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Dawn-GB/src/poker/poker.c

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23 KiB
C

/**
* Copyright (c) 2022 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "poker.h"
pokerplayer_t POKER_PLAYERS[POKER_PLAYER_COUNT_MAX];
uint8_t POKER_DECK[CARD_DECK_SIZE];
uint8_t POKER_DECK_SIZE;
uint8_t POKER_COMMUNITY[POKER_COMMUNITY_SIZE_MAX];
uint8_t POKER_COMMUNITY_SIZE;
uint8_t POKER_PLAYER_DEALER;
uint8_t POKER_PLAYER_SMALL_BLIND;
uint8_t POKER_PLAYER_BIG_BLIND;
uint8_t POKER_PLAYER_BETTER;
uint16_t POKER_GAME_BLINDS_CURRENT;
pokerpot_t POKER_POTS[POKER_POT_COUNT_MAX];
uint8_t POKER_POT_CURRENT;
uint8_t POKER_POT_COUNT;
pokerplayerwinning_t POKER_WINNERS[POKER_PLAYER_COUNT_MAX];
uint8_t POKER_WINNER_PLAYERS[POKER_PLAYER_COUNT_MAX];
uint8_t POKER_WINNER_PARTICIPANTS[POKER_PLAYER_COUNT_MAX];
uint8_t POKER_WINNER_COUNT;
uint8_t POKER_WINNER_PARTICIPANT_COUNT;
void pokerInit() {
uint8_t i;
// Set up players
for(i = 0; i < POKER_PLAYER_COUNT_MAX; i++) {
POKER_PLAYERS[i].chips = 10000;
POKER_PLAYERS[i].state = 0;
}
// Set up the initial state.
// TODO: Should this be randomized?
POKER_PLAYER_DEALER = 0;
POKER_GAME_BLINDS_CURRENT = 10;
// Reset the round state (For the first round)
pokerNewRound();
}
void pokerNewRound() {
uint8_t i, j, k;
uint8_t found;
// Reset round state
POKER_COMMUNITY_SIZE = 0;
POKER_POT_COUNT = 0;
POKER_POT_CURRENT = 0;
// Reset the pots.
for(i = 0; i < POKER_POT_COUNT_MAX; i++) {
POKER_POTS[i].chips = 0;
POKER_POTS[i].call = 0;
for(j = 0; j < POKER_PLAYER_COUNT_MAX; j++) {
POKER_POTS[i].players[j] = 0;
}
}
// Fill deck
for(i = 0; i < CARD_DECK_SIZE; i++) POKER_DECK[i] = i;
POKER_DECK_SIZE = CARD_DECK_SIZE;
// Shuffle Deck
for(i = CARD_DECK_SIZE-1; i > 0; i--) {
k = POKER_DECK[i];
j = rand() % (i+1);
POKER_DECK[i] = POKER_DECK[j];
POKER_DECK[j] = k;
}
// Reset Players and decide new blinds.
found = 0;
POKER_PLAYER_DEALER++;
for(i = 0; i < POKER_PLAYER_COUNT_MAX; i++) {
POKER_PLAYERS[i].state &= ~(
POKER_PLAYER_STATE_FOLDED |
POKER_PLAYER_STATE_HAS_BET_THIS_ROUND
);
POKER_PLAYERS[i].timesRaised = 0;
// Have we found the dealer, small blind, and big blind players?
if(found != 3 && (POKER_PLAYERS[i].state & POKER_PLAYER_STATE_OUT) == 0){
k = (POKER_PLAYER_DEALER + i) % POKER_PLAYER_COUNT_MAX;
if(found == 0) {// Have we found the dealer?
POKER_PLAYER_DEALER = i;
found++;
} else if(found == 1) {// Have we found the small blind?
POKER_PLAYER_SMALL_BLIND = i;
found++;
} else if(found == 2) {// Have we found the big blind?
POKER_PLAYER_BIG_BLIND = i;
found++;
}
}
// Deal two cards to the player.
for(j = 0; j < POKER_PLAYER_HAND_SIZE_MAX; j++) {
POKER_PLAYERS[i].hand[j] = POKER_DECK[POKER_DECK_SIZE--];
}
}
// Take blinds
// TODO: I need to make sure the blind players even have the chips to blind.
pokerBet(POKER_PLAYER_SMALL_BLIND, POKER_GAME_BLINDS_CURRENT);
pokerBet(POKER_PLAYER_BIG_BLIND, (POKER_GAME_BLINDS_CURRENT*2));
// Set the initial better, we set this to the BIG BLIND player because we will
// cycle to the "next better" as soon as the game starts.
