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- Combination curcomb;
- for(size_t c1=0;c1<52;c1++){
- for(size_t c2=0;c2<c1;c2++){
- for(size_t c3=0;c3<c2;c3++){
- for(size_t c4=0;c4<c3;c4++){
- for(size_t c5=0;c5<c4;c5++){
- for(size_t c6=0;c6<c5;c6++){
- for(size_t c7=0;c7<c6;c7++){
- //the Field initialization gets optimized away anyway (or at least appears to give no overhead)
- curcomb=evaluateField(Field(suits[6][c1]|suits[5][c2]|suits[4][c3]|suits[3][c4]|suits[2][c5]|suits[1][c6]|suits[0][c7],
- values[6][c1]|values[5][c2]|values[4][c3]|values[3][c4]|values[2][c5]|values[1][c6]|values[0][c7]));
- gameCounter++;
- switch(STRIP_COMB_MASK&curcomb){
- case STRAIGHT_FLUSH:
- combinationCounter[0]++;
- continue;
- case FOUR_OF_A_KIND:
- combinationCounter[1]++;
- continue;
- case FULL_HOUSE:
- combinationCounter[2]++;
- continue;
- case FLUSH:
- combinationCounter[3]++;
- continue;
- case STRAIGHT:
- combinationCounter[4]++;
- continue;
- case THREE_OF_A_KIND:
- combinationCounter[5]++;
- continue;
- case TWO_PAIR:
- combinationCounter[6]++;
- continue;
- case PAIR:
- combinationCounter[7]++;
- continue;
- default:
- combinationCounter[8]++;
- }
- }
- }
- }
- }
- }
- }
- }
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