adds activePlayerList and runningPlayerList (II)
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@@ -50,15 +50,15 @@ boost::shared_ptr<PlayerInterface> ClientEngineFactory::createPlayer(BoardInter
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return boost::shared_ptr<PlayerInterface> (new ClientPlayer(NULL, b, id, uniqueId, type, name, avatar, sC, aS, mB));
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}
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std::vector<boost::shared_ptr<BeRoInterface> > ClientEngineFactory::createBeRo(HandInterface* hi, int id, int aP, int dP, int sB) {
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std::vector<boost::shared_ptr<BeRoInterface> > ClientEngineFactory::createBeRo(HandInterface* hi, int id, int dP, int sB) {
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std::vector<boost::shared_ptr<BeRoInterface> > myBeRo;
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, aP, dP, sB, GAME_STATE_PREFLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, aP, dP, sB, GAME_STATE_FLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, aP, dP, sB, GAME_STATE_TURN)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, aP, dP, sB, GAME_STATE_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, aP, dP, sB, GAME_STATE_POST_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, dP, sB, GAME_STATE_PREFLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, dP, sB, GAME_STATE_FLOP)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, dP, sB, GAME_STATE_TURN)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, dP, sB, GAME_STATE_RIVER)));
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myBeRo.push_back(boost::shared_ptr<BeRoInterface>(new ClientBeRo(hi, id, dP, sB, GAME_STATE_POST_RIVER)));
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return myBeRo;
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