Moving game.cpp and game.h to engine folder, because they are part of the engine.
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Executable
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/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* 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 *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#ifndef GAME_H
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#define GAME_H
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#include <engine_defs.h>
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#include "gamedata.h"
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#include "playerdata.h"
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#include <third_party/boost/timers.hpp>
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class GuiInterface;
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class Log;
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class HandInterface;
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class BoardInterface;
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class EngineFactory;
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struct GameData;
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struct StartData;
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class Game
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{
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public:
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Game(GuiInterface *gui, boost::shared_ptr<EngineFactory> factory,
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const PlayerDataList &playerDataList, const GameData &gameData,
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const StartData &startData, int gameId, Log *myLog);
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~Game();
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void initHand();
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void startHand();
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boost::shared_ptr<HandInterface> getCurrentHand();
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const boost::shared_ptr<HandInterface> getCurrentHand() const;
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PlayerList getSeatsList() const {
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return seatsList;
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}
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PlayerList getActivePlayerList() const {
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return activePlayerList;
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}
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PlayerList getRunningPlayerList() const {
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return runningPlayerList;
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}
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void setStartQuantityPlayers(int theValue) {
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startQuantityPlayers = theValue;
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}
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int getStartQuantityPlayers() const {
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return startQuantityPlayers;
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}
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void setStartSmallBlind(int theValue) {
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startSmallBlind = theValue;
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}
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int getStartSmallBlind() const {
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return startSmallBlind;
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}
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void setStartCash(int theValue) {
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startCash = theValue;
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}
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int getStartCash() const {
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return startCash;
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}
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int getMyGameID() const {
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return myGameID;
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}
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void setCurrentSmallBlind(int theValue) {
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currentSmallBlind = theValue;
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}
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int getCurrentSmallBlind() const {
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return currentSmallBlind;
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}
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void setCurrentHandID(int theValue) {
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currentHandID = theValue;
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}
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int getCurrentHandID() const {
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return currentHandID;
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}
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unsigned getDealerPosition() const {
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return dealerPosition;
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}
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boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
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boost::shared_ptr<PlayerInterface> getCurrentPlayer();
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void raiseBlinds();
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private:
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boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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Log *myLog;
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boost::shared_ptr<HandInterface> currentHand;
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boost::shared_ptr<BoardInterface> currentBoard;
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PlayerList seatsList;
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PlayerList activePlayerList; // used seats
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PlayerList runningPlayerList; // nonfolded and nonallin active players
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// start variables
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int startQuantityPlayers;
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int startCash;
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int startSmallBlind;
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int myGameID;
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// running variables
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int currentSmallBlind;
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int currentHandID;
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unsigned dealerPosition;
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int lastHandBlindsRaised;
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int lastTimeBlindsRaised;
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const GameData myGameData;
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std::list<int> blindsList;
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//timer
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boost::timers::portable::second_timer blindsTimer;
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};
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#endif
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