112 lines
4.0 KiB
C++
Executable File
112 lines
4.0 KiB
C++
Executable File
/***************************************************************************
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* Copyright (C) 2006 by FThauer FHammer *
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* f.thauer@web.de *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program; if not, write to the *
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* Free Software Foundation, Inc., *
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* 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. *
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***************************************************************************/
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#ifndef GAME_H
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#define GAME_H
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#include "game_defs.h"
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#include "playerdata.h"
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#include "configfile.h"
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#include <string>
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#include <boost/shared_ptr.hpp>
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class GuiInterface;
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class HandInterface;
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class PlayerInterface;
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class BoardInterface;
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class EngineFactory;
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struct GameData;
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struct StartData;
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typedef boost::shared_ptr<std::list<boost::shared_ptr<PlayerInterface> > > PlayerList;
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typedef std::list<boost::shared_ptr<PlayerInterface> >::iterator PlayerListIterator;
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typedef std::list<boost::shared_ptr<PlayerInterface> >::const_iterator PlayerListConstIterator;
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class Game {
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public:
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Game(GuiInterface *gui, boost::shared_ptr<EngineFactory> factory,
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const PlayerDataList &playerDataList, const GameData &gameData,
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const StartData &startData, int gameId);
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~Game();
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void initHand();
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void startHand();
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HandInterface *getCurrentHand();
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const HandInterface *getCurrentHand() const;
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std::vector<boost::shared_ptr<PlayerInterface> > getPlayerArray() const {return playerArray;}
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PlayerList getSeatsList() const {return seatsList;}
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PlayerList getActivePlayerList() const {return activePlayerList;}
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PlayerList getRunningPlayerList() const {return runningPlayerList;}
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//Zufgriff Startvariablen
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void setStartQuantityPlayers(int theValue) { startQuantityPlayers = theValue; }
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int getStartQuantityPlayers() const { return startQuantityPlayers; }
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void setStartSmallBlind(int theValue) { startSmallBlind = theValue; }
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int getStartSmallBlind() const { return startSmallBlind; }
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void setStartCash(int theValue) { startCash = theValue; }
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int getStartCash() const { return startCash; }
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int getMyGameID() const { return myGameID; }
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void setActualSmallBlind(int theValue) { actualSmallBlind = theValue; }
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int getActualSmallBlind() const { return actualSmallBlind; }
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void setActualHandID(int theValue) { actualHandID = theValue; }
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int getActualHandID() const { return actualHandID; }
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boost::shared_ptr<PlayerInterface> getPlayerByUniqueId(unsigned id);
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boost::shared_ptr<PlayerInterface> getCurrentPlayer();
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private:
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boost::shared_ptr<EngineFactory> myFactory;
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GuiInterface *myGui;
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HandInterface *actualHand;
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BoardInterface *actualBoard;
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std::vector<boost::shared_ptr<PlayerInterface> > playerArray; // available seats --> seatList !!! TODO // delete
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PlayerList seatsList;
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PlayerList activePlayerList; // used seats
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PlayerList runningPlayerList; // nonfolded and nonallin active players
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// boost::shared_ptr<PlayerInterface> playerArray[MAX_NUMBER_OF_PLAYERS];
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//Startvariablen
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int startQuantityPlayers;
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int startCash;
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int startSmallBlind;
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int startHandsBeforeRaiseSmallBlind;
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int myGameID;
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int guiPlayerNum;
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//Laufvariablen
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int actualSmallBlind;
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int actualHandID;
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unsigned dealerPosition;
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};
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#endif
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