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scummvm-cursorfix/engines/sci/engine/hoyle5poker.cpp
2026-02-02 04:50:13 +01:00

516 lines
14 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "sci/engine/features.h"
#include "sci/engine/hoyle5poker.h"
#include "sci/engine/kernel.h"
#include "sci/engine/script.h"
#include "sci/engine/selector.h"
#include "sci/engine/vm.h"
namespace Sci {
#ifdef ENABLE_SCI32
//#define DEBUG_POKER_LOGIC
// The logic for the poker game in Hoyle Classic Games (Hoyle 5) is hardcoded
// in PENGIN16.DLL, which is then loaded and invoked via the kWinDLL kernel call.
// Note that the first player is the left one.
enum Hoyle5PokerSuits {
kSuitSpades = 0,
kSuitClubs = 1,
kSuitDiamonds = 2,
kSuitHearts = 3
};
enum Hoyle5Operations {
kCheckPlayerAction = 1, // localproc_0df8
kCheckWinner = 2, // localproc_3020
kCheckDiscard = 3, // PokerHand::think
kCheckHand = 4 // PokerHand::whatAmI
};
enum Hoyle5PlayerActions {
kPlayerActionCheck = -2,
kPlayerActionFold = -1,
kPlayerActionCall = 0,
kPlayerActionRaise = 1
};
enum Hoyle5DiscardActions {
kDiscardActionKeep = 0,
kDiscardActionDiscard = 1
};
enum Hoyle5HandType {
kHandTypeFiveOfAKind = 1 << 8, // 256, five of a kind
kHandTypeStraightFlush = 1 << 7, // 128, straight flush
kHandTypeFourOfAKind = 1 << 6, // 64, four of a kind
kHandTypeFullHouse = 1 << 5, // 32, full house
kHandTypeFlush = 1 << 4, // 16, flush
kHandTypeStraight = 1 << 3, // 8, straight
kHandTypeThreeOfAKind = 1 << 2, // 4, three of a kind
kHandTypeTwoPairs = 1 << 1, // 2, two pairs
kHandTypeOnePair = 1 << 0, // 1, one pair
kHandTypeHighCard = 0 // 0, high card
};
enum Hoyle5PokerData {
kOperation = 0,
kTotalChips = 1,
kCurrentPot = 2,
kCurrentBet = 3,
kTotalChipsPlayer1 = 4,
kTotalChipsPlayer2 = 5,
kTotalChipsPlayer3 = 6,
kTotalChipsPlayer4 = 7,
kStatusPlayer1 = 8,
kStatusPlayer2 = 9,
kStatusPlayer3 = 10,
kStatusPlayer4 = 11,
kTotalBetPlayer1 = 12,
kTotalBetPlayer2 = 13,
kTotalBetPlayer3 = 14,
kTotalBetPlayer4 = 15,
// 16: related to the current bet
kCurrentPlayer = 17, // hand number
kCurrentStage = 18, // Stage 1: Card changes, 2: Betting
kCard0 = 19,
kSuit0 = 20,
kCard1 = 21,
kSuit1 = 22,
kCard2 = 23,
kSuit2 = 24,
kCard3 = 25,
kSuit3 = 26,
kCard4 = 27,
kSuit4 = 28,
// 19 - 28: current player's cards (number + suit)
// 29 - 38: next clockwise player's cards (number + suit)
// 39 - 48: next clockwise player's cards (number + suit)
// 49 - 58: next clockwise player's cards (number + suit)
kUnkVar = 59, // set by localproc_0df8 to global 906
// ---- Return values - start ---------------------------
kPlayerAction = 60, // flag, checked by localproc_0df8
kWhatAmIResult = 61, // bitmask, 0 - 128, checked by PokerHand::whatAmI. Determines what kind of card each player has
kWinningPlayers = 62, // bitmask, winning players (0000 - 1111 binary), checked by localproc_3020
kDiscardCard0 = 63, // flag, checked by PokerHand::think
kDiscardCard1 = 64, // flag, checked by PokerHand::think
kDiscardCard2 = 65, // flag, checked by PokerHand::think
kDiscardCard3 = 66, // flag, checked by PokerHand::think
kDiscardCard4 = 67, // flag, checked by PokerHand::think
// ---- Return values - end -----------------------------
// 77 is a random number (0 - 32767)
kLastRaise1 = 78,
kLastRaise2 = 79,
