/*************************************************************************** * 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 HandInterface_H #define HandInterface_H #include "enginefactory.h" #include "handinterface.h" #include "guiinterface.h" #include "tools.h" #include "cardsvalue.h" #include "localpreflop.h" #include "localflop.h" #include "localturn.h" #include "localriver.h" class LocalHand : public HandInterface{ public: LocalHand(EngineFactory*, GuiInterface*, BoardInterface*, PlayerInterface**, int, int, int, int, int); ~LocalHand(); 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 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 assignButtons(); void highlightRoundLabel(); void switchRounds(); private: EngineFactory *myFactory; GuiInterface *myGui; BoardInterface *myBoard; PlayerInterface **playerArray; PreflopInterface *myPreflop; FlopInterface *myFlop; TurnInterface *myTurn; RiverInterface *myRiver; int myID; int actualQuantityPlayers; int dealerPosition; // -1 -> neutral int actualRound; //0 = preflop, 1 = flop, 2 = turn, 3 = river int smallBlind; int startCash; int activePlayersCounter; bool allInCondition; }; #endif