prepare implementing new cards value function for calculating odds: rename myCards to myHoleCards

This commit is contained in:
floty
2014-05-26 12:41:21 +02:00
parent 6dffbaeea5
commit 590f9f7a33
13 changed files with 107 additions and 104 deletions
+2 -2
View File
@@ -53,7 +53,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
for(it=seatsList->begin(); it!=seatsList->end(); ++it) {
(*it)->setHand(this);
// set myFlipCards 0
(*it)->setMyCardsFlip(0, 0);
(*it)->setMyHoleCardsFlip(0, 0);
}
// generate cards and assign to board and player
@@ -97,7 +97,7 @@ LocalHand::LocalHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boost:
// complete whole player hand
for(j=0; j<2; j++) tempPlayerAndBoardArray[j] = tempPlayerArray[j];
(*it)->setMyCards(tempPlayerArray);
(*it)->setMyHoleCards(tempPlayerArray);
(*it)->setMyCardsValueInt(CardsValue::cardsValueOld(tempPlayerAndBoardArray, bestHandPos));
(*it)->setMyBestHandPosition(bestHandPos);
(*it)->setMyRoundStartCash((*it)->getMyCash());
+43 -39
View File
@@ -861,7 +861,7 @@ static const RoundData FlopValues[] = {
LocalPlayer::LocalPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar),
myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0), myAction(PLAYER_ACTION_NONE),
myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(0), myCardsFlip(0), myRoundStartCash(0), lastMoneyWon(0),
myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(0), myHoleCardsFlip(0), myRoundStartCash(0), lastMoneyWon(0),
sBluff(0), sBluffStatus(false), m_actionTimeoutCounter(0), m_isSessionActive(false), m_isKicked(false), m_isMuted(false)
{
@@ -870,7 +870,7 @@ LocalPlayer::LocalPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType ty
myNiveau[i] = 0;
}
for(i=0; i<2; i++) {
myCards[i] = -1;
myHoleCards[i] = -1;
}
// myBestHandPosition mit -1 initialisieren
@@ -1070,7 +1070,7 @@ void LocalPlayer::preflopEngine()
myNiveau[2] += (21-myCash/individualHighestSet)/2;
}
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myCards[0] << " " << myCards[1] << endl;
// cout << myID << ": " << myHoleCardsValue << " - " << myNiveau[0] << " " << myNiveau[2] << " - " << myHoleCards[0] << " " << myHoleCards[1] << endl;
// count number of active human players
size_t countHumanPlayers = 0;
@@ -1530,7 +1530,7 @@ void LocalPlayer::turnEngine()
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
// currentBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
@@ -1804,7 +1804,7 @@ void LocalPlayer::riverEngine()
// int boardCards[5];
// int i;
// for(i=0; i<2; i++) tempArray[i] = myCards[i];
// for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
// currentBoard->getMyCards(boardCards);
// for(i=0; i<4; i++) tempArray[2+i] = boardCards[i];
@@ -2821,9 +2821,9 @@ void LocalPlayer::calcMyOdds()
switch(currentHand->getCurrentRound()) {
case 0: {
case GAME_STATE_PREFLOP: {
handCode = CardsValue::holeCardsToIntCode(myCards);
handCode = CardsValue::holeCardsToIntCode(myHoleCards);
// übergang solange preflopValue und flopValue noch nicht bereinigt
int players = currentHand->getActivePlayerList()->size();
@@ -2841,14 +2841,14 @@ void LocalPlayer::calcMyOdds()
}
break;
case 1: {
case GAME_STATE_FLOP: {
int tempArray[5];
int boardCards[5];
int i;
for(i=0; i<2; i++) tempArray[i] = myCards[i];
for(i=0; i<2; i++) tempArray[i] = myHoleCards[i];
currentHand->getBoard()->getMyCards(boardCards);
for(i=0; i<3; i++) tempArray[2+i] = boardCards[i];
