mirror of
https://github.com/jmarshall23/DoomRTX.git
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808 lines
19 KiB
C++
808 lines
19 KiB
C++
// game_poker.cpp
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//
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#include "precompiled.h"
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#pragma hdrstop
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#include "prey_local.h"
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// Static declaration of our hands array
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const hand_t localhands[NUM_POKER_HANDS] = {
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{ HAND_ROYALFLUSH, 5000, PREQ_ROYALS|PREQ_FLUSH|PREQ_STRAIGHT },
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{ HAND_STRAIGHTFLUSH, 1000, PREQ_FLUSH|PREQ_STRAIGHT },
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{ HAND_FOUROFKIND, 100, PREQ_4MATCH },
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{ HAND_FULLHOUSE, 50, PREQ_FULLHOUSE },
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{ HAND_FLUSH, 20, PREQ_FLUSH },
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{ HAND_STRAIGHT, 10, PREQ_STRAIGHT },
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{ HAND_THREEOFKIND, 5, PREQ_3MATCH },
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{ HAND_TWOPAIR, 3, PREQ_2PAIR },
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// Jacks or better is hardcoded at 2
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{ HAND_PAIR, 1, PREQ_2MATCH },
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{ HAND_NOTHING, 0, 0 }
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};
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// Assign reference to our local array to our static class
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const hand_t * hhPoker::hands = localhands;
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//==============================================================
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// hhPokerHand utility class
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//==============================================================
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CLASS_DECLARATION(idClass, hhPokerHand)
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END_CLASS
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hhPokerHand::hhPokerHand() {
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Clear();
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}
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void hhPokerHand::Save(idSaveGame *savefile) const {
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savefile->Write(values, sizeof(suitHist_t)*NUM_SUITS);
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savefile->Write(suits, sizeof(valueHist_t)*NUM_CARD_VALUES);
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savefile->WriteInt(cards.Num()); // idList<hhCard>
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for (int i=0; i<cards.Num(); i++) {
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savefile->Write(&cards[i], sizeof(hhCard));
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}
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}
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void hhPokerHand::Restore( idRestoreGame *savefile ) {
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int i, num;
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hhCard card;
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savefile->Read(values, sizeof(suitHist_t)*NUM_SUITS);
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savefile->Read(suits, sizeof(valueHist_t)*NUM_CARD_VALUES);
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cards.Clear();
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savefile->ReadInt( num );
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cards.SetNum( num );
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for( i = 0; i < num; i++ ) {
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savefile->Read(&card, sizeof(hhCard));
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cards[i] = card;
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}
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}
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void hhPokerHand::operator=(hhPokerHand &other) {
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Clear();
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for (int ix=0; ix<other.cards.Num(); ix++) {
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AddCard(other.cards[ix]);
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}
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}
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void hhPokerHand::Clear() {
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int ix;
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cards.Clear();
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for (ix=0; ix<NUM_CARD_VALUES; ix++) {
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values[ix].count = 0;
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}
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for (ix=0; ix<NUM_SUITS; ix++) {
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suits[ix].count = 0;
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}
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}
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int hhPokerHand::MaxCountOfValues() {
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int maxcount = 0;
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for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (values[ix].count > maxcount) {
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maxcount = values[ix].count;
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}
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}
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return maxcount;
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}
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int hhPokerHand::ValueOfMaxCount() {
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int maxcount = 0;
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int maxcountvalue = -1;
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for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (values[ix].count > maxcount) {
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maxcount = values[ix].count;
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maxcountvalue = ix;
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}
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}
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return maxcountvalue;
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}
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int hhPokerHand::GetLowValue() {
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int first = -1;
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for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (values[ix].count > 0) {
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first = ix;
