コード例 #1
0
ファイル: CPokerTrackerThread.cpp プロジェクト: ohzooboy/oh
/*Returns true if found an appropriate name in the DB for chr, or false if 
  it did not found such name. Also changes nameChanged if the name was found but 
  changed since the last time we've called CheckName function */
bool CPokerTrackerThread::CheckName(int chr, bool &nameChanged)
{
	char		oh_scraped_name[k_max_length_of_playername]; 
	char		best_name[k_max_length_of_playername];
	bool		result = false, ok_scrape = false;
	int			i;


	assert(chr >= k_min_chair_number); 
	assert(chr <= k_max_chair_number);
	
	memset(oh_scraped_name, 0, k_max_length_of_playername);
	memset(best_name, 0, k_max_length_of_playername);
	
	nameChanged = false;
	if (p_game_state->state((p_game_state->state_index()-1)&0xff)->m_player[chr].m_name_known == 0)
		return false;

	strcpy_s(oh_scraped_name, k_max_length_of_playername, p_game_state->state((p_game_state->state_index()-1)&0xff)->m_player[chr].m_name);

	// Check for bad name scrape
	int len = (int) strlen(oh_scraped_name);
	for (i = 0; i < len; ++i)
	{
		if (oh_scraped_name[i]!='l' && oh_scraped_name[i]!='i' && oh_scraped_name[i]!='.' && oh_scraped_name[i]!=',')
		{
			ok_scrape = true;
			break;
		}
	}
	if (!ok_scrape)
		return false;

	// We already have the name, and it has not changed since we last checked, so do nothing
	if (_player_stats[chr].found && 0 == strcmp(_player_stats[chr].scraped_name, oh_scraped_name))
		return true;
	
	nameChanged = true;


	// We have not found the name in PT, go find it
	// First see if we can find the exact scraped name
	result = FindName(oh_scraped_name, best_name);

	if (result)
	{
		SetPlayerName(chr, true, best_name, oh_scraped_name);
	}
	else
	{
		SetPlayerName(chr, false, "", "");
	}

	return result;
}
コード例 #2
0
/* Returns true if found an appropriate name in the DB for chr, or false if 
   it did not found such name.*/
bool CPokerTrackerThread::CheckIfNameExistsInDB(int chair)
{
	char		oh_scraped_name[kMaxLengthOfPlayername]; 
	char		best_name[kMaxLengthOfPlayername];

	assert(chair >= kFirstChair); 
	assert(chair <= kLastChair);
	
	memset(oh_scraped_name, 0, kMaxLengthOfPlayername);
	memset(best_name, 0, kMaxLengthOfPlayername);

	 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() chair = %i\n", chair);
	
	if (LAST_STATE.m_player[chair].m_name_known == 0)	{
		 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() No name known for this chair\n");
		return false;
	}

	if (strlen(LAST_STATE.m_player[chair].m_name) <= kMaxLengthOfPlayername) 	{
		strcpy_s(oh_scraped_name, kMaxLengthOfPlayername, LAST_STATE.m_player[chair].m_name);
	}

	 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() Scraped name: [%s]\n", oh_scraped_name);

	if (NameLooksLikeBadScrape(oh_scraped_name))
	{
		 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() Name looks like a bad scrape\n");
		return false;
	}
	
	// We already have the name, and it has not changed since we last checked, so do nothing
	if (_player_data[chair].found && 0 == strcmp(_player_data[chair].scraped_name, oh_scraped_name))
	{
		 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() Name is known and good\n");
		return true;
	}
	
	// We have not found the name in PT, go find it
	// First see if we can find the exact scraped name
	if (FindName(oh_scraped_name, best_name))
	{
		 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() Name found in database\n");
		SetPlayerName(chair, true, best_name, oh_scraped_name);
		return true;
	}
	else
	{
		 write_log(preferences.debug_pokertracker(), "[PokerTracker] CheckIfNameExistsInDB() Name not found in database\n");
		SetPlayerName(chair, false, "", "");
		return false;
	}
}
コード例 #3
0
void CNewGameSession::CmdEditName (void)

//	CmdEditName
//
//	Handles the edit name button

	{
	const CVisualPalette &VI = m_HI.GetVisuals();

	if (m_bEditingName)
		{
		IAnimatron *pEdit;
		if (m_pRoot->FindElement(ID_PLAYER_NAME_FIELD, &pEdit))
			{
			m_Settings.sPlayerName = CUniverse::ValidatePlayerName(pEdit->GetPropertyString(PROP_TEXT));
			m_Settings.bDefaultPlayerName = false;