@@ -2886,9 +2886,7 @@ void LocalPlayer::calcMyOdds()
}
break;
case 2: {
// Prozent ausrechnen
case GAME_STATE_TURN: {
int i, j, k;
int tempBoardCardsArray[5];
@@ -2896,8 +2894,8 @@ void LocalPlayer::calcMyOdds()
int tempOpponentCardsArray[7];
currentHand->getBoard()->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[0] = myHoleCards[0];
tempMyCardsArray[1] = myHoleCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
@@ -2908,6 +2906,12 @@ void LocalPlayer::calcMyOdds()
tempOpponentCardsArray[4] = tempBoardCardsArray[2];
tempOpponentCardsArray[5] = tempBoardCardsArray[3];
int myCards[4] = { 0,0,0,0 };
int opponentCards[4] = { 0,0,0,0 };
int tempMyCardsValue;
int tempOpponentCardsValue;
@@ -2915,11 +2919,11 @@ void LocalPlayer::calcMyOdds()
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
if(i != myHoleCards[0] && i != myHoleCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
countAll++;
@@ -2942,7 +2946,7 @@ void LocalPlayer::calcMyOdds()
}
break;
case 3: {
case GAME_STATE_RIVER: {
// Prozent ausrechnen
@@ -2952,8 +2956,8 @@ void LocalPlayer::calcMyOdds()
int tempOpponentCardsArray[7];
currentHand->getBoard()->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[0] = myHoleCards[0];
tempMyCardsArray[1] = myHoleCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
@@ -2973,9 +2977,9 @@ void LocalPlayer::calcMyOdds()
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
if(i != myHoleCards[0] && i != myHoleCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
countAll++;
@@ -3277,7 +3281,7 @@ void LocalPlayer::preflopEngine3()
// cout << "preflop-bluff " << bluff << endl;
// Potential
int potential = 10*(4*(CardsValue::holeCardsClass(myCards[0], myCards[1]))+1*tempRand)/50-myDude;
int potential = 10*(4*(CardsValue::holeCardsClass(myHoleCards[0], myHoleCards[1]))+1*tempRand)/50-myDude;
int setToHighest = currentHand->getCurrentBeRo()->getHighestSet() - mySet;
@@ -3287,7 +3291,7 @@ void LocalPlayer::preflopEngine3()
Tools::GetRand(2, 3, 1, &tempFold);
// FOLD --> wenn Potential negativ oder HighestSet zu hoch
if( (potential*setToHighest<0 || (setToHighest > tempFold * currentHand->getSmallBlind() && potential<1) || (setToHighest > 2 * tempFold * currentHand->getSmallBlind() && potential<2) || (setToHighest > 4 * tempFold * currentHand->getSmallBlind() && potential<3) || (setToHighest > 10 * tempFold * currentHand->getSmallBlind() && potential<4)) && CardsValue::holeCardsClass(myCards[0], myCards[1]) < 9 && bluff > 15) {
if( (potential*setToHighest<0 || (setToHighest > tempFold * currentHand->getSmallBlind() && potential<1) || (setToHighest > 2 * tempFold * currentHand->getSmallBlind() && potential<2) || (setToHighest > 4 * tempFold * currentHand->getSmallBlind() && potential<3) || (setToHighest > 10 * tempFold * currentHand->getSmallBlind() && potential<4)) && CardsValue::holeCardsClass(myHoleCards[0], myHoleCards[1]) < 9 && bluff > 15) {
myAction = PLAYER_ACTION_FOLD;
} else {
// RAISE --> wenn hohes Potential
@@ -3443,8 +3447,8 @@ void LocalPlayer::flopEngine3()
int tempOpponentCardsArray[7];
currentHand->getBoard()->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[0] = myHoleCards[0];
tempMyCardsArray[1] = myHoleCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
@@ -3460,13 +3464,13 @@ void LocalPlayer::flopEngine3()
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
