Files
pokerth/src/engine/network_engine/clientboard.cpp
T
2007-08-10 23:34:56 +00:00

118 lines
3.1 KiB
C++

/***************************************************************************
* Copyright (C) 2007 by Lothar May *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 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 General Public License for more details. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program; if not, write to the *
* Free Software Foundation, Inc., *
* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
***************************************************************************/
#include "clientboard.h"
#include <handinterface.h>
#include <game_defs.h>
using namespace std;
ClientBoard::ClientBoard()
: playerArray(0), actualHand(0), pot(0), sets(0)
{
}
ClientBoard::~ClientBoard()
{
}
void
ClientBoard::setPlayer(std::vector<boost::shared_ptr<PlayerInterface> > p)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
playerArray = p;
}
void
ClientBoard::setHand(HandInterface* br)
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
actualHand = br;
}
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::collectSets()
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
sets = 0;
for (int i = 0; i < MAX_NUMBER_OF_PLAYERS; i++)
sets += playerArray[i]->getMySet();
}
void
ClientBoard::collectPot()
{
boost::recursive_mutex::scoped_lock lock(m_syncMutex);
pot += sets;
sets = 0;
}
void
ClientBoard::distributePot()
{
}