			DeleteElement(ID_PLAYER_NAME_FIELD);
			}

		SetPlayerName(m_Settings.sPlayerName, m_xPlayerName, m_yPlayerName, m_cxPlayerName);
		m_bEditingName = false;
		}

	//	If we're not editing, then start editing

	else
		{
		DeleteElement(ID_PLAYER_NAME);

		//	Create edit control

		IAnimatron *pEdit;
		VI.CreateEditControl(NULL,
				ID_PLAYER_NAME_FIELD,
				m_xPlayerName + SMALL_BUTTON_WIDTH + MAJOR_PADDING_HORZ,
				m_yPlayerName,
				NAME_FIELD_WIDTH,
				0,
				NULL_STR,
				&pEdit,
				NULL);

		pEdit->SetPropertyString(PROP_TEXT, m_Settings.sPlayerName);

		m_pRoot->AddLine(pEdit);

		SetInputFocus(ID_PLAYER_NAME_FIELD);

		m_bEditingName = true;
		}
	}
コード例 #4
0
ファイル: HumanClientFSM.cpp プロジェクト: matt474/freeorion
boost::statechart::result WaitingForMPJoinAck::react(const AuthRequest& msg) {
    TraceLogger(FSM) << "(HumanClientFSM) WaitingForMPJoinAck.AuthRequest";

    std::string player_name;
    std::string auth;
    ExtractAuthRequestMessageData(msg.m_message, player_name, auth);

    auto password_dialog = Client().GetClientUI().GetPasswordEnterWnd();
    password_dialog->SetPlayerName(player_name);
    Client().Register(password_dialog);

    return discard_event();
}
コード例 #5
0
ファイル: Main.cpp プロジェクト: TheDarkEngine/DarkTests
int main()
{
	HMODULE DarkCoreHandle = LoadLibrary("DarkCore.dll");
	if (DarkCoreHandle == NULL){
		std::cout << "------ WARNING DARKCORE.DLL NOT LODED -----\n";
		std::cout << GetLastErrorAsString();
		std::cout << "------ WARNING DARKCORE.DLL NOT LODED -----\n";
	}
	std::cout << "------------- Loaded DarkTests ------------\n";
	SetPlayerName();
	ShowPlayernameLoop();
	return 0;
}
コード例 #6
0
void CNewGameSession::CmdEditNameCancel (void)

//	CmdEditNameCancel
//
//	Cancel editing name

	{
	if (m_bEditingName)
		{
		DeleteElement(ID_PLAYER_NAME_FIELD);
		SetPlayerName(m_Settings.sPlayerName, m_xPlayerName, m_yPlayerName, m_cxPlayerName);
		m_bEditingName = false;
		}
	}
コード例 #7
0
void CNewGameSession::CreatePlayerName (const CString &sName, int x, int y, int cxWidth)

//	CreatePlayerName
//
//	Creates the player name UI section

	{
	const CVisualPalette &VI = m_HI.GetVisuals();
	const CG16bitFont &MediumBoldFont = VI.GetFont(fontMediumBold);
	const CG16bitFont &SubTitleFont = VI.GetFont(fontSubTitle);

	//	Label

	IAnimatron *pLabel = new CAniText;
	pLabel->SetPropertyVector(PROP_POSITION, CVector(x + SMALL_BUTTON_WIDTH + MAJOR_PADDING_HORZ, y));
	pLabel->SetPropertyVector(PROP_SCALE, CVector(cxWidth, 100.0));
	pLabel->SetPropertyColor(PROP_COLOR, VI.GetColor(colorTextDialogInput));
	pLabel->SetPropertyFont(PROP_FONT, &MediumBoldFont);
	pLabel->SetPropertyString(PROP_TEXT, CONSTLIT("name"));

	m_pRoot->AddLine(pLabel);

	//	Create a button

	IAnimatron *pButton;
	VI.CreateImageButtonSmall(NULL, 
			CMD_EDIT_NAME, 
			x, 
			y,
			&VI.GetImage(imageSmallEditIcon),
			0,
			&pButton);

	pButton->SetID(CMD_EDIT_NAME);

	RegisterPerformanceEvent(pButton, EVENT_ON_CLICK, CMD_EDIT_NAME);
	m_pRoot->AddLine(pButton);

	//	Player name

	SetPlayerName(sName, x, y, cxWidth);
	}