if(i != myHoleCards[0] && i != myHoleCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
for(l=k+1; l<52; l++) {
if(l != myCards[0] && l != myCards[1] && l != tempBoardCardsArray[0] && l != tempBoardCardsArray[1] && l != tempBoardCardsArray[2]) {
if(l != myHoleCards[0] && l != myHoleCards[1] && l != tempBoardCardsArray[0] && l != tempBoardCardsArray[1] && l != tempBoardCardsArray[2]) {
countAll++;
@@ -3614,8 +3618,8 @@ void LocalPlayer::turnEngine3()
int tempOpponentCardsArray[7];
currentHand->getBoard()->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[0] = myHoleCards[0];
tempMyCardsArray[1] = myHoleCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
@@ -3633,11 +3637,11 @@ void LocalPlayer::turnEngine3()
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
if(i != myHoleCards[0] && i != myHoleCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
for(k=j+1; k<51; k++) {
if(k != myCards[0] && k != myCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
if(k != myHoleCards[0] && k != myHoleCards[1] && k != tempBoardCardsArray[0] && k != tempBoardCardsArray[1] && k != tempBoardCardsArray[2]) {
countAll++;
@@ -3780,8 +3784,8 @@ void LocalPlayer::riverEngine3()
int tempOpponentCardsArray[7];
currentHand->getBoard()->getMyCards(tempBoardCardsArray);
tempMyCardsArray[0] = myCards[0];
tempMyCardsArray[1] = myCards[1];
tempMyCardsArray[0] = myHoleCards[0];
tempMyCardsArray[1] = myHoleCards[1];
tempMyCardsArray[2] = tempBoardCardsArray[0];
tempMyCardsArray[3] = tempBoardCardsArray[1];
tempMyCardsArray[4] = tempBoardCardsArray[2];
@@ -3801,9 +3805,9 @@ void LocalPlayer::riverEngine3()
int countMy = 0;
for(i=0; i<49; i++) {
if(i != myCards[0] && i != myCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
if(i != myHoleCards[0] && i != myHoleCards[1] && i != tempBoardCardsArray[0] && i != tempBoardCardsArray[1] && i != tempBoardCardsArray[2]) {
for(j=i+1; j<50; j++) {
if(j != myCards[0] && j != myCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
if(j != myHoleCards[0] && j != myHoleCards[1] && j != tempBoardCardsArray[0] && j != tempBoardCardsArray[1] && j != tempBoardCardsArray[2]) {
countAll++;
+14 -14
View File
@@ -157,13 +157,13 @@ public:
return myStayOnTableStatus;
}
void setMyCards(int* theValue) {
void setMyHoleCards(int* theValue) {
int i;
for(i=0; i<2; i++) myCards[i] = theValue[i];
for(i=0; i<2; i++) myHoleCards[i] = theValue[i];
}
void getMyCards(int* theValue) const {
void getMyHoleCards(int* theValue) const {
int i;
for(i=0; i<2; i++) theValue[i] = myCards[i];
for(i=0; i<2; i++) theValue[i] = myHoleCards[i];
}
void setMyTurn(bool theValue) {
@@ -173,27 +173,27 @@ public:
return myTurn;
}
void setMyCardsFlip(bool theValue, int state) {
myCardsFlip = theValue;
void setMyHoleCardsFlip(bool theValue, int state) {
myHoleCardsFlip = theValue;
// log flipping cards
if(myCardsFlip) {
if(myHoleCardsFlip) {
switch(state) {
case 1:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt);
break;
case 2:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1]);
break;
case 3:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt, "has");
break;
default:
;
}
}
}
bool getMyCardsFlip() const {
return myCardsFlip;
bool getMyHoleCardsFlip() const {
return myHoleCardsFlip;
}
void setMyCardsValueInt(int theValue) {
@@ -329,7 +329,7 @@ private:
int myNiveau[3];
bool logHoleCardsDone;
int myCards[2];
int myHoleCards[2];
int myCash;
int mySet;
