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2026-05-05 15:01:01 -07:00

808 lines
19 KiB
C++

// game_poker.cpp
//
#include "precompiled.h"
#pragma hdrstop
#include "prey_local.h"
// Static declaration of our hands array
const hand_t localhands[NUM_POKER_HANDS] = {
{ HAND_ROYALFLUSH, 5000, PREQ_ROYALS|PREQ_FLUSH|PREQ_STRAIGHT },
{ HAND_STRAIGHTFLUSH, 1000, PREQ_FLUSH|PREQ_STRAIGHT },
{ HAND_FOUROFKIND, 100, PREQ_4MATCH },
{ HAND_FULLHOUSE, 50, PREQ_FULLHOUSE },
{ HAND_FLUSH, 20, PREQ_FLUSH },
{ HAND_STRAIGHT, 10, PREQ_STRAIGHT },
{ HAND_THREEOFKIND, 5, PREQ_3MATCH },
{ HAND_TWOPAIR, 3, PREQ_2PAIR },
// Jacks or better is hardcoded at 2
{ HAND_PAIR, 1, PREQ_2MATCH },
{ HAND_NOTHING, 0, 0 }
};
// Assign reference to our local array to our static class
const hand_t * hhPoker::hands = localhands;
//==============================================================
// hhPokerHand utility class
//==============================================================
CLASS_DECLARATION(idClass, hhPokerHand)
END_CLASS
hhPokerHand::hhPokerHand() {
Clear();
}
void hhPokerHand::Save(idSaveGame *savefile) const {
savefile->Write(values, sizeof(suitHist_t)*NUM_SUITS);
savefile->Write(suits, sizeof(valueHist_t)*NUM_CARD_VALUES);
savefile->WriteInt(cards.Num()); // idList<hhCard>
for (int i=0; i<cards.Num(); i++) {
savefile->Write(&cards[i], sizeof(hhCard));
}
}
void hhPokerHand::Restore( idRestoreGame *savefile ) {
int i, num;
hhCard card;
savefile->Read(values, sizeof(suitHist_t)*NUM_SUITS);
savefile->Read(suits, sizeof(valueHist_t)*NUM_CARD_VALUES);
cards.Clear();
savefile->ReadInt( num );
cards.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->Read(&card, sizeof(hhCard));
cards[i] = card;
}
}
void hhPokerHand::operator=(hhPokerHand &other) {
Clear();
for (int ix=0; ix<other.cards.Num(); ix++) {
AddCard(other.cards[ix]);
}
}
void hhPokerHand::Clear() {
int ix;
cards.Clear();
for (ix=0; ix<NUM_CARD_VALUES; ix++) {
values[ix].count = 0;
}
for (ix=0; ix<NUM_SUITS; ix++) {
suits[ix].count = 0;
}
}
int hhPokerHand::MaxCountOfValues() {
int maxcount = 0;
for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
if (values[ix].count > maxcount) {
maxcount = values[ix].count;
}
}
return maxcount;
}
int hhPokerHand::ValueOfMaxCount() {
int maxcount = 0;
int maxcountvalue = -1;
for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
if (values[ix].count > maxcount) {
maxcount = values[ix].count;
maxcountvalue = ix;
}
}
return maxcountvalue;
}
int hhPokerHand::GetLowValue() {
int first = -1;
for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
if (values[ix].count > 0) {
first = ix;
break;
}
}
return first;
}
int hhPokerHand::GetHighValue() {
int last = -1;
for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
if (values[ix].count > 0) {
last = ix;
}
}
return last;
}
bool hhPokerHand::HasValue(int value) {
return values[value].count > 0;
}
int hhPokerHand::NumUniqueValues() {
int numvalues = 0;
for (int ix=0; ix<NUM_CARD_VALUES; ix++) {
if (values[ix].count > 0) {
numvalues++;
}
}
return numvalues;
}
int hhPokerHand::NumOfValue(int value) {
assert(value>=0 && value<NUM_CARD_VALUES);
return values[value].count;
}
int hhPokerHand::NumUniqueSuits() {
