/*************************************************************************** * 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" #include "configfile.h" #include #include class GuiInterface; class HandInterface; class PlayerInterface; class BoardInterface; class EngineFactory; struct GameData; struct StartData; typedef boost::shared_ptr > > PlayerList; typedef std::list >::iterator PlayerListIterator; typedef std::list >::const_iterator PlayerListConstIterator; class Game { public: Game(GuiInterface *gui, boost::shared_ptr factory, const PlayerDataList &playerDataList, const GameData &gameData, const StartData &startData, int gameId); ~Game(); void initHand(); void startHand(); HandInterface *getCurrentHand(); const HandInterface *getCurrentHand() const; std::vector > getPlayerArray() const {return playerArray;} PlayerList getSeatsList() const {return seatsList;} PlayerList getActivePlayerList() const {return activePlayerList;} PlayerList getRunningPlayerList() const {return runningPlayerList;} //Zufgriff Startvariablen 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 setActualSmallBlind(int theValue) { actualSmallBlind = theValue; } int getActualSmallBlind() const { return actualSmallBlind; } void setActualHandID(int theValue) { actualHandID = theValue; } int getActualHandID() const { return actualHandID; } boost::shared_ptr getPlayerByUniqueId(unsigned id); boost::shared_ptr getCurrentPlayer(); private: boost::shared_ptr myFactory; GuiInterface *myGui; HandInterface *actualHand; BoardInterface *actualBoard; std::vector > playerArray; // available seats --> seatList !!! TODO // delete PlayerList seatsList; PlayerList activePlayerList; // used seats PlayerList runningPlayerList; // nonfolded and nonallin active players // boost::shared_ptr playerArray[MAX_NUMBER_OF_PLAYERS]; //Startvariablen int startQuantityPlayers; int startCash; int startSmallBlind; int startHandsBeforeRaiseSmallBlind; int myGameID; int guiPlayerNum; //Laufvariablen int actualSmallBlind; int actualHandID; unsigned dealerPosition; }; #endif