/
com/planet_ink/coffee_mud/Abilities/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Areas/interfaces/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Software/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/Locales/interfaces/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/MOBS/interfaces/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/application/
com/planet_ink/coffee_mud/core/smtp/
com/planet_ink/siplet/applet/
lib/
resources/examples/
resources/fakedb/
resources/quests/delivery/
resources/quests/diseased/
resources/quests/drowning/
resources/quests/gobwar/
resources/quests/holidays/
resources/quests/robbed/
resources/quests/smurfocide/
resources/quests/stolen/
resources/quests/templates/
resources/quests/treasurehunt/
resources/quests/vengeance/
web/
web/admin.templates/
web/admin/images/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
package com.planet_ink.coffee_mud.Behaviors;
import com.planet_ink.coffee_mud.Items.interfaces.PlayingCard;
import com.planet_ink.coffee_mud.core.interfaces.*;
import com.planet_ink.coffee_mud.core.*;
import com.planet_ink.coffee_mud.Abilities.interfaces.*;
import com.planet_ink.coffee_mud.Areas.interfaces.*;
import com.planet_ink.coffee_mud.Behaviors.interfaces.*;
import com.planet_ink.coffee_mud.CharClasses.interfaces.*;
import com.planet_ink.coffee_mud.Commands.interfaces.*;
import com.planet_ink.coffee_mud.Common.interfaces.*;
import com.planet_ink.coffee_mud.Exits.interfaces.*;
import com.planet_ink.coffee_mud.Items.interfaces.*;
import com.planet_ink.coffee_mud.Locales.interfaces.*;
import com.planet_ink.coffee_mud.MOBS.interfaces.*;
import com.planet_ink.coffee_mud.Races.interfaces.*;


import java.util.*;

/* 
    Copyright (c) 2005-2006, Bo Zimmerman
    All rights reserved.

    Redistribution and use in source and binary forms, with or without modification, are permitted provided that the 
    following conditions are met:

    * Redistributions of source code must retain the above copyright notice, this list of conditions and the following 
    disclaimer. 

    * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following 
    disclaimer in the documentation and/or other materials provided with the distribution. 

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, 
    INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 
    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 
    SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
    SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, 
    WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF 
    THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
public class PokerDealer extends StdBehavior
{
    public String ID(){return "PokerDealer";}

    // the poker dealer operates as a state machine
    // each state tells this behavior what to expect, and
    // how to react to player actions.
    private static final int STATE_MASK=15;
    private static final int STATE_WAITING_FOR_ANTIS=0;
    private static final int STATE_DEALING=1;
    private static final int STATE_FIRST_BETTER=2;
    private static final int STATE_NEXT_BETTER=3;
    private static final int STATE_DONE_BETTING=4;
    private static final int STATE_FIRST_DRAW=5;
    private static final int STATE_NEXT_DRAW=6;
    private static final int STATE_DONE_DRAWING=7;
    
    // this mask is added to the gameState when the state
    // changes, and the dealer needs to notify the 
    // player or players of the change in state.
    private static final int STATEMASK_NEED_ANOUNCEMENT=256;
    
    // for draw or stud games, this lets us know our
    // progress in the game.  The deal is round 0, after
    // a draw or the next card is round 1, and so forth.
    private int roundOfPlay=0;
    
    
    // the following constants are used to determine
    // how long the dealer will wait before starting
    // a game once antis are dropped, or how long
    // a player is allowed to bet.  Since timers are
    // checked every tick (3-4 secs), these are approx.
    private static final int TIME_SECONDSTOSTART=20;
    private static final int TIME_SECONDSTOFIRSTBET=10;
    private static final int TIME_SECONDSTOBET=30;
    private static final int TIME_SECONDSTODRAW=30;
    
    // the count down to begin a game starts when the first
    // player puts down an anti.  This holds the time, in
    // miliseconds, when the event expires.  Players also
    // have a time limit on betting and drawing.  This
    // number is used for that purpose as well.
    private long timer=0;
    
    // the current state of our game, whether we are
    // doing any of the events described by the constants
    // above
    private int gameState=STATE_WAITING_FOR_ANTIS|STATEMASK_NEED_ANOUNCEMENT;
    
    // whose turn it is to play, or bet, or whatever
    // -- depends on gameState also.
    // NULL means noone has been determined.
    // otherwise, its the mob object whose turn it is.
    private MOB whoseTurn=null;
    
    // our deck, which will handle hands and other
    // conveniences.
    private DeckOfCards myDeck=null;
    private synchronized DeckOfCards theDeck()
    {
        if(myDeck==null) myDeck=((DeckOfCards)CMClass.getMiscMagic("StdDeckOfCards")).createDeck(null);
        return myDeck;
    }
    
    // equates for the gameRules variable below
    public static final int GAME_STRAIGHTPOKER=0;
    public static final int GAME_5CARDSTUD=1;
    public static final int GAME_7CARDSTUD=2;
    public static final int GAME_DRAWPOKER=3;
    public static final String[] GAME_DESCS={
        "Straight Poker",
        "Five Card Stud",
        "Seven Card Stud",
        "Draw Poker",
    };

    
    // this method allows permanent parameters
    // to be set on the behavior.  It will handle
    // external specification of the game
    public void setParms(String newParms)
    {
        super.setParms(newParms);
        String str=CMParms.getParmStr(newParms,"GAME","0");
        if(CMath.isInteger(str)&&(CMath.s_int(str)>=0)&&(CMath.s_int(str)<GAME_DESCS.length))
            gameRules=CMath.s_int(str);
        else
        for(int i=0;i<GAME_DESCS.length;i++)
            if(str.equalsIgnoreCase(GAME_DESCS[i]))
                gameRules=i;
        anti=CMParms.getParmDouble(newParms,"ANTI",1.0);
        minPlayers=CMParms.getParmInt(newParms,"MINPLAYERS",2);
    }
    
    // the game that is being played.  Depending on behavior parameters,
    // this variable may change between games, or remain static. The 
    // default value is 0 (straight poker).
    private int gameRules=0;
    
    // the amount of currency required to "anti-up" and join the game.
    private double anti=1.0;
    
    // the minumum number of players to start a game.  Set to 1 to allow
    // the dealer to play.
    private int minPlayers=2;
    
    // this hashtable will be keyed by the players, and will hold the
    // amount of money the player has antied, or put down in bet, for
    // the current hand.
    private DVector pot=new DVector(2);
    
    // the actions a player may take, and the
    // words they should say outloud to declare
    // their intentions.
    private static final int PLAYER_BET_ACT_PASS=0;
    private static final int PLAYER_BET_ACT_CALL=1;
    private static final int PLAYER_BET_ACT_FOLD=2;
    private static final int PLAYER_BET_ACT_RAISE=3;
    private static final Object[][] PLAYER_BET_ACTIONS={
        {"PASS",new Integer(PLAYER_BET_ACT_PASS)},
        {"PAS",new Integer(PLAYER_BET_ACT_PASS)},
        {"CALL",new Integer(PLAYER_BET_ACT_CALL)},
        {"CAL",new Integer(PLAYER_BET_ACT_CALL)},
        {"FOLD",new Integer(PLAYER_BET_ACT_FOLD)},
        {"RAISE",new Integer(PLAYER_BET_ACT_RAISE)},
        {"RAIS",new Integer(PLAYER_BET_ACT_RAISE)},
        {"RASE",new Integer(PLAYER_BET_ACT_RAISE)}
    };
    

    // this is the list of possible hands
    // 5ofakind is not REALLY possible, since
    // wild cards are not yet supported, but
    // I still wanted a place for it.
    private static final int HAND_5OFAKIND=11<<20;
    private static final int HAND_ROYALFLUSH=10<<20;
    private static final int HAND_STRAIGHTFLUSH=9<<20;
    private static final int HAND_4OFAKIND=8<<20;
    private static final int HAND_FULLHOUSE=7<<20;
    private static final int HAND_FLUSH=6<<20;
    private static final int HAND_STRAIGHT=5<<20;
    private static final int HAND_3OFAKIND=4<<20;
    private static final int HAND_2PAIR=3<<20;
    private static final int HAND_1PAIR=2<<20;
    private static final int HAND_HIGHCARD=1<<20;
    private static final int HAND_MASK=15<<20;
    
    
    // this method just returns the amount of
    // anti as a displayable string.
    private String antiAmount(Environmental host)
    {
        String currency=CMLib.beanCounter().getCurrency(host);
        return CMLib.beanCounter().abbreviatedPrice(currency,anti);
    }

