You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
532 lines
11 KiB
532 lines
11 KiB
/*
|
|
* 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;
|
|
}
|