kLastRaise3 = 80,
kLastRaise4 = 81,
kLastSaw1 = 82,
kLastSaw2 = 83,
kLastSaw3 = 84,
kLastSaw4 = 85,
kTookCard1 = 86,
kTookCard2 = 87,
kTookCard3 = 88,
kTookCard4 = 89
// 90 is a number
};
#ifdef DEBUG_POKER_LOGIC
Common::String getCardDescription(int16 card, int16 suit) {
Common::String result;
if (card >= 2 && card <= 10)
result += Common::String::format("%d", card);
else if (card == 11)
result = "Jack";
else if (card == 12)
result = "Queen";
else if (card == 13)
result = "King";
else if (card == 14)
result = "Ace";
else
result = "Unknown";
switch (suit) {
case kSuitSpades:
return result + " of spades";
case kSuitClubs:
return result + " of clubs";
case kSuitDiamonds:
return result + " of diamonds";
case kSuitHearts:
return result + " of hearts";
default:
return result + " of unknown";
}
}
void debugInputData(SciArray* data) {
debug("Player %d's turn", data->getAsInt16(kCurrentPlayer));
debug("Pot: %d, bet: %d", data->getAsInt16(kCurrentPot), data->getAsInt16(kCurrentBet));
debug("Chips: %d %d %d %d - %d in total",
data->getAsInt16(kTotalChipsPlayer1),
data->getAsInt16(kTotalChipsPlayer2),
data->getAsInt16(kTotalChipsPlayer3),
data->getAsInt16(kTotalChipsPlayer4),
data->getAsInt16(kTotalChips)
);
debug("Player status: %d %d %d %d",
data->getAsInt16(kStatusPlayer1),
data->getAsInt16(kStatusPlayer2),
data->getAsInt16(kStatusPlayer3),
data->getAsInt16(kStatusPlayer4)
);
for (int player = 0; player < 4; player++) {
debug("Player %d cards:", player);
for (int i = 19 + player * 10; i < 29 + player * 10; i += 2) {
if (data->getAsInt16(i) > 0)
debug("- %s", getCardDescription(data->getAsInt16(i), data->getAsInt16(i + 1)).c_str());
}
}
for (int i = 0; i < data->size(); i++) {
if (i >= kTotalChipsPlayer1 && i <= kTotalChipsPlayer4)
continue;
if (i >= 8 && i <= 11)
continue;
if (i >= 19 && i <= 58)
continue;
if (data->getAsInt16(i) != 0)
debug("%d: %d", i, data->getAsInt16(i));
}
}
#endif
int getCardValue(int card) {
return card == 1 ? 14 : card; // aces are the highest valued cards
}
int getCardTotal(SciArray *data, int player) {
int result = 0;
int cards[5] = {
getCardValue(data->getAsInt16(kCard0 + 10 * player)),
getCardValue(data->getAsInt16(kCard1 + 10 * player)),
getCardValue(data->getAsInt16(kCard2 + 10 * player)),
getCardValue(data->getAsInt16(kCard3 + 10 * player)),
getCardValue(data->getAsInt16(kCard4 + 10 * player)),
};
Common::sort(cards, cards + 5, Common::Less<int>());
int sameRank = 0;
int sameSuit = 0;
int orderedCards = 0;
for (int i = 0; i < 4; i++) {
if (cards[i] == cards[i + 1]) {
if (sameRank == 0) {
result += cards[i] + cards[i + 1];
sameRank += 2;
} else {
result += cards[i + 1];
sameRank++;
}
}
if (cards[i] == cards[i + 1] - 1)
orderedCards == 0 ? orderedCards += 2 : orderedCards++;
}
bool isFullHouse =
(cards[0] == cards[1] && cards[1] == cards[2] && cards[3] == cards[4]) ||
(cards[0] == cards[1] && cards[2] == cards[3] && cards[3] == cards[4]);
if (isFullHouse || sameSuit == 5 || orderedCards == 5) {
result = 0;
for (int i = 0; i < 5; i++)
result += cards[i];
}
return result;
}
// Checks a player's hand, and returns its type using a bitmask
int checkHand(SciArray *data, int player = 0) {
int cards[5] = {
data->getAsInt16(kCard0 + 10 * player),
data->getAsInt16(kCard1 + 10 * player),
