//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D 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. // // Scorched3D 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 Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_TurnControllerh_INCLUDE__) #define __INCLUDE_TurnControllerh_INCLUDE__ #include class TurnController { public: static TurnController *instance(); void newGame(); void nextRound(); void nextShot(); void nextTurn(); bool playerThisTurn(unsigned int playerId); std::list &getPlayersThisShot() { return playersThisShot_; } std::list &getPlayersThisTurn() { return playersThisTurn_; } std::list &getPlayersLeftToMove() { return playersLeftToMove_; } protected: static TurnController *instance_; std::list playerOrder_; // Generated on new game std::list playersLeftToMove_; // Generated on next round std::list playersThisShot_; // Generated on next shot std::list playersThisTurn_; // Generated on next turn private: TurnController(); virtual ~TurnController(); }; #endif