Files
pokerth/src/game.cpp
T

137 lines
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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 "game.h"
#include "enginefactory.h"
#include "localenginefactory.h"
#include "guiinterface.h"
#include "boardinterface.h"
#include "playerinterface.h"
#include "handinterface.h"
using namespace std;
Game::Game(GuiInterface* g, int qP, int sC, int sB) : myGui(g), actualHand(0), actualBoard(0), startQuantityPlayers(qP), startCash(sC), startSmallBlind(sB), actualQuantityPlayers(qP), actualSmallBlind(sB), actualHandID(0), dealerPosition(0)
{
int i;
for(i=0; i<myGui->getMaxQuantityPlayers(); i++) {
playerArray[i] = 0;
}
myGui->setGame(this);
//EngineFactory erstellen
myFactory = new LocalEngineFactory; // LocalEngine erstellen
// Board erstellen
actualBoard = myFactory->createBoard();
// ersten Dealer bestimmen
Tools myTool;
myTool.getRandNumber(0, startQuantityPlayers-1, 1, &dealerPosition, 0);
// Player erstellen
PlayerInterface *tempPlayer;
for(i=0; i<myGui->getMaxQuantityPlayers(); i++) {
// cout << myGui->getPlayerName(i) << "\n";
tempPlayer = myFactory->createPlayer(actualBoard, i, myGui->getPlayerName(i), startCash, startQuantityPlayers > i, 0);
playerArray[i] = tempPlayer;
}
actualBoard->setPlayer(playerArray);
//// SPIEL-SCHLEIFE
startHand();
// SPIEL-SCHLEIFE
}
Game::~Game()
{
int i;
delete actualBoard;
actualBoard = 0;
delete actualHand;
actualHand = 0;
PlayerInterface *tempPlayer;
for(i=0; i<myGui->getMaxQuantityPlayers(); i++) {
tempPlayer = playerArray[i];
playerArray[i] = 0;
delete tempPlayer;
}
}
void Game::startHand()
{
int i;
//eventuell vorhandene Hand lchen
if(actualHand) {
delete actualHand;
actualHand = 0;
}
actualHandID++;
// smallBlind alle 9 Runden erhen
if(actualHandID%9 == 0) actualSmallBlind *= 2;
//Spieler Action auf 0 setzen
for(i=0; i<myGui->getMaxQuantityPlayers(); i++) {
playerArray[i]->setMyAction(0);
}
// Spieler mit leerem Cash auf inactive setzen
for(i=0; i<myGui->getMaxQuantityPlayers(); i++) {
if(playerArray[i]->getMyCash() == 0) playerArray[i]->setMyActiveStatus(0);
}
// Hand erstellen
actualHand = myFactory->createHand(myFactory, myGui, actualBoard, playerArray, actualHandID, actualQuantityPlayers, dealerPosition, actualSmallBlind, startCash);
//GUI bereinigen
myGui->nextRoundCleanGui();
//Spielernamen schreiben
myGui->refreshPlayerName();
// Dealer-Button weiterschieben --> Achtung inactive
do {
dealerPosition = (dealerPosition+1)%(myGui->getMaxQuantityPlayers());
} while(!(playerArray[dealerPosition]->getMyActiveStatus()));
// Abfrage Cash==0 -> player inactive -> actualQuantityPlayer--
}