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pokerth/src/game.h
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/***************************************************************************
* Copyright (C) 2006 by FThauer FHammer *
* f.thauer@web.de *
* *
* 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. *
***************************************************************************/
#ifndef GAME_H
#define GAME_H
#include "game_defs.h"
#include "playerdata.h"
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#include "configfile.h"
#include <string>
#include <boost/shared_ptr.hpp>
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class GuiInterface;
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class HandInterface;
class PlayerInterface;
class BoardInterface;
class EngineFactory;
struct GameData;
struct StartData;
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typedef boost::shared_ptr<std::list<boost::shared_ptr<PlayerInterface> > > PlayerList;
typedef std::list<boost::shared_ptr<PlayerInterface> >::iterator PlayerListIterator;
typedef std::list<boost::shared_ptr<PlayerInterface> >::const_iterator PlayerListConstIterator;
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class Game {
public:
Game(GuiInterface *gui, boost::shared_ptr<EngineFactory> factory,
const PlayerDataList &playerDataList, const GameData &gameData,
const StartData &startData, int gameId);
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~Game();
void initHand();
void startHand();
HandInterface *getCurrentHand();
const HandInterface *getCurrentHand() const;
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std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const {return playerArray;}
PlayerList getSeatsList() const {return seatsList;}
PlayerList getActivePlayerList() const {return activePlayerList;}
PlayerList getRunningPlayerList() const {return runningPlayerList;}
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//Zufgriff Startvariablen
void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
void setStartSmallBlind(int theValue) { startSmallBlind = theValue; }
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int getStartSmallBlind() const { return startSmallBlind; }
void setStartCash(int theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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int getMyGameID() const { return myGameID; }
void setActualSmallBlind(int theValue) { actualSmallBlind = theValue; }
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int getActualSmallBlind() const { return actualSmallBlind; }
void setActualHandID(int theValue) { actualHandID = theValue; }
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int getActualHandID() const { return actualHandID; }
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boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
boost::shared_ptr<PlayerInterface> getCurrentPlayer();
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private:
boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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HandInterface *actualHand;
BoardInterface *actualBoard;
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std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete
PlayerList seatsList;
PlayerList activePlayerList; // used seats
PlayerList runningPlayerList; // nonfolded and nonallin active players
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// boost::shared_ptr<PlayerInterface> playerArray[MAX_NUMBER_OF_PLAYERS];
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//Startvariablen
int startQuantityPlayers;
int startCash;
int startSmallBlind;
int startHandsBeforeRaiseSmallBlind;
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int myGameID;
int guiPlayerNum;
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//Laufvariablen
int actualSmallBlind;
int actualHandID;
unsigned dealerPosition;
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};
#endif