Files
pokerth/src/engine/local_engine/localberopreflop.cpp
T

124 lines
4.8 KiB
C++

/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *Irische Segenswnsche,
* *
* 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 "localberopreflop.h"
#include <handinterface.h>
#include <game_defs.h>
using namespace std;
LocalBeRoPreflop::LocalBeRoPreflop(HandInterface* hi, int id, int dP, int sB) : LocalBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)
{
setHighestSet(2*getSmallBlind());
// // BigBlind ermitteln
PlayerListIterator it;
bigBlindPosition = getMyHand()->getActivePlayerList()->begin();
for(it=getMyHand()->getActivePlayerList()->begin(); it!=getMyHand()->getActivePlayerList()->end(); it++) {
if((*it)->getMyButton() == BUTTON_BIG_BLIND) {
bigBlindPosition = it;
}
}
// // erste Spielernummer fr preflopRun() setzen
setPlayersTurn((*bigBlindPosition)->getMyID());
}
LocalBeRoPreflop::~LocalBeRoPreflop()
{
}
void LocalBeRoPreflop::run() {
int i;
bool allHighestSet = true;
PlayerListIterator it;
PlayerList runningPlayerList = getMyHand()->getRunningPlayerList();
// test if all running players have same sets (else allHighestSet = false)
for(it=runningPlayerList->begin(); it!=runningPlayerList->end(); it++) {
if(getHighestSet() != (*it)->getMySet()) {
allHighestSet = false;
}
}
// determine next player
for(i=0; (i<MAX_NUMBER_OF_PLAYERS && (!(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyActiveStatus()) || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_FOLD || getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyAction() == PLAYER_ACTION_ALLIN)) || i==0; i++) {
setPlayersTurn((getPlayersTurn()+1)%(MAX_NUMBER_OF_PLAYERS));
// falls BigBlind, dann PreflopFirstRound zuende
if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND && (*bigBlindPosition)->getMySet() < 2*getSmallBlind()) setFirstRound(0);
}
// prfen, ob Preflop wirklich dran ist
if(!getFirstRound() && allHighestSet) {
// Preflop nicht dran, weil wir nicht mehr in erster PreflopRunde und alle Sets gleich sind
//also gehe in Flop
getMyHand()->setActualRound(GAME_STATE_FLOP);
//Action loeschen und ActionButtons refresh
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) {
if(getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_FOLD && getMyHand()->getPlayerArray()[i]->getMyAction() != PLAYER_ACTION_ALLIN) getMyHand()->getPlayerArray()[i]->setMyAction(PLAYER_ACTION_NONE);
}
//Sets in den Pot verschieben und Sets = 0 und Pot-refresh
getMyHand()->getBoard()->collectSets();
getMyHand()->getBoard()->collectPot();
getMyHand()->getGuiInterface()->refreshPot();
getMyHand()->getGuiInterface()->refreshSet();
getMyHand()->getGuiInterface()->refreshCash();
for(i=0; i<MAX_NUMBER_OF_PLAYERS; i++) { getMyHand()->getGuiInterface()->refreshAction(i,PLAYER_ACTION_NONE); }
getMyHand()->switchRounds();
}
else {
// Preflop ist wirklich dran
// falls BigBlind, dann PreflopFirstRound zuende
if(getMyHand()->getPlayerArray()[getPlayersTurn()]->getMyButton() == BUTTON_BIG_BLIND) setFirstRound(0);
getMyHand()->getPlayerArray()[getPlayersTurn()]->setMyTurn(1);
//highlight active players groupbox and clear action
getMyHand()->getGuiInterface()->refreshGroupbox(getPlayersTurn(),2);
getMyHand()->getGuiInterface()->refreshAction(getPlayersTurn(),PLAYER_ACTION_NONE);
if(getPlayersTurn() == 0) {
// Wir sind dran
getMyHand()->getGuiInterface()->meInAction();
}
else {
//Gegner sind dran
// cout << "NextPlayerSpeed3 start" << endl;
getMyHand()->getGuiInterface()->beRoAnimation2(getMyBeRoID());
}
}
}