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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#ifndef CLIENTPLAYER_H
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#define CLIENTPLAYER_H
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#include <playerinterface.h>
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#include <boost/shared_ptr.hpp>
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#include <string>
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class CardsValue;
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class ConfigFile;
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class HandInterface;
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class BoardInterface;
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class ClientPlayer : public PlayerInterface{
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public:
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ClientPlayer(ConfigFile*, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB);
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~ClientPlayer();
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void setHand(HandInterface*);
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int getMyID() const { return myID; }
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unsigned getMyUniqueID() const { return myUniqueID; }
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PlayerType getMyType() const { return myType; }
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void setMyDude(const int& theValue) { myDude = theValue; }
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int getMyDude() const { return myDude; }
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void setMyDude4(const int& theValue) { myDude4 = theValue; }
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int getMyDude4() const { return myDude4; }
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void setMyName(const std::string& theValue) { myName = theValue; }
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std::string getMyName() const { return myName; }
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void setMyAvatar(const std::string& theValue) { myAvatar = theValue; }
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std::string getMyAvatar() const { return myAvatar; }
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void setMyCash(const int& theValue) { myCash = theValue; }
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int getMyCash() const { return myCash; }
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void setMySet(const int& theValue) { mySet += theValue; myCash -= theValue; }
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void setMySetNull() { mySet = 0; }
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int getMySet() const { return mySet;}
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void setMyAction(const int& theValue) { myAction = theValue; }
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int getMyAction() const { return myAction; }
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void setMyButton(const int& theValue) { myButton = theValue; }
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int getMyButton() const { return myButton; }
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void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; }
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bool getMyActiveStatus() const { return myActiveStatus; }
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void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; }
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void getMyCards(int* theValue) { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; }
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void setMyTurn(bool theValue){ myTurn = theValue;}
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bool getMyTurn() const{ return myTurn;}
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void setMyCardsFlip(bool theValue){ myCardsFlip = theValue;}
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bool getMyCardsFlip() const{ return myCardsFlip;}
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void setMyCardsValueInt(const int& theValue) { myCardsValueInt = theValue;}
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int getMyCardsValueInt() const { return myCardsValueInt; }
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int* getMyBestHandPosition() { return myBestHandPosition; }
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void setMyRoundStartCash(const int& theValue) { myRoundStartCash = theValue;}
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int getMyRoundStartCash() const { return myRoundStartCash; }
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void setMyAverageSets(const int& theValue) { myAverageSets[0] = myAverageSets[1]; myAverageSets[1] = myAverageSets[2]; myAverageSets[2] = myAverageSets[3]; myAverageSets[3] = theValue; }
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int getMyAverageSets() const { return (myAverageSets[0]+myAverageSets[1]+myAverageSets[2]+myAverageSets[3])/4; }
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void setMyAggressive(const bool& theValue) {
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int i;
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for(i=0; i<6; i++) {
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myAggressive[i] = myAggressive[i+1];
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}
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myAggressive[6] = theValue;
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}
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int getMyAggressive() const {
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int i, sum = 0;
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for(i=0; i<7; i++) {
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sum += myAggressive[i];
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}
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return sum;
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}
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void setSBluff ( int theValue ) { sBluff = theValue; }
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int getSBluff() const { return sBluff; }
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void setSBluffStatus ( bool theValue ) { sBluffStatus = theValue; }
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bool getSBluffStatus() const { return sBluffStatus; }
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void action();
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void preflopEngine();
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void flopEngine();
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void turnEngine();
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void riverEngine();
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void preflopEngine3();
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void flopEngine3();
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void turnEngine3();
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void riverEngine3();
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int preflopCardsValue(int*);
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int flopCardsValue(int*);
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int turnCardsValue(int*);
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void readFile();
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void evaluation(int, int);
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void setNetSessionData(boost::shared_ptr<SessionData> session);
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boost::shared_ptr<SessionData> getNetSessionData();
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private:
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ConfigFile *myConfig;
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HandInterface *actualHand;
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BoardInterface *actualBoard;
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CardsValue *myCardsValue;
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// Konstanten
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int myID;
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unsigned myUniqueID;
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PlayerType myType;
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std::string myName;
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std::string myAvatar;
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int myDude;
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int myDude4;
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// Laufvariablen
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int myCardsValueInt;
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int myBestHandPosition[5];
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double myOdds;
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int myNiveau[3];
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int myCards[2];
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int myCash;
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int mySet;
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int myAction; // 0 = none, 1 = fold, 2 = check, 3 = call, 4 = bet, 5 = raise, 6 = allin
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int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big
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bool myActiveStatus; // 0 = inactive, 1 = active
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bool myTurn; // 0 = no, 1 = yes
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bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped,
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int myRoundStartCash;
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int myAverageSets[4];
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bool myAggressive[7];
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int sBluff;
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bool sBluffStatus;
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boost::shared_ptr<SessionData> myNetSessionData;
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};
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#endif
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