/***************************************************************************** * 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 LOCALHAND_H #define LOCALHAND_H #include #include #include #include #include #include #include class Log; class LocalHand : public HandInterface { public: LocalHand(boost::shared_ptr f, GuiInterface*, boost::shared_ptr, Log*, PlayerList, PlayerList, PlayerList, int, int, unsigned, int, int); ~LocalHand(); void start(); PlayerList getSeatsList() const { return seatsList; } PlayerList getActivePlayerList() const { return activePlayerList; } PlayerList getRunningPlayerList() const { return runningPlayerList; } boost::shared_ptr getBoard() const { return myBoard; } boost::shared_ptr getPreflop() const { return myBeRo[GAME_STATE_PREFLOP]; } boost::shared_ptr getFlop() const { return myBeRo[GAME_STATE_FLOP]; } boost::shared_ptr getTurn() const { return myBeRo[GAME_STATE_TURN]; } boost::shared_ptr getRiver() const { return myBeRo[GAME_STATE_RIVER]; } GuiInterface* getGuiInterface() const { return myGui; } boost::shared_ptr getCurrentBeRo() const { return myBeRo[currentRound]; } Log* getLog() const { return myLog; } void setMyID(int theValue) { myID = theValue; } int getMyID() const { return myID; } void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; } int getStartQuantityPlayers() const { return startQuantityPlayers; } void setCurrentRound(GameState theValue) { currentRound = theValue; } GameState getCurrentRound() const { return currentRound; } void setDealerPosition(int theValue) { dealerPosition = theValue; } int getDealerPosition() const { return dealerPosition; } void setSmallBlind(int theValue) { smallBlind = theValue; } int getSmallBlind() const { return smallBlind; } void setAllInCondition(bool theValue) { allInCondition = theValue; } bool getAllInCondition() const { return allInCondition; } void setStartCash(int theValue) { startCash = theValue; } int getStartCash() const { return startCash; } void setBettingRoundsPlayed(int theValue) { bettingRoundsPlayed = theValue; } int getBettingRoundsPlayed() const { return bettingRoundsPlayed; } void setLastPlayersTurn(int theValue) { lastPlayersTurn = theValue; } int getLastPlayersTurn() const { return lastPlayersTurn; } void setLastActionPlayer ( unsigned theValue ); unsigned getLastActionPlayer() const { return lastActionPlayer; } void setCardsShown(bool theValue) { cardsShown = theValue; } bool getCardsShown() const { return cardsShown; } void assignButtons(); void setBlinds(); void switchRounds(); protected: PlayerListIterator getSeatIt(unsigned) const; PlayerListIterator getActivePlayerIt(unsigned) const; PlayerListIterator getRunningPlayerIt(unsigned) const; private: boost::shared_ptr myFactory; GuiInterface *myGui; boost::shared_ptr myBoard; Log *myLog; PlayerList seatsList; // all player PlayerList activePlayerList; // all player who are not out PlayerList runningPlayerList; // all player who are not folded, not all in and not out std::vector > myBeRo; int myID; int startQuantityPlayers; unsigned dealerPosition; unsigned smallBlindPosition; unsigned bigBlindPosition; GameState currentRound; int smallBlind; int startCash; int lastPlayersTurn; unsigned lastActionPlayer; bool allInCondition; bool cardsShown; // hier steht bis zu welcher bettingRound der human player gespielt hat: 0 - nur Preflop, 1 - bis Flop, ... int bettingRoundsPlayed; }; #endif