Start position of dealer is now set via network. Added files for network client engine. Added factory code.
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/***************************************************************************
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* Copyright (C) 2007 by Lothar May *
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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 *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#include "clientplayer.h"
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#include "handinterface.h"
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using namespace std;
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ClientPlayer::ClientPlayer(ConfigFile *c, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB)
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: PlayerInterface(), myConfig(c), actualHand(0), actualBoard(b), myCardsValue(0), myID(id), myUniqueID(uniqueId), myType(type), myName(name), myAvatar(avatar), myDude(0), myDude4(0), myCardsValueInt(0), myOdds(-1.0), myCash(sC), mySet(0), myAction(0), myButton(mB), myActiveStatus(aS), myTurn(0), myRoundStartCash(0), sBluff(0), sBluffStatus(0)
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{
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}
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ClientPlayer::~ClientPlayer()
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{
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}
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void
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ClientPlayer::setHand(HandInterface* br)
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{
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actualHand = br;
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}
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void
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ClientPlayer::action()
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{
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}
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void
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ClientPlayer::preflopEngine()
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{
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}
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void
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ClientPlayer::flopEngine()
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{
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}
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void
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ClientPlayer::turnEngine()
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{
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}
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void
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ClientPlayer::riverEngine()
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{
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}
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void
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ClientPlayer::evaluation(int bet, int raise)
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{
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}
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int
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ClientPlayer::preflopCardsValue(int* cards)
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{
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return 0;
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}
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int
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ClientPlayer::flopCardsValue(int* cards)
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{
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return 0;
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}
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void
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ClientPlayer::readFile()
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{
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}
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int
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ClientPlayer::turnCardsValue(int* cards)
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{
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return 0;
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}
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void
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ClientPlayer::preflopEngine3()
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{
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}
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void
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ClientPlayer::flopEngine3()
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{
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}
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void
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ClientPlayer::turnEngine3()
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{
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}
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void
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ClientPlayer::riverEngine3()
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{
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}
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void ClientPlayer::setNetSessionData(boost::shared_ptr<SessionData> session)
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{
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myNetSessionData = session;
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}
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boost::shared_ptr<SessionData> ClientPlayer::getNetSessionData()
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{
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return myNetSessionData;
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}
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