data->getAsInt16(kCard2 + 10 * player),
data->getAsInt16(kCard3 + 10 * player),
data->getAsInt16(kCard4 + 10 * player),
};
int suits[5] = {
data->getAsInt16(kSuit0 + 10 * player),
data->getAsInt16(kSuit1 + 10 * player),
data->getAsInt16(kSuit2 + 10 * player),
data->getAsInt16(kSuit3 + 10 * player),
data->getAsInt16(kSuit4 + 10 * player),
};
Common::sort(cards, cards + 5, Common::Less<int>());
int lastCard = -1;
int pairs = 0;
int sameRank = 0;
int sameSuit = 0;
int orderedCards = 0;
for (int i = 0; i < 4; i++) {
if (cards[i] == cards[i + 1] && cards[i] != lastCard)
pairs++;
if (cards[i] == cards[i + 1])
sameRank == 0 ? sameRank += 2 : sameRank++;
if (suits[i] == suits[i + 1])
sameSuit == 0 ? sameSuit += 2 : sameSuit++;
if (cards[i] == cards[i + 1] - 1)
orderedCards == 0 ? orderedCards += 2 : orderedCards++;
lastCard = cards[i];
}
bool isFullHouse =
(cards[0] == cards[1] && cards[1] == cards[2] && cards[3] == cards[4]) ||
(cards[0] == cards[1] && cards[2] == cards[3] && cards[3] == cards[4]);
if (pairs == 1 && sameRank == 2)
return kHandTypeOnePair;
else if (pairs == 2 && !isFullHouse)
return kHandTypeTwoPairs;
else if (sameRank == 3 && !isFullHouse)
return kHandTypeThreeOfAKind;
else if (orderedCards == 5 && sameSuit < 5)
return kHandTypeStraight;
else if (orderedCards < 5 && sameSuit == 5)
return kHandTypeFlush;
else if (isFullHouse)
return kHandTypeFullHouse;
else if (sameRank == 4)
return kHandTypeFourOfAKind;
else if (orderedCards == 5 && sameSuit == 5)
return kHandTypeStraightFlush;
else if (sameRank == 5)
return kHandTypeFiveOfAKind;
return kHandTypeHighCard;
}
struct Hand {
int player;
int handTotal;
Hand(int p, int h) : player(p), handTotal(h) {}
};
struct WinningHand : public Common::BinaryFunction<Hand, Hand, bool> {
bool operator()(const Hand &x, const Hand &y) const { return x.handTotal > y.handTotal; }
};
int getWinner(SciArray *data) {
Hand playerHands[4] = {
Hand(0, checkHand(data, 0)),
Hand(1, checkHand(data, 1)),
Hand(2, checkHand(data, 2)),
Hand(3, checkHand(data, 3))
};
Common::sort(playerHands, playerHands + 4, WinningHand());
if (playerHands[0].handTotal > playerHands[1].handTotal)
return playerHands[0].player;
else
return getCardTotal(data, 0) > getCardTotal(data, 1) ? playerHands[0].player : playerHands[1].player;
}
int16 findMostFrequentCard(int *cards, int16 ignoreCard = -1) {
int16 mostFrequentCard = 0;
int16 maxCount = 0;
for (int16 i = 0; i <= 4; ++i) {
int16 count = 0;
for (int j = 0; j <= 4; ++j) {
if (cards[i] == cards[j])
count++;
}
if (count > maxCount && cards[i] != ignoreCard) {
maxCount = count;
mostFrequentCard = cards[i];
}
}
return mostFrequentCard;
}
void handleDiscard(SciArray *data) {
int16 player = data->getAsInt16(kCurrentPlayer);
int cards[5] = {
data->getAsInt16(kCard0 + 10 * player),
data->getAsInt16(kCard1 + 10 * player),
data->getAsInt16(kCard2 + 10 * player),
data->getAsInt16(kCard3 + 10 * player),
data->getAsInt16(kCard4 + 10 * player),
};
int hand = checkHand(data, player);
int16 cardToKeep = findMostFrequentCard(cards);
int16 cardToKeep2 = -1;
if (hand != kHandTypeFiveOfAKind) {
cardToKeep2 = findMostFrequentCard(cards, cardToKeep);
}
data->setFromInt16(kDiscardCard0, kDiscardActionKeep);
data->setFromInt16(kDiscardCard1, kDiscardActionKeep);
