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tdegames/kpoker/kpoker.h

366 lines
10 KiB

/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef KPOKER_H
#define KPOKER_H
// QT includes
#include <tqwidget.h>
#include <tqptrlist.h>
// KDE includes
#include <krandomsequence.h>
// own includes
#include "poker.h"
// QT classes
class TQPushButton;
class TQLineEdit;
class TQLabel;
class TQFrame;
class TQLineEdit;
class TQFrame;
class TQHBoxLayout;
class TQVBoxLayout;
// KDE classes
class TDEConfig;
// own classes
class BetBox;
class CardWidget;
class OptionsDlg;
class NewGameDlg;
class PokerPlayer;
class PlayerBox;
// ================================================================
// Poker Game
enum PokerGameType {
SinglePlayer,
MultiPlayer
};
enum PokerGameState {
StateStartRound=0, // Before dealing. Deal cards to switch state.
StateBet1,
StateRaise1,
StateExchangeCards,
StateBet2,
StateRaise2,
StateSee
};
// A PokerGame would be the main class in any poker game. It controls
// the game flow and has control over all the players.
//
// FIXME: This is very much in flux right now. It is in the process
// of being separated from class kpok. A lot of things need to
// be done. Among them are:
// - Finish separation from kpok.
class PokerGame {
public:
PokerGame(KRandomSequence *random);
~PokerGame();
PokerGameType getType() const { return m_type; }
void setType(PokerGameType type) { m_type = type; }
// The state of the current round.
PokerGameState getState() const { return m_state; }
void setState(PokerGameState state) { m_state = state; }
// Money in the game.
void clearPot() { m_pot = 0; }
int getPot() const { return m_pot; }
void bet(int amount) { m_pot += amount; }
void bet(PokerPlayer * player, int amount);
int getMinBet() const { return m_minBet; }
int getMaxBet() const { return m_maxBet; }
void setBettingLimits(int minBet, int maxBet)
{ m_minBet = minBet; m_maxBet = maxBet; }
// Players
int getNumPlayers() const { return m_numPlayers; }
int getNumActivePlayers() const { return m_activePlayers.count(); }
int getNumInactivePlayers() const { return m_removedPlayers.count(); }
PokerPlayer * getActivePlayer(unsigned int nr) { return m_activePlayers.at(nr); }
void activatePlayer(PokerPlayer *player);
void inactivatePlayer(PokerPlayer *player);
bool isActivePlayer(PokerPlayer *player) const { return m_activePlayers.contains(player); }
// Misc
// FIXME: clearDirty should only be called by a save method
// The isDirty flag should only be set internally.
void setDirty() { m_isDirty = true; }
void clearDirty() { m_isDirty = false; }
bool isDirty() const { return m_isDirty; }
// Some more complex methods. FIXME: These must be expanded!
void newGame(PokerGameType type,
int numPlayers, PokerPlayer *players,
int minBet, int MaxBet);
void newRound();
void dealCards(PokerPlayer *player, bool skip[]);
private:
// ----------------------------------------------------------------
// Properties of the entire game, not just one round:
PokerGameType m_type; // The current type of game
unsigned int m_numPlayers; // Used for constructing and deleting only
PokerPlayer *m_players; // The players (owned by kpok)
int m_minBet; // the money the player will bet if he wants or not
int m_maxBet; // max total bet including minBet.
// True if we need to save before exiting.
// This is the case if the cash has changed for any of the players.
bool m_isDirty;
// ----------------------------------------------------------------
// Properties of the current round:
PokerGameState m_state; // The current phase of the game round
CardDeck m_deck; // The card deck we are using
int m_pot; // The amount of money people have bet.
// The players in the game.