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break;
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}
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}
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return first;
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}
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int hhPokerHand::GetHighValue() {
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int last = -1;
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for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (values[ix].count > 0) {
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last = ix;
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}
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}
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return last;
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}
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bool hhPokerHand::HasValue(int value) {
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return values[value].count > 0;
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}
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int hhPokerHand::NumUniqueValues() {
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int numvalues = 0;
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for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (values[ix].count > 0) {
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numvalues++;
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}
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}
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return numvalues;
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}
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int hhPokerHand::NumOfValue(int value) {
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assert(value>=0 && value<NUM_CARD_VALUES);
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return values[value].count;
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}
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int hhPokerHand::NumUniqueSuits() {
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int count = 0;
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for (int ix=0; ix<NUM_SUITS; ix++) {
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if (suits[ix].count > 0) {
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count++;
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}
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}
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return count;
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}
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int hhPokerHand::SuitOfMaxCount() {
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int maxcount = 0;
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int maxsuit = -1;
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for (int ix=0; ix<NUM_SUITS; ix++) {
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if (suits[ix].count > maxcount) {
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maxcount = suits[ix].count;
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maxsuit = ix;
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}
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}
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return maxsuit;
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}
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bool hhPokerHand::Search(hhCard &card) {
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for (int ix=0; ix<cards.Num(); ix++) {
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if (cards[ix] == card) {
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return true;
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}
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}
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return false;
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}
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void hhPokerHand::AddCard(hhCard card) {
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values[card.Value()].count++;
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suits[card.Suit()].count++;
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cards.Append(card);
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}
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//==============================================================
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// hhPoker
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//==============================================================
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const idEventDef EV_Draw("Draw", NULL);
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const idEventDef EV_UpdateView("<updateview>", NULL);
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CLASS_DECLARATION(hhConsole, hhPoker)
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EVENT( EV_Deal, hhPoker::Event_Deal)
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EVENT( EV_Draw, hhPoker::Event_Draw)
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EVENT( EV_UpdateView, hhPoker::Event_UpdateView)
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END_CLASS
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void hhPoker::Spawn() {
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Reset();
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}
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void hhPoker::Reset() {
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bCanDeal = true;
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bCanIncBet = true;
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bCanDecBet = true;
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bCanDraw = false;
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bGameOver = false;
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Bet = PlayerBet = 1;
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memset(markedCards, 0, sizeof(markedCards));
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victoryAmount = spawnArgs.GetInt("victory");
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PlayerCredits = spawnArgs.GetInt("credits");
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currentHandIndex = -1;
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creditsWon = 0;
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bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
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PlayerHand.Clear();
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UpdateView();
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}
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void hhPoker::Save(idSaveGame *savefile) const {
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savefile->WriteStaticObject(deck);
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savefile->WriteStaticObject(PlayerHand);
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savefile->Write(markedCards, sizeof(bool)*5);
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savefile->WriteInt(Bet);
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savefile->WriteInt(PlayerBet);
