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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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#include <stdio.h>
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#include <assert.h>
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#include "poker.h"
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// ================================================================
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// Card classes
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CardDeck::CardDeck(KRandomSequence *random)
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{
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m_random = random;
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reset();
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}
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CardDeck::~CardDeck()
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{
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}
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// ----------------------------------------------------------------
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void
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CardDeck::reset()
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{
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int i;
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CardValue card;
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for (i = 0, card = lowestCard; i < numCards; i++, card = card + 1)
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m_cards[i] = card;
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m_topCard = 0;
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}
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void
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CardDeck::shuffle()
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{
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CardValue tmp;
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int card;
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if (m_topCard == numCards)
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return;
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for (int i = m_topCard; i < numCards - 1; i++) {
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// Choose a random card from the not-yet-shuffled ones.
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card = m_random->getLong(numCards - i) + i;
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// Exchange the random card with the current card.
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tmp = m_cards[i];
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m_cards[i] = m_cards[card];
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m_cards[card] = tmp;
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}
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}
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CardValue
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CardDeck::getTopCard()
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{
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if (m_topCard == numCards)
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return DECK;
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return m_cards[m_topCard++];
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}
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// ================================================================
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// Poker types
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TQString PokerHandNames[] = {
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"High Card",
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"Pair",
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"Two Pairs",
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"Three Of A Kind",
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"Straight",
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"Flush",
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"Full House",
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"Four Of A Kind",
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"Straight Flush",
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"Royal Flush"
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};
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PokerHand::PokerHand()
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{
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clear();
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}
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PokerHand::~PokerHand()
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{
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}
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// Compare two poker hands, and return true if the first one is less
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// valuable than the second one. Otherwise return false.
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bool
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PokerHand::operator<(PokerHand &hand2)
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{
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CardValue card1;
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CardValue card2;
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int i;
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// Make sure all relevant fields are initialized.
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if (m_changed)
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analyze();
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if (hand2.m_changed)
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hand2.analyze();
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#if 0
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kdDebug() << "Hand 1: " << PokerHandNames[(int) m_type]
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<< " (" << ((int) m_firstRank) + 2
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<< ", " << ((int) m_secondRank) + 2
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<< ")" << endl;
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kdDebug() << "Hand 2: " << PokerHandNames[(int) hand2.m_type]
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<< " (" << ((int) hand2.m_firstRank) + 2
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<< ", " << ((int) hand2.m_secondRank) + 2
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<< ")" << endl;
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#endif
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// 1. If we have a better hand, then it is simple.
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if (m_type != hand2.m_type)
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return m_type < hand2.m_type;
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// 2. If the hands are equal, check the internal parts of the hand
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// type (like the first and second pair of two pairs).
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switch (m_type) {
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case HighCard:
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case Pair:
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case ThreeOfAKind:
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case Straight:
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case FourOfAKind:
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case StraightFlush:
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case RoyalFlush:
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if (m_firstRank != hand2.m_firstRank)
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return m_firstRank < hand2.m_firstRank;
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break;
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case TwoPairs:
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case FullHouse:
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// Compare the first rank first, and then the second.
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if (m_firstRank != hand2.m_firstRank)
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return m_firstRank < hand2.m_firstRank;
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if (m_secondRank != hand2.m_secondRank)
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return m_secondRank < hand2.m_secondRank;
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break;
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case Flush:
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card1 = ROOF;
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card2 = ROOF;
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for (i = 0; i < PokerHandSize; i++) {
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card1 = findNextBest(card1, true);
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card2 = hand2.findNextBest(card2, true);
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if (card1 != card2)
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return card1 < card2;
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}
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// If we get here all the card ranks are the same in both hands.
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// This means that they have to be of different suits.
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break;
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default:
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// Shouldn't get here.
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assert(0);
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}
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// 3. Ok, the hands themselves are the same. Now check if the cards
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// outside the hands differ.
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card1 = ROOF;
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card2 = ROOF;
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while (card1 != DECK) {
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card1 = findNextBest(card1, false);
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card2 = hand2.findNextBest(card2, false);
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if (card1 != card2)
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return card1 < card2;
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}
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// 4. *Every* rank is the same. Then they must differ in suit.