TQPtrList<PokerPlayer> m_activePlayers; // players still in the round
TQPtrList<PokerPlayer> m_removedPlayers; // players out of this round
};
// ================================================================
// Poker Game View
class kpok : public TQWidget
{
TQ_OBJECT
public:
kpok(TQWidget * parent = 0, const char *name = 0);
virtual ~kpok();
TQString getName (int playerNr);
void paintCash();
bool isDirty() const { return m_game.isDirty(); }
void setBlinking(bool bl) { m_blinking = bl; }
void setAdjust(bool ad);
void setSound(bool s);
void updateLHLabel();//temporary function, only called once
bool getSound() const { return sound; }
bool getBlinking() const { return m_blinking; }
bool getAdjust() const { return adjust; }
signals:
void changeLastHand(const TQString &newHand, bool lastHand = true);
void showClickToHold(bool show);
void statusBarMessage(TQString);
void clearStatusBar();
protected:
void initWindow(); // called only once
void readOptions();
void drawCards(PokerPlayer* p, bool skip[]);
void newRound();
void noMoney();
void paintEvent( TQPaintEvent * );
void playSound(const TQString &filename);
void setBetButtonEnabled(bool enabled);
void setHand(const TQString& newHand, bool lastHand = true);
void setLastWinner(const TQString& lastWinner);
void startBlinking();
void stopBlinking();
void stopDrawing();
void result();
void winner();
void bet();
void displayWin(const TQString& hand, int cashWon);
/**
* Displays the winner, adds the pot to his money
*
* othersPassed = true means all the other players didn't bet
**/
void displayWinner_Computer(PokerPlayer* winner, bool othersPassed);
void removePlayerFromRound(PokerPlayer* removePlayer);
void switchToOnePlayerRules();
/**
* @return The human player if he is in the game
**/
PokerPlayer* findHumanPlayer();
/**
* This method first reads the config file then starts a
* newGame Dialog if it wasn't forbidden in config
*
* After all options and defaults were set the method starts
* @ref initPoker() with only the number of the players as an
* argument or with a complete player class, depending on the
* options the player chose @return True if successful false
* if player clicked 'cancel' in the new game dialog
**/
bool readEntriesAndInitPoker();
/**
* This should only be done in the see phase and shows the
* cards of the computer players
**/
void showComputerCards();
/**
* The main method for starting the game
*
* It constructs the players if only the number of players
* are given or uses an existing array Then all player boxes
* are being constructed as well as some smaller things like
* the pot
* @param players the number of the players
* @param ownAllPlayers This is used if there is already an array of players existing e.g. from @ref readEntriesAndInitPoker()
**/
void initPoker(unsigned int numPlayers);
/**
* Gives all players the deck as a card
**/
void drawAllDecks();
public slots:
void slotCardDeck();
void toggleSound();
void toggleAdjust();
void toggleBlinking();
void slotPreferences();
bool initSound();
/**
* Just as the name says: This method/slot saves the current
* game (to the config file)
*
* The game can be loaded on startup by activating the button
* 'read from config'
**/
void saveGame(TDEConfig* conf);
bool loadGame(TDEConfig* conf);
bool loadGame();
// void commandCallback(int id);
void newGame();
void saveGame();
void exchangeCard1();
void exchangeCard2();
void exchangeCard3();
void exchangeCard4();
void exchangeCard5();
void drawClick();
protected slots:
void bTimerEvent();
void drawCardsEvent();
void waveTimerEvent();
void betChange(int);
void adjustBet();
void out();
void startWave();
void stopWave();
void toggleHeld(); // play a sound
private:
// The "document" - the game itself
PokerGame m_game; // The game that this widget is showing.
unsigned int m_numPlayers;
PokerPlayer *m_players; // The players
int cashPerRound; // single player game: the ante
int currentMustBet; // the minimum bet amount
int oldBet_raise; // used for raising only
int drawDelay;
// Graphical layout.
TQVBoxLayout *topLayout;
TQHBoxLayout *inputLayout;
TQLabel *potLabel;
BetBox *betBox;
TQPushButton *drawButton; // the main Button
TQLabel *wonLabel; // the winner
TQLabel *clickToHold;
TQWidget *mWonWidget;
PlayerBox **playerBox; //one box per player
// Dialogs
OptionsDlg* mOptions;
// Other stuff
KRandomSequence m_random;
TQTimer *blinkTimer; // the winning cards will blink
TQTimer *drawTimer; // delay between drawing of the cards
TQTimer *waveTimer; // for displaying of the win (if winner == human)
bool adjust; // allow user to adjust the bet.
int drawStat; // status of drawing (which card already was drawn etc.
bool sound;
bool m_blinking; // True if card should blink when winning.
int m_blinkStat; // status of blinking
int m_blinkingBox; // box of winning player
bool waveActive;
int fCount;
TQString lastHandText;
};
#endif