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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 Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#ifndef POKER_H
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#define POKER_H
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#include <tqstring.h>
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#include <krandomsequence.h>
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#include <kdebug.h>
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// ================================================================
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// Card classes
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// FIXME: DECK should be renamed to NO_CARD and moved to -1. (or maybe not)
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// FIXME: Add Joker as well.
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//
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typedef enum {
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DECK=0,
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C_TWO, D_TWO, S_TWO, H_TWO,
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C_THREE, D_THREE, S_THREE, H_THREE,
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C_FOUR, D_FOUR, S_FOUR, H_FOUR,
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C_FIVE, D_FIVE, S_FIVE, H_FIVE,
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C_SIX, D_SIX, S_SIX, H_SIX,
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C_SEVEN, D_SEVEN, S_SEVEN, H_SEVEN,
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C_EIGHT, D_EIGHT, S_EIGHT, H_EIGHT,
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C_NINE, D_NINE, S_NINE, H_NINE,
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C_TEN, D_TEN, S_TEN, H_TEN,
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C_JACK, D_JACK, S_JACK, H_JACK,
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C_TQUEEN, D_TQUEEN, S_TQUEEN, H_TQUEEN,
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C_KING, D_KING, S_KING, H_KING,
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C_ACE, D_ACE, S_ACE, H_ACE,
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ROOF // to get a roof on the value.
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} CardValue;
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const CardValue lowestCard = C_TWO;
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const CardValue highestCard = H_ACE;
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const int numCards = (int) H_ACE;
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typedef enum {
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Clubs = 0, // The least valuable suit
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Diamonds,
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Spades,
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Hearts // The most valuable suit
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} CardSuit;
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typedef enum {
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TWO = 0, // The least valuable rank
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THREE,
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FOUR,
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FIVE,
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SIX,
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SEVEN,
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EIGHT,
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NINE,
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TEN,
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JACK,
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TQUEEN,
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KING,
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ACE // The most valuable rank
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} CardRank;
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inline CardValue
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operator+(CardValue card, int offset)
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{
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return (CardValue) ((int) card + offset);
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}
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// Get the suit from a card.
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inline CardSuit
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suit(CardValue card)
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{
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// Need to subtract one since DECK == 0.
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return (CardSuit) (((int) card - 1) % 4);
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}
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// Get the rank from a card
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inline CardRank
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rank(CardValue card)
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{
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// Need to subtract one since DECK == 0.
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return (CardRank) (((int) card - 1) / 4);
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}
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// Add an offset (can be negative) to a rank.
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//
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// NOTE: No overflow check is done. This is mainly used for type
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// conversion reasons.
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inline CardRank
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operator+(CardRank rank1, int offset)
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{
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return (CardRank) ((int) rank1 + offset);
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}
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// Get the first card of a certain rank. This is the same rank of clubs.
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inline CardValue
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rank2card(CardRank rank)
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{
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return (CardValue) (((int) rank) * 4 + 1);
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}
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// ----------------------------------------------------------------
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// Class CardDeck
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class CardDeck {
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public:
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CardDeck(KRandomSequence *random);
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~CardDeck();
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void reset();
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void shuffle();
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CardValue getTopCard();
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private:
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CardValue m_cards[numCards];
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int m_topCard;
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KRandomSequence *m_random;
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};
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// ----------------------------------------------------------------
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// Poker related
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typedef enum {
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HighCard,
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Pair,
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TwoPairs,
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ThreeOfAKind,
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Straight,
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Flush,
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FullHouse,
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FourOfAKind,
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StraightFlush,
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RoyalFlush
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} PokerHandType;
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// Name strings for all the hands
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extern TQString PokerHandNames[];
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// Number of cards in the hand.
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const int PokerHandSize = 5;
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class PokerHand {
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public:
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PokerHand();
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~PokerHand();
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// Operators
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bool operator<(PokerHand &hand2);
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// Clear the hand or just one card - set the entries in question to DECK.
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void clear();
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void clear(int cardno);
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// Card stuff
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CardValue getCard(int cardno) const;
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void setCard(int cardno, CardValue card);
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bool findRank(CardRank rank) const;
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bool findSuit(CardSuit suit) const;
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CardValue findNextBest(CardValue roof, bool onlyFound) const;
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// Poker stuff
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int testStraight();
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bool testFlush();
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PokerHandType analyze();
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CardRank get_firstRank() const { return m_firstRank; }
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CardRank get_secondRank() const { return m_secondRank; }
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bool getFoundCard(int cardNum) const;
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int getCardScore() const;
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protected:
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// Clear the foundCards array.
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void cleanFoundCards();
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// Handle the "found" cards, i.e. those that comprise the scoring part.
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void addFoundCard(int cardNum);
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// Analyze the poker hand. This is the most important function of all.
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PokerHandType do_analyze();
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private:
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// Primary data: The cards themselves.
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CardValue m_cards[PokerHandSize];
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// ----------------------------------------------------------------
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// Secondary data: can be derived from the Primary data.
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bool m_changed; // true if something has changed since the
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// secondary data was last recalculated.
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PokerHandType m_type; // Pair, Two Pairs, etc
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CardRank m_firstRank; // Rank of first component
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CardRank m_secondRank; // Rank of second component
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bool m_foundCards[PokerHandSize]; // True for all scoring cards
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};
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#endif
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