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/*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdio.h>
#include <assert.h>
#include "poker.h"
// ================================================================
// Card classes
CardDeck::CardDeck(KRandomSequence *random)
{
m_random = random;
reset();
}
CardDeck::~CardDeck()
{
}
// ----------------------------------------------------------------
void
CardDeck::reset()
{
int i;
CardValue card;
for (i = 0, card = lowestCard; i < numCards; i++, card = card + 1)
m_cards[i] = card;
m_topCard = 0;
}
void
CardDeck::shuffle()
{
CardValue tmp;
int card;
if (m_topCard == numCards)
return;
for (int i = m_topCard; i < numCards - 1; i++) {
// Choose a random card from the not-yet-shuffled ones.
card = m_random->getLong(numCards - i) + i;
// Exchange the random card with the current card.
tmp = m_cards[i];
m_cards[i] = m_cards[card];
m_cards[card] = tmp;
}
}
CardValue
CardDeck::getTopCard()
{
if (m_topCard == numCards)
return DECK;
return m_cards[m_topCard++];
}
// ================================================================
// Poker types
QString PokerHandNames[] = {
"High Card",
"Pair",
"Two Pairs",
"Three Of A Kind",
"Straight",
"Flush",
"Full House",
"Four Of A Kind",
"Straight Flush",
"Royal Flush"
};
PokerHand::PokerHand()
{
clear();
}
PokerHand::~PokerHand()
{
}
// Compare two poker hands, and return true if the first one is less
// valuable than the second one. Otherwise return false.
bool
PokerHand::operator<(PokerHand &hand2)
{
CardValue card1;
CardValue card2;
int i;
// Make sure all relevant fields are initialized.
if (m_changed)
analyze();
if (hand2.m_changed)
hand2.analyze();
#if 0
kdDebug() << "Hand 1: " << PokerHandNames[(int) m_type]
<< " (" << ((int) m_firstRank) + 2
<< ", " << ((int) m_secondRank) + 2
<< ")" << endl;
kdDebug() << "Hand 2: " << PokerHandNames[(int) hand2.m_type]
<< " (" << ((int) hand2.m_firstRank) + 2
<< ", " << ((int) hand2.m_secondRank) + 2
<< ")" << endl;
#endif
// 1. If we have a better hand, then it is simple.
if (m_type != hand2.m_type)
return m_type < hand2.m_type;
// 2. If the hands are equal, check the internal parts of the hand
// type (like the first and second pair of two pairs).
switch (m_type) {
case HighCard:
case Pair:
case ThreeOfAKind:
case Straight:
case FourOfAKind:
case StraightFlush:
case RoyalFlush:
if (m_firstRank != hand2.m_firstRank)
return m_firstRank < hand2.m_firstRank;
break;
case TwoPairs:
case FullHouse:
// Compare the first rank first, and then the second.
if (m_firstRank != hand2.m_firstRank)
return m_firstRank < hand2.m_firstRank;
if (m_secondRank != hand2.m_secondRank)
return m_secondRank < hand2.m_secondRank;
break;
case Flush:
card1 = ROOF;
card2 = ROOF;
for (i = 0; i < PokerHandSize; i++) {
card1 = findNextBest(card1, true);
card2 = hand2.findNextBest(card2, true);
if (card1 != card2)
return card1 < card2;
}
// If we get here all the card ranks are the same in both hands.
// This means that they have to be of different suits.
break;
default:
// Shouldn't get here.
assert(0);
}
// 3. Ok, the hands themselves are the same. Now check if the cards
// outside the hands differ.
card1 = ROOF;
card2 = ROOF;
while (card1 != DECK) {
card1 = findNextBest(card1, false);
card2 = hand2.findNextBest(card2, false);
if (card1 != card2)
return card1 < card2;
}
// 4. *Every* rank is the same. Then they must differ in suit.
card1 = rank2card(m_firstRank + 1);
card2 = rank2card(hand2.m_firstRank + 1);
return card1 < card2;
}
// ----------------------------------------------------------------
// Ordinary methods
// Clear the hand - set all entries to DECK.
void
PokerHand::clear()
{
for (int i = 0; i < PokerHandSize; i++)
m_cards[i] = DECK;
m_changed = true;
}
/* Throw away card no 'cardno'.
