/*************************************************************************** * 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 "localturn.h" #include #include //using namespace std; LocalTurn::LocalTurn(HandInterface* bR, int id, int qP, int dP, int sB) : TurnInterface(), myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), smallBlindPosition(0), smallBlind(sB), highestSet(0), firstTurnRun(1), firstTurnRound(1), firstHeadsUpTurnRound(1), playersTurn(dP), logBoardCardsDone(0) { int i; //SmallBlind-Position ermitteln for(i=0; igetPlayerArray()[i]->getMyButton() == 2) smallBlindPosition = i; } } LocalTurn::~LocalTurn() { } void LocalTurn::turnRun() { // cout << "NextPlayerSpeed2 stop" << endl; int i; if (firstTurnRun) { myHand->getGuiInterface()->dealTurnCard(); firstTurnRun = 0; } else { //log the turned cards if(!logBoardCardsDone) { int tempBoardCardsArray[5]; myHand->getBoard()->getMyCards(tempBoardCardsArray); myHand->getGuiInterface()->logDealBoardCardsMsg(2, tempBoardCardsArray[0], tempBoardCardsArray[1], tempBoardCardsArray[2], tempBoardCardsArray[3]); logBoardCardsDone = 1; } bool allHighestSet = 1; // prfe, ob alle Sets gleich sind ( falls nicht, dann allHighestSet = 0 ) for(i=0; igetPlayerArray()[i]->getMyActiveStatus() && myHand->getPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) { // cout << "Spieler " << i << " Set " << myHand->getPlayerArray()[i]->getMySet() << endl; if(highestSet != myHand->getPlayerArray()[i]->getMySet()) { allHighestSet=0; } } } // cout << "allHighestSet " << allHighestSet << endl; // cout << "firstflopround " << firstTurnRound << endl; // prfen, ob Turn wirklich dran ist if(!firstTurnRound && allHighestSet) { // Turn nicht dran, weil alle Sets gleich sind //also gehe in Turn myHand->setActualRound(3); //Action l�chen und ActionButtons refresh for(i=0; igetPlayerArray()[i]->getMyAction() != 1 && myHand->getPlayerArray()[i]->getMyAction() != 6) myHand->getPlayerArray()[i]->setMyAction(0); } //Sets in den Pot verschieben und Sets = 0 und Pot-refresh myHand->getBoard()->collectSets(); myHand->getBoard()->collectPot(); myHand->getGuiInterface()->refreshPot(); myHand->getGuiInterface()->refreshSet(); myHand->getGuiInterface()->refreshCash(); for(i=0; igetGuiInterface()->refreshAction(i,0); } myHand->switchRounds(); } else { // Turn ist wirklich dran // Anzahl der effektiv gespielten Runden (des human player) erhöhen if(myHand->getPlayerArray()[0]->getMyActiveStatus() && myHand->getPlayerArray()[0]->getMyAction() != 1) { myHand->setBettingRoundsPlayed(2); } if( !(myHand->getActualQuantityPlayers() < 3 && firstHeadsUpTurnRound == 1) ) { // not first round in heads up (for headsup dealer is smallblind so it is dealers turn) // naechsten Spieler ermitteln do { playersTurn = (playersTurn+1)%(MAX_NUMBER_OF_PLAYERS); } while(!(myHand->getPlayerArray()[playersTurn]->getMyActiveStatus()) || (myHand->getPlayerArray()[playersTurn]->getMyAction())==1 || (myHand->getPlayerArray()[playersTurn]->getMyAction())==6); } else { firstHeadsUpTurnRound = 0; } //Spieler-Position vor SmallBlind-Position ermitteln int activePlayerBeforeSmallBlind = smallBlindPosition; do { activePlayerBeforeSmallBlind = (activePlayerBeforeSmallBlind + MAX_NUMBER_OF_PLAYERS - 1 ) % (MAX_NUMBER_OF_PLAYERS); } while(!(myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyActiveStatus()) || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==1 || (myHand->getPlayerArray()[activePlayerBeforeSmallBlind]->getMyAction())==6); myHand->getPlayerArray()[playersTurn]->setMyTurn(1); //highlight active players groupbox and clear action myHand->getGuiInterface()->refreshGroupbox(playersTurn,2); myHand->getGuiInterface()->refreshAction(playersTurn,0); // cout << "activePlayerBeforeSmallBlind " << activePlayerBeforeSmallBlind << endl; // cout << "playersTurn " << playersTurn << endl; // wenn wir letzter aktiver Spieler vor SmallBlind sind, dann flopFirstRound zuende if(myHand->getPlayerArray()[playersTurn]->getMyID() == activePlayerBeforeSmallBlind) { firstTurnRound = 0; } if(playersTurn == 0) { // Wir sind dran // cout << "actualRound " << myHand->getActualRound() << endl; // cout << "highestSet vor meInAction " << highestSet << endl; myHand->getGuiInterface()->meInAction(); } else { //Gegner sind dran // cout << "NextPlayerSpeed3 start" << endl; myHand->getGuiInterface()->turnAnimation2(); } } } } void LocalTurn::nextPlayer2() { // cout << "NextPlayerSpeed3 stop" << endl; myHand->getPlayerArray()[playersTurn]->action(); }