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savefile->WriteInt(PlayerCredits);
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savefile->WriteInt(victoryAmount);
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savefile->WriteInt(currentHandIndex);
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savefile->WriteBool( bGameOver );
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savefile->WriteBool( bCanDeal );
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savefile->WriteBool( bCanIncBet );
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savefile->WriteBool( bCanDecBet );
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savefile->WriteBool( bCanDraw );
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savefile->WriteBool( bCanMark1 );
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savefile->WriteBool( bCanMark2 );
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savefile->WriteBool( bCanMark3 );
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savefile->WriteBool( bCanMark4 );
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savefile->WriteBool( bCanMark5 );
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savefile->WriteInt( creditsWon );
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}
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void hhPoker::Restore( idRestoreGame *savefile ) {
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savefile->ReadStaticObject(deck);
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savefile->ReadStaticObject(PlayerHand);
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savefile->Read(markedCards, sizeof(bool)*5);
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savefile->ReadInt(Bet);
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savefile->ReadInt(PlayerBet);
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savefile->ReadInt(PlayerCredits);
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savefile->ReadInt(victoryAmount);
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savefile->ReadInt(currentHandIndex);
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savefile->ReadBool( bGameOver );
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savefile->ReadBool( bCanDeal );
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savefile->ReadBool( bCanIncBet );
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savefile->ReadBool( bCanDecBet );
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savefile->ReadBool( bCanDraw );
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savefile->ReadBool( bCanMark1 );
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savefile->ReadBool( bCanMark2 );
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savefile->ReadBool( bCanMark3 );
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savefile->ReadBool( bCanMark4 );
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savefile->ReadBool( bCanMark5 );
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savefile->ReadInt( creditsWon );
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}
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void hhPoker::Deal() {
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// Shuffle
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deck.Generate();
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deck.Shuffle();
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Bet = PlayerBet;
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PlayerCredits -= Bet;
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creditsWon = 0;
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// Deal initial hand
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PlayerHand.Clear();
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PlayerHand.AddCard(deck.GetCard());
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PlayerHand.AddCard(deck.GetCard());
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PlayerHand.AddCard(deck.GetCard());
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PlayerHand.AddCard(deck.GetCard());
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PlayerHand.AddCard(deck.GetCard());
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EvaluateHand(false);
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bCanDeal = bCanIncBet = bCanDecBet = false;
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bCanDraw = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = true;
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for (int ix=0; ix<5; ix++) {
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markedCards[ix] = true;
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}
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UpdateView();
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}
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void hhPoker::Draw() {
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bCanDeal = bCanIncBet = bCanDecBet = true;
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bCanDraw = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
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float luck = idMath::ClampFloat(0.0f, 1.0f, spawnArgs.GetFloat("luck"));
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if (luck) {
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BestHand(luck);
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}
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else {
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// Replace marked cards
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for (int ix=0; ix<5; ix++) {
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if (markedCards[ix]) {
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PlayerHand.cards[ix] = deck.GetCard();
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markedCards[ix] = false;
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}
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}
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hhPokerHand temp;
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temp = PlayerHand;
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PlayerHand = temp; // Rebuild player hand for correct stats
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}
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EvaluateHand(true);
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UpdateView();
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}
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void hhPoker::Mark(int card) {
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markedCards[card] ^= 1;
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UpdateView();
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}
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void hhPoker::IncBet() {
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int amount = 1;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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amount = gui->GetStateInt("increment");
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}
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if (bCanIncBet) {
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int oldBet = PlayerBet;