POKER_PLAYER_BETTER = POKER_PLAYER_BIG_BLIND;
}
inline void pokerBet(uint8_t player, uint16_t amount) {
// TODO: This may become a function because if a player doesn't have enough
// chips to bet to the active pot, then the pot needs to autosplit, take those
// who have bet into the pot up to the amount that the player betting can bet,
// and push them into a new pot.
// There also needs to be a limit on this, for example;
// player 0 has $1200, and bets $1000, they can't bet more than that ever.
// player 1 has $1000, and bets all of it. The remanin
// player 2 has $700, and bets all o it. A new $300 sidepot auto creates
// player 3 has $500 and bets all of it, Another sidepot with $200 is auto made.
POKER_PLAYERS[player].state |= POKER_PLAYER_STATE_HAS_BET_THIS_ROUND;
POKER_PLAYERS[player].chips -= amount;
POKER_POTS[POKER_POT_CURRENT].chips += amount;
POKER_POTS[POKER_POT_CURRENT].players[player] += amount;
POKER_POTS[POKER_POT_CURRENT].call = MATH_MAX(
amount, POKER_POTS[POKER_POT_CURRENT].players[player]
);
}
inline uint8_t pokerGetCallBet(uint8_t player) {
return (
POKER_POTS[POKER_POT_CURRENT].call -
POKER_POTS[POKER_POT_CURRENT].players[player]
);
}
void pokerAi(uint8_t player, pokerturn_t *turn) {
uint8_t i, cardNumber0, cardNumber1, suitNumber0, suitNumber1;
uint16_t callBet, maxBet, amount, bluffBet;
uint8_t random;// TODO: Determine type.
uint16_t confidence, expectedGain, potOdds;
pokerplayerwinning_t winning;
pokerplayer_t *plyr = POKER_PLAYERS + player;
// The following logic is heavily inspired by;
// https://github.com/gorel/C-Poker-AI/blob/master/src/common/pokerai.c
// But with some changes and smarts added by me. The original source code will
// essentially just run a crap tun of simulated games and get the times that
// they are expected to win from those games, but I'm just going to use the
// odds of the hand being the winning hand.
// Is this preflop?
if(POKER_COMMUNITY_SIZE == 0) {
// Get the hand weight
cardNumber0 = cardGetNumber(plyr->hand[0]);
cardNumber1 = cardGetNumber(plyr->hand[1]);
suitNumber0 = cardGetSuit(plyr->hand[0]);
suitNumber1 = cardGetSuit(plyr->hand[1]);
// Get delta between cards
i = MATH_ABS(cardNumber0 - cardNumber1);
// Get card weight
confidence = cardNumber0 + cardNumber1;
if(cardNumber0 == cardNumber1) {// Pairs
confidence += 6;
} else if(suitNumber0 == suitNumber1) {// Same suit
confidence += 4;
}
// Get difference from cards for guessing flush
if(i > 4) {
confidence -= 4;
} else if(i > 2) {
confidence -= i;
}
// Confidence is now a value between 0-30 (inclusive). Multiply by 1000
confidence = (confidence * 1000) / 30;
// Now do over 30 to get the value represented as 0-1000
} else {
// Simulate my hand being the winning hand, use that as the confidence
// TODO: Repurpose old code lmao. Just take it from Dawn-C
BGB_printf("Holy shit you guys");
pokerWinnerGetForPlayer(player, &winning);
BGB_printf("Winning type %u", winning.type);
confidence = pokerWinnerGetTypeConfidence(winning.type);
}
// Now we know how confident the AI is, let's put a chip value to that weight
// How many chips to call?
callBet = pokerGetCallBet(player);
// Do they need chips to call, or is it possible to check?
if(callBet > 0) {
// Work out how many chips the player could possibly win. This is a number
// between 0 and player count * initial chips, at the time of writing that
// is around 50,000.
