/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2011 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * *****************************************************************************/ #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