int count = 0;
for (int ix=0; ix<NUM_SUITS; ix++) {
if (suits[ix].count > 0) {
count++;
}
}
return count;
}
int hhPokerHand::SuitOfMaxCount() {
int maxcount = 0;
int maxsuit = -1;
for (int ix=0; ix<NUM_SUITS; ix++) {
if (suits[ix].count > maxcount) {
maxcount = suits[ix].count;
maxsuit = ix;
}
}
return maxsuit;
}
bool hhPokerHand::Search(hhCard &card) {
for (int ix=0; ix<cards.Num(); ix++) {
if (cards[ix] == card) {
return true;
}
}
return false;
}
void hhPokerHand::AddCard(hhCard card) {
values[card.Value()].count++;
suits[card.Suit()].count++;
cards.Append(card);
}
//==============================================================
// hhPoker
//==============================================================
const idEventDef EV_Draw("Draw", NULL);
const idEventDef EV_UpdateView("<updateview>", NULL);
CLASS_DECLARATION(hhConsole, hhPoker)
EVENT( EV_Deal, hhPoker::Event_Deal)
EVENT( EV_Draw, hhPoker::Event_Draw)
EVENT( EV_UpdateView, hhPoker::Event_UpdateView)
END_CLASS
void hhPoker::Spawn() {
Reset();
}
void hhPoker::Reset() {
bCanDeal = true;
bCanIncBet = true;
bCanDecBet = true;
bCanDraw = false;
bGameOver = false;
Bet = PlayerBet = 1;
memset(markedCards, 0, sizeof(markedCards));
victoryAmount = spawnArgs.GetInt("victory");
PlayerCredits = spawnArgs.GetInt("credits");
currentHandIndex = -1;
creditsWon = 0;
bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
PlayerHand.Clear();
UpdateView();
}
void hhPoker::Save(idSaveGame *savefile) const {
savefile->WriteStaticObject(deck);
savefile->WriteStaticObject(PlayerHand);
savefile->Write(markedCards, sizeof(bool)*5);
savefile->WriteInt(Bet);
savefile->WriteInt(PlayerBet);
savefile->WriteInt(PlayerCredits);
savefile->WriteInt(victoryAmount);
savefile->WriteInt(currentHandIndex);
savefile->WriteBool( bGameOver );
savefile->WriteBool( bCanDeal );
savefile->WriteBool( bCanIncBet );
savefile->WriteBool( bCanDecBet );
savefile->WriteBool( bCanDraw );
savefile->WriteBool( bCanMark1 );
savefile->WriteBool( bCanMark2 );
savefile->WriteBool( bCanMark3 );
savefile->WriteBool( bCanMark4 );
savefile->WriteBool( bCanMark5 );
savefile->WriteInt( creditsWon );
}
void hhPoker::Restore( idRestoreGame *savefile ) {
savefile->ReadStaticObject(deck);
savefile->ReadStaticObject(PlayerHand);
savefile->Read(markedCards, sizeof(bool)*5);
savefile->ReadInt(Bet);
savefile->ReadInt(PlayerBet);
savefile->ReadInt(PlayerCredits);
savefile->ReadInt(victoryAmount);
savefile->ReadInt(currentHandIndex);
savefile->ReadBool( bGameOver );
savefile->ReadBool( bCanDeal );
savefile->ReadBool( bCanIncBet );
savefile->ReadBool( bCanDecBet );
savefile->ReadBool( bCanDraw );
savefile->ReadBool( bCanMark1 );
savefile->ReadBool( bCanMark2 );
savefile->ReadBool( bCanMark3 );
savefile->ReadBool( bCanMark4 );
savefile->ReadBool( bCanMark5 );
savefile->ReadInt( creditsWon );
}
void hhPoker::Deal() {
// Shuffle
deck.Generate();
deck.Shuffle();
Bet = PlayerBet;
PlayerCredits -= Bet;
creditsWon = 0;
// Deal initial hand
PlayerHand.Clear();
PlayerHand.AddCard(deck.GetCard());
PlayerHand.AddCard(deck.GetCard());
PlayerHand.AddCard(deck.GetCard());
PlayerHand.AddCard(deck.GetCard());
PlayerHand.AddCard(deck.GetCard());
EvaluateHand(false);
