/*************************************************************************** * 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" #include "tools.h" #include "cardsvalue.h" #include #include using namespace std; LocalHand::LocalHand(boost::shared_ptr f, GuiInterface *g, BoardInterface *b, PlayerInterface **p, int id, int sP, int aP, int dP, int sB,int sC) : myFactory(f), myGui(g), myBoard(b), playerArray(p), myPreflop(0), myFlop(0), myTurn(0), myRiver(0), myID(id), actualQuantityPlayers(aP), startQuantityPlayers(sP), dealerPosition(dP), actualRound(0), smallBlind(sB), startCash(sC), activePlayersCounter(aP), lastPlayersTurn(0), allInCondition(0), cardsShown(false), bettingRoundsPlayed(0) { int i, j, k; CardsValue myCardsValue; myBoard->setHand(this); for(i=0; isetHand(this); // myFlipCards auf 0 setzen playerArray[i]->setMyCardsFlip(0, 0); } // roundStartCashArray fllen for(i=0; isetMyRoundStartCash(playerArray[i]->getMyCash()); } // Karten generieren und Board sowie Player zuweisen int *cardsArray = new int[2*actualQuantityPlayers+5]; Tools::getRandNumber(0, 51, 2*actualQuantityPlayers+5, cardsArray, 1); int tempBoardArray[5]; int tempPlayerArray[2]; int tempPlayerAndBoardArray[7]; int sBluff; for(i=0; i<5; i++) { tempBoardArray[i] = cardsArray[i]; tempPlayerAndBoardArray[i+2] = cardsArray[i]; } k = 0; myBoard->setMyCards(tempBoardArray); for(i=0; igetMyActiveStatus() != 0) { int bestHandPos[5]; playerArray[i]->getMyBestHandPosition(bestHandPos); for(j=0; j<2; j++) { tempPlayerArray[j] = cardsArray[2*k+j+5]; tempPlayerAndBoardArray[j] = cardsArray[2*k+j+5]; } playerArray[i]->setMyCards(tempPlayerArray); playerArray[i]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray, bestHandPos)); playerArray[i]->setMyBestHandPosition(bestHandPos); // myBestHandPosition auf Fehler ueberpruefen for(j=0; j<5; j++) { if (bestHandPos[j] == -1) { cout << "ERROR get myBestHandPosition in localhand.cpp" << endl; } } // sBluff für alle aktiver Spieler außer human player setzen if(i) { Tools::getRandNumber(1,100,1,&sBluff,0); playerArray[i]->setSBluff(sBluff); playerArray[i]->setSBluffStatus(0); } k++; } } delete[] cardsArray; // // // !!!!!!!!!!!!!!!!!!!!!!!!!!!!! testing !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! // // // int *temp5Array; // // // // tempBoardArray[0] = 25; // // tempBoardArray[1] = 50; // // tempBoardArray[2] = 24; // // tempBoardArray[3] = 22; // // tempBoardArray[4] = 51; // // // // myBoard->setMyCards(tempBoardArray); // // // // tempPlayerAndBoardArray[2] = tempBoardArray[0]; // // tempPlayerAndBoardArray[3] = tempBoardArray[1]; // // tempPlayerAndBoardArray[4] = tempBoardArray[2]; // // tempPlayerAndBoardArray[5] = tempBoardArray[3]; // // tempPlayerAndBoardArray[6] = tempBoardArray[4]; // // // // tempPlayerArray[0] = 12; // // tempPlayerArray[1] = 27; // // tempPlayerAndBoardArray[0] = tempPlayerArray[0]; // // tempPlayerAndBoardArray[1] = tempPlayerArray[1]; // // // // playerArray[0]->setMyCards(tempPlayerArray); // // playerArray[0]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[0]->getMyBestHandPosition())); // // // // temp5Array = playerArray[0]->getMyBestHandPosition(); // // // // // for(i=0; i<5; i++) { // // // cout << temp5Array[i] << " "; // // // } // // // cout << endl; // // // // tempPlayerArray[0] = 23; // // tempPlayerArray[1] = 2; // // tempPlayerAndBoardArray[0] = tempPlayerArray[0]; // // tempPlayerAndBoardArray[1] = tempPlayerArray[1]; // // // // playerArray[1]->setMyCards(tempPlayerArray); // // playerArray[1]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[1]->getMyBestHandPosition())); // // // // tempPlayerArray[0] = 20; // // tempPlayerArray[1] = 38; // // tempPlayerAndBoardArray[0] = tempPlayerArray[0]; // // tempPlayerAndBoardArray[1] = tempPlayerArray[1]; // // // // playerArray[2]->setMyCards(tempPlayerArray); // // playerArray[2]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[2]->getMyBestHandPosition())); // // // // tempPlayerArray[0] = 19; // // tempPlayerArray[1] = 10; // // tempPlayerAndBoardArray[0] = tempPlayerArray[0]; // // tempPlayerAndBoardArray[1] = tempPlayerArray[1]; // // // // playerArray[3]->setMyCards(tempPlayerArray); // // playerArray[3]->setMyCardsValueInt(myCardsValue.cardsValue(tempPlayerAndBoardArray,playerArray[3]->getMyBestHandPosition())); // // // // for(i=0; i<4; i++) { // // cout << i << ": " << playerArray[i]->getMyCardsValueInt() << endl; // // } // // // ---------------------------------------- // Dealer, SB, BB bestimmen assignButtons(); // Preflop, Flop, Turn und River erstellen myPreflop = myFactory->createPreflop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind); myFlop = myFactory->createFlop(this, myID, actualQuantityPlayers, dealerPosition, smallBlind); myTurn = myFactory->createTurn(this, myID, actualQuantityPlayers, dealerPosition, smallBlind); myRiver = myFactory->createRiver(this, myID, actualQuantityPlayers, dealerPosition, smallBlind); } LocalHand::~LocalHand() { delete myPreflop; myPreflop = 0; delete myFlop; myFlop = 0; delete myTurn; myTurn = 0; delete myRiver; myRiver = 0; } void LocalHand::start() { ///////////////////// // Karten austeilen myGui->dealHoleCards(); getBoard()->collectSets(); getGuiInterface()->refreshPot(); //Rundenwechsel | beim ersten Durchlauf --> Preflop starten myGui->nextPlayerAnimation(); } void LocalHand::assignButtons() { int i; //Aktive Spieler zählen int activePlayersCounter = 0; for (i=0; igetMyActiveStatus() == 1) activePlayersCounter++; } // alle Buttons loeschen for (i=0; isetMyButton(0); } // DealerButton zuweisen playerArray[dealerPosition]->setMyButton(1); // assign Small Blind next to dealer. ATTENTION: in heads up it is big blind i = dealerPosition; do { i = (i+1)%(MAX_NUMBER_OF_PLAYERS); if(playerArray[i]->getMyActiveStatus()) { if(activePlayersCounter > 2) playerArray[i]->setMyButton(2); //small blind normal else playerArray[i]->setMyButton(3); //big blind in heads up } } while(!(playerArray[i]->getMyActiveStatus())); // assign big blind next to small blind. ATTENTION: in heads up it is small blind do { i = (i+1)%(MAX_NUMBER_OF_PLAYERS); if(playerArray[i]->getMyActiveStatus()) { if(activePlayersCounter > 2) playerArray[i]->setMyButton(3); //big blind normal else playerArray[i]->setMyButton(2); //small blind in heads up } } while(!(playerArray[i]->getMyActiveStatus())); //do sets for (i=0; igetMyButton() == 2) { //small blind // mit SmallBlind All In ? if(playerArray[i]->getMyCash() <= smallBlind) { playerArray[i]->setMySet(playerArray[i]->getMyCash()); // 1 to do not log this playerArray[i]->setMyAction(6,1); } // sonst else { playerArray[i]->setMySet(smallBlind); } } if(playerArray[i]->getMyButton() == 3) { //big blind // mit BigBlind All In ? if(playerArray[i]->getMyCash() <= 2*smallBlind) { playerArray[i]->setMySet(playerArray[i]->getMyCash()); // 1 to do not log this playerArray[i]->setMyAction(6,1); } // sonst else { playerArray[i]->setMySet(2*smallBlind); } } } } void LocalHand::switchRounds() { int i; // cout <<" ------- HandID: " << myID << " | actualround: " << actualRound << " ---------" << endl; //Aktive Spieler z�len activePlayersCounter = 0; for (i=0; igetMyAction() != 1 && playerArray[i]->getMyActiveStatus() == 1) activePlayersCounter++; } // Anzahl der Spieler ermitteln, welche All In sind int allInPlayersCounter = 0; for (i=0; igetMyAction() == 6) allInPlayersCounter++; } //wenn nur noch einer nicht-folded dann gleich den Pot verteilen if(activePlayersCounter==1) { myBoard->collectPot(); myGui->refreshPot(); myGui->refreshSet(); actualRound = 4; } // prfen der All In Kondition // fr All In Prozedur mssen mindestens zwei aktive Player vorhanden sein else { // cout << "activplayerscounter: " << activePlayersCounter << " | allInPlayersCounter: " << allInPlayersCounter << " | " << endl; // 1) wenn alle All In if(allInPlayersCounter == activePlayersCounter) { allInCondition = 1; } // 2) alle bis auf einen All In und der hat HighestSet int tempHighestSet; if(allInPlayersCounter+1 == activePlayersCounter) { for (i=0; igetMyAction() != 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: {} } // cout << "tempHighestSet: " << tempHighestSet << "playerArray[i]->getMySet(): " << playerArray[i]->getMySet() << endl; if(playerArray[i]->getMySet() >= tempHighestSet) { allInCondition = 1; } } // HeadsUp-Ausnahme -> spieler ermitteln, der all in ist und als bb nur weniger als sb setzen konnte if(activePlayersCounter==2 && playerArray[i]->getMyAction() == 6 && playerArray[i]->getMyActiveStatus() == 1 && playerArray[i]->getMyButton()==3 && playerArray[i]->getMySet()<=smallBlind) { allInCondition = 1; } } } } // beim Vorliegen einer All In Kondition -> Ausfhrung einer Sonderprozedur if(allInCondition) { myBoard->collectPot(); myGui->refreshPot(); myGui->refreshSet(); myGui->flipHolecardsAllIn(); if (actualRound < 4) // do not increment past 4 actualRound++; //log board cards for allin if(actualRound >= 1) { int tempBoardCardsArray[5]; myBoard->getMyCards(tempBoardCardsArray); myGui->logDealBoardCardsMsg(actualRound, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3], tempBoardCardsArray[4]); } } //unhighlight actual players groupbox if(playerArray[lastPlayersTurn]->getMyActiveStatus() == 1) myGui->refreshGroupbox(lastPlayersTurn,1); myGui->refreshGameLabels((GameState)getActualRound()); // /*/*/*/*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: {} } }