data->setFromInt16(kDiscardCard2, kDiscardActionKeep);
data->setFromInt16(kDiscardCard3, kDiscardActionKeep);
data->setFromInt16(kDiscardCard4, kDiscardActionKeep);
switch (hand) {
case kHandTypeFiveOfAKind:
case kHandTypeStraightFlush:
case kHandTypeFullHouse:
case kHandTypeFlush:
case kHandTypeStraight:
// Nothing is discarded
break;
case kHandTypeThreeOfAKind:
case kHandTypeFourOfAKind:
case kHandTypeOnePair:
case kHandTypeTwoPairs:
// Discard the odd ones out. We don't have a full house case in this branch
for (int i = 0; i <= 4; ++i) {
if (cards[i] == cardToKeep && hand != kHandTypeTwoPairs)
data->setFromInt16(kDiscardCard0 + i, kDiscardActionKeep);
else if ((cards[i] == cardToKeep || cards[i] == cardToKeep2) && hand == kHandTypeTwoPairs)
data->setFromInt16(kDiscardCard0 + i, kDiscardActionKeep);
else
data->setFromInt16(kDiscardCard0 + i, kDiscardActionDiscard);
}
break;
case kHandTypeHighCard:
// Everything is discarded
data->setFromInt16(kDiscardCard0, kDiscardActionDiscard);
data->setFromInt16(kDiscardCard1, kDiscardActionDiscard);
data->setFromInt16(kDiscardCard2, kDiscardActionDiscard);
data->setFromInt16(kDiscardCard3, kDiscardActionDiscard);
data->setFromInt16(kDiscardCard4, kDiscardActionDiscard);
break;
}
}
void handleRaiseOrCall(SciArray *data) {
// Raise if the player has money, call otherwise
int16 player = data->getAsInt16(kCurrentPlayer);
int16 bet = data->getAsInt16(kCurrentBet);
int16 playerBet = data->getAsInt16(kTotalBetPlayer1 + player);
int16 chips = data->getAsInt16(kTotalChipsPlayer1 + player);
if (playerBet < bet && chips > bet)
data->setFromInt16(kPlayerAction, kPlayerActionRaise);
else
data->setFromInt16(kPlayerAction, kPlayerActionCall);
}
void handlePlayerAction(SciArray *data) {
// TODO: This implementation is somewhat better than completely
// random actions, but it's still severely lacking
warning("The Poker player action logic has not been implemented yet");
int16 player = data->getAsInt16(kCurrentPlayer);
int hand = checkHand(data, player);
bool shouldBluff = g_sci->getRNG().getRandomBit();
if (shouldBluff) {
handleRaiseOrCall(data);
return;
}
switch (hand) {
case kHandTypeFiveOfAKind:
case kHandTypeStraightFlush:
case kHandTypeFullHouse:
case kHandTypeFlush:
case kHandTypeStraight:
case kHandTypeThreeOfAKind:
case kHandTypeFourOfAKind:
case kHandTypeTwoPairs:
handleRaiseOrCall(data);
break;
case kHandTypeOnePair:
data->setFromInt16(kPlayerAction, kPlayerActionCall);
break;
case kHandTypeHighCard:
data->setFromInt16(kPlayerAction, kPlayerActionFold);
// TODO: kPlayerActionCheck
break;
}
}
reg_t hoyle5PokerEngine(SciArray *data) {
int16 operation = data->getAsInt16(kOperation);
#ifdef DEBUG_POKER_LOGIC
debug("*** Before running operation %d", operation);
debugInputData(data);
#endif
switch (operation) {
case kCheckPlayerAction:
handlePlayerAction(data);
break;
case kCheckWinner:
data->setFromInt16(kWinningPlayers, 1 << getWinner(data));
break;
case kCheckDiscard:
handleDiscard(data);
break;
case kCheckHand:
data->setFromInt16(kWhatAmIResult, checkHand(data));
break;
default:
error("Unknown Poker logic operation: %d", operation);
break;
}
#ifdef DEBUG_POKER_LOGIC
debug("*** After running operation %d", operation);
debugInputData(data);
#endif
return TRUE_REG;
}
#endif
}