bCanDeal = bCanIncBet = bCanDecBet = false;
bCanDraw = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = true;
for (int ix=0; ix<5; ix++) {
markedCards[ix] = true;
}
UpdateView();
}
void hhPoker::Draw() {
bCanDeal = bCanIncBet = bCanDecBet = true;
bCanDraw = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
float luck = idMath::ClampFloat(0.0f, 1.0f, spawnArgs.GetFloat("luck"));
if (luck) {
BestHand(luck);
}
else {
// Replace marked cards
for (int ix=0; ix<5; ix++) {
if (markedCards[ix]) {
PlayerHand.cards[ix] = deck.GetCard();
markedCards[ix] = false;
}
}
hhPokerHand temp;
temp = PlayerHand;
PlayerHand = temp; // Rebuild player hand for correct stats
}
EvaluateHand(true);
UpdateView();
}
void hhPoker::Mark(int card) {
markedCards[card] ^= 1;
UpdateView();
}
void hhPoker::IncBet() {
int amount = 1;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
amount = gui->GetStateInt("increment");
}
if (bCanIncBet) {
int oldBet = PlayerBet;
PlayerBet = idMath::ClampInt(PlayerBet, PlayerCredits, PlayerBet+amount);
PlayerBet = idMath::ClampInt(0, 999999, PlayerBet);
if (PlayerBet != oldBet) {
StartSound( "snd_betchange", SND_CHANNEL_ANY );
}
}
UpdateView();
}
void hhPoker::DecBet() {
int amount = 1;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
amount = gui->GetStateInt("increment");
}
if (bCanDecBet) {
int oldBet = PlayerBet;
if (PlayerBet > amount) {
PlayerBet -= amount;
}
else if (PlayerBet > 1) {
PlayerBet = 1;
}
if (PlayerBet != oldBet) {
StartSound( "snd_betchange", SND_CHANNEL_ANY );
}
}
UpdateView();
}
/*
hhPoker utility functions
*/
void hhPoker::EvaluateHand(bool score) {
int ix;
currentHandIndex = -1;
int requirements = 0;
int low = PlayerHand.GetLowValue();
int high = PlayerHand.GetHighValue();
int maxcount = PlayerHand.MaxCountOfValues();
if (low >= CARD_TEN) {
requirements |= PREQ_ROYALS;
}
if (PlayerHand.NumUniqueSuits() == 1) {
requirements |= PREQ_FLUSH;
}
// Check for straight
if (maxcount==1) {
requirements |= PREQ_STRAIGHT;
int cur = low;
for (ix=1; ix<5; ix++) {
int next = cur+1;
if (low == CARD_DEUCE && next == CARD_SIX && PlayerHand.HasValue(CARD_ACE)) {
// If looking for a '6', accept an 'Ace' also for Ace low straights
}
else if (!PlayerHand.HasValue(next)) {
requirements &= ~PREQ_STRAIGHT;
break;
}
cur = next;
}
}
// Check for Pairs, etc.
for (ix=0; ix<NUM_CARD_VALUES; ix++) {
if (PlayerHand.values[ix].count == 4) {
requirements |= PREQ_4MATCH;
}
else if (PlayerHand.values[ix].count == 3) {
requirements |= PREQ_3MATCH;
}
else if (PlayerHand.values[ix].count == 2) {
if (requirements & PREQ_2MATCH) {
requirements |= PREQ_2PAIR;
}
requirements |= PREQ_2MATCH;
}
}
if ((requirements & (PREQ_3MATCH|PREQ_2MATCH)) == (PREQ_3MATCH|PREQ_2MATCH)) {
requirements |= PREQ_FULLHOUSE;
}
// Assess the best hand
pokerhand_t hand;
for (ix=0; ix<NUM_POKER_HANDS; ix++) {
if ((hands[ix].requirement & requirements) == hands[ix].requirement) {
hand = hands[ix].hand;
break;
}
}
currentHandIndex = hand;
if (score) {
// Handle Jacks or better
int payoff = hands[hand].payoff;
if (hand == HAND_PAIR && PlayerHand.ValueOfMaxCount() >= CARD_JACK) {
payoff = 2;
}
creditsWon = Bet * payoff;
PlayerCredits += creditsWon;
PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);