int myLastRelativeSet;
@@ -338,7 +338,7 @@ private:
bool myActiveStatus; // 0 = inactive, 1 = active
bool myStayOnTableStatus; // 0 = left, 1 = stay
bool myTurn; // 0 = no, 1 = yes
bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
bool myHoleCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
int myRoundStartCash;
int lastMoneyWon;
+1 -1
View File
@@ -601,7 +601,7 @@ Log::logHoleCardsHandName(PlayerList activePlayerList, boost::shared_ptr<PlayerI
if( mySqliteLogDb != 0) {
int myCards[2];
player->getMyCards(myCards);
player->getMyHoleCards(myCards);
sql += "UPDATE Hand SET ";
if(currentRound==GAME_STATE_POST_RIVER && player->getMyCardsValueInt()>0) {
sql += "Seat_" + boost::lexical_cast<string>(player->getMyID()+1) + "_Hand_text=\"" + CardsValue::determineHandName(player->getMyCardsValueInt(),activePlayerList) + "\"";
+1 -1
View File
@@ -44,7 +44,7 @@ ClientHand::ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface *g, boos
for(it=seatsList->begin(); it!=seatsList->end(); ++it) {
(*it)->setHand(this);
// myFlipCards auf 0 setzen
(*it)->setMyCardsFlip(0, 0);
(*it)->setMyHoleCardsFlip(0, 0);
}
// roundStartCashArray fuellen
+14 -14
View File
@@ -38,12 +38,12 @@ using namespace std;
ClientPlayer::ClientPlayer(ConfigFile *c, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, bool sotS, int mB)
: PlayerInterface(), myConfig(c), currentHand(0), myID(id), myUniqueID(uniqueId), myType(type),
myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), logHoleCardsDone(false), myCash(sC), mySet(0), myLastRelativeSet(0),
myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(false), myCardsFlip(false), myRoundStartCash(0),
myAction(PLAYER_ACTION_NONE), myButton(mB), myActiveStatus(aS), myStayOnTableStatus(sotS), myTurn(false), myHoleCardsFlip(false), myRoundStartCash(0),
lastMoneyWon(0), sBluff(0), sBluffStatus(false), m_isSessionActive(false), m_isKicked(false), m_isMuted(false)
{
myBestHandPosition[0] = myBestHandPosition[1] = myBestHandPosition[2] = myBestHandPosition[3] = myBestHandPosition[4] = 0;
myNiveau[0] = myNiveau[1] = myNiveau[2] = 0;
myCards[0] = myCards[1] = 0;
myHoleCards[0] = myHoleCards[1] = 0;
myAverageSets[0] = myAverageSets[1] = myAverageSets[2] = myAverageSets[3] = 0;
myAggressive[0] = myAggressive[1] = myAggressive[2] = myAggressive[3] = myAggressive[4] = myAggressive[5] = myAggressive[6] = false;
}
@@ -264,19 +264,19 @@ ClientPlayer::getMyStayOnTableStatus() const
}
void
ClientPlayer::setMyCards(int* theValue)
ClientPlayer::setMyHoleCards(int* theValue)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
for (int i = 0; i < 2; i++)
myCards[i] = theValue[i];
myHoleCards[i] = theValue[i];
}
void
ClientPlayer::getMyCards(int* theValue) const
ClientPlayer::getMyHoleCards(int* theValue) const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
for (int i = 0; i < 2; i++)
theValue[i] = myCards[i];
theValue[i] = myHoleCards[i];
}
void
@@ -294,21 +294,21 @@ ClientPlayer::getMyTurn() const
}
void
ClientPlayer::setMyCardsFlip(bool theValue, int state)
ClientPlayer::setMyHoleCardsFlip(bool theValue, int state)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
myCardsFlip = theValue;
myHoleCardsFlip = theValue;
// log flipping cards
if (myCardsFlip) {
if (myHoleCardsFlip) {
switch(state) {
case 1:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt);
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt);
break;
