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pokerth/src/game.h
T
lotodore 02518c67b2 Reformatting code using Kernighan & Ritchie style, tabs, tab width=4.
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/***************************************************************************
* 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 <engine_defs.h>
#include "gamedata.h"
#include "playerdata.h"
#include <third_party/boost/timers.hpp>
class GuiInterface;
class Log;
class HandInterface;
class BoardInterface;
class EngineFactory;
struct GameData;
struct StartData;
class Game
{
public:
Game(GuiInterface *gui, boost::shared_ptr<EngineFactory> factory,
const PlayerDataList &playerDataList, const GameData &gameData,
const StartData &startData, int gameId, Log *myLog);
~Game();
void initHand();
void startHand();
boost::shared_ptr<HandInterface> getCurrentHand();
const boost::shared_ptr<HandInterface> 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<PlayerInterface> getPlayerByUniqueId(unsigned id);
boost::shared_ptr<PlayerInterface> getCurrentPlayer();
void raiseBlinds();
private:
boost::shared_ptr<EngineFactory> myFactory;
GuiInterface *myGui;
Log *myLog;
boost::shared_ptr<HandInterface> currentHand;
boost::shared_ptr<BoardInterface> 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<int> blindsList;
//timer
boost::timers::portable::second_timer blindsTimer;
};
#endif