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PlayerBet = idMath::ClampInt(PlayerBet, PlayerCredits, PlayerBet+amount);
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PlayerBet = idMath::ClampInt(0, 999999, PlayerBet);
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if (PlayerBet != oldBet) {
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StartSound( "snd_betchange", SND_CHANNEL_ANY );
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}
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}
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UpdateView();
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}
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void hhPoker::DecBet() {
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int amount = 1;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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amount = gui->GetStateInt("increment");
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}
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if (bCanDecBet) {
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int oldBet = PlayerBet;
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if (PlayerBet > amount) {
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PlayerBet -= amount;
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}
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else if (PlayerBet > 1) {
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PlayerBet = 1;
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}
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if (PlayerBet != oldBet) {
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StartSound( "snd_betchange", SND_CHANNEL_ANY );
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}
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}
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UpdateView();
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}
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/*
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hhPoker utility functions
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*/
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void hhPoker::EvaluateHand(bool score) {
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int ix;
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currentHandIndex = -1;
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int requirements = 0;
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int low = PlayerHand.GetLowValue();
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int high = PlayerHand.GetHighValue();
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int maxcount = PlayerHand.MaxCountOfValues();
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if (low >= CARD_TEN) {
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requirements |= PREQ_ROYALS;
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}
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if (PlayerHand.NumUniqueSuits() == 1) {
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requirements |= PREQ_FLUSH;
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}
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// Check for straight
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if (maxcount==1) {
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requirements |= PREQ_STRAIGHT;
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int cur = low;
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for (ix=1; ix<5; ix++) {
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int next = cur+1;
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if (low == CARD_DEUCE && next == CARD_SIX && PlayerHand.HasValue(CARD_ACE)) {
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// If looking for a '6', accept an 'Ace' also for Ace low straights
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}
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else if (!PlayerHand.HasValue(next)) {
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requirements &= ~PREQ_STRAIGHT;
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break;
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}
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cur = next;
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}
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}
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// Check for Pairs, etc.
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for (ix=0; ix<NUM_CARD_VALUES; ix++) {
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if (PlayerHand.values[ix].count == 4) {
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requirements |= PREQ_4MATCH;
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}
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else if (PlayerHand.values[ix].count == 3) {
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requirements |= PREQ_3MATCH;
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}
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else if (PlayerHand.values[ix].count == 2) {
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if (requirements & PREQ_2MATCH) {
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requirements |= PREQ_2PAIR;
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}
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requirements |= PREQ_2MATCH;
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}
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}
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if ((requirements & (PREQ_3MATCH|PREQ_2MATCH)) == (PREQ_3MATCH|PREQ_2MATCH)) {
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requirements |= PREQ_FULLHOUSE;
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}
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// Assess the best hand
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pokerhand_t hand;
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for (ix=0; ix<NUM_POKER_HANDS; ix++) {
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if ((hands[ix].requirement & requirements) == hands[ix].requirement) {
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hand = hands[ix].hand;
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break;
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}
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}
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currentHandIndex = hand;
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if (score) {
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// Handle Jacks or better
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int payoff = hands[hand].payoff;
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if (hand == HAND_PAIR && PlayerHand.ValueOfMaxCount() >= CARD_JACK) {
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payoff = 2;
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}
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creditsWon = Bet * payoff;
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PlayerCredits += creditsWon;
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PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);
