectPot();
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getMyHand()->getGuiInterface()->refreshPot();
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getMyHand()->getGuiInterface()->refreshSet();
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getMyHand()->getGuiInterface()->refreshCash();
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for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { getMyHand()->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
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getMyHand()->switchRounds();
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}
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else {
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// lastPlayersTurn -> PreflopFirstRound is over
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if( getCurrentPlayersTurnId() == getFirstRoundLastPlayersTurnId() ) {
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setFirstRound(false);
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}
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currentPlayersTurnIt = getMyHand()->getRunningPlayerIt( getCurrentPlayersTurnId() );
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if(currentPlayersTurnIt == getMyHand()->getRunningPlayerList()->end()) {
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throw LocalException(__FILE__, __LINE__, ERR_RUNNING_PLAYER_NOT_FOUND);
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}
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(*currentPlayersTurnIt)->setMyTurn(true);
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//highlight active players groupbox and clear action
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getMyHand()->getGuiInterface()->refreshGroupbox( getCurrentPlayersTurnId() , 2 );
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getMyHand()->getGuiInterface()->refreshAction( getCurrentPlayersTurnId() , PLAYER_ACTION_NONE );
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if( getCurrentPlayersTurnId() == 0) {
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// Wir sind dran
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getMyHand()->getGuiInterface()->meInAction();
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}
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else {
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//Gegner sind dran
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getMyHand()->getGuiInterface()->beRoAnimation2(getMyBeRoID());
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}
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}
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}
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