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
+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