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if (PlayerCredits < PlayerBet) {
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PlayerBet = PlayerCredits;
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}
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if (PlayerCredits <= 0) {
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bCanIncBet = bCanDecBet = bCanDraw = bCanDeal = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
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bGameOver = true;
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}
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if (victoryAmount && PlayerCredits >= victoryAmount) {
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StartSound( "snd_victory", SND_CHANNEL_ANY );
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ActivateTargets( gameLocal.GetLocalPlayer() );
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victoryAmount = 0;
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}
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else if (payoff > 10) {
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StartSound( "snd_winbig", SND_CHANNEL_ANY );
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}
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else if (payoff > 0) {
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StartSound( "snd_win", SND_CHANNEL_ANY );
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}
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else {
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StartSound( "snd_lose", SND_CHANNEL_ANY );
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}
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}
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}
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void hhPoker::UpdateView() {
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// UpdateView() is posted as an event because sometimes we're already nested down in the gui handling code when it is called
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// and it in turn re-enters the gui handling code with HandleNamedEvent()
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CancelEvents(&EV_UpdateView);
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PostEventMS(&EV_UpdateView, 0);
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}
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void hhPoker::Event_UpdateView() {
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int ix;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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bool atLeastOneCardKept = !(markedCards[0] && markedCards[1] && markedCards[2] && markedCards[3] && markedCards[4]);
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gui->SetStateBool("bgameover", bGameOver);
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gui->SetStateBool("bcanincbet", bCanIncBet);
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gui->SetStateBool("bcandecbet", bCanDecBet);
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gui->SetStateBool("bcandraw", bCanDraw);// && atLeastOneCardKept);
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gui->SetStateBool("bcandeal", bCanDeal);
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gui->SetStateBool("bcanmark1", bCanMark1);
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gui->SetStateBool("bcanmark2", bCanMark2);
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gui->SetStateBool("bcanmark3", bCanMark3);
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gui->SetStateBool("bcanmark4", bCanMark4);
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gui->SetStateBool("bcanmark5", bCanMark5);
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gui->SetStateInt("currentbet", PlayerBet);
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gui->SetStateInt("credits", PlayerCredits);
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gui->SetStateInt("hand", currentHandIndex);
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gui->SetStateInt("creditswon", creditsWon);
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for (ix=0; ix<5; ix++) {
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gui->SetStateInt(va("Player%d_Visible", ix+1), 0);
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}
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// Show player hand
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for (ix=0; ix<PlayerHand.cards.Num(); ix++) {
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gui->SetStateInt(va("Player%d_Visible", ix+1), 1);
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gui->SetStateInt(va("Player%d_Suit", ix+1), PlayerHand.cards[ix].Suit());
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char cardChar = PlayerHand.cards[ix].ValueName();
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if (cardChar == 'T') {
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gui->SetStateString(va("Player%d_Card", ix+1), "10");
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}
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else {
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gui->SetStateString(va("Player%d_Card", ix+1), va("%c", cardChar));
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}
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gui->SetStateInt(va("Player%d_Red", ix+1), PlayerHand.cards[ix].Suit()==SUIT_HEARTS || PlayerHand.cards[ix].Suit()==SUIT_DIAMONDS ? 1 : 0);
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gui->SetStateString(va("Player%d_Mark", ix+1), markedCards[ix] ? "X" : "");
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gui->SetStateBool(va("Player%d_Marked", ix+1), markedCards[ix] );
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}
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gui->StateChanged(gameLocal.time, true);
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CallNamedEvent("Update");
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}
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}
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|
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bool hhPoker::HandleSingleGuiCommand(idEntity *entityGui, idLexer *src) {
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|
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idToken token;
|
|
|
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if (!src->ReadToken(&token)) {
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return false;
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}
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|
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if (token == ";") {
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return false;
|
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}
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if (token.Icmp("deal") == 0) {
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|
Deal();
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}
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else if (token.Icmp("draw") == 0) {
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Draw();
|
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}
