Files
pokerth/src/local_engine/localhand.cpp
T
2007-01-13 02:40:33 +00:00

282 lines
7.6 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 "localhand.h"
using namespace std;
LocalHand::LocalHand(mainWindowImpl *w, GuiInterface *g, LocalBoard *b, LocalPlayer **p, int id, int qP, int dP, int sB,int sC) : myW(w), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), allInCondition(FALSE)
{
int i, j;
CardsValue myCardsValue;
myW->setHand(this);
myBoard->setHand(this);
// myEngine->setHand(this);
for(i=0; i<actualQuantityPlayers; i++) playerArray[i]->setHand(this);
// roundStartCashArray fllen
for(i=0; i<5; i++) {
playerArray[i]->setMyRoundStartCash(playerArray[i]->getMyCash());
}
// Dealer, SB, BB bestimmen
assignButtons();
myW->refreshAll();
// Karten generieren und Board sowie Player zuweisen
Tools myTool;
int cardsArray[2*actualQuantityPlayers+5];
myTool.getRandNumber(0, 51, 2*actualQuantityPlayers+5, cardsArray, 1);
int tempBoardArray[5];
int tempPlayerArray[2];
int tempPlayerAndBoardArray[7];
for(i=0; i<5; i++) {
tempBoardArray[i] = cardsArray[i];
tempPlayerAndBoardArray[i+2] = cardsArray[i];
}
myBoard->setMyCards(tempBoardArray);
for(i=0; i<actualQuantityPlayers; i++) {
for(j=0; j<2; j++) {
tempPlayerArray[j] = cardsArray[2*i+j+5];
tempPlayerAndBoardArray[j] = cardsArray[2*i+j+5];
}
playerArray[i]->setMyCards(tempPlayerArray);
playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray));
}
// Karten austeilen
myW->dealHoleCards();
// Preflop, Flop, Turn und River erstellen
myPreflop = new LocalPreflop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myFlop = new LocalFlop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myTurn = new LocalTurn(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
myRiver = new LocalRiver(this, myID, actualQuantityPlayers, dealerPosition, smallBlind);
//Rundenwechsel | beim ersten Durchlauf --> Preflop starten
myGui->nextPlayerAnimation();
}
LocalHand::~LocalHand()
{
delete myPreflop;
myPreflop = 0;
delete myFlop;
myFlop = 0;
delete myTurn;
myTurn = 0;
delete myRiver;
myRiver = 0;
}
void LocalHand::assignButtons() {
int i;
// alle Buttons loeschen
for (i=0; i<myW->getMaxQuantityPlayers(); i++) { playerArray[i]->setMyButton(0); }
// DealerButton zuweisen
playerArray[dealerPosition]->setMyButton(1);
// Small Blind zuweisen und setzen
i = dealerPosition;
do {
i = (i+1)%(myW->getMaxQuantityPlayers());
if(playerArray[i]->getMyActiveStatus()) {
playerArray[i]->setMyButton(2);
// mit SmallBlind All In ?
if(playerArray[i]->getMyCash() <= smallBlind) {
playerArray[i]->setMySet(playerArray[i]->getMyCash());
playerArray[i]->setMyAction(6);
}
// sonst
else {
playerArray[i]->setMySet(smallBlind);
}
}
} while(!(playerArray[i]->getMyActiveStatus()));
// Big Blind zuweisen
do {
i = (i+1)%(myW->getMaxQuantityPlayers());
if(playerArray[i]->getMyActiveStatus()) {
playerArray[i]->setMyButton(3);
// mit BigBlind All In ?
if(playerArray[i]->getMyCash() <= 2*smallBlind) {
playerArray[i]->setMySet(playerArray[i]->getMyCash());
playerArray[i]->setMyAction(6);
}
// sonst
else {
playerArray[i]->setMySet(2*smallBlind);
}
}
} while(!(playerArray[i]->getMyActiveStatus()));
}
void LocalHand::switchRounds() {
int i;
// cout << "switchrounds" << endl;
//Aktive Spieler zlen --> wenn nur noch einer nicht-folded dann gleich den Pot verteilen
int activePlayersCounter = 0;
for (i=0; i<myW->getMaxQuantityPlayers(); i++) {
if (playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++;
}
// Anzahl der Spieler ermitteln, welche All In sind
int allInPlayersCounter = 0;
for (i=0; i<myW->getMaxQuantityPlayers(); i++) {
if (playerArray[i]->getMyAction() == 6) allInPlayersCounter++;
}
if(activePlayersCounter==1) {
myBoard->collectPot();
myW->refreshPot();
myGui->refreshSet();
actualRound = 4;
}
// prfen der All In Kondition
// fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein
else {
// 1) wenn alle All In
if(allInPlayersCounter == activePlayersCounter) {
allInCondition = TRUE;
}
// 2) alle bis auf einen All In und der hat HighestSet
int tempHighestSet;
if(allInPlayersCounter+1 == activePlayersCounter) {
// Spieler ermitteln, der noch nicht All In ist
for (i=0; i<myW->getMaxQuantityPlayers(); i++) {
if(playerArray[i]->getMyAction() != 1 && playerArray[i]->getMyAction() != 6 && playerArray[i]->getMyActiveStatus() == 1) {
tempHighestSet = 0;
switch (actualRound) {
case 0: {tempHighestSet = myPreflop->getHighestSet();}
break;
case 1: {tempHighestSet = myFlop->getHighestSet();}
break;
case 2: {tempHighestSet = myTurn->getHighestSet();}
break;
case 3: {tempHighestSet = myRiver->getHighestSet();}
break;
default: {}
}
if(playerArray[i]->getMySet() >= tempHighestSet) {
allInCondition = TRUE;
}
}
}
}
}
// beim Vorliegen einer All In Kondition -> Ausfhrung einer Sonderprozedur
if(allInCondition) {
myBoard->collectPot();
myW->refreshPot();
myW->refreshSet();
actualRound++;
}
myW->refreshGroupbox();
highlightRoundLabel();
// /*/*/*/*cout <<*/*/*/*/ "NextPlayerSpeed1 stop" << endl;
//
// cout << "NextPlayerSpeed2 start" << endl;
switch(actualRound) {
case 0: {
// Preflop starten
myGui->preflopAnimation1();
} break;
case 1: {
// Flop starten
myGui->flopAnimation1();
} break;
case 2: {
// Turn starten
myGui->turnAnimation1();
} break;
case 3: {
// River starten
myGui->riverAnimation1();
} break;
case 4: {
// PostRiver starten
myGui->postRiverAnimation1();
} break;
default: {}
}
}
void LocalHand::highlightRoundLabel() {
switch(actualRound) {
case 0: {
myW->highlightRoundLabel("Preflop");
} break;
case 1: {
myW->highlightRoundLabel("Flop");
} break;
case 2: {
myW->highlightRoundLabel("Turn");
} break;
case 3: {
myW->highlightRoundLabel("River");
} break;
case 4: {
myW->highlightRoundLabel("");
} break;
default: {
myW->highlightRoundLabel("!!! FEHLER !!!");
}
}
}