    // since we don't know whether the host of this
    // behavior is a room or a mob, the way a message
    // is constructed differs slightly.  This method will
    // account for that.
    private CMMsg makeMessage(Environmental host, MOB target, int code, String message)
    {
        if(host instanceof MOB)
            return CMClass.getMsg((MOB)host,target,null,code,message);
        return CMClass.getMsg(CMLib.map().god(CMLib.map().roomLocation(host)),target,null,code,message);
    }
    
    
    // this method will communicate something to a
    // player or players.  If the host of this
    // behavior is a room or item, it will emote.  If 
    // the host of this behavior is a mob, it will speak.
    private void communicate(Environmental host, MOB target, String message, CMMsg msg)
    {
        if(msg!=null)
        {
            if(host instanceof MOB)
                msg.addTrailerMsg(makeMessage(host,target,CMMsg.MSG_SPEAK,message));
            else
                msg.addTrailerMsg(makeMessage(host,target,CMMsg.MSG_OK_ACTION,message));
        }
        else
        if(host instanceof MOB)
            CMLib.commands().postSay((MOB)host,target,message,false,false);
        else
        {
            Room R=CMLib.map().roomLocation(host);
            if(R!=null)
                R.showHappens(CMMsg.MSG_OK_ACTION,message);
        }
    }

    // checks the pot for the highest bid and returns it
    private double amountToCall()
    {
        double amountToCall=-1;
        for(int p=0;p<pot.size();p++)
        {
            Double potAmount=(Double)pot.elementAt(p,2);
            if(potAmount.doubleValue()>amountToCall)
                amountToCall=potAmount.doubleValue();
        }
        return amountToCall;
    }
    
    // checks whether the pot is currently in balance.
    private boolean isThePotRight()
    {
        if(pot.size()<2) return true; 
        double amountToCall=-1;
        for(int p=0;p<pot.size();p++)
        {
            Double potAmount=(Double)pot.elementAt(p,2);
            if(amountToCall<0.0) amountToCall=potAmount.doubleValue();
            if(potAmount.doubleValue()!=amountToCall)
                return false;
        }
        return true;
    }
    
    // returns 0 if the player called a bet
    // return 1 if the player raised the bet
    // returns -1 if the player is below the bet
    public int getCalled0Raised1OrFolded(MOB player)
    {
        if(!pot.contains(player)) return -1;
        Double inPot=(Double)pot.elementAt(pot.indexOf(player),2);
        int numHigherThanPlayer=0;
        int numEqualToPlayer=0;
        for(int p=0;p<pot.size();p++)
            if(pot.elementAt(p,1)!=player)
            {
                Double potAmount=(Double)pot.elementAt(p,2);
                if(potAmount.doubleValue()==inPot.doubleValue())
                    numEqualToPlayer++;
                else
                if(potAmount.doubleValue()>inPot.doubleValue())
                    numHigherThanPlayer++;
            }
        if(numHigherThanPlayer>0)
            return -1;
        if(numEqualToPlayer>0)
            return 0;
        return 1;
    }
    
    // general system event previewer.
    // when events in the same room as this behavior occur,
    // the messages are sent here before they happen.  the 
    // "host" will be the object that is hosting this behavior.  
    // The "msg" will be the details of the event which has occurred.
    // This method will return true if its ok to proceed, and false otherwise.
    public boolean  okMessage(Environmental host, CMMsg msg)
    {
        if(!super.okMessage(host,msg))
            return false;
        
        // if someone tries to pick money up off the ground here
        // they need to be stopped COLD.
        if((msg.targetMinor()==CMMsg.TYP_GET)
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.target() instanceof Coins)
        &&((msg.targetMessage()==null)||(!msg.targetMessage().equalsIgnoreCase("GIVE")))
        &&(msg.source().location().isContent((Coins)msg.target())))
        {
            msg.source().tell("No touching the pot!");
            return false;
        }
        
        // if someone drops some money on the ground, it
        // may be a bet, or an anti, or an invalid action
        // we should check for that first.
        if((msg.targetMinor()==CMMsg.TYP_DROP)
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.target() instanceof Coins)
        &&((msg.targetMessage()==null)||(!msg.targetMessage().equalsIgnoreCase("GIVE"))))
        {
            
            Double inPot=pot.contains(msg.source())?(Double)pot.elementAt(pot.indexOf(msg.source()),2):null;
            String currency=CMLib.beanCounter().getCurrency(host);
            MOB playerDroppingMoney=msg.source();
            Coins theMoneyDropped=(Coins)msg.target();
            
            // if they put down foreign currency, tell them its
            // wrong, then abort their attempt to drop it into
            // the pot.
            if(!currency.equals(theMoneyDropped.getCurrency()))
            {
                playerDroppingMoney.tell("That is not the proper currency.  This table is only dealing in "+CMLib.beanCounter().getDenominationName(currency)+".");
                return false;
            }
            
            // game hasn't started yet, so only antis allowed
            // in this case.
            if((gameState&STATE_MASK)==STATE_WAITING_FOR_ANTIS)
            {
                if(timer<=0) timer=System.currentTimeMillis()+(TIME_SECONDSTOSTART*1000);
                // if they havn't antied yet
                if(inPot==null)
                {
                    // if they havn't antied enough, abort their drop attempt.
                    if(theMoneyDropped.getTotalValue()<anti)
                    {
                        msg.source().tell("Thats not enough.  The anti is "+antiAmount(host)+".");
                        return false;
                    }
                    
                    // if they give too much, queue up a change making message.
                    if(theMoneyDropped.getTotalValue()>anti)
                    {
                        double change=theMoneyDropped.getTotalValue()-anti;
                        Coins C=CMLib.beanCounter().makeBestCurrency(currency,change);
                        CMMsg changeMsg=CMClass.getMsg(playerDroppingMoney,C,null,
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,"You anti up, picking up "+CMLib.beanCounter().abbreviatedPrice(currency,change)+" in change.",
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,null,
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,"<S-NAME> antis up.");
                        msg.addTrailerMsg(changeMsg);
                        // now we want to clear the drop message,
                        // and modify the amount actually being dropped.
                        C=CMLib.beanCounter().makeBestCurrency(currency,anti);
                        theMoneyDropped.setNumberOfCoins(C.getNumberOfCoins());
                        theMoneyDropped.setDenomination(C.getDenomination());
                        msg.modify(msg.source(),msg.target(),msg.tool(),msg.sourceCode(),null,msg.targetCode(),null,msg.othersCode(),null);
                    }
                }
                else
                {
                    // if they've already antied, we abort this.
                    playerDroppingMoney.tell("You have already antied, and can not anti again.");
                    return false;
                }
            }
            else
            if(((gameState&STATE_MASK)!=STATE_FIRST_BETTER)
            &&((gameState&STATE_MASK)!=STATE_NEXT_BETTER))
            {
                // now, if the game is already started, but its not a betting round,
                // we reject their attempt to bet.
                playerDroppingMoney.tell("You can not bet at this time.");
                // abort the message
                return false;
            }
            else
            if(whoseTurn!=playerDroppingMoney)
            {
                // now, if the game is already started, we allow them only to bet on their turn.
                // if it is not their turn to bet, we abort.
                if(whoseTurn==null)
                    playerDroppingMoney.tell("You can not bet at this time.  Please wait your turn.");
                else
                    playerDroppingMoney.tell("It is "+whoseTurn.name()+"'s turn to bet right now.  Please wait for the dealer to call on you.");
                // abort the message
                return false;
            }
            else
            {
                // first we determine the amount to call.
                double amountToCall=amountToCall();
                // now, we check if they have called yet
                if((inPot==null)||(inPot.doubleValue()<amountToCall))
                {
                    double amountInPot=(inPot==null)?0.0:inPot.doubleValue();
                    double amountNeededToCall=amountToCall-amountInPot;
                    String instructions="  You may now raise by dropping more money, or end your betting round by saying 'call'.";
                    