if (PlayerCredits < PlayerBet) {
PlayerBet = PlayerCredits;
}
if (PlayerCredits <= 0) {
bCanIncBet = bCanDecBet = bCanDraw = bCanDeal = bCanMark1 = bCanMark2 = bCanMark3 = bCanMark4 = bCanMark5 = false;
bGameOver = true;
}
if (victoryAmount && PlayerCredits >= victoryAmount) {
StartSound( "snd_victory", SND_CHANNEL_ANY );
ActivateTargets( gameLocal.GetLocalPlayer() );
victoryAmount = 0;
}
else if (payoff > 10) {
StartSound( "snd_winbig", SND_CHANNEL_ANY );
}
else if (payoff > 0) {
StartSound( "snd_win", SND_CHANNEL_ANY );
}
else {
StartSound( "snd_lose", SND_CHANNEL_ANY );
}
}
}
void hhPoker::UpdateView() {
// UpdateView() is posted as an event because sometimes we're already nested down in the gui handling code when it is called
// and it in turn re-enters the gui handling code with HandleNamedEvent()
CancelEvents(&EV_UpdateView);
PostEventMS(&EV_UpdateView, 0);
}
void hhPoker::Event_UpdateView() {
int ix;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
bool atLeastOneCardKept = !(markedCards[0] && markedCards[1] && markedCards[2] && markedCards[3] && markedCards[4]);
gui->SetStateBool("bgameover", bGameOver);
gui->SetStateBool("bcanincbet", bCanIncBet);
gui->SetStateBool("bcandecbet", bCanDecBet);
gui->SetStateBool("bcandraw", bCanDraw);// && atLeastOneCardKept);
gui->SetStateBool("bcandeal", bCanDeal);
gui->SetStateBool("bcanmark1", bCanMark1);
gui->SetStateBool("bcanmark2", bCanMark2);
gui->SetStateBool("bcanmark3", bCanMark3);
gui->SetStateBool("bcanmark4", bCanMark4);
gui->SetStateBool("bcanmark5", bCanMark5);
gui->SetStateInt("currentbet", PlayerBet);
gui->SetStateInt("credits", PlayerCredits);
gui->SetStateInt("hand", currentHandIndex);
gui->SetStateInt("creditswon", creditsWon);
for (ix=0; ix<5; ix++) {
gui->SetStateInt(va("Player%d_Visible", ix+1), 0);
}
// Show player hand
for (ix=0; ix<PlayerHand.cards.Num(); ix++) {
gui->SetStateInt(va("Player%d_Visible", ix+1), 1);
gui->SetStateInt(va("Player%d_Suit", ix+1), PlayerHand.cards[ix].Suit());
char cardChar = PlayerHand.cards[ix].ValueName();
if (cardChar == 'T') {
gui->SetStateString(va("Player%d_Card", ix+1), "10");
}
else {
gui->SetStateString(va("Player%d_Card", ix+1), va("%c", cardChar));
}
gui->SetStateInt(va("Player%d_Red", ix+1), PlayerHand.cards[ix].Suit()==SUIT_HEARTS || PlayerHand.cards[ix].Suit()==SUIT_DIAMONDS ? 1 : 0);
gui->SetStateString(va("Player%d_Mark", ix+1), markedCards[ix] ? "X" : "");
gui->SetStateBool(va("Player%d_Marked", ix+1), markedCards[ix] );
}
gui->StateChanged(gameLocal.time, true);
CallNamedEvent("Update");
}
}
bool hhPoker::HandleSingleGuiCommand(idEntity *entityGui, idLexer *src) {
idToken token;
if (!src->ReadToken(&token)) {
return false;
}
if (token == ";") {
return false;
}
if (token.Icmp("deal") == 0) {
Deal();
}
else if (token.Icmp("draw") == 0) {
Draw();
}
else if (token.Icmp("mark1") == 0) {
Mark(0);
}
else if (token.Icmp("mark2") == 0) {
Mark(1);
}
else if (token.Icmp("mark3") == 0) {
Mark(2);
}
else if (token.Icmp("mark4") == 0) {
Mark(3);
}
else if (token.Icmp("mark5") == 0) {
Mark(4);
}
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");
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]);
}
}