changes to 380 project 4 changes to 350 project 2 Signed-off-by: Amrit Panesar <apanesar@4195tech.com>
118 lines
3.7 KiB
C++
118 lines
3.7 KiB
C++
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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// GambleKit Copyright (C) 2014 Ivan Donev
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//
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// This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
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//
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// This library 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// contact: gamblekit@gmail.com
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//--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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#include "GkGameReelRandomModel.h"
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#include "..\..\Utils\GkMaths.h"
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GkGameReelRandomModel::GkGameReelRandomModel(int numItems, int numSymbols)
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:GkGameReelModel(numItems)
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{
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this->numSymbols = numSymbols;
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this->symbols = new GameReelRandomModelSymbol[numSymbols];
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for (int i = 0; i < numSymbols; i++)
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this->SetupSymbol(i, i);
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}
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GkGameReelRandomModel::~GkGameReelRandomModel(void)
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{
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delete[] this->symbols;
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}
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void GkGameReelRandomModel::SetupSymbol(int symbolIndex, int symbolValue, int hitProbability, int maxHits)
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{
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this->symbols[symbolIndex].value = symbolValue;
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this->symbols[symbolIndex].hitProbability = hitProbability;
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this->symbols[symbolIndex].maxHits = maxHits;
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this->overallProbability = 0;
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for (int i = 0; i < this->numSymbols; i++)
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this->overallProbability += this->symbols[i].hitProbability;
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}
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bool GkGameReelRandomModel::ReplaceReelSymbol(int itemIndex, int symbolIndex, bool forceReplace)
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{
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bool autoGenerate = symbolIndex == -1;
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do
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{
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if (autoGenerate)
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{
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symbolIndex = this->GetSymbolIndex();
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}
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if ((this->symbols[symbolIndex].maxHits == GkGameReelRandomModel::UnlimitedHits) || (this->symbols[symbolIndex].occurances < this->symbols[symbolIndex].maxHits) || forceReplace)
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{
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this->symbols[this->items[itemIndex]].occurances--;
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this->items[itemIndex] = symbolIndex;
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this->symbols[symbolIndex].occurances++;
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return true;
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}
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} while (autoGenerate);
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return false;
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}
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int GkGameReelRandomModel::GetSymbolIndex()
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{
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int p = GkMaths::Random(this->overallProbability);
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int s = 0;
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for (int i = 0; i < this->numSymbols; i++)
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{
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s += this->symbols[i].hitProbability;
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if (p < s)
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return i;
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}
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return -1;
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}
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int GkGameReelRandomModel::GetSymbol()
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{
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int symbolIndex = this->GetSymbolIndex();
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if (symbolIndex == -1)
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return -1;
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else
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return this->symbols[symbolIndex].value;
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}
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void GkGameReelRandomModel::GenerateReel()
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{
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for (int symbolIndex = 0; symbolIndex < this->numSymbols; symbolIndex++)
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this->symbols[symbolIndex].occurances = 0;
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for (int itemIndex = 0; itemIndex < this->numItems; itemIndex++)
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{
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for (;;)
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{
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int symbolIndex = this->GetSymbolIndex();
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if ((this->symbols[symbolIndex].maxHits == GkGameReelRandomModel::UnlimitedHits) || (this->symbols[symbolIndex].occurances < this->symbols[symbolIndex].maxHits))
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{
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this->items[itemIndex] = this->symbols[symbolIndex].value;
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this->symbols[symbolIndex].occurances++;
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break;
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}
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}
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}
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}
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void GkGameReelRandomModel::GenerateReelZero()
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{
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this->GenerateReel();
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}
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