                    // if they havn't given enough to call, allow it, but let them know.
                    if(theMoneyDropped.getTotalValue()<amountNeededToCall)
                        msg.source().tell("That won't be enough.  You'll still need to drop "+CMLib.beanCounter().abbreviatedPrice(currency,amountNeededToCall-theMoneyDropped.getTotalValue())+" more to call.");
                    else
                    // if they give too much, make change
                    if(theMoneyDropped.getTotalValue()>amountNeededToCall)
                    {
                        double change=theMoneyDropped.getTotalValue()-amountNeededToCall;
                        Coins C=CMLib.beanCounter().makeBestCurrency(currency,change);
                        CMMsg changeMsg=CMClass.getMsg(playerDroppingMoney,C,null,
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,"You see the bet, picking up "+CMLib.beanCounter().abbreviatedPrice(currency,change)+" in change."+instructions,
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,null,
                                                      CMMsg.MASK_ALWAYS|CMMsg.MSG_GET,"<S-NAME> see(s) the bet.");
                        msg.addTrailerMsg(changeMsg);
                        // now we want to clear the drop message,
                        // and modify the amount actually being dropped.
                        C=CMLib.beanCounter().makeBestCurrency(currency,anti);
                        theMoneyDropped.setNumberOfCoins(C.getNumberOfCoins());
                        theMoneyDropped.setDenomination(C.getDenomination());
                        msg.modify(msg.source(),msg.target(),msg.tool(),msg.sourceCode(),null,msg.targetCode(),null,msg.othersCode(),null);
                    }
                    else
                    // if they gave the perfect amount
                    {
                        //  we just want to change the drop message to our gambler prose.
                        String newMessage="<S-NAME> see(s) the bet.";
                        msg.modify(msg.source(),msg.target(),msg.tool(),msg.sourceCode(),newMessage+instructions,msg.targetCode(),newMessage,msg.othersCode(),newMessage);
                    }
                }
                else
                {
                    // we enforce table stakes, so make the this player is not
                    // betting the other players out of the game.
                    double totalDown=amountToCall+theMoneyDropped.getTotalValue();
                    for(int p=0;p<pot.size();p++)
                        if(pot.elementAt(p,1)!=playerDroppingMoney)
                        {
                            MOB mob =(MOB)pot.elementAt(p,1);
                            if(CMLib.beanCounter().getTotalAbsoluteValue(mob,currency)<totalDown)
                            {
                                msg.source().tell("You may only bet up to "+CMLib.beanCounter().abbreviatedPrice(currency,CMLib.beanCounter().getTotalAbsoluteValue(mob,currency))+" due to the table-stakes rule.");
                                return false;
                            }
                        }
                    
                    // if they are raising, we just change the drop message
                    // to our fancy gamblers prose.
                    String newMessage="<S-NAME> raise(s) <T-NAMESELF>.";
                    String instructions="  You may continue raising by dropping more money.  Or say 'raise' to end your betting.";
                    msg.modify(msg.source(),msg.target(),msg.tool(),msg.sourceCode(),newMessage+instructions,msg.targetCode(),newMessage,msg.othersCode(),newMessage);
                }
            }
        }
        return true;
    }


    // this method will handle the betting and drawing rounds 
    // by changing whose turn it is and, if necessary, 
    // changing the game state.
    private void nextPlayerNextState(Environmental host)
    {
        if(pot.size()<=0)
        {
            whoseTurn=null;
            endTheGame(host);
            gameState=STATE_WAITING_FOR_ANTIS|STATEMASK_NEED_ANOUNCEMENT;
            return;
        }
        MOB nextPlayer=(MOB)pot.elementAt(0,1);
        if(whoseTurn!=null)
        for(int p=0;p<pot.size()-1;p++)
            if(pot.elementAt(p,1)==whoseTurn)
            {
                nextPlayer=(MOB)pot.elementAt(p+1,1);
                break;
            }
        whoseTurn=nextPlayer;
        
        // if we still have more players to consider...
        switch(gameState)
        {
        case STATE_DEALING:
        case STATE_DONE_DRAWING:
            gameState=STATE_FIRST_BETTER|STATEMASK_NEED_ANOUNCEMENT;
            break;
        case STATE_FIRST_BETTER:
            if((isThePotRight())&&(whoseTurn==pot.elementAt(0,1)))
                gameState=STATE_DONE_BETTING|STATEMASK_NEED_ANOUNCEMENT;
            else
            if(isThePotRight())
                gameState=STATE_FIRST_BETTER|STATEMASK_NEED_ANOUNCEMENT;
            else
                gameState=STATE_NEXT_BETTER|STATEMASK_NEED_ANOUNCEMENT;
            break;
        case STATE_NEXT_BETTER:
            if(isThePotRight())
                gameState=STATE_DONE_BETTING|STATEMASK_NEED_ANOUNCEMENT;
            else
                gameState=STATE_NEXT_BETTER|STATEMASK_NEED_ANOUNCEMENT;
            break;
        case STATE_FIRST_DRAW:
            gameState=STATE_NEXT_DRAW|STATEMASK_NEED_ANOUNCEMENT;
            break;
        case STATE_NEXT_DRAW:
            if(whoseTurn==pot.elementAt(0,1))
                gameState=STATE_DONE_DRAWING|STATEMASK_NEED_ANOUNCEMENT;
            else
                gameState=STATE_NEXT_DRAW|STATEMASK_NEED_ANOUNCEMENT;
            break;
        }
    }
    
    
    // general system event handler.
    // when events in the same room as this behavior occur,
    // the messages are sent here.  the "host" will be the
    // object that is hosting this behavior.  The "msg" will
    // be the details of the event which has occurred.
    public void executeMsg(Environmental host, CMMsg msg)
    {
        // if someone enters the same room where this
        // behavior is operating, and a game is NOT
        // in progress, they should get a greeting!
        if((msg.targetMinor()==CMMsg.TYP_LOOK)
        &&(msg.othersMessage()==null)
        &&(msg.target() instanceof Room)
        &&(msg.target()==CMLib.map().roomLocation(host))
        &&((gameState&STATE_MASK)==STATE_WAITING_FOR_ANTIS))
            communicate(host,msg.source(),"Greetings "+msg.source().name()+"! The game we are playing here is "+GAME_DESCS[gameRules]+".  The anti is "+antiAmount(host)+".  Just drop the proper money here to play.",msg);
        
        // if someone drops some money on the ground, we
        // know that its a legal act.  we just need to
        // process it.
        if((msg.targetMinor()==CMMsg.TYP_DROP)
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.target() instanceof Coins)
        &&((msg.targetMessage()==null)||(!msg.targetMessage().equalsIgnoreCase("GIVE"))))
        {
            double value=((Coins)msg.target()).getTotalValue();
            MOB playerDroppingMoney=msg.source();
            Double inPot=pot.contains(playerDroppingMoney)?(Double)pot.elementAt(pot.indexOf(playerDroppingMoney),2):null;
            
            // if they havn't antied yet
            if(inPot!=null)
                pot.setElementAt(pot.indexOf(msg.source()),2,new Double(value+inPot.doubleValue()));
            else
                pot.addElement(playerDroppingMoney,new Double(value));
        }
        
        // if an archon/sysop speaks, they might be requesting
        // an internal test, or a change of game type.
        // We should check for that.
        if((msg.othersMinor()==CMMsg.TYP_SPEAK)
        &&(whoseTurn!=msg.source())
        &&(CMSecurity.isASysOp(msg.source()))
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.othersMessage()!=null)
        &&(msg.othersMessage().length()>0))
        {
            String textOfSay=CMStrings.getSayFromMessage(msg.othersMessage().toUpperCase());
            if(textOfSay!=null)
            {
                // check for a request of a new game type
                for(int i=0;i<GAME_DESCS.length;i++)
                   if(textOfSay.indexOf(GAME_DESCS[i].toUpperCase())>=0)
                   {
                       communicate(host,null,"Ok, we'll now play "+GAME_DESCS[i]+".",msg);
                       gameRules=i;
                       return;
                   }
                
                // now check for internal test request
                // this will generate lots of hands, and output
                // their analysis to the log
                if(textOfSay.indexOf("DETERMINEHANDTEST")>=0)
                {
                    for(int numCards=5;numCards<=7;numCards+=2)
                    {
                        DVector scores=new DVector(2);
                        for(int i=0;i<10000;i++)
                        {
                            DeckOfCards deck2=((DeckOfCards)CMClass.getMiscMagic("StdDeckOfCards")).createDeck(null);
                            deck2.shuffleDeck();
                            deck2.shuffleDeck();
                            HandOfCards hand=((HandOfCards)CMClass.getMiscMagic("StdHandOfCards")).createEmptyHand(null);
                            for(int ii=0;ii<numCards;ii++)
                                hand.addCard(deck2.getTopCardFromDeck());
                            int score=determineHand(hand);
                            int insertHere=-1;
                            for(int ii=0;ii<scores.size();ii++)
                                if(((Integer)scores.elementAt(ii,1)).intValue()>=score)
                                { insertHere=ii; break;}
                            if(insertHere<0)
                                scores.addElement(new Integer(score),hand);
                            else
                                scores.insertElementAt(insertHere,new Integer(score),hand);
                        }
                        for(int i=0;i<scores.size();i++)
                        {
                            HandOfCards hand=(HandOfCards)scores.elementAt(i,2);
                            Integer score=(Integer)scores.elementAt(i,1);
                            StringBuffer str=new StringBuffer("");
                            Vector handContents=hand.getContents();
                            for(int ii=0;ii<handContents.size();ii++)
                                str.append(((PlayingCard)handContents.elementAt(ii)).getStringEncodedSuit()+((PlayingCard)handContents.elementAt(ii)).getStringEncodedValue()+" ");
                            Log.sysOut("TEST",str.toString()+": "+score.intValue()+": "+describeHand(score.intValue()));
                        }
                    }
                }
            }
        }
        