expectedGain = 0;
for(i = 0; i < POKER_POT_COUNT; i++) {
if(POKER_POTS[i].players[player] == 0) break;
expectedGain += POKER_POTS[i].chips;
}
// Now work out the pot odds, this is basically "how many times the callbet
// could I win if I win this hand". e.g. Desirable hands will have an
// expected gain much higher than the callbet.
potOdds = plyr->chips / 1000;
potOdds = MATH_MAX((callBet + expectedGain), 1) / MATH_MAX(potOdds, 1);
} else {
// If the call bet is zero then there's fairly equal odds, so let's just
// take the chances out of the remainig player count.
potOdds = 1000 / pokerGetRemainingBetterCount() * 2;// 0 - 1000
}
// Now determine the expected ROI
//TODO: I think these values are a bit odd.
expectedGain = (confidence*100) / (potOdds / 10);
// Now get a random number 0-100.
random = rand() % 100;
// Determine the max bet that the AI is willing to make. The max bet is
// basically how high the AI is willing to bet.
maxBet = plyr->chips;// TODO: Replace with below code and test, just running
// With this for now.
// maxBet = plyr->chips / MATH_MAX(random / 10, 1);
// maxBet -= callBet;
// BGB_printf("Rand %u, Max Bet %u", random, callBet);
// Determine what's a good bluff bet.
// TODO: not float
bluffBet = maxBet;
// bluffBet = ((random * 100) / maxBet) * plyr->chips;
// Now prep the output
turn->bluff = false;
amount = 0;
// Now the actual AI can happen. This is basically a weight to confidence
// ratio. The higher the gains and the confidence then the more likely the AI
// is to betting. There are also bluff chances within here.
if(expectedGain < 800 && confidence < 800) {
if(random < 95) {
amount = 0;
} else {
amount = bluffBet;
turn->bluff = true;
}
} else if ((expectedGain < 1000 && confidence < 850) || confidence < 100) {
if (random < 80) {
amount = 0;
} else if(random < 5) {
amount = callBet;
turn->bluff = true;
} else {
amount = bluffBet;
turn->bluff = true;
}
} else if ((expectedGain < 1300 && confidence < 900) || confidence < 500) {
if (random < 60 || confidence < 500) {
amount = callBet;
} else {
amount = maxBet;
}
} else if (confidence < 950 || POKER_COMMUNITY_SIZE < 0x04) {
if(random < 20) {
amount = callBet;
} else {
amount = maxBet;
}
} else {
// TODO: check this
amount = (plyr->chips - callBet) * 9 / 10;
}
// If this is the first round... make it a lot less likely I'll bet
if(POKER_COMMUNITY_SIZE == 0x00 && amount > callBet) {
if(random > 5) amount = callBet;
}
// Did we actually bet?
if(amount > 0) {
// Let's not get caught in a raising loop with AI.
if(plyr->timesRaised >= POKER_TURN_MAX_RAISES) amount = callBet;
amount = MATH_MAX(amount, callBet);
amount = MATH_MIN(amount, plyr->chips);
turn->chips = amount;
turn->confidence = confidence;
if(amount == plyr->chips) {
turn->type = POKER_TURN_TYPE_ALL_IN;
} else if(amount == callBet) {
turn->type = POKER_TURN_TYPE_CALL;
} else {
turn->type = POKER_TURN_TYPE_BET;
}
} else if(pokerCanPlayerCheck(player)) {
turn->type = POKER_TURN_TYPE_CHECK;
turn->chips = 0;
turn->confidence = 1000;
} else {
turn->type = POKER_TURN_TYPE_FOLD;
turn->chips = 0;
turn->confidence = 1000 - confidence;
}
}
inline bool pokerCanPlayerCheck(uint8_t player) {
return (
POKER_POTS[POKER_POT_CURRENT].players[player] ==
POKER_POTS[POKER_POT_CURRENT].call
);
}
inline bool pokerDoesPlayerNeedToBet(uint8_t playerIndex) {
uint8_t i;
pokerplayer_t *player = POKER_PLAYERS + playerIndex;
// Can this player even participate?
if(
(player->state & (POKER_PLAYER_STATE_FOLDED|POKER_PLAYER_STATE_OUT)) != 0 ||
player->chips == 0
) {
return false;
}
// Has the player bet? If so are they in the current pot?
if((player->state & POKER_PLAYER_STATE_HAS_BET_THIS_ROUND) == 0) {
return true;
}
//TODO: Refer to pokerbet function, but basically I can't let the player
//bet if they have bet more money than the second richest player.