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card1 = rank2card(m_firstRank + 1);
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card2 = rank2card(hand2.m_firstRank + 1);
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return card1 < card2;
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}
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// ----------------------------------------------------------------
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// Ordinary methods
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// Clear the hand - set all entries to DECK.
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void
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PokerHand::clear()
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{
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for (int i = 0; i < PokerHandSize; i++)
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m_cards[i] = DECK;
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m_changed = true;
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}
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/* Throw away card no 'cardno'.
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*/
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void
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PokerHand::clear(int cardno)
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{
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m_cards[cardno] = DECK;
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m_changed = true;
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}
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CardValue
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PokerHand::getCard(int cardno) const
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{
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return m_cards[cardno];
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}
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void
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PokerHand::setCard(int cardno, CardValue card)
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{
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m_cards[cardno] = card;
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m_changed = true;
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}
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bool
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PokerHand::findRank(CardRank the_rank) const
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{
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for (int i = 0; i < PokerHandSize; i++)
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if (rank(m_cards[i]) == the_rank)
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return true;
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return false;
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}
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bool
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PokerHand::findSuit(CardSuit the_suit) const
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{
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for (int i = 0; i < PokerHandSize; i++)
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if (suit(m_cards[i]) == the_suit)
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return true;
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return false;
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}
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// Return the next lower card value below the card 'roof'.
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//
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// If 'getFound' is true, then search only those cards that are marked
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// as found, i.e. are among those that determine the hand type.
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// Otherwise search the cards that are *not* among these.
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//
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CardValue
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PokerHand::findNextBest(CardValue roof, bool getFound) const
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{
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CardValue next;
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next = DECK;
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for (int i = 0; i < PokerHandSize; i++) {
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if (m_cards[i] > next && m_cards[i] < roof
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&& (getFound == m_foundCards[i]))
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next = m_cards[i];
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}
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return next;
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}
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int
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PokerHand::testStraight()
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{
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CardRank lowest = ACE;
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/* Set ranks[i] to the value of each card and find the lowest value. */
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for (int i = 0; i < PokerHandSize; i++) {
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if (rank(m_cards[i]) < lowest)
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lowest = rank(m_cards[i]);
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}
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// Look for special cases ace-2-3-4-5.
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// (very ugly but fast to write):
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if ((findRank(ACE) && findRank(TWO)
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&& findRank(THREE) && findRank(FOUR)
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&& findRank(FIVE))) {
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m_firstRank = FIVE;
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}
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else {
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for (int i = 0; i < PokerHandSize; i++)
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if (!findRank(lowest + i))
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return 0; // did not find a straight
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m_firstRank = lowest + 4;
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}
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// Found a straight. Record it in foundCards[].
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for (int i = 0; i < PokerHandSize; i++)
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addFoundCard(i);
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// Check for a royal flush
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if (lowest == TEN)
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return 2;
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// An ordinary straight: return 1.
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return 1;
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}
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bool
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PokerHand::testFlush()
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{
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int theSuit;
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CardValue highest_card;
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highest_card = m_cards[0];
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theSuit = suit(m_cards[0]);
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for (int i = 1; i < PokerHandSize; i++) {
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if (theSuit != suit(m_cards[i]))
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return 0;
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if (m_cards[i] > highest_card)
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highest_card = m_cards[i];
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}
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// Found a flush. Now record the cards.
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for (int i = 0; i < PokerHandSize; i++)
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addFoundCard(i);
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m_firstRank = rank(highest_card);
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return true;
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}
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PokerHandType
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PokerHand::analyze()
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{
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if (m_changed)
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m_type = do_analyze();
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return m_type;
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}
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PokerHandType
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PokerHand::do_analyze()
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{
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CardValue card1;
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CardValue card2;
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int i;
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int j;
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cleanFoundCards();
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m_changed = 0;
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int isStraight = testStraight();
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// Detect special cases;
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if (isStraight) {
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if (testFlush()) {
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if (isStraight == 2)
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return RoyalFlush;
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else
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return StraightFlush;
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}
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else
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return Straight;
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}
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if (testFlush())
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return Flush;
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/* Find number of matches. */
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int matching = 0;
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for (i = 0; i < PokerHandSize; i++) {
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for (j = i + 1; j < PokerHandSize; j++)
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if (rank(m_cards[i]) == rank(m_cards[j])) {
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matching++;
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addFoundCard(i);
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addFoundCard(j);
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}
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}
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// The algorithm above gives the following results for each case below.