        // if a player speaks, they might be doing as the dealer
        // commands -- saying pass, call, fold, or raise
        // when a player speaks, we listen very carefully
        // this section only handles betting speech
        if((msg.othersMinor()==CMMsg.TYP_SPEAK)
        &&(whoseTurn==msg.source())
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.othersMessage()!=null)
        &&(msg.othersMessage().length()>0)
        &&(((gameState&STATE_MASK)==STATE_FIRST_BETTER)||((gameState&STATE_MASK)==STATE_NEXT_BETTER)))
        {
            // the proper person SPEAKS!
            // we should parse out their words..
            String textOfSay=CMStrings.getSayFromMessage(msg.othersMessage().toUpperCase());
            if(textOfSay!=null)
            {
                // now determine if they've said one
                // of the magic words (pass, fold, call, etc..
                // If they do, we can stop looping through
                // the word list and react to their statement.
                for(int i=0;i<PLAYER_BET_ACTIONS.length;i++)
                    if(textOfSay.equals(PLAYER_BET_ACTIONS[i][0]))
                    {
                        MOB speaker=msg.source();
                        Double inPot=pot.contains(speaker)?(Double)pot.elementAt(pot.indexOf(speaker),2):null;
                        double amountToCall=amountToCall();
                        double amountInPot=(inPot==null)?0.0:inPot.doubleValue();
                        double amountNeededToCall=amountToCall-amountInPot;
                        String currency=CMLib.beanCounter().getCurrency(host);
                        
                        // now we check their words against the pot
                        // and whatever they say, we move on
                        switch(((Integer)PLAYER_BET_ACTIONS[i][1]).intValue())
                        {
                        case PLAYER_BET_ACT_FOLD:
                        {
                            msg.addTrailerMsg(makeMessage(host,speaker,CMMsg.MSG_OK_ACTION,"The dealer gathers up <T-YOUPOSS> cards."));
                            nextPlayerNextState(host);
                            theDeck().removePlayerHand(speaker);
                            pot.removeElement(speaker);
                            break;
                        }
                        case PLAYER_BET_ACT_PASS:
                        {
                            int whatHappened=getCalled0Raised1OrFolded(speaker);
                            if(whatHappened<0)
                                communicate(host,speaker,"You can not pass.  You can either drop "+CMLib.beanCounter().abbreviatedPrice(currency,amountNeededToCall)+", or fold.",msg);
                            else
                            {
                                if(isThePotRight())
                                    communicate(host,speaker,"<T-NAME> pass(es).",msg);
                                else
                                if(whatHappened>0)
                                    communicate(host,speaker,"<T-NAME> raise(s).",msg);
                                else
                                    communicate(host,speaker,"<T-NAME> call(s).",msg);
                                nextPlayerNextState(host);
                            }
                            break;
                        }
                        case PLAYER_BET_ACT_CALL:
                        {
                            int whatHappened=getCalled0Raised1OrFolded(speaker);
                            if(whatHappened<0)
                                communicate(host,speaker,"You can not call until you have dropped "+CMLib.beanCounter().abbreviatedPrice(currency,amountNeededToCall)+".  You must drop or fold.",msg);
                            else
                            {
                                if(whatHappened>0)
                                    communicate(host,speaker,"<T-NAME> raise(s).",msg);
                                nextPlayerNextState(host);
                            }
                            break;
                        }
                        case PLAYER_BET_ACT_RAISE:
                        {
                            int whatHappened=getCalled0Raised1OrFolded(speaker);
                            if(whatHappened<0)
                                communicate(host,speaker,"You can not raise until you have at least dropped "+CMLib.beanCounter().abbreviatedPrice(currency,amountNeededToCall)+" and then dropped more.  You must drop or fold.",msg);
                            else
                            {
                                if(whatHappened==0)
                                    communicate(host,speaker,"<T-NAME> call(s).",msg);
                                nextPlayerNextState(host);
                            }
                            break;
                        }
                        }
                        break;
                    }
            }
        }
        
        // if a player speaks, they might be doing as the dealer
        // commands -- saying pass, stand, or which cards to draw.
        // when a player speaks, we listen very carefully
        // this section only handles betting draws in draw poker
        if((msg.othersMinor()==CMMsg.TYP_SPEAK)
        &&(gameRules==GAME_DRAWPOKER)
        &&(whoseTurn==msg.source())
        &&(msg.source().location()==CMLib.map().roomLocation(host))
        &&(msg.othersMessage()!=null)
        &&(msg.othersMessage().length()>0)
        &&(((gameState&STATE_MASK)==STATE_FIRST_DRAW)||((gameState&STATE_MASK)==STATE_NEXT_DRAW)))
        {
            // the proper person SPEAKS!
            // we should parse out their words..
            String textOfSay=CMStrings.getSayFromMessage(msg.othersMessage().toUpperCase());
            if(textOfSay!=null)
            {
                // now determine if they've said one
                // of the magic words (pass, stand, numbers, etc..
                // If they do, we can stop looping through
                // the word list and react to their statement.
                if(textOfSay.equalsIgnoreCase("PASS")||textOfSay.equalsIgnoreCase("STAND")||textOfSay.equalsIgnoreCase("STAND PAT"))
                    nextPlayerNextState(host);
                else
                {
                    // now we parse their words, and see if every word is a number,
                    // and whether every number is between 1-5
                    Vector parsed=CMParms.parse(textOfSay);
                    HandOfCards hand=theDeck().getPlayerHand(msg.source());
                    boolean numbersOK=(hand!=null)&&(parsed.size()>0);
                    if(hand!=null)
                    for(int i=0;i<parsed.size();i++)
                        if((!CMath.isInteger((String)parsed.elementAt(i)))
                        ||(CMath.s_int((String)parsed.elementAt(i))<=0)
                        ||(CMath.s_int((String)parsed.elementAt(i))>hand.numberOfCards()))
                        { numbersOK=false; break;}
                    
                    // if it checks out, we remove the specified cards,
                    // and deal new ones.
                    if(numbersOK)
                    {
                        Vector cards=hand.getContents();
                        Vector removed=new Vector();
                        // make a list of cards to remove
                        for(int i=0;i<parsed.size();i++)
                            if(!removed.contains(cards.elementAt(CMath.s_int((String)parsed.elementAt(i))-1)))
                                removed.addElement(cards.elementAt(CMath.s_int((String)parsed.elementAt(i))-1));
                        // remove them from our cards list
                        for(int i=0;i<removed.size();i++)
                            cards.removeElement(removed.elementAt(i));
                        // if nothign is left, problem!
                        if(cards.size()==0)
                            communicate(host,whoseTurn,"You may not draw all of your cards.  Try asking for fewer.",msg);
                        else
                        if((cards.size()<2)&&(((PlayingCard)cards.firstElement()).getBitEncodedValue()!=14))
                            communicate(host,whoseTurn,"You may not draw all but one of your cards unless the remaining card is an Ace.  Try again.",msg);
                        else
                        {
                            // everything is still good, so lets officially get those
                            // cards out of the players hand and back in the deck
                            for(int i=0;i<removed.size();i++)
                                theDeck().addCard((PlayingCard)removed.elementAt(i));
                            // now we deal the player new ones.
                            dealToPlayer(host,whoseTurn,removed.size(),0);
                            nextPlayerNextState(host);
                        }
                    }
                }
            }
        }
    }

    
    // The heart of poker.
    // it determines the best hand held.
    // it returns a numeric score for the hand
    // the better the hand, the higher the score
    // It can handle poker of 1 or more cards.
    private int determineHand(HandOfCards hand)
    {
        Vector cards=hand.getContents();
        if(cards.size()==0) return -1;
        
