// // C++ Implementation: clientbero // // Description: // // // Author: FThauer FHammer , (C) 2007 // // Copyright: See COPYING file that comes with this distribution // // #include "clientbero.h" ClientBeRo::ClientBeRo(HandInterface* hi, int /*id*/, unsigned dP, int sB, GameState gS) : BeRoInterface(), myBeRoID(gS), myHand(hi), highestCardsValue(0), playersTurn(dP), highestSet(0), firstRound(true), smallBlindPosition(0), smallBlind(sB), minimumRaise(0) { } ClientBeRo::~ClientBeRo() { } GameState ClientBeRo::getMyBeRoID() const { return myBeRoID; } int ClientBeRo::getHighestCardsValue() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return highestCardsValue; } void ClientBeRo::setHighestCardsValue(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); highestCardsValue = theValue; } void ClientBeRo::setLastActionPlayer ( int theValue ) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); lastActionPlayer = theValue; } int ClientBeRo::getLastActionPlayer() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return lastActionPlayer; } void ClientBeRo::setPlayersTurn(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); playersTurn = theValue; } int ClientBeRo::getPlayersTurn() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return playersTurn; } void ClientBeRo::setCurrentPlayersTurnIt(PlayerListIterator theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); currentPlayersTurnIt = theValue; } PlayerListIterator ClientBeRo::getCurrentPlayersTurnIt() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return currentPlayersTurnIt; } void ClientBeRo::setLastPlayersTurnIt(PlayerListIterator theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); lastPlayersTurnIt = theValue; } PlayerListIterator ClientBeRo::getLastPlayersTurnIt() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return lastPlayersTurnIt; } void ClientBeRo::setSmallBlindPositionId(unsigned theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); smallBlindPositionId = theValue; } unsigned ClientBeRo::getSmallBlindPositionId() const { return smallBlindPositionId; } void ClientBeRo::setBigBlindPositionId(unsigned theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); bigBlindPositionId = theValue; } unsigned ClientBeRo::getBigBlindPositionId() const { return bigBlindPositionId; } void ClientBeRo::setCurrentPlayersTurnId(unsigned theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); currentPlayersTurnId = theValue; } unsigned ClientBeRo::getCurrentPlayersTurnId() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return currentPlayersTurnId; } void ClientBeRo::setFirstRoundLastPlayersTurnId(unsigned theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); firstRoundLastPlayersTurnId = theValue; } unsigned ClientBeRo::getFirstRoundLastPlayersTurnId() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return firstRoundLastPlayersTurnId; } void ClientBeRo::setHighestSet(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); highestSet = theValue; } int ClientBeRo::getHighestSet() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return highestSet; } void ClientBeRo::setFirstRound(bool theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); firstRound = theValue; } bool ClientBeRo::getFirstRound() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return firstRound; } void ClientBeRo::setSmallBlindPosition(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); smallBlindPosition = theValue; } int ClientBeRo::getSmallBlindPosition() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return smallBlindPosition; } void ClientBeRo::setSmallBlind(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); smallBlind = theValue; } int ClientBeRo::getSmallBlind() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return smallBlind; } void ClientBeRo::setMinimumRaise ( int theValue ) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); minimumRaise = theValue; } int ClientBeRo::getMinimumRaise() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return minimumRaise; } void ClientBeRo::skipFirstRunGui() { } void ClientBeRo::nextPlayer() { } void ClientBeRo::run() { } void ClientBeRo::postRiverRun() { }