/*************************************************************************** * 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 #include "gamedata.h" #include "playerdata.h" #include class GuiInterface; class Log; class HandInterface; class BoardInterface; class EngineFactory; struct GameData; struct StartData; class Game { public: Game(GuiInterface *gui, boost::shared_ptr factory, const PlayerDataList &playerDataList, const GameData &gameData, const StartData &startData, int gameId, Log *myLog); ~Game(); void initHand(); void startHand(); boost::shared_ptr getCurrentHand(); const boost::shared_ptr getCurrentHand() const; PlayerList getSeatsList() const { return seatsList; } PlayerList getActivePlayerList() const { return activePlayerList; } PlayerList getRunningPlayerList() const { return runningPlayerList; } void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; } int getStartQuantityPlayers() const { return startQuantityPlayers; } void setStartSmallBlind(int theValue) { startSmallBlind = theValue; } int getStartSmallBlind() const { return startSmallBlind; } void setStartCash(int theValue) { startCash = theValue; } int getStartCash() const { return startCash; } int getMyGameID() const { return myGameID; } void setCurrentSmallBlind(int theValue) { currentSmallBlind = theValue; } int getCurrentSmallBlind() const { return currentSmallBlind; } void setCurrentHandID(int theValue) { currentHandID = theValue; } int getCurrentHandID() const { return currentHandID; } unsigned getDealerPosition() const { return dealerPosition; } boost::shared_ptr getPlayerByUniqueId(unsigned id); boost::shared_ptr getCurrentPlayer(); void raiseBlinds(); private: boost::shared_ptr myFactory; GuiInterface *myGui; Log *myLog; boost::shared_ptr currentHand; boost::shared_ptr currentBoard; PlayerList seatsList; PlayerList activePlayerList; // used seats PlayerList runningPlayerList; // nonfolded and nonallin active players // start variables int startQuantityPlayers; int startCash; int startSmallBlind; int myGameID; // running variables int currentSmallBlind; int currentHandID; unsigned dealerPosition; int lastHandBlindsRaised; int lastTimeBlindsRaised; const GameData myGameData; std::list blindsList; //timer boost::timers::portable::second_timer blindsTimer; }; #endif