        // first check for flushes
        int flushSuit=-1;
        for(int s=0;s<PlayingCard.suits.length;s++)
        {
            int tempSuitCount=0;
            int tempFlushSuit=0;
            for(int c=0;c<cards.size();c++)
                if(((PlayingCard)cards.elementAt(c)).getBitEncodedSuit()==PlayingCard.suits[s])
                {
                    tempSuitCount++;
                    tempFlushSuit=((PlayingCard)cards.elementAt(c)).getBitEncodedSuit();
                }
            if(tempSuitCount>=5)
            {
                flushSuit=tempFlushSuit;
                break;
            }
        }
        
        // then for straights with ace high
        int highStraightCard=-1;
        if(cards.size()>=5)
        for(int window=cards.size()-5;window>=0;window--)
        {
            highStraightCard=((PlayingCard)cards.elementAt(window+4)).getBitEncodedValue();
            if(highStraightCard==1) highStraightCard=14;
            for(int c=window+1;c<window+5;c++)
            {
                int cardBitValue=((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
                if(cardBitValue==1) cardBitValue=14;
                if(cardBitValue!=(((PlayingCard)cards.elementAt(c-1)).getBitEncodedValue()+1))
                    highStraightCard=-1;
            }
            if(highStraightCard>=0) break;
        }
        // then for straights with ace low
        if((highStraightCard<0)&&(cards.size()>=5))
        {
            hand.sortByValueAceLow();
            cards=hand.getContents();
            for(int window=cards.size()-5;window>=0;window--)
            {
                highStraightCard=((PlayingCard)cards.elementAt(window+4)).getBitEncodedValue();
                for(int c=window+1;c<window+5;c++)
                    if(((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=(((PlayingCard)cards.elementAt(c-1)).getBitEncodedValue()+1))
                        highStraightCard=-1;
                if(highStraightCard>=0) break;
            }
            if(highStraightCard<0)
            {
                hand.sortByValueAceHigh();
                cards=hand.getContents();
            }
        }
        
        // now build a list of matches (pairs, etc)
        // put them in a set keyed by the face value of the
        // card
        DVector matches=new DVector(2);
        for(int c=1;c<cards.size();c++)
        {
            Integer value=new Integer(((PlayingCard)cards.elementAt(c)).getBitEncodedValue());
            if(value.intValue()==(((PlayingCard)cards.elementAt(c-1)).getBitEncodedValue()))
            {
                int index=matches.indexOf(value);
                if(index>=0)
                    matches.setElementAt(index,2,new Integer(1+((Integer)matches.elementAt(index,2)).intValue()));
                else
                    matches.addElement(value,new Integer(2));
            }
        }
        
        // then sort our matches so the MOST matches are highest
        DVector sortedMatches=new DVector(2);
        while(matches.size()>0)
        {
            int num=0;
            for(int i=1;i<matches.size();i++)
                if(((Integer)matches.elementAt(i,2)).intValue()<=((Integer)matches.elementAt(num,2)).intValue())
                    num=i;
            sortedMatches.addElement(matches.elementAt(num,1),matches.elementAt(num,2));
            matches.removeElementAt(num);
        }
        matches=sortedMatches;

        // a match of 5 cards means 5 of a kind!
        if((matches.size()>0)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()==5))
            return HAND_5OFAKIND+((Integer)matches.elementAt(matches.size()-1,1)).intValue();
        
        // check for straight flush
        if((highStraightCard==14)
        &&(flushSuit>0)
        &&hand.containsCard(flushSuit|10)
        &&hand.containsCard(flushSuit|11)
        &&hand.containsCard(flushSuit|12)
        &&hand.containsCard(flushSuit|13)
        &&hand.containsCard(flushSuit|1))
            return HAND_ROYALFLUSH+flushSuit;

        // check for straight flush
        if((highStraightCard>=0)
        &&(flushSuit>0)
        &&(hand.containsCard(flushSuit|highStraightCard))
        &&(hand.containsCard(flushSuit|highStraightCard-1))
        &&(hand.containsCard(flushSuit|highStraightCard-2))
        &&(hand.containsCard(flushSuit|highStraightCard-3))
        &&(hand.containsCard(flushSuit|highStraightCard-4)))
            return HAND_STRAIGHTFLUSH+(highStraightCard|flushSuit);
        
        // check for 4 of a kind
        if((matches.size()>0)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()==4))
        {
            for(int c=cards.size()-1;c>=0;c--)
                if(((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=((Integer)matches.elementAt(matches.size()-1,1)).intValue())
                    return HAND_4OFAKIND+(((Integer)matches.elementAt(matches.size()-1,1)).intValue()<<15)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
            return HAND_4OFAKIND+(((Integer)matches.elementAt(matches.size()-1,1)).intValue()<<15);
        }
        
        // check for a full house
        if((matches.size()>1)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()>2)
        &&(((Integer)matches.elementAt(matches.size()-2,2)).intValue()>1))
            return HAND_FULLHOUSE+(((Integer)matches.elementAt(matches.size()-1,1)).intValue()<<15)+((Integer)matches.elementAt(matches.size()-2,1)).intValue();

        // check for a flush
        if(flushSuit>0)
        {
            int addValue=0;
            int addTimes=0;
            for(int c=cards.size()-1;c>=0;c--)
            {
                if(((PlayingCard)cards.elementAt(c)).getBitEncodedSuit()==flushSuit)
                {
                    if((++addTimes)<4)
                        addValue=(addValue<<4)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
                }
            }
            return HAND_FLUSH+(flushSuit<<13)+addValue;
        }
        
        // check for a straight
        if(highStraightCard>=0)
            return HAND_STRAIGHT+highStraightCard;
        
        // check for 3 of a kind
        if((matches.size()>0)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()==3))
        {
            int value=((Integer)matches.elementAt(matches.size()-1,1)).intValue();
            int addValue=0;
            int addTimes=0;
            for(int c=cards.size()-1;c>=0;c--)
                if(((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=value)
                {
                    if((++addTimes)<4)
                        addValue=(addValue<<4)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
                }
            return HAND_3OFAKIND+(value<<15)+addValue;
        }
        
        // check for 2 pair
        if((matches.size()>1)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()>1)
        &&(((Integer)matches.elementAt(matches.size()-2,2)).intValue()>1))
        {
            int value=((Integer)matches.elementAt(matches.size()-1,1)).intValue();
            int value1=((Integer)matches.elementAt(matches.size()-2,1)).intValue();
            int addValue=0;
            int addTimes=0;
            for(int c=cards.size()-1;c>=0;c--)
                if((((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=value)
                &&(((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=value1))
                {
                    if((++addTimes)<2)
                        addValue=(addValue<<4)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
                }
            return HAND_2PAIR+(value<<15)+(value1<<11)+addValue;
        }

        // check for a pair
        if((matches.size()>0)
        &&(((Integer)matches.elementAt(matches.size()-1,2)).intValue()>1))
        {
            int value=((Integer)matches.elementAt(matches.size()-1,1)).intValue();
            int addValue=0;
            int addTimes=0;
            for(int c=cards.size()-1;c>=0;c--)
                if(((PlayingCard)cards.elementAt(c)).getBitEncodedValue()!=value)
                {
                    if((++addTimes)<4)
                        addValue=(addValue<<4)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
                }
            return HAND_1PAIR+(value<<15)+addValue;
        }
        
        // no good hands, so build a high-card score
        int addValue=0;
        int addTimes=0;
        for(int c=cards.size()-1;c>=0;c--)
        {
            if((++addTimes)<5)
                addValue=(addValue<<4)+((PlayingCard)cards.elementAt(c)).getBitEncodedValue();
        }
        return HAND_HIGHCARD+addValue;
    }
    
    
    // this method calls the determineHand
    // method repeatedly for all players, 
    // determining the score for their hands.
    // It then passes back a 2 dimensional 
    // Vector with the player mob object and 
    // the score.  It is sorted by score.
    // since stud starts betting with high SHOWN cards,
    // we need a way to specify that only the face up
    // cards count for scoring purposes.
    private DVector determineAllSortedScores(boolean faceUpOnly)
    {
        DVector unsortedScores=new DVector(2);
        for(int p=0;p<pot.size();p++)
        {
            MOB mob=(MOB)pot.elementAt(p,1);
            HandOfCards hand=theDeck().getPlayerHand(mob);
            if(hand==null) continue;
            
