/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2012 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * * * * * * Additional permission under GNU AGPL version 3 section 7 * * * * If you modify this program, or any covered work, by linking or * * combining it with the OpenSSL project's OpenSSL library (or a * * modified version of that library), containing parts covered by the * * terms of the OpenSSL or SSLeay licenses, the authors of PokerTH * * (Felix Hammer, Florian Thauer, Lothar May) grant you additional * * permission to convey the resulting work. * * Corresponding Source for a non-source form of such a combination * * shall include the source code for the parts of OpenSSL used as well * * as that of the covered work. * *****************************************************************************/ #include "clientboard.h" #include #include using namespace std; ClientBoard::ClientBoard(unsigned dp) : pot(0), sets(0), dealerPosition(dp), allInCondition(false), lastActionPlayerID(0) { myCards[0] = myCards[1] = myCards[2] = myCards[3] = myCards[4] = 0; } ClientBoard::~ClientBoard() { } void ClientBoard::setPlayerLists(PlayerList sl, PlayerList apl, PlayerList rpl) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); seatsList = sl; activePlayerList = apl; runningPlayerList = rpl; } void ClientBoard::setMyCards(int* theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); for (int i = 0; i < 5; i++) myCards[i] = theValue[i]; } void ClientBoard::getMyCards(int* theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); for (int i = 0; i < 5; i++) theValue[i] = myCards[i]; } int ClientBoard::getPot() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return pot; } void ClientBoard::setPot(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); pot = theValue; } int ClientBoard::getSets() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return sets; } void ClientBoard::setSets(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); sets = theValue; } void ClientBoard::setAllInCondition(bool theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); allInCondition = theValue; } void ClientBoard::setLastActionPlayerID(unsigned theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); lastActionPlayerID = theValue; } void ClientBoard::collectSets() { boost::recursive_mutex::scoped_lock lock(m_syncMutex); sets = 0; PlayerListConstIterator it_c; for (it_c=seatsList->begin(); it_c!=seatsList->end(); ++it_c) sets += (*it_c)->getMySet(); } void ClientBoard::collectPot() { boost::recursive_mutex::scoped_lock lock(m_syncMutex); pot += sets; sets = 0; } void ClientBoard::distributePot() { } void ClientBoard::determinePlayerNeedToShowCards() { } std::list ClientBoard::getWinners() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return winners; } void ClientBoard::setWinners(const std::list &w) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); winners = w; } std::list ClientBoard::getPlayerNeedToShowCards() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return playerNeedToShowCards; } void ClientBoard::setPlayerNeedToShowCards(const std::list &p) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); playerNeedToShowCards = p; }