// Check each pot, if the pot is inactive or the player is CALLED/CHECKED
for(i = 0; i < POKER_POT_COUNT_MAX; i++) {
// Is this pot active?
if(POKER_POTS[i].chips == 0) break;
// Is the player called into this pot all the way?
if(POKER_POTS[i].players[playerIndex] == POKER_POTS[i].call) continue;
return true;
}
return false;
}
inline uint8_t pokerGetRemainingBetterCount() {
uint8_t i, count;
count = 0;
for(i = 0 ; i < POKER_PLAYER_COUNT_MAX; i++) {
if(pokerDoesPlayerNeedToBet(i)) count++;
}
return count;
}
void pokerWinnerFillRemaining(pokerplayerwinning_t *winning) {
uint8_t i, highest, current, highestCard, currentCard;
// Set the kicker
winning->kicker = 0xFF;
// Fill the remaining cards
while(winning->setSize < POKER_WINNING_SET_SIZE) {
highest = 0xFF;
for(i = 0; i < winning->fullSize; i++) {
currentCard = winning->full[i];
if(cardContains(winning->set, winning->setSize, currentCard) != 0xFF) {
continue;
}
if(highest == 0xFF) {
highestCard = currentCard;
highest = cardGetNumber(highestCard);
} else {
current = cardGetNumber(currentCard);
if(current != CARD_ACE && current < highest) continue;
highestCard = currentCard;
highest = current;
}
}
if(highest == 0xFF) break;
winning->set[winning->setSize++] = highestCard;
}
// cardHandSort(winning->set, winning->setSize);
}
void pokerWinnerGetForPlayer(uint8_t playerIndex,pokerplayerwinning_t *winning){
uint8_t i, j, l, card, number, suit, pairCount;
int16_t index;
int16_t pairs[CARD_SUIT_COUNT];
pokerplayer_t *player;
player = POKER_PLAYERS + playerIndex;
// Get the full poker hand (should be a 7 card hand, but MAY not be)
for(i = 0; i < POKER_COMMUNITY_SIZE; i++) {
winning->full[i] = POKER_COMMUNITY[i];
}
for(i = 0; i < POKER_PLAYER_HAND_SIZE_MAX; i++) {
winning->full[i + POKER_COMMUNITY_SIZE] = player->hand[i];
}
winning->fullSize = POKER_COMMUNITY_SIZE + POKER_PLAYER_HAND_SIZE_MAX;
// TODO: Do I need to sort this?
// cardHandSort(winning->full, winning->fullSize);
// Reset the winning status.
winning->setSize = 0;
//////////////////////// Now look for the winning set ////////////////////////
// Royal / Straight Flush
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
if(number < CARD_FIVE) continue;
suit = cardGetSuit(card);
winning->setSize = 1;
// Now look for the matching cards (Reverse order to order from A to 10)
for(j = 1; j <= 4; j++) {
l = number == CARD_FIVE && j == 4 ? CARD_ACE : number - j;//Ace low.
index = cardContains(winning->full, winning->fullSize, cardGet(l, suit));
if(index == 0xFF) break;
winning->set[j] = winning->full[index];
winning->setSize++;
}
// Check if has all necessary cards.
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
// Add self to array
winning->set[0] = winning->full[i];
winning->type = (
number == CARD_ACE ? POKER_WINNING_TYPE_ROYAL_FLUSH :
POKER_WINNING_TYPE_STRAIGHT_FLUSH
);
pokerWinnerFillRemaining(winning);
return;
}
// Four of a kind.
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount < CARD_SUIT_COUNT) continue;
winning->setSize = pairCount;
for(j = 0; j < pairCount; j++) winning->set[j] = winning->full[pairs[j]];
winning->type = POKER_WINNING_TYPE_FOUR_OF_A_KIND;
pokerWinnerFillRemaining(winning);
return;
}
// Full House
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
// Check we haven't already added this card.
card = winning->full[i];
if(cardContains(winning->set, winning->setSize, card) != 0xFF) continue;
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
// Did we find either two pair or three pair?
if(pairCount != 2 && pairCount != 3) continue;
if(winning->setSize == 3) pairCount = 2;//Clamp to 5 max.
