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pokerth/src/engine/game.h
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2017-08-16 13:55:18 +02:00

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/*****************************************************************************
* PokerTH - The open source texas holdem engine *
* Copyright (C) 2006-2012 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 <http://www.gnu.org/licenses/>. *
* *
* *
* Additional permission under GNU AGPL version 3 section 7 *
* *
* If you modify this program, or any covered work, by linking or *
* combining it with the OpenSSL project's OpenSSL library (or a *
* modified version of that library), containing parts covered by the *
* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
* permission to convey the resulting work. *
* Corresponding Source for a non-source form of such a combination *
* shall include the source code for the parts of OpenSSL used as well *
* as that of the covered work. *
*****************************************************************************/
#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;
}
void replaceDealer(unsigned oldDealer, unsigned newDealer)
{
if (dealerPosition == oldDealer)
dealerPosition = newDealer;
}
boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
boost::shared_ptr<PlayerInterface> getPlayerByNumber(int number);
boost::shared_ptr<PlayerInterface> getPlayerByName(const std::string &name);
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