            // if only the face cards count, we will pull them out,
            // put them in their own hand, generate a score for them
            // and use their score
            if(faceUpOnly)
            {
                HandOfCards faceUpHand=((HandOfCards)CMClass.getMiscMagic("StdHandOfCards")).createEmptyHand(null);
                Vector handContents=hand.getContents();
                for(int h=0;h<handContents.size();h++)
                {
                    PlayingCard card=(PlayingCard)handContents.elementAt(h);
                    if(card.isFaceUp())
                    {
                        card=(PlayingCard)card.copyOf();
                        faceUpHand.addCard(card);
                    }
                }
                hand=faceUpHand;
            }
            int score=determineHand(hand);
            if(score<0) continue;
            unsortedScores.addElement(mob,new Integer(score));
        }
        
        // now we have the scores, so sort them
        DVector sortedScores=new DVector(2);
        while(unsortedScores.size()>0)
        {
            int topNum=0;
            for(int i=1;i<unsortedScores.size();i++)
                if(((Integer)unsortedScores.elementAt(i,2)).intValue()<=((Integer)unsortedScores.elementAt(topNum,2)).intValue())
                    topNum=i;
            sortedScores.addElement(unsortedScores.elementAt(topNum,1),unsortedScores.elementAt(topNum,2));
            unsortedScores.removeElementAt(topNum);
        }
        return sortedScores;
    }

    
    // rips the score integer apart to 
    // determine all the goodness about
    // the given hand.
    private String describeHand(int score)
    {
        PlayingCard PC=(PlayingCard)CMClass.getItem("StdPlayingCard");
        if((score&HAND_MASK)==HAND_5OFAKIND)
        {
            score-=HAND_5OFAKIND;
            return "Five of a Kind of "+PC.getCardValueLongDescription(score)+"s";
        }
        if((score&HAND_MASK)==HAND_ROYALFLUSH)
        {
            score-=HAND_ROYALFLUSH;
            return "a Royal Flush of "+PC.getSuitDescription(score);
        }
        if((score&HAND_MASK)==HAND_STRAIGHTFLUSH)
        {
            score-=HAND_STRAIGHTFLUSH;
            return "a Straight Flush of "+PC.getSuitDescription(score)+", "+PC.getCardValueLongDescription(score)+" high";
        }
        if((score&HAND_MASK)==HAND_4OFAKIND)
        {
            score-=HAND_4OFAKIND;
            int base=(score&((1+2+4+8)<<15));
            score=score-base;
            base=base>>15;
            return "Four of a Kind of "+PC.getCardValueLongDescription(base)+"s, with a "+PC.getCardValueLongDescription(score)+" high card";
        }
        if((score&HAND_MASK)==HAND_FULLHOUSE)
        {
            score-=HAND_FULLHOUSE;
            int base=(score&((1+2+4+8)<<15));
            score=score-base;
            base=base>>15;
            return "a Full House: "+PC.getCardValueLongDescription(base)+"s over "+PC.getCardValueLongDescription(score)+"s";
        }
        if((score&HAND_MASK)==HAND_FLUSH)
        {
            score-=HAND_FLUSH;
            int suit=(score&((16+32)<<13));
            score=score-suit;
            suit=suit>>13;
            StringBuffer str=new StringBuffer("a "+PC.getSuitDescription(suit)+" Flush: ");
            for(int i=0;i<4;i++)
            {
                int value=(score&(1+2+4+8));
                score-=value;
                score=score>>4;
                if(value>0)
                    str.append(PC.getCardValueLongDescription(value)+" ");
            }
            return str.toString().trim()+" high";
        }
        if((score&HAND_MASK)==HAND_STRAIGHT)
        {
            score-=HAND_STRAIGHT;
            return "a Straight, "+PC.getCardValueLongDescription(score)+" high";
        }
        if((score&HAND_MASK)==HAND_3OFAKIND)
        {
            score-=HAND_3OFAKIND;
            int combo=(score&((1+2+4+8)<<15));
            score=score-combo;
            combo=combo>>15;
            StringBuffer str=new StringBuffer("");
            for(int i=0;i<4;i++)
            {
                int value=(score&(1+2+4+8));
                score-=value;
                score=score>>4;
                if(value>0)
                    str.append(PC.getCardValueLongDescription(value)+" ");
            }
            String hand="Three of a Kind of "+PC.getCardValueLongDescription(combo)+"s";
            if(str.length()>0)
                return  hand+", with "+str.toString().trim()+" high";
            return hand;
        }
        if((score&HAND_MASK)==HAND_2PAIR)
        {
            score-=HAND_2PAIR;
            int combo1=(score&((1+2+4+8)<<15));
            score=score-combo1;
            combo1=combo1>>15;
            int combo2=(score&((1+2+4+8)<<11));
            score=score-combo2;
            combo2=combo2>>11;
            StringBuffer str=new StringBuffer("");
            for(int i=0;i<2;i++)
            {
                int value=(score&(1+2+4+8));
                score-=value;
                score=score>>4;
                if(value>0)
                    str.append(PC.getCardValueLongDescription(value)+" ");
            }
            String hand="Two Pair, "+PC.getCardValueLongDescription(combo1)+"s and "+PC.getCardValueLongDescription(combo2)+"s";
            if(str.length()>0)
                return  hand+", with "+str.toString().trim()+" high";
            return hand;
        }
        if((score&HAND_MASK)==HAND_1PAIR)
        {
            score-=HAND_1PAIR;
            int combo=(score&((1+2+4+8)<<15));
            score=score-combo;
            combo=combo>>15;
            StringBuffer str=new StringBuffer("");
            for(int i=0;i<4;i++)
            {
                int value=(score&(1+2+4+8));
                score-=value;
                score=score>>4;
                if(value>0)
                    str.append(PC.getCardValueLongDescription(value)+" ");
            }
            String hand="a Pair of "+PC.getCardValueLongDescription(combo)+"s";
            if(str.length()>0)
                return  hand+", with "+str.toString().trim()+" high";
            return hand;
        }
        if((score&HAND_MASK)==HAND_HIGHCARD)
        {
            score-=HAND_HIGHCARD;
            StringBuffer str=new StringBuffer("");
            for(int i=0;i<5;i++)
            {
                int value=(score&(1+2+4+8));
                score-=value;
                score=score>>4;
                if(value>0)
                    str.append(PC.getCardValueLongDescription(value)+" ");
            }
            return  str.toString().trim()+" high";
        }
        return "";
    }

    // Resets all the internal variables so that
    // a new game can be played, and new anties taken.
    private void endTheGame(Environmental host)
    {
        timer=0;
        theDeck().resetDeckBackTo52Cards();
        pot.clear();
        gameState=STATE_WAITING_FOR_ANTIS|STATEMASK_NEED_ANOUNCEMENT;
        roundOfPlay=0;
    }
    
    // announces the winner of the game, if any
    // it forces the winner to get all the pot winnings.
    // it also announces what everyone had in their hands.
    private void announceWinners(Environmental host)
    {
        DVector scores=determineAllSortedScores(false);
        if(scores.size()>0)
        {
            MOB winner=(MOB)scores.elementAt(scores.size()-1,1);
            communicate(host,null,"The winner is "+winner.name()+", who has "+describeHand(((Integer)scores.elementAt(scores.size()-1,2)).intValue())+".",null);
            for(int d=scores.size()-1;d>=0;d--)
                if(scores.elementAt(d,1)!=winner)
                    communicate(host,null,((MOB)scores.elementAt(d,1)).name()+" had "+describeHand(((Integer)scores.elementAt(d,2)).intValue())+".",null);
            
            // if the winner is here, give them all the gold on
            // the ground
            if((CMLib.map().roomLocation(host)==winner.location())
            &&(CMLib.flags().isInTheGame(winner,true)))
            {
                Room R=winner.location();
                Item I=null;
                double totalValue=0.0;
                Vector winnings=new Vector();
                for(int i=R.numItems()-1;i>=0;i--)
                {
                    I=R.fetchItem(i);
                    if(I instanceof Coins)
                        winnings.addElement(I);
                }
                for(int i=0;i<winnings.size();i++)
                {
                    I=(Item)winnings.elementAt(i);
                    I.setContainer(null);
                    totalValue+=((Coins)I).getTotalValue();
                    I.destroy();
                }
                if(totalValue>0.0)
                {
                    CMLib.beanCounter().giveSomeoneMoney(winner,CMLib.beanCounter().getCurrency(host),totalValue);
                    R.show(winner,null,null,CMMsg.MSG_OK_ACTION,"<S-NAME> collect(s) "+CMLib.beanCounter().abbreviatedPrice(CMLib.beanCounter().getCurrency(host),totalValue)+" in winnings.");
                }
            }
        }
        else
            communicate(host,null,"There was no winner in this game, and so the pot carries over to the next game.",null);
    }


