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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef KPOKER_H
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#define KPOKER_H
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// QT includes
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#include <tqwidget.h>
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#include <tqptrlist.h>
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// KDE includes
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#include <krandomsequence.h>
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// own includes
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#include "poker.h"
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// QT classes
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class TQPushButton;
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class TQLineEdit;
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class TQLabel;
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class TQFrame;
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class TQLineEdit;
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class TQFrame;
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class TQHBoxLayout;
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class TQVBoxLayout;
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// KDE classes
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class KConfig;
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// own classes
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class BetBox;
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class CardWidget;
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class OptionsDlg;
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class NewGameDlg;
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class PokerPlayer;
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class PlayerBox;
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// ================================================================
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// Poker Game
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enum PokerGameType {
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SinglePlayer,
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MultiPlayer
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};
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enum PokerGameState {
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StateStartRound=0, // Before dealing. Deal cards to switch state.
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StateBet1,
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StateRaise1,
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StateExchangeCards,
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StateBet2,
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StateRaise2,
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StateSee
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};
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// A PokerGame would be the main class in any poker game. It controls
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// the game flow and has control over all the players.
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//
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// FIXME: This is very much in flux right now. It is in the process
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// of being separated from class kpok. A lot of things need to
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// be done. Among them are:
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// - Finish separation from kpok.
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class PokerGame {
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public:
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PokerGame(KRandomSequence *random);
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~PokerGame();
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PokerGameType getType() const { return m_type; }
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void setType(PokerGameType type) { m_type = type; }
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// The state of the current round.
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PokerGameState getState() const { return m_state; }
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void setState(PokerGameState state) { m_state = state; }
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// Money in the game.
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void clearPot() { m_pot = 0; }
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int getPot() const { return m_pot; }
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void bet(int amount) { m_pot += amount; }
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void bet(PokerPlayer * player, int amount);
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int getMinBet() const { return m_minBet; }
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int getMaxBet() const { return m_maxBet; }
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void setBettingLimits(int minBet, int maxBet)
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{ m_minBet = minBet; m_maxBet = maxBet; }
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// Players
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int getNumPlayers() const { return m_numPlayers; }
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int getNumActivePlayers() const { return m_activePlayers.count(); }
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int getNumInactivePlayers() const { return m_removedPlayers.count(); }
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PokerPlayer * getActivePlayer(unsigned int nr) { return m_activePlayers.at(nr); }
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void activatePlayer(PokerPlayer *player);
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void inactivatePlayer(PokerPlayer *player);
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bool isActivePlayer(PokerPlayer *player) const { return m_activePlayers.contains(player); }
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// Misc
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// FIXME: clearDirty should only be called by a save method
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// The isDirty flag should only be set internally.
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void setDirty() { m_isDirty = true; }
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void clearDirty() { m_isDirty = false; }
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bool isDirty() const { return m_isDirty; }
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// Some more complex methods. FIXME: These must be expanded!
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void newGame(PokerGameType type,
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int numPlayers, PokerPlayer *players,
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int minBet, int MaxBet);
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void newRound();
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void dealCards(PokerPlayer *player, bool skip[]);
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private:
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// ----------------------------------------------------------------
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// Properties of the entire game, not just one round:
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PokerGameType m_type; // The current type of game
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unsigned int m_numPlayers; // Used for constructing and deleting only
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PokerPlayer *m_players; // The players (owned by kpok)
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int m_minBet; // the money the player will bet if he wants or not
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int m_maxBet; // max total bet including minBet.
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// True if we need to save before exiting.
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// This is the case if the cash has changed for any of the players.
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bool m_isDirty;
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// ----------------------------------------------------------------
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// Properties of the current round:
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PokerGameState m_state; // The current phase of the game round
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CardDeck m_deck; // The card deck we are using
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int m_pot; // The amount of money people have bet.
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// The players in the game.