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switch (matching) {
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case 0: // High card
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card1 = findNextBest(ROOF, false);
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m_firstRank = rank(card1);
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m_secondRank = (CardRank) -1;
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// In this case, there are no marked cards. Since we need to mark
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// the best card, we have to search for it and then mark it.
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for (i = 0; i < PokerHandSize; i++) {
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if (m_cards[i] == card1) {
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addFoundCard(i);
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break;
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}
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}
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return HighCard;
|
|
|
|
|
|
|
|
case 1: // Pair
|
|
|
|
m_firstRank = rank(findNextBest(ROOF, true));
|
|
|
|
m_secondRank = (CardRank) -1;
|
|
|
|
return Pair;
|
|
|
|
|
|
|
|
case 2: // Two pairs
|
|
|
|
card1 = findNextBest(ROOF, true);
|
|
|
|
|
|
|
|
// Must do this twice, since the first card we get is the second
|
|
|
|
// card of the first pair.
|
|
|
|
card2 = findNextBest(card1, true);
|
|
|
|
card2 = findNextBest(card2, true);
|
|
|
|
|
|
|
|
m_firstRank = rank(card1);
|
|
|
|
m_secondRank = rank(card2);
|
|
|
|
return TwoPairs;
|
|
|
|
|
|
|
|
case 3: // 3 of a kind
|
|
|
|
m_firstRank = rank(findNextBest(ROOF, true));
|
|
|
|
return ThreeOfAKind;
|
|
|
|
|
|
|
|
case 4: // Full house
|
|
|
|
// This is the only tricky case since the value is determined more
|
|
|
|
// by the 3 of a kind than by the pair. The rank of the 3 of a
|
|
|
|
// kind can be lower then the pair, though.
|
|
|
|
|
|
|
|
// Get the best and third best cards into val1 and val2.
|
|
|
|
card1 = findNextBest(ROOF, true);
|
|
|
|
card2 = findNextBest(card1, true);
|
|
|
|
card2 = findNextBest(card2, true);
|
|
|
|
|
|
|
|
// Now we have one of two different cases:
|
|
|
|
// 1. rank(card1) == rank(card2): the 3 of a kind is biggest.
|
|
|
|
// 2. rank(card1) > rank(card2): the pair is biggest.
|
|
|
|
if (rank(card1) == rank(card2)) {
|
|
|
|
m_firstRank = rank(card1);
|
|
|
|
m_secondRank = rank(findNextBest(card2, true));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
m_firstRank = rank(card2);
|
|
|
|
m_secondRank = rank(card1);
|
|
|
|
}
|
|
|
|
return FullHouse;
|
|
|
|
|
|
|
|
case 6: // 4 of a kind
|
|
|
|
m_firstRank = rank(findNextBest(ROOF, true));
|
|
|
|
return FourOfAKind;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Shouldn't get here.
|
|
|
|
assert(0);
|
|
|
|
|
|
|
|
return (PokerHandType) -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// FIXME: When we fix the scores, in raise() and bet() to be higher
|
|
|
|
// with better hands, then change the "rank(C_ACE) -" stuff
|
|
|
|
// below.
|
|
|
|
//
|
|
|
|
int
|
|
|
|
PokerHand::getCardScore() const
|
|
|
|
{
|
|
|
|
int score = 0;
|
|
|
|
|
|
|
|
for (int i = 0; i < PokerHandSize; i++) {
|
|
|
|
if (m_foundCards[i])
|
|
|
|
score += rank(C_ACE) - rank(m_cards[i]);
|
|
|
|
}
|
|
|
|
|
|
|
|
return score;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool
|
|
|
|
PokerHand::getFoundCard(int cardNum) const
|
|
|
|
{
|
|
|
|
return m_foundCards[cardNum];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------
|
|
|
|
// PokerHand protected methods
|
|
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
PokerHand::cleanFoundCards()
|
|
|
|
{
|
|
|
|
for (int i = 0; i < PokerHandSize; i++)
|
|
|
|
m_foundCards[i] = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
PokerHand::addFoundCard(int cardNum)
|
|
|
|
{
|
|
|
|
m_foundCards[cardNum] = true;
|
|
|
|
}
|