/*************************************************************************** * Copyright (C) 2006 by FThauer FHammer * * f.thauer@web.de * * * * 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., * * 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * ***************************************************************************/ #ifndef LOCALPLAYER_H #define LOCALPLAYER_H #include #include #include class CardsValue; class ConfigFile; class HandInterface; class BoardInterface; class LocalPlayer : public PlayerInterface{ public: LocalPlayer(ConfigFile*, BoardInterface *b, int id, unsigned uniqueId, PlayerType type, std::string name, std::string avatar, int sC, bool aS, int mB); ~LocalPlayer(); void setHand(HandInterface*); int getMyID() const { return myID; } unsigned getMyUniqueID() const { return myUniqueID; } PlayerType getMyType() const { return myType; } void setMyDude(int theValue) { myDude = theValue; } int getMyDude() const { return myDude; } void setMyDude4(int theValue) { myDude4 = theValue; } int getMyDude4() const { return myDude4; } void setMyName(const std::string& theValue) { myName = theValue; } std::string getMyName() const { return myName; } void setMyAvatar(const std::string& theValue) { myAvatar = theValue; } std::string getMyAvatar() const { return myAvatar; } void setMyCash(int theValue) { myCash = theValue; } int getMyCash() const { return myCash; } void setMySet(int theValue) { myLastRelativeSet = theValue; mySet += theValue; myCash -= theValue; } void setMySetAbsolute(int theValue) { mySet = theValue; } void setMySetNull() { mySet = 0; myLastRelativeSet = 0; } int getMySet() const { return mySet;} int getMyLastRelativeSet() const { return myLastRelativeSet; } void setMyAction(int theValue, bool blind = 0) { myAction = theValue; // logging for human player if(myAction && !blind) actualHand->getGuiInterface()->logPlayerActionMsg(myName, myAction, mySet); } int getMyAction() const { return myAction; } void setMyButton(int theValue) { myButton = theValue; } int getMyButton() const { return myButton; } void setMyActiveStatus(bool theValue) { myActiveStatus = theValue; } bool getMyActiveStatus() const { return myActiveStatus; } void setMyCards(int* theValue) { int i; for(i=0; i<2; i++) myCards[i] = theValue[i]; } void getMyCards(int* theValue) const { int i; for(i=0; i<2; i++) theValue[i] = myCards[i]; } void setMyTurn(bool theValue){ myTurn = theValue;} bool getMyTurn() const{ return myTurn;} void setMyCardsFlip(bool theValue, int state){ myCardsFlip = theValue; // log flipping cards if(myCardsFlip) { switch(state) { case 1: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt); break; case 2: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1]); break; case 3: actualHand->getGuiInterface()->logFlipHoleCardsMsg(myName, myCards[0], myCards[1], myCardsValueInt, "has"); break; default: ; } } } bool getMyCardsFlip() const{ return myCardsFlip;} void setMyCardsValueInt(int theValue) { myCardsValueInt = theValue;} int getMyCardsValueInt() const { return myCardsValueInt; } void setMyBestHandPosition(int* theValue) { for (int i = 0; i < 5; i++) myBestHandPosition[i] = theValue[i]; } void getMyBestHandPosition(int* theValue) const { for (int i = 0; i < 5; i++) theValue[i] = myBestHandPosition[i]; } void setMyRoundStartCash(int theValue) { myRoundStartCash = theValue;} int getMyRoundStartCash() const { return myRoundStartCash; } void setMyAverageSets(int theValue) { myAverageSets[0] = myAverageSets[1]; myAverageSets[1] = myAverageSets[2]; myAverageSets[2] = myAverageSets[3]; myAverageSets[3] = theValue; } int getMyAverageSets() const { return (myAverageSets[0]+myAverageSets[1]+myAverageSets[2]+myAverageSets[3])/4; } void setMyAggressive(bool theValue) { int i; for(i=0; i<6; i++) { myAggressive[i] = myAggressive[i+1]; } myAggressive[6] = theValue; } int getMyAggressive() const { int i, sum = 0; for(i=0; i<7; i++) { sum += myAggressive[i]; } return sum; } void setSBluff ( int theValue ) { sBluff = theValue; } int getSBluff() const { return sBluff; } void setSBluffStatus ( bool theValue ) { sBluffStatus = theValue; } bool getSBluffStatus() const { return sBluffStatus; } void setMyWinnerState ( bool theValue, int pot ) { myWinnerState = theValue; if(theValue) actualHand->getGuiInterface()->logPlayerWinsMsg(myID, pot); } bool getMyWinnerState() const { return myWinnerState;} void action(); void preflopEngine(); void flopEngine(); void turnEngine(); void riverEngine(); void preflopEngine3(); void flopEngine3(); void turnEngine3(); void riverEngine3(); int preflopCardsValue(int*); int flopCardsValue(int*); int turnCardsValue(int*); void readFile(); void evaluation(int, int); void setNetSessionData(boost::shared_ptr session); boost::shared_ptr getNetSessionData(); private: ConfigFile *myConfig; HandInterface *actualHand; BoardInterface *actualBoard; CardsValue *myCardsValue; // Konstanten int myID; unsigned myUniqueID; PlayerType myType; std::string myName; std::string myAvatar; int myDude; int myDude4; // Laufvariablen int myCardsValueInt; int myBestHandPosition[5]; double myOdds; int myNiveau[3]; int myCards[2]; int myCash; int mySet; int myLastRelativeSet; int myAction; // 0 = none, 1 = fold, 2 = check, 3 = call, 4 = bet, 5 = raise, 6 = allin int myButton; // 0 = none, 1 = dealer, 2 =small, 3 = big bool myActiveStatus; // 0 = inactive, 1 = active bool myTurn; // 0 = no, 1 = yes bool myCardsFlip; // 0 = cards are not fliped, 1 = cards are already flipped, int myRoundStartCash; int myAverageSets[4]; bool myAggressive[7]; int sBluff; bool sBluffStatus; bool myWinnerState; boost::shared_ptr myNetSessionData; }; #endif