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TQPtrList<PokerPlayer> m_activePlayers; // players still in the round
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TQPtrList<PokerPlayer> m_removedPlayers; // players out of this round
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};
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// ================================================================
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// Poker Game View
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class kpok : public TQWidget
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{
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Q_OBJECT
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public:
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kpok(TQWidget * parent = 0, const char *name = 0);
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virtual ~kpok();
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TQString getName (int playerNr);
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void paintCash();
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bool isDirty() const { return m_game.isDirty(); }
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void setBlinking(bool bl) { m_blinking = bl; }
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void setAdjust(bool ad);
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void setSound(bool s);
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void updateLHLabel();//temporary function, only called once
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bool getSound() const { return sound; }
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bool getBlinking() const { return m_blinking; }
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bool getAdjust() const { return adjust; }
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signals:
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void changeLastHand(const TQString &newHand, bool lastHand = true);
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void showClickToHold(bool show);
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void statusBarMessage(TQString);
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void clearStatusBar();
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protected:
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void initWindow(); // called only once
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void readOptions();
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void drawCards(PokerPlayer* p, bool skip[]);
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void newRound();
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void noMoney();
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void paintEvent( TQPaintEvent * );
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void playSound(const TQString &filename);
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void setBetButtonEnabled(bool enabled);
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void setHand(const TQString& newHand, bool lastHand = true);
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void setLastWinner(const TQString& lastWinner);
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void startBlinking();
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void stopBlinking();
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void stopDrawing();
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void result();
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void winner();
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void bet();
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void displayWin(const TQString& hand, int cashWon);
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/**
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* Displays the winner, adds the pot to his money
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*
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* othersPassed = true means all the other players didn't bet
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**/
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void displayWinner_Computer(PokerPlayer* winner, bool othersPassed);
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void removePlayerFromRound(PokerPlayer* removePlayer);
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void switchToOnePlayerRules();
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/**
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* @return The human player if he is in the game
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**/
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PokerPlayer* findHumanPlayer();
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/**
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* This method first reads the config file then starts a
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* newGame Dialog if it wasn't forbidden in config
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*
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* After all options and defaults were set the method starts
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* @ref initPoker() with only the number of the players as an
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* argument or with a complete player class, depending on the
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* options the player chose @return True if successful false
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* if player clicked 'cancel' in the new game dialog
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**/
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bool readEntriesAndInitPoker();
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/**
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* This should only be done in the see phase and shows the
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* cards of the computer players
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**/
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void showComputerCards();
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/**
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* The main method for starting the game
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*
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* It constructs the players if only the number of players
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* are given or uses an existing array Then all player boxes
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* are being constructed as well as some smaller things like
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* the pot
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* @param players the number of the players
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* @param ownAllPlayers This is used if there is already an array of players existing e.g. from @ref readEntriesAndInitPoker()
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**/
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void initPoker(unsigned int numPlayers);
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/**
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* Gives all players the deck as a card
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**/
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void drawAllDecks();
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public slots:
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void slotCardDeck();
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void toggleSound();
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void toggleAdjust();
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void toggleBlinking();
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void slotPreferences();
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bool initSound();
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/**
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* Just as the name says: This method/slot saves the current
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* game (to the config file)
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*
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* The game can be loaded on startup by activating the button
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* 'read from config'
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**/
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void saveGame(KConfig* conf);
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bool loadGame(KConfig* conf);
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bool loadGame();
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// void commandCallback(int id);
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void newGame();
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void saveGame();
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void exchangeCard1();
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void exchangeCard2();
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void exchangeCard3();
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void exchangeCard4();
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void exchangeCard5();
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void drawClick();
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protected slots:
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void bTimerEvent();
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void drawCardsEvent();
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void waveTimerEvent();
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void betChange(int);
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void adjustBet();
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void out();
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void startWave();
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void stopWave();
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void toggleHeld(); // play a sound
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private:
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// The "document" - the game itself
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PokerGame m_game; // The game that this widget is showing.
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unsigned int m_numPlayers;
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PokerPlayer *m_players; // The players
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int cashPerRound; // single player game: the ante
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int currentMustBet; // the minimum bet amount
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int oldBet_raise; // used for raising only
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int drawDelay;
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// Graphical layout.
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TQVBoxLayout *topLayout;
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TQHBoxLayout *inputLayout;
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TQLabel *potLabel;
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BetBox *betBox;
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TQPushButton *drawButton; // the main Button
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TQLabel *wonLabel; // the winner
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TQLabel *clickToHold;
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TQWidget *mWonWidget;
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PlayerBox **playerBox; //one box per player
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// Dialogs
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OptionsDlg* mOptions;
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// Other stuff
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KRandomSequence m_random;
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TQTimer *blinkTimer; // the winning cards will blink
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TQTimer *drawTimer; // delay between drawing of the cards
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TQTimer *waveTimer; // for displaying of the win (if winner == human)
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bool adjust; // allow user to adjust the bet.
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int drawStat; // status of drawing (which card already was drawn etc.
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bool sound;
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bool m_blinking; // True if card should blink when winning.
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int m_blinkStat; // status of blinking
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int m_blinkingBox; // box of winning player
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bool waveActive;
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int fCount;
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TQString lastHandText;
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};
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#endif
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