void CTimeManager::endDayEventHandler(const IGameEvent &event)
{
	// Only one "NoMoreEventsToday" event is on the events queue at time,
	// so we need to add a new event of this type for tomorrow

	CDate date = event.getDate();
	date.setDay(date.getDay()+1);
	date.setHour(23);
	date.setMin(59);
	date.setSec(59);
	CGameEngine::getInstance()->getEventManager()->addEvent(new CEndDayEvent(date));
}
IGame* CSinglePlayerGame::load(const CPfGames &game)
{
    LOG_DEBUG("CSinglePlayerGame::load");

	CSinglePlayerGame *singlePlayerGame = new CSinglePlayerGame(game);
	singlePlayerGame->loadGameEvents();

	CDate date = singlePlayerGame->m_optionManager->getGameCurrentDate();
	CGameEngine::getInstance()->getTimeManager()->setCurrentTime(date);

	date.setHour(23);
	date.setMin(59);
	date.setSec(59);
	CGameEngine::getInstance()->getEventManager()->addEvent(new CEndDayEvent(date));

	return singlePlayerGame;
}
IGame* CSinglePlayerGame::newGame(const CPfUsers &user, const std::string &gameName, const std::string &coachName)
{
    LOG_DEBUG("CSinglePlayerGame::newGame");

    CDate nowDate;
    CPfGames game;
    game.setDLastSaved(nowDate);
    game.setSDriverName("SQLite");
    game.setSConnectionString(CResourceManager::getInstance()->getDbFileName());
    game.setSGameName(gameName);
    game.setSGameType(S_GAME_TYPE_SINGLEPLAYER);
    game.setXFkUser(user.getXUser());

    // With this way, here we only need to set the initial environment for
    // a new game, forgetting the creation of attributes for a CSinglePlayerGame
    // object. This task rests now on constructor.
	CSinglePlayerGame *singlePlayerGame = new CSinglePlayerGame(game);

    // retrieve the last season in the database and the end date of the itself
    CDate		maxDate = CDate::MIN_DATE;
    CPfSeasons *season	= singlePlayerGame->m_daoFactory->getIPfSeasonsDAO()->findLastSeason();
    if( season->getXSeason() == 0 ){
    	throw PFEXCEPTION("The last season is NULL");
    }

	IPfCompetitionPhasesBySeasonDAO 			*competitionBySeasonDAO		= singlePlayerGame->m_daoFactory->getIPfCompetitionPhasesBySeasonDAO();
	std::vector<CPfCompetitionPhasesBySeason*>  *competitionsBySeasonList	= competitionBySeasonDAO->findByXFkSeason(season->getXSeason_str());
	std::vector<CPfCompetitionPhasesBySeason*>::iterator itCompetitionsBySeason;
	for( itCompetitionsBySeason=competitionsBySeasonList->begin(); itCompetitionsBySeason!=competitionsBySeasonList->end(); itCompetitionsBySeason++ ){
		CPfCompetitionPhasesBySeason *competitionBySeason = *itCompetitionsBySeason;
		if( competitionBySeason->getDEndCompetitionPhase()>maxDate ){
			maxDate = competitionBySeason->getDEndCompetitionPhase();
		}
	}

	singlePlayerGame->m_optionManager->setGameNew(true);
	singlePlayerGame->m_optionManager->setGameCurrentDate(maxDate);
	singlePlayerGame->m_optionManager->setGameCurrentSeason(season->getXSeason());

	// Create player's coach
	// TODO: create coach in another way. Maybe player settings?
	CPfCoaches *playerCoach = new CPfCoaches();
	playerCoach->setSName(coachName);
	playerCoach->setSShortName(coachName);
	playerCoach->setSPhoto("p_unknown");
	playerCoach->setXFkFormationSelected(1);
	playerCoach->setXFkCountry(1);
	singlePlayerGame->m_daoFactory->getIPfCoachesDAO()->insertReg(playerCoach);
	singlePlayerGame->m_optionManager->setGamePlayerCoach(playerCoach->getXCoach());
	delete playerCoach;


	competitionBySeasonDAO->freeVector(competitionsBySeasonList);
    delete season;

    singlePlayerGame->loadGameEvents();

	CDate date = singlePlayerGame->m_optionManager->getGameCurrentDate();
	CGameEngine::getInstance()->getTimeManager()->setCurrentTime(date);

	date.setHour(23);
	date.setMin(59);
	date.setSec(59);
	CGameEngine::getInstance()->getEventManager()->addEvent(new CEndDayEvent(date));

    return singlePlayerGame;
}