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pokerth/src/engine/network_engine/clienthand.h
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/***************************************************************************
* 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, *
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` * 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. *
***************************************************************************/
#ifndef CLIENTHAND_H
#define CLIENTHAND_H
#include <enginefactory.h>
#include <guiinterface.h>
#include <boardinterface.h>
#include <playerinterface.h>
#include <handinterface.h>
#include <preflopinterface.h>
#include <flopinterface.h>
#include <turninterface.h>
#include <riverinterface.h>
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class ClientHand : public HandInterface
{
public:
ClientHand(boost::shared_ptr<EngineFactory> f, GuiInterface*, BoardInterface*, PlayerInterface**, int, int, int, int, int, int);
~ClientHand();
void start();
PlayerInterface** getPlayerArray() const { return playerArray; }
BoardInterface* getBoard() const { return myBoard; }
PreflopInterface* getPreflop() const { return myPreflop; }
FlopInterface* getFlop() const { return myFlop; }
TurnInterface* getTurn() const { return myTurn; }
RiverInterface* getRiver() const { return myRiver; }
GuiInterface* getGuiInterface() const { return myGui; }
void setMyID(const int& theValue) { myID = theValue; }
int getMyID() const { return myID; }
void setActualQuantityPlayers(const int& theValue) { actualQuantityPlayers = theValue; }
int getActualQuantityPlayers() const { return actualQuantityPlayers; }
void setStartQuantityPlayers(const int& theValue) { startQuantityPlayers = theValue; }
int getStartQuantityPlayers() const { return startQuantityPlayers; }
void setActualRound(const int& theValue) { actualRound = theValue; }
int getActualRound() const { return actualRound; }
void setDealerPosition(const int& theValue) { dealerPosition = theValue; }
int getDealerPosition() const { return dealerPosition; }
void setSmallBlind(const int& theValue) { smallBlind = theValue; }
int getSmallBlind() const { return smallBlind; }
void setAllInCondition(bool theValue) { allInCondition = theValue; }
bool getAllInCondition() const { return allInCondition; }
void setStartCash(const int& theValue) { startCash = theValue; }
int getStartCash() const { return startCash; }
void setActivePlayersCounter(const int& theValue) { activePlayersCounter = theValue; }
int getActivePlayersCounter() const { return activePlayersCounter; }
void setBettingRoundsPlayed(const int& theValue) { bettingRoundsPlayed = theValue; }
int getBettingRoundsPlayed() const { return bettingRoundsPlayed; }
void setLastPlayersTurn(const int& theValue) { lastPlayersTurn = theValue; }
int getLastPlayersTurn() const { return lastPlayersTurn; }
void highlightRoundLabel();
void switchRounds();
private:
boost::shared_ptr<EngineFactory> myFactory;
GuiInterface *myGui;
BoardInterface *myBoard;
PlayerInterface **playerArray;
PreflopInterface *myPreflop;
FlopInterface *myFlop;
TurnInterface *myTurn;
RiverInterface *myRiver;
int myID;
int actualQuantityPlayers;
int startQuantityPlayers;
int dealerPosition; // -1 -> neutral
int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river
int smallBlind;
int startCash;
int activePlayersCounter;
int lastPlayersTurn;
bool allInCondition;
// hier steht bis zu welcher bettingRound der human player gespielt hat: 0 - nur Preflop, 1 - bis Flop, ...
int bettingRoundsPlayed;
};
#endif