case 2:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]);
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1]);
break;
case 3:
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has");
currentHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myHoleCards[0], myHoleCards[1], myCardsValueInt, "has");
break;
default:
;
@@ -317,10 +317,10 @@ ClientPlayer::setMyCardsFlip(bool theValue, int state)
}
bool
ClientPlayer::getMyCardsFlip() const
ClientPlayer::getMyHoleCardsFlip() const
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
return myCardsFlip;
return myHoleCardsFlip;
}
void
+6 -6
View File
@@ -89,14 +89,14 @@ public:
void setMyStayOnTableStatus(bool theValue);
bool getMyStayOnTableStatus() const;
void setMyCards(int* theValue);
void getMyCards(int* theValue) const;
void setMyHoleCards(int* theValue);
void getMyHoleCards(int* theValue) const;
void setMyTurn(bool theValue);
bool getMyTurn() const;
void setMyCardsFlip(bool theValue, int state);
bool getMyCardsFlip() const;
void setMyHoleCardsFlip(bool theValue, int state);
bool getMyHoleCardsFlip() const;
void setMyCardsValueInt(int theValue);
int getMyCardsValueInt() const;
@@ -184,7 +184,7 @@ private:
int myNiveau[3];
bool logHoleCardsDone;
int myCards[2];
int myHoleCards[2];
int myCash;
int mySet;
int myLastRelativeSet;
@@ -193,7 +193,7 @@ private:
bool myActiveStatus; // 0 = inactive, 1 = active
bool myStayOnTableStatus; // 0 = left, 1 = stay
bool myTurn; // 0 = no, 1 = yes
bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
bool myHoleCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
int myRoundStartCash;
int lastMoneyWon;
+4 -4
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@@ -87,14 +87,14 @@ public:
virtual void setMyStayOnTableStatus(bool theValue) =0;
virtual bool getMyStayOnTableStatus() const =0;
virtual void setMyCards(int* theValue) =0;
virtual void getMyCards(int* theValue) const =0;
virtual void setMyHoleCards(int* theValue) =0;
virtual void getMyHoleCards(int* theValue) const =0;
virtual void setMyTurn(bool theValue) =0;
virtual bool getMyTurn() const =0;
virtual void setMyCardsFlip(bool theValue, int state) =0;
virtual bool getMyCardsFlip() const =0;
virtual void setMyHoleCardsFlip(bool theValue, int state) =0;
virtual bool getMyHoleCardsFlip() const =0;
virtual void setMyCardsValueInt(int theValue) =0;
virtual int getMyCardsValueInt() const =0;
+7 -7
View File
@@ -834,7 +834,7 @@ void gameTableImpl::applySettings(settingsDialogImpl* mySettingsDialog)
QPixmap tempCardsPixmapArray[2];
int tempCardsIntArray[2];
humanPlayer->getMyCards(tempCardsIntArray);
humanPlayer->getMyHoleCards(tempCardsIntArray);
if(myConfig->readConfigInt("AntiPeekMode")) {
holeCardsArray[0][0]->setPixmap(flipside, true);
tempCardsPixmapArray[0] = QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[0], 10)+".png"));
@@ -1440,7 +1440,7 @@ void gameTableImpl::dealHoleCards()
PlayerListConstIterator it_c;
PlayerList seatsList = currentGame->getSeatsList();
for (it_c=seatsList->begin(); it_c!=seatsList->end(); ++it_c) {
(*it_c)->getMyCards(tempCardsIntArray);
(*it_c)->getMyHoleCards(tempCardsIntArray);
for(j=0; j<2; j++) {
if((*it_c)->getMyActiveStatus()) {
if (( (*it_c)->getMyID() == 0) || (currentGame->getCurrentHand()->getLog() && currentGame->getCurrentHand()->getLog()->getDebugMode()) ) {
@@ -2550,7 +2550,7 @@ void gameTableImpl::postRiverRunAnimation2()