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|
else if (token.Icmp("mark1") == 0) {
|
|
Mark(0);
|
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}
|
|
else if (token.Icmp("mark2") == 0) {
|
|
Mark(1);
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}
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else if (token.Icmp("mark3") == 0) {
|
|
Mark(2);
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|
}
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else if (token.Icmp("mark4") == 0) {
|
|
Mark(3);
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|
}
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|
else if (token.Icmp("mark5") == 0) {
|
|
Mark(4);
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|
}
|
|
else if (token.Icmp("incbet") == 0) {
|
|
IncBet();
|
|
}
|
|
else if (token.Icmp("decbet") == 0) {
|
|
DecBet();
|
|
}
|
|
else if (token.Icmp("reset") == 0) {
|
|
Reset();
|
|
}
|
|
else if (token.Icmp("restart") == 0) {
|
|
bCanDeal = bCanIncBet = bCanDecBet = true;
|
|
bCanDraw = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
|
|
PlayerCredits = spawnArgs.GetInt("credits");
|
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bGameOver = false;
|
|
Bet = PlayerBet = 1;
|
|
UpdateView();
|
|
}
|
|
else {
|
|
src->UnreadToken(&token);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void hhPoker::Event_Deal() {
|
|
Deal();
|
|
}
|
|
|
|
void hhPoker::Event_Draw() {
|
|
Draw();
|
|
}
|
|
|
|
// Experiment: get best hand given discards
|
|
void hhPoker::BestHand(float probability) {
|
|
int ix;
|
|
|
|
hhPokerHand hand;
|
|
hhPokerHand discards;
|
|
hhPokerHand originalHand;
|
|
|
|
hand.Clear();
|
|
originalHand.Clear();
|
|
discards.Clear();
|
|
|
|
for (ix=0; ix<5; ix++) {
|
|
if (markedCards[ix]) {
|
|
discards.AddCard(PlayerHand.cards[ix]);
|
|
}
|
|
else {
|
|
hand.AddCard(PlayerHand.cards[ix]);
|
|
originalHand.AddCard(PlayerHand.cards[ix]);
|
|
}
|
|
}
|
|
|
|
int possibilities = 0xFF;
|
|
|
|
// Check for possibilities of requirements using hands
|
|
for (ix=0; ix<hand.cards.Num(); ix++) {
|
|
if (hand.cards[ix].Suit() != hand.cards[0].Suit()) {
|
|
possibilities &= ~PREQ_FLUSH;
|
|
}
|
|
if (hand.cards[ix].Value() < CARD_TEN) {
|
|
possibilities &= ~PREQ_ROYALS;
|
|
}
|
|
}
|
|
|
|
// Check for possibilities of requirements
|
|
int maxcount = hand.MaxCountOfValues();
|
|
int first = hand.GetLowValue();
|
|
int last = hand.GetHighValue();
|
|
|
|
// Check for straight possibility
|
|
if (maxcount > 1) {
|
|
possibilities &= ~PREQ_STRAIGHT;
|
|
}
|
|
if (first != -1 && last != -1 && last-first>=5) {
|
|
if (hand.HasValue(CARD_ACE)) { // Extra check to allow for ace low straight
|
|
last = first;
|
|
first = -1; // put ace at begining, find new last and try again
|
|
for (ix=0; ix<CARD_ACE; ix++) {
|
|
if (hand.values[ix].count > 0) {
|
|
last = ix;
|
|
}
|
|
}
|
|
if (last-first>=5) {
|
|
possibilities &= ~PREQ_STRAIGHT;
|
|
}
|
|
}
|
|
else {
|
|
possibilities &= ~PREQ_STRAIGHT;
|
|
}
|
|
}
|
|
|
|
// Check for full house possibility
|
|
if (hand.NumUniqueValues() > 2) {
|
|
possibilities &= ~PREQ_FULLHOUSE;
|
|
possibilities &= ~PREQ_2PAIR;
|
|
}
|
|
|
|
// check for 'x of a kind' possibility
|
|
if (maxcount + discards.cards.Num() < 4) {
|
|
possibilities &= ~PREQ_4MATCH;
|
|
}
|
|
if (maxcount + discards.cards.Num() < 3) {
|
|
possibilities &= ~PREQ_3MATCH;
|
|
}
|
|
if (maxcount + discards.cards.Num() < 2) {
|
|
possibilities &= ~PREQ_2MATCH;
|
|
}
|
|
|
|
// Go through hands in decending order of greatness looking for possibilities
|
|
for (ix=0; ix<NUM_POKER_HANDS; ix++) {
|
|
int requirements = hands[ix].requirement;
|
|
if ((possibilities & requirements)==requirements) {
|
|
int value, suit;
|
|
// Give cards to fullfill requirements
|
|
for (int c=0; c<discards.cards.Num(); c++) {
|
|
value = -1; // If this is never set, give a random card because it doesn't matter
|
|
if (requirements&PREQ_ROYALS) {
|
|
value = CARD_TEN;
|
|
while (hand.HasValue(value)) {
|
|
value++;
|
|
}
|
|
}
|
|
else if (requirements&PREQ_STRAIGHT) {
|
|
if (hand.HasValue(CARD_ACE) && first <= CARD_FIVE) { // ace low straight
|
|
value = CARD_DEUCE;
|
|
}
|
|
else {
|
|
value = first>CARD_TEN ? CARD_TEN : first; // Start at ten or lower so it will fit
|
|
}
|
|
while (hand.HasValue(value)) {
|
|
value++;
|
|
}
|
|
}
|
|
|
|
int hotvalue;
|
|
if (requirements&PREQ_FULLHOUSE) {
|
|
hotvalue = hand.ValueOfMaxCount();
|
|
if (hotvalue != -1) {
|
|
if (hand.NumOfValue(hotvalue) < 3) {
|
|
value = hotvalue;
|
|
}
|
|
else {
|
|
value = (hotvalue==first) ? last : first;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (requirements&PREQ_2PAIR) {
|
|
if (hand.NumOfValue(first) < 2) {
|
|
value = first;
|
|
}
|
|
else if (hand.NumOfValue(last) < 2) {
|
|
value = last;
|
|
}
|
|
else {
|
|
value = CARD_ACE;
|
|
while (hand.HasValue(value)) {
|
|
value--;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((hand.MaxCountOfValues()<4) && (requirements&PREQ_4MATCH)) {
|
|
value = hand.ValueOfMaxCount();
|
|
}
|
|
if ((hand.MaxCountOfValues()<3) && (requirements&PREQ_3MATCH)) {
|
|
value = hand.ValueOfMaxCount();
|
|
}
|
|
if ((hand.MaxCountOfValues()<2) && (requirements&PREQ_2MATCH)) {
|
|
value = hand.ValueOfMaxCount();
|
|
}
|
|
|
|
// Determine suit properties
|
|
if (requirements&PREQ_FLUSH) {
|
|
suit = hand.SuitOfMaxCount();
|
|
if (suit == -1) {
|
|
suit = gameLocal.random.RandomInt() % NUM_SUITS; // random fixed suit
|
|
}
|
|
if (value == -1) { // Need a value
|
|
value = CARD_ACE;
|
|
while (!deck.HasCard(hhCard(value, suit))) {
|
|
value--;
|
|
}
|
|
}
|
|
}
|
|
else if (value != -1) {
|
|
// Choose a suit different from held values
|
|
suit = 0;
|
|
while ( !deck.HasCard(hhCard(value, suit)) ) {
|
|
if (++suit >= NUM_SUITS) {
|
|
break;
|
|
}
|
|
}
|
|
if (suit >= NUM_SUITS) { // Can't make our hand - set back to a used card and it will break out to next possibility below
|
|
suit = SUIT_DIAMONDS;
|
|
}
|
|
}
|
|
|
|
// Add card to hand
|
|
if (value == -1) { // This means any card is okay, give one from deck
|
|
hand.AddCard(deck.GetCard());
|
|
}
|
|
else if (deck.HasCard(hhCard(value,suit))) {
|
|
hand.AddCard(deck.GetCard(value, suit));
|
|
}
|
|
else {
|
|
for (int jx=originalHand.cards.Num(); jx<hand.cards.Num(); jx++) {
|
|
deck.ReturnCard(hand.cards[jx]);
|
|
}
|
|
hand = originalHand;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (hand.cards.Num() == 5) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Decide whether to give each card based on probability
|
|
bool bHandCompromised = false;
|
|
for (ix=originalHand.cards.Num(); ix<5; ix++) {
|
|
if (!bHandCompromised && gameLocal.random.RandomFloat() > probability) {
|
|
hand.cards[ix] = deck.GetCard();
|
|
bHandCompromised = true; // only compromise hand with one card
|
|
}
|
|
}
|
|
|
|
// Copy into playerhand
|
|
hhPokerHand temp;
|
|
int drawcard = originalHand.cards.Num();
|
|
for (ix=0; ix<5; ix++) {
|
|
if (markedCards[ix]) {
|
|
PlayerHand.cards[ix] = hand.cards[drawcard++];
|
|
markedCards[ix] = false;
|
|
}
|
|
temp.AddCard(PlayerHand.cards[ix]);
|
|
}
|
|
PlayerHand.Clear(); // Rebuild player hand for correct stats
|
|
for (ix=0; ix<5; ix++) {
|
|
PlayerHand.AddCard(temp.cards[ix]);
|
|
}
|
|
}
|
|
|