    // deal cards to the given player
    // this method deals the number
    // of face down and/or face-up cards 
    // specified.  It will give an appropriate 
    // Message to the room.
    private void dealToPlayer(Environmental host,
                              MOB player,
                              int numberOfCards,
                              int numberFaceUp)
    {
        if(player==null) return;
        Room R=CMLib.map().roomLocation(host);
        HandOfCards hand=theDeck().getPlayerHand(player);
        if(hand!=null)
        {
            // first deal any "down cards"
            int actuallyDealtDown=0;
            for(int i=0;i<numberOfCards-numberFaceUp;i++)
            {
                PlayingCard card=theDeck().getTopCardFromDeck();
                int handSize=hand.numberOfCards();
                if(card!=null)
                {
                    hand.addCard(card);
                    card.turnFaceDown();
                    actuallyDealtDown+=hand.numberOfCards()-handSize;
                }
            }
            // then deal any "up" cards
            int actuallyDealtUp=0;
            StringBuffer dealtUp=new StringBuffer("");
            for(int i=0;i<numberFaceUp;i++)
            {
                PlayingCard card=theDeck().getTopCardFromDeck();
                int handSize=hand.numberOfCards();
                if(card!=null)
                {
                    hand.addCard(card);
                    card.turnFaceUp();
                    dealtUp.append(card.name()+", ");
                    actuallyDealtUp+=hand.numberOfCards()-handSize;
                }
            }
            
            // now, depending on what was done, give an appropriate
            // dealing message to the room so everyone knows what
            // happened.
            if((R!=null)&&((actuallyDealtDown+actuallyDealtUp)>0))
            {
                if(actuallyDealtUp==0)
                {
                    if(actuallyDealtDown>0)
                    {
                        if(host instanceof MOB)
                            R.show((MOB)host,player,null,CMMsg.MSG_OK_ACTION,"<S-NAME> deal(s) "+actuallyDealtDown+" cards to <T-NAMESELF>.");
                        else
                            R.showHappens(CMMsg.MSG_OK_ACTION,"The dealer deal(s) "+actuallyDealtDown+" cards to "+player.name()+".");
                    }
                }
                else
                if(actuallyDealtDown==0)
                {
                    if(dealtUp.length()>2)
                    {
                        if(host instanceof MOB)
                            R.show((MOB)host,player,null,CMMsg.MSG_OK_ACTION,"<S-NAME> deal(s) to <T-NAMESELF>: "+dealtUp.toString().substring(0,dealtUp.length()-2)+".");
                        else
                            R.showHappens(CMMsg.MSG_OK_ACTION,"The dealer deal(s) to "+player.name()+": "+dealtUp.toString().substring(0,dealtUp.length()-2)+".");
                    }
                }
                else
                if(dealtUp.length()>2)
                {
                    if(host instanceof MOB)
                        R.show((MOB)host,player,null,CMMsg.MSG_OK_ACTION,"<S-NAME> deal(s) "+actuallyDealtDown+" cards to <T-NAMESELF> and turns up: "+dealtUp.toString().substring(0,dealtUp.length()-2)+".");
                    else
                        R.showHappens(CMMsg.MSG_OK_ACTION,"The dealer deal(s) "+actuallyDealtDown+" cards to "+player.name()+" and turns up: "+dealtUp.toString().substring(0,dealtUp.length()-2)+".");
                }
            }
        }
        hand.sortByValueAceHigh();
    }
    
    // deal cards to all players
    // this method deals the number
    // of cards specified.  It will
    // give an appropriate Message by
    // called dealToPlayer repeatedly.
    private void dealToAll(Environmental host,
                           int numberOfCards,
                           int numberFaceUp)
    {
        for(int p=0;p<pot.size();p++)
        {
            MOB player=(MOB)pot.elementAt(p,1);
            dealToPlayer(host,player,numberOfCards,numberFaceUp);
        }
    }
    
    
    // this method is called by the service engine
    // every 3-4 seconds.  It is used to initiate
    // timing events, and to initiate non-reactionary
    // events such as the dealers play.  What the
    // method returns doesn't really matter.  The
    // "ticking" variable refers to the object hosting
    // this behavior, and tickID is seldom important
    // but refers to the reason for the timed event.
    public boolean tick(Tickable ticking, int tickID)
    {
        if(!super.tick(ticking,tickID))
            return false;
        
        Environmental host=(Environmental)ticking;
        Room R=CMLib.map().roomLocation(host);
        
        // first see if we lost any players
        // due to leaving the room or the game.
        for(int p=pot.size()-1;p>=0;p--)
        {
            MOB mob=(MOB)pot.elementAt(p,1);
            if(!R.isInhabitant(mob))
            {
                communicate(host,null,"Oops.. we lost "+mob.name()+".",null);
                theDeck().removePlayerHand(mob);
                pot.removeElement(mob);
            }
        }
        
        // now, if we are in a waiting state,
        // but the number of players has dropped below
        // minimum, we end the game
        switch((gameState)&STATE_MASK)
        {
        case STATE_FIRST_DRAW:
        case STATE_NEXT_DRAW:
        case STATE_FIRST_BETTER:
        case STATE_NEXT_BETTER:
        case STATE_DEALING:
        case STATE_DONE_DRAWING:
        case STATE_DONE_BETTING:
        {
            if(pot.size()==0)
            {
                communicate(host,null,"Looks like everyone's out.  Time to start over.",null);
                endTheGame(host);
                return true;
            }
            if(pot.size()==1)
            {
                announceWinners(host);
                endTheGame(host);
                return true;
            }
            break;
        }
        }
        