for (it_c=activePlayerList->begin(); it_c!=activePlayerList->end(); ++it_c) {
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD) {
//set Player value (logging) for all in already shown cards
(*it_c)->setMyCardsFlip(1,3);
(*it_c)->setMyHoleCardsFlip(1,3);
}
}
}
@@ -2843,7 +2843,7 @@ void gameTableImpl::showHoleCards(unsigned playerId, bool allIn)
if((*it_c)->getMyUniqueID() == playerId) {
(*it_c)->getMyCards(tempCardsIntArray);
(*it_c)->getMyHoleCards(tempCardsIntArray);
for(j=0; j<2; j++) {
if(showFlipcardAnimation) { // with Eye-Candy
@@ -2855,9 +2855,9 @@ void gameTableImpl::showHoleCards(unsigned playerId, bool allIn)
}
//set Player value (logging)
if(currentHand->getCurrentRound() < GAME_STATE_RIVER || allIn) {
(*it_c)->setMyCardsFlip(1,2); //for bero before postriver or allin just log the hole cards
(*it_c)->setMyHoleCardsFlip(1,2); //for bero before postriver or allin just log the hole cards
} else {
(*it_c)->setMyCardsFlip(1,1); //for postriver log the value
(*it_c)->setMyHoleCardsFlip(1,1); //for postriver log the value
}
}
}
@@ -4014,7 +4014,7 @@ void gameTableImpl::refreshCardsChance(GameState bero)
int boardCards[5];
int holeCards[2];
humanPlayer->getMyCards(holeCards);
humanPlayer->getMyHoleCards(holeCards);
myStartWindow->getSession()->getCurrentGame()->getCurrentHand()->getBoard()->getMyCards(boardCards);
if(humanPlayer->getMyAction() == PLAYER_ACTION_FOLD) {
+1 -1
View File
@@ -470,7 +470,7 @@ void guiLog::showLog(QString fileStringPdb, QTextBrowser *tb_tmp, int uniqueGame
int guiLog::exportLog(QString fileStringPdb,int modus,int uniqueGameID_req)
{
bool neu = true;
bool neu = true;
result_struct results;
results.result_Session = 0;
+6 -6
View File
@@ -772,9 +772,9 @@ void startWindowImpl::networkError(int errorID, int /*osErrorID*/)
}
break;
case ERR_SOCK_CONNECT_IPV6_FAILED: {
MyMessageBox::warning(this, tr("Network Error"),
tr("Could not connect to the server.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
QMessageBox::Close);
MyMessageBox::warning(this, tr("Network Error"),
tr("Could not connect to the server.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
QMessageBox::Close);
}
break;
case ERR_SOCK_CONNECT_TIMEOUT: {
@@ -784,9 +784,9 @@ void startWindowImpl::networkError(int errorID, int /*osErrorID*/)
}
break;
case ERR_SOCK_CONNECT_IPV6_TIMEOUT: {
MyMessageBox::warning(this, tr("Network Error"),
tr("Connection timed out.\nPlease check the server address.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
QMessageBox::Close);
MyMessageBox::warning(this, tr("Network Error"),
tr("Connection timed out.\nPlease check the server address.\n\nPlease note: IPv6 is enabled in the settings. The connection fails if your provider does not support IPv6.\nThis may be fixed by unchecking the \"Use IPv6\" checkbox in the settings."),
QMessageBox::Close);
}
break;
case ERR_SOCK_SELECT_FAILED: {
+5 -6
View File
@@ -535,8 +535,7 @@ ClientStateStartConnect::TimerTimeout(const boost::system::error_code& ec, boost
client->GetContext().GetSessionData()->GetAsioSocket()->close(ec);
if (client->GetContext().GetAddrFamily() == AF_INET6) {
throw ClientException(__FILE__, __LINE__, ERR_SOCK_CONNECT_IPV6_TIMEOUT, 0);
}
else {
} else {
throw ClientException(__FILE__, __LINE__, ERR_SOCK_CONNECT_TIMEOUT, 0);
}
}
@@ -1652,7 +1651,7 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
// Basic synchronisation before a new hand is started.