// Copy found pairs.
for(j = 0; j < pairCount; j++) {
winning->set[winning->setSize + j] = winning->full[pairs[j]];
}
winning->setSize += pairCount;
// Winned?
if(winning->setSize != POKER_WINNING_SET_SIZE) continue;
winning->type = POKER_WINNING_TYPE_FULL_HOUSE;
pokerWinnerFillRemaining(winning);
return;
}
// Flush (5 same suit)
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
suit = cardGetSuit(card);
winning->setSize = 1;
for(j = i+1; j < winning->fullSize; j++) {
if(cardGetSuit(winning->full[j]) != suit) continue;
winning->set[winning->setSize++] = winning->full[j];
if(winning->setSize == POKER_WINNING_SET_SIZE) break;
}
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
winning->set[0] = winning->full[i];
winning->type = POKER_WINNING_TYPE_FLUSH;
pokerWinnerFillRemaining(winning);
return;
}
// Straight (sequence any suit)
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
if(number < CARD_FIVE) continue;
winning->setSize = 1;
for(j = 1; j <= 4; j++) {
l = number == CARD_FIVE && j == 4 ? CARD_ACE : number - j;//Ace low.
index = cardContainsNumber(winning->full, winning->fullSize, l);
if(index == 0xFF) break;
winning->set[j] = winning->full[index];
winning->setSize++;
}
// Check if has all necessary cards.
if(winning->setSize < POKER_WINNING_SET_SIZE) continue;
winning->set[0] = winning->full[i];
winning->type = POKER_WINNING_TYPE_STRAIGHT;
pokerWinnerFillRemaining(winning);
return;
}
// Three of a kind
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount != 3) continue;
winning->setSize = pairCount;
for(j = 0; j < pairCount; j++) winning->set[j] = winning->full[pairs[j]];
winning->type = POKER_WINNING_TYPE_THREE_OF_A_KIND;
pokerWinnerFillRemaining(winning);
return;
}
// Two Pair
winning->setSize = 0;
for(i = 0; i < winning->fullSize; i++) {
card = winning->full[i];// Check we haven't already added this card.
if(cardContains(winning->set, winning->setSize, card) != 0xFF) {
continue;
}
number = cardGetNumber(card);
pairCount = cardCountPairs(winning->full, winning->fullSize, number, pairs);
if(pairCount != 2) continue;
for(j = 0; j < pairCount; j++) {
winning->set[winning->setSize+j] = winning->full[pairs[j]];
}
winning->setSize += pairCount;
if(winning->setSize != 4) continue;
winning->type = POKER_WINNING_TYPE_TWO_PAIR;
pokerWinnerFillRemaining(winning);
return;
}
// Pair
if(winning->setSize == 2) {
winning->type = POKER_WINNING_TYPE_PAIR;
pokerWinnerFillRemaining(winning);
return;
}
// High card
winning->setSize = 0;
pokerWinnerFillRemaining(winning);
winning->type = POKER_WINNING_TYPE_HIGH_CARD;
return;
}
inline uint16_t pokerWinnerGetTypeConfidence(uint8_t type) {
switch(type) {
case POKER_WINNING_TYPE_ROYAL_FLUSH:
return POKER_WINNING_CONFIDENCE_ROYAL_FLUSH;
case POKER_WINNING_TYPE_STRAIGHT_FLUSH:
return POKER_WINNING_CONFIDENCE_STRAIGHT_FLUSH;
case POKER_WINNING_TYPE_FOUR_OF_A_KIND:
return POKER_WINNING_CONFIDENCE_FOUR_OF_A_KIND;
case POKER_WINNING_TYPE_FULL_HOUSE:
return POKER_WINNING_CONFIDENCE_FULL_HOUSE;
case POKER_WINNING_TYPE_FLUSH:
return POKER_WINNING_CONFIDENCE_FLUSH;
case POKER_WINNING_TYPE_STRAIGHT:
return POKER_WINNING_CONFIDENCE_STRAIGHT;
case POKER_WINNING_TYPE_THREE_OF_A_KIND:
return POKER_WINNING_CONFIDENCE_THREE_OF_A_KIND;
case POKER_WINNING_TYPE_TWO_PAIR:
return POKER_WINNING_CONFIDENCE_TWO_PAIR;
case POKER_WINNING_TYPE_PAIR:
return POKER_WINNING_CONFIDENCE_PAIR;
default:
return POKER_WINNING_CONFIDENCE_HIGH_CARD;
}
}
uint8_t pokerWinnerCompare(
pokerplayerwinning_t *left, pokerplayerwinning_t *right
) {
uint8_t
i, number, card, countCardsSame, index,
highCardLeft, highCardRight, highNumberLeft, highNumberRight
;
highNumberLeft = 0xFF;
highNumberRight = 0xFF;
countCardsSame = 0;
for(i = 0; i < left->setSize; i++) {
card = left->set[i];
number = cardGetNumber(card);
if(highNumberLeft != 0xFF && number < highNumberLeft) continue;//Quick check
// Check if this number is within the other hand or not
index = cardContainsNumber(right->set, right->setSize, number);
if(index == 0xFF) {
// This number IS within the other hand, let's check that the EXACT card
// is a match/isn't a match.