        // next lets check for announcements 
        // that are flagged to occur.  This often
        // causes a timer to be set giving the player
        // a short time to respond.
        if((gameState&STATEMASK_NEED_ANOUNCEMENT)>0)
        {
            gameState=gameState-STATEMASK_NEED_ANOUNCEMENT;
            switch((gameState)&STATE_MASK)
            {
            case STATE_DEALING:
            case STATE_DONE_DRAWING:
                communicate(host,null,"Ok, everyone has their cards.  Take a few seconds to look them over, and then we'll start betting.",null);
                timer=System.currentTimeMillis()+(TIME_SECONDSTOFIRSTBET*1000);
                break;
            case STATE_FIRST_BETTER:
                if(whoseTurn!=null)
                    communicate(host,whoseTurn,"Ok, "+whoseTurn.name()+", you may bet by dropping money, or you may say 'pass'.",null);
                communicate(host,whoseTurn,"You have "+TIME_SECONDSTOBET+" seconds.",null);
                timer=System.currentTimeMillis()+(TIME_SECONDSTOBET*1000);
                break;
            case STATE_FIRST_DRAW:
            case STATE_NEXT_DRAW:
                communicate(host,whoseTurn,"Ok, "+whoseTurn.name()+", you may request a draw by saying which cards you want dropped.  For example, say '1 3 5' to drop your first, third, and fifth card for a re-draw.  Say 'stand' if you do not want to draw.",null);
                communicate(host,whoseTurn,"You have "+TIME_SECONDSTODRAW+" seconds.",null);
                timer=System.currentTimeMillis()+(TIME_SECONDSTODRAW*1000);
                break;
            case STATE_NEXT_BETTER:
            {
                Double inPot=pot.contains(whoseTurn)?(Double)pot.elementAt(pot.indexOf(whoseTurn),2):null;
                double amountToCall=amountToCall();
                double amountInPot=(inPot==null)?0.0:inPot.doubleValue();
                double amountNeededToCall=amountToCall-amountInPot;
                String currency=CMLib.beanCounter().getCurrency(host);
                if(amountNeededToCall==0.0)
                    communicate(host,whoseTurn,"Ok, "+whoseTurn.name()+", you may open betting by dropping money, or you may say 'pass'.",null);
                else
                    communicate(host,whoseTurn,"Ok, "+whoseTurn.name()+", you may call the bet of "+CMLib.beanCounter().abbreviatedPrice(currency,amountNeededToCall)+" by dropping money, or you may say 'fold'.",null);
                communicate(host,whoseTurn,"You have "+TIME_SECONDSTOBET+" seconds.",null);
                timer=System.currentTimeMillis()+(TIME_SECONDSTOBET*1000);
                break;
            }
            case STATE_DONE_BETTING:
            {
                // after betting, the next step
                // depends on the game being played and
                // what round of play it is.  Sometimes
                // the game is over after betting, sometimes
                // more cards are dealt, and sometimes cards
                // are discarded and drawn.  
                timer=0;
                whoseTurn=null;
                switch(gameRules)
                {
                case PokerDealer.GAME_STRAIGHTPOKER:
                    announceWinners((Environmental)ticking);
                    endTheGame((Environmental)ticking);
                    break;
                case PokerDealer.GAME_DRAWPOKER:
                    switch(roundOfPlay)
                    {
                    case 0:
                        roundOfPlay++;
                        gameState=STATE_FIRST_DRAW|STATEMASK_NEED_ANOUNCEMENT;
                        timer=0;
                        nextPlayerNextState(host);
                        break;
                    case 1:
                        announceWinners((Environmental)ticking);
                        endTheGame((Environmental)ticking);
                        break;
                    }
                    break;
                case PokerDealer.GAME_5CARDSTUD:
                    switch(roundOfPlay)
                    {
                    case 0:
                    case 1:
                        communicate(host,null,"The next card is up.",null);
                        dealToAll(host,1,1);
                        roundOfPlay++;
                        gameState=STATE_DEALING|STATEMASK_NEED_ANOUNCEMENT;
                        timer=0;
                        break;
                    case 2:
                        communicate(host,null,"The last card is down and dirty.",null);
                        dealToAll(host,1,0);
                        roundOfPlay++;
                        gameState=STATE_DEALING|STATEMASK_NEED_ANOUNCEMENT;
                        timer=0;
                        break;
                    default:
                        announceWinners((Environmental)ticking);
                        endTheGame((Environmental)ticking);
                        break;
                    }
                    break;
                case PokerDealer.GAME_7CARDSTUD:
                    switch(roundOfPlay)
                    {
                    case 0:
                    case 1:
                    case 2:
                        communicate(host,null,"The next card is up.",null);
                        dealToAll(host,1,1);
                        roundOfPlay++;
                        gameState=STATE_DEALING|STATEMASK_NEED_ANOUNCEMENT;
                        timer=0;
                        break;
                    case 3:
                        communicate(host,null,"The last card is down and dirty.",null);
                        dealToAll(host,1,0);
                        roundOfPlay++;
                        gameState=STATE_DEALING|STATEMASK_NEED_ANOUNCEMENT;
                        timer=0;
                        break;
                    default:
                        announceWinners((Environmental)ticking);
                        endTheGame((Environmental)ticking);
                        break;
                    }
                    break;
                }
                break;
            }
            }
        }
        else
        // now, if the player was asked to do something, such as draw or bet,
        // and they fail to do so in the amount of time given, we must perform
        // a default action FOR them.
        if((timer>0)&&(System.currentTimeMillis()>timer))
        {
            switch((gameState)&STATE_MASK)
            {
            case STATE_DEALING:
            case STATE_DONE_DRAWING:
                // these events are always initiated by the dealer, so they are
                // always very short.  Therefore, unlike a typical "time-out",
                // they always occur.
                timer=0;
                // in stud games, after a deal, the highest shown
                // hand always starts betting.  Therefore, we
                // will reshuffle the pot to put the highest
                // shown hand first.
                if((gameRules==GAME_5CARDSTUD)||(gameRules==GAME_7CARDSTUD))
                {
                    DVector newPot=new DVector(2);
                    boolean startAdding=false;
                    DVector scores=determineAllSortedScores(true);
                    if(scores.size()>0)
                    {
                        MOB winner=(MOB)scores.elementAt(scores.size()-1,1);
                        DVector theRest=new DVector(2);
                        for(int p=0;p<pot.size();p++)
                            if(startAdding||pot.elementAt(p,1)==winner)
                            {
                                startAdding=true;
                                newPot.addElement(pot.elementAt(p,1),pot.elementAt(p,2));
                            }
                            else
                                theRest.addElement(pot.elementAt(p,1),pot.elementAt(p,2));
                        for(int p=0;p<theRest.size();p++)
                            newPot.addElement(theRest.elementAt(p,1),theRest.elementAt(p,2));
                        pot=newPot;
                        communicate(host,null,winner.name()+" is showing the best hand with "+describeHand(((Integer)scores.elementAt(scores.size()-1,2)).intValue())+".",null);
                    }
                }
                // begin the first betting state and announce it.
                whoseTurn=null;
                nextPlayerNextState(host);
                if(whoseTurn!=null)
                    communicate(host,null,"Betting will start with "+whoseTurn.name()+".",null);
                break;
            case STATE_WAITING_FOR_ANTIS:
            {
                // the wait for players to anti is over.  Now we see if there are enough
                // players, shuffle the deck, announce the start of the game, and deal
                // the first hand.
                if(pot.size()<minPlayers)
                {
                    communicate(host,null,"Well, I'm afraid we don't have enough players to start.  You will therefore have to re-anti and start over.",null);
                    endTheGame((Environmental)ticking);
                }
                else
                {
                    communicate(host,null,"OK! Antis are all in! Lets play some "+GAME_DESCS[gameRules]+"!",null);
                    
                    // lets shuffle a few times first.
                    theDeck().shuffleDeck();
                    theDeck().shuffleDeck();
                    
                    // now we create all the hands
                    for(int p=0;p<pot.size();p++)
                    {
                        MOB mob=(MOB)pot.elementAt(p,1);
                        theDeck().addPlayerHand(mob,null);
                    }
                    
                    // and then we deal.
                    switch(gameRules)
                    {
                    case PokerDealer.GAME_STRAIGHTPOKER:
                    case PokerDealer.GAME_DRAWPOKER:
                        dealToAll(host,5,0);
                        break;
                    case PokerDealer.GAME_5CARDSTUD:
                        dealToAll(host,2,1);
                        break;
                    case PokerDealer.GAME_7CARDSTUD:
                        dealToAll(host,3,1);
                        break;
                    }
                    gameState=STATE_DEALING|STATEMASK_NEED_ANOUNCEMENT;
                    timer=0;
                }
                break;
            }
            case STATE_FIRST_DRAW:
            case STATE_NEXT_DRAW:
                // if a player doesn't draw in time, they stand
                if(whoseTurn!=null)
                    communicate(host,whoseTurn,whoseTurn.name()+"'s  "+TIME_SECONDSTODRAW+" seconds have expired.  "+whoseTurn.charStats().HeShe()+" stands pat.",null);
                nextPlayerNextState(host);
                break;
            case STATE_FIRST_BETTER:
            case STATE_NEXT_BETTER:
            {
                // if a player fails to bet in time, it could mean a pass, call, or fold, depending
                // on what they managed to do in the time allotted.
                timer=0;
                if(whoseTurn!=null)
                {
                    int whatHappened=getCalled0Raised1OrFolded(whoseTurn);
                    String msg=whoseTurn.name()+"'s  "+TIME_SECONDSTOBET+" seconds have expired.";
                    if(whatHappened<0)
                    {
                        communicate(host,whoseTurn,msg+"  "+whoseTurn.name()+" folds.",null);
                        nextPlayerNextState(host);
                        theDeck().removePlayerHand(whoseTurn);
                        pot.removeElement(whoseTurn);
                    }
                    else
                    {
                        if(isThePotRight())
                            communicate(host,whoseTurn,msg+"  "+whoseTurn.name()+" passes.",null);
                        else
                        if(whatHappened==0)
                            communicate(host,whoseTurn,msg+"  "+whoseTurn.name()+" calls.",null);
                        else
                            communicate(host,whoseTurn,msg+"  "+whoseTurn.name()+" raises.",null);
                        nextPlayerNextState(host);
                    }
                }
                else
                    nextPlayerNextState(host);
                break;
            }
            }
        }
        else
        // now, the last timed check is for events that are on a timer, but
        // the timer has NOT gone off yet.  In those cases, we might want
        // to give a time-out warning, such as we do for anti waits.
        if(timer>0)
        {
            switch(((gameState)&STATE_MASK))
            {
            case STATE_WAITING_FOR_ANTIS:
            {
                long started=timer-(TIME_SECONDSTOSTART*1000);
                long time=System.currentTimeMillis();
                long tenseconds=timer-(1000*10);
                long remaining=((timer-System.currentTimeMillis())/1000);
                if((time>started)&&(time<(started+Tickable.TIME_TICK)))
                    communicate(host,null,"We've received our first anti for "+GAME_DESCS[gameRules]+". We will start the game in "+remaining+" seconds.",null);
                else
                if((time>tenseconds)&&(time<(tenseconds+Tickable.TIME_TICK)))
                    communicate(host,null,"The "+GAME_DESCS[gameRules]+" game starts in "+remaining+" seconds.",null);
                break;
            }
            }
        }
        // tick methods in behaviors ALWAYS return true
        // the return is meaningless, but its as good a value as any.
        return true;
    }
}