client->GetGui().waitForGuiUpdateDone();
// Start new hand.
client->GetGame()->getSeatsList()->front()->setMyCards(myCards);
client->GetGame()->getSeatsList()->front()->setMyHoleCards(myCards);
client->GetGame()->initHand();
client->GetGame()->getCurrentHand()->setSmallBlind(netHandStart.smallblind());
client->GetGame()->getCurrentHand()->getCurrentBeRo()->setMinimumRaise(2 * netHandStart.smallblind());
@@ -1692,7 +1691,7 @@ ClientStateWaitHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client
int bestHandPos[5];
tmpCards[0] = static_cast<int>(r.resultcard1());
tmpCards[1] = static_cast<int>(r.resultcard2());
tmpPlayer->setMyCards(tmpCards);
tmpPlayer->setMyHoleCards(tmpCards);
for (int num = 0; num < 5; num++) {
bestHandPos[num] = r.besthandposition(num);
}
@@ -1940,7 +1939,7 @@ ClientStateRunHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client,
int tmpCards[2];
tmpCards[0] = static_cast<int>(p.allincard1());
tmpCards[1] = static_cast<int>(p.allincard2());
tmpPlayer->setMyCards(tmpCards);
tmpPlayer->setMyHoleCards(tmpCards);
}
client->GetGui().flipHolecardsAllIn();
if(curGame->getCurrentHand()->getCurrentRound()<GAME_STATE_RIVER) {
@@ -2012,7 +2011,7 @@ ClientStateRunHand::InternalHandlePacket(boost::shared_ptr<ClientThread> client,
int bestHandPos[5];
tmpCards[0] = static_cast<int>(r.resultcard1());
tmpCards[1] = static_cast<int>(r.resultcard2());
tmpPlayer->setMyCards(tmpCards);
tmpPlayer->setMyHoleCards(tmpCards);
for (int num = 0; num < 5; num++) {
bestHandPos[num] = r.besthandposition(num);
}
+3 -3
View File
@@ -210,7 +210,7 @@ SetPlayerResult(PlayerResult &playerResult, boost::shared_ptr<PlayerInterface> t
playerResult.set_playerid(tmpPlayer->getMyUniqueID());
int tmpCards[2];
int bestHandPos[5];
tmpPlayer->getMyCards(tmpCards);
tmpPlayer->getMyHoleCards(tmpCards);
playerResult.set_resultcard1(tmpCards[0]);
playerResult.set_resultcard2(tmpCards[1]);
tmpPlayer->getMyBestHandPosition(bestHandPos);
@@ -999,7 +999,7 @@ ServerGameStateHand::EngineLoop(boost::shared_ptr<ServerGame> server)
AllInShowCardsMessage::PlayerAllIn *playerAllIn = netAllInShow->add_playersallin();
playerAllIn->set_playerid((*i)->getMyUniqueID());
int tmpCards[2];
(*i)->getMyCards(tmpCards);
(*i)->getMyHoleCards(tmpCards);
playerAllIn->set_allincard1(tmpCards[0]);
playerAllIn->set_allincard2(tmpCards[1]);
++i;
@@ -1257,7 +1257,7 @@ ServerGameStateHand::StartNewHand(boost::shared_ptr<ServerGame> server)
if (tmpSession) {
int cards[2];
bool errorFlag = false;
tmpPlayer->getMyCards(cards);
tmpPlayer->getMyHoleCards(cards);
boost::shared_ptr<NetPacket> notifyCards = CreateNetPacketHandStart(*server);
HandStartMessage *netHandStart = notifyCards->GetMsg()->mutable_handstartmessage();