index = cardContains(right->set, right->setSize, card);
// Exact card match
if(index != 0xFF) {
countCardsSame++;
continue;
}
// Not exact card match.. ?
}
if(highNumberLeft == 0xFF||number == CARD_ACE||highNumberLeft < number) {
highNumberLeft = number;
highCardLeft = card;
}
}
for(i = 0; i < right->setSize; i++) {
card = right->set[i];
number = cardGetNumber(card);
if(highNumberRight != 0xFF && number < highNumberRight) continue;
index = cardContainsNumber(left->set, left->setSize, number);
if(index != 0xFF) {
index = cardContains(left->set, left->setSize, card);
if(index != 0xFF) continue;
}
if(highNumberRight == 0xFF||number == CARD_ACE||highNumberRight < number) {
highNumberRight = number;
highCardRight = card;
}
}
if(countCardsSame == left->setSize) {
for(i = 0; i < left->setSize; i++) {
card = left->set[i];
number = cardGetNumber(card);
if(highNumberLeft == 0xFF||number == CARD_ACE||highNumberLeft < number) {
highNumberLeft = number;
highCardLeft = card;
}
}
return highCardLeft;
}
if(highCardLeft == 0xFF) return 0xFF;
if(highNumberLeft < highNumberRight) return 0xFF;
return highCardLeft;//Greater or Equal to.
}
void pokerWinnerDetermineForPot(
pokerpot_t *pot,
pokerplayerwinning_t *winners,
uint8_t *winnerPlayers,
uint8_t *winnerCount,
uint8_t *participants,
uint8_t *participantCount
) {
uint8_t i, j, countPlayers, countWinners, number, highNumber, card, highCard;
pokerplayerwinning_t *left, *right;
pokerplayer_t *player;
bool isWinner;
countPlayers = 0;
countWinners = 0;
highCard = 0xFF;
// Get participating players and their hands.
for(i = 0; i < POKER_PLAYER_COUNT_MAX; i++) {
if(pot->players[i] == 0) continue;
player = POKER_PLAYERS + i;
if(player->state & (POKER_PLAYER_STATE_FOLDED|POKER_PLAYER_STATE_OUT)) {
continue;
}
participants[countPlayers] = i;
pokerWinnerGetForPlayer(i, winners + countPlayers++);
}
// Compare participating players
for(i = 0; i < countPlayers; i++) {
left = winners + i;
isWinner = true;
highNumber = 0xFF;
for(j = 0; j < countPlayers; j++) {
if(i == j) continue;
right = winners + j;
// Am I the better hand / Is it the better hand?
if(left->type < right->type) continue;
if(left->type > right->type) {
isWinner = false;
break;
}
// Equal, compare hands.
card = pokerWinnerCompare(left, right);
if(card == 0xFF) {
isWinner = false;
break;
}
// Determine high card.
number = cardGetNumber(card);
if(highNumber == 0xFF || number == CARD_ACE || number > highNumber) {
highCard = card;
highNumber = number;
}
}
if(!isWinner) continue;
left->kicker = highCard;
winnerPlayers[countWinners++] = participants[i];
}
*participantCount = countPlayers;
*winnerCount = countWinners;
}