/*************************************************************************** * 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 "clientpreflop.h" #include #include using namespace std; ClientPreflop::ClientPreflop(HandInterface* bR, int id, int qP, int dP, int sB) : myHand(bR), myID(id), actualQuantityPlayers(qP), dealerPosition(dP), bigBlindPosition(0), smallBlind(sB), highestSet(2*sB), preflopFirstRound(1), playersTurn(0) { } ClientPreflop::~ClientPreflop() { } void ClientPreflop::setPlayersTurn(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); playersTurn = theValue; } int ClientPreflop::getPlayersTurn() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return playersTurn; } void ClientPreflop::setHighestSet(int theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); highestSet = theValue; } int ClientPreflop::getHighestSet() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return highestSet; } void ClientPreflop::setPreflopFirstRound(bool theValue) { boost::recursive_mutex::scoped_lock lock(m_syncMutex); preflopFirstRound = theValue; } bool ClientPreflop::setPreflopFirstRound() const { boost::recursive_mutex::scoped_lock lock(m_syncMutex); return preflopFirstRound; } void ClientPreflop::preflopRun() { } void ClientPreflop::nextPlayer2() { }