*/
void
PokerHand::clear(int cardno)
{
m_cards[cardno] = DECK;
m_changed = true;
}
CardValue
PokerHand::getCard(int cardno) const
{
return m_cards[cardno];
}
void
PokerHand::setCard(int cardno, CardValue card)
{
m_cards[cardno] = card;
m_changed = true;
}
bool
PokerHand::findRank(CardRank the_rank) const
{
for (int i = 0; i < PokerHandSize; i++)
if (rank(m_cards[i]) == the_rank)
return true;
return false;
}
bool
PokerHand::findSuit(CardSuit the_suit) const
{
for (int i = 0; i < PokerHandSize; i++)
if (suit(m_cards[i]) == the_suit)
return true;
return false;
}
// Return the next lower card value below the card 'roof'.
//
// If 'getFound' is true, then search only those cards that are marked
// as found, i.e. are among those that determine the hand type.
// Otherwise search the cards that are *not* among these.
//
CardValue
PokerHand::findNextBest(CardValue roof, bool getFound) const
{
CardValue next;
next = DECK;
for (int i = 0; i < PokerHandSize; i++) {
if (m_cards[i] > next && m_cards[i] < roof
&& (getFound == m_foundCards[i]))
next = m_cards[i];
}
return next;
}
int
PokerHand::testStraight()
{
CardRank lowest = ACE;
/* Set ranks[i] to the value of each card and find the lowest value. */
for (int i = 0; i < PokerHandSize; i++) {
if (rank(m_cards[i]) < lowest)
lowest = rank(m_cards[i]);
}
// Look for special cases ace-2-3-4-5.
// (very ugly but fast to write):
if ((findRank(ACE) && findRank(TWO)
&& findRank(THREE) && findRank(FOUR)
&& findRank(FIVE))) {
m_firstRank = FIVE;
}
else {
for (int i = 0; i < PokerHandSize; i++)
if (!findRank(lowest + i))
return 0; // did not find a straight
m_firstRank = lowest + 4;
}
// Found a straight. Record it in foundCards[].
for (int i = 0; i < PokerHandSize; i++)
addFoundCard(i);
// Check for a royal flush
if (lowest == TEN)
return 2;
// An ordinary straight: return 1.
return 1;
}
bool
PokerHand::testFlush()
{
int theSuit;
CardValue highest_card;
highest_card = m_cards[0];
theSuit = suit(m_cards[0]);
for (int i = 1; i < PokerHandSize; i++) {
if (theSuit != suit(m_cards[i]))
return 0;
if (m_cards[i] > highest_card)
highest_card = m_cards[i];
}
// Found a flush. Now record the cards.
for (int i = 0; i < PokerHandSize; i++)
addFoundCard(i);
m_firstRank = rank(highest_card);
return true;
}
PokerHandType
PokerHand::analyze()
{
if (m_changed)
m_type = do_analyze();
return m_type;
}
PokerHandType
PokerHand::do_analyze()
{
CardValue card1;
CardValue card2;
int i;
int j;
cleanFoundCards();
m_changed = 0;
int isStraight = testStraight();
// Detect special cases;
if (isStraight) {
if (testFlush()) {
if (isStraight == 2)
return RoyalFlush;
else
return StraightFlush;
}
else
return Straight;
}
if (testFlush())
return Flush;
/* Find number of matches. */
int matching = 0;
for (i = 0; i < PokerHandSize; i++) {
for (j = i + 1; j < PokerHandSize; j++)
if (rank(m_cards[i]) == rank(m_cards[j])) {
matching++;
addFoundCard(i);
addFoundCard(j);
}
}
// The algorithm above gives the following results for each case below.
switch (matching) {
case 0: // High card
card1 = findNextBest(ROOF, false);
m_firstRank = rank(card1);
m_secondRank = (CardRank) -1;
// In this case, there are no marked cards. Since we need to mark
// the best card, we have to search for it and then mark it.
for (i = 0; i < PokerHandSize; i++) {
if (m_cards[i] == card1) {
addFoundCard(i);
break;
}
}
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;
}
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