Files
pokerth/src/engine/network_engine/clientbero.cpp
T

219 lines
4.0 KiB
C++

//
// C++ Implementation: clientbero
//
// Description:
//
//
// Author: FThauer FHammer <webmaster@pokerth.net>, (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::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::resetFirstRun()
{
}
void
ClientBeRo::nextPlayer()
{
}
void
ClientBeRo::run()
{
}
void
ClientBeRo::postRiverRun()
{
}