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/*
* Irresistible Gaming ( c ) 2018
* Developed by Lorenc Pekaj
* Module : blackjack . inc
* Purpose : a sa - mp blackjack minigame implementation
*/
/* ** Includes ** */
#include < YSI\y_hooks >
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/* ** Error checking ** */
#if !defined __irresistible_servervars
#error "You need server variables enabled to track betting."
#endif
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/* #if !defined _merrandom_included
#define MRandom random
#endif*/
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/* ** Definitions ** */
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#define MAX_BLACKJACK_TABLES ( 50 ) // 33
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#define MAX_BLACKJACK_CARDS ( 5 )
#define MAX_BLACKJACK_PLAYERS ( 3 )
#define BLACKJACK_DEALER_WAIT ( 500 )
#define BLACKJACK_PLAYER_WAIT ( 10 )
#define BLACKJACK_STATE_NONE ( 0 )
#define BLACKJACK_STATE_TURN ( 1 )
#define BLACKJACK_STATE_BUST ( 2 )
#define BLACKJACK_STATE_STAND ( 3 )
#define BLACKJACK_STATE_WIN ( 4 )
/* ** Constants ** */
stock const g_cardTextdrawData [ 52 ] [ ] = {
" LD_CARD:cd1c " , // A Clubs - 0
" LD_CARD:cd2c " , // 2 Clubs - 1
" LD_CARD:cd3c " , // 3 Clubs - 2
" LD_CARD:cd4c " , // 4 Clubs - 3
" LD_CARD:cd5c " , // 5 Clubs - 4
" LD_CARD:cd6c " , // 6 Clubs - 5
" LD_CARD:cd7c " , // 7 Clubs - 6
" LD_CARD:cd8c " , // 8 Clubs - 7
" LD_CARD:cd9c " , // 9 Clubs - 8
" LD_CARD:cd10c " , // 10 Clubs - 9
" LD_CARD:cd11c " , // J Clubs - 10
" LD_CARD:cd12c " , // Q Clubs - 11
" LD_CARD:cd13c " , // K Clubs - 12
" LD_CARD:cd1d " , // A Diamonds - 13
" LD_CARD:cd2d " , // 2 Diamonds - 14
" LD_CARD:cd3d " , // 3 Diamonds - 15
" LD_CARD:cd4d " , // 4 Diamonds - 16
" LD_CARD:cd5d " , // 5 Diamonds - 17
" LD_CARD:cd6d " , // 6 Diamonds - 18
" LD_CARD:cd7d " , // 7 Diamonds - 19
" LD_CARD:cd8d " , // 8 Diamonds - 20
" LD_CARD:cd9d " , // 9 Diamonds - 21
" LD_CARD:cd10d " , // 10 Diamonds - 22
" LD_CARD:cd11d " , // J Diamonds - 23
" LD_CARD:cd12d " , // Q Diamonds - 24
" LD_CARD:cd13d " , // K Diamonds - 25
" LD_CARD:cd1h " , // A Heats - 26
" LD_CARD:cd2h " , // 2 Heats - 27
" LD_CARD:cd3h " , // 3 Heats - 28
" LD_CARD:cd4h " , // 4 Heats - 29
" LD_CARD:cd5h " , // 5 Heats - 30
" LD_CARD:cd6h " , // 6 Heats - 31
" LD_CARD:cd7h " , // 7 Heats - 32
" LD_CARD:cd8h " , // 8 Heats - 33
" LD_CARD:cd9h " , // 9 Heats - 34
" LD_CARD:cd10h " , // 10 Heats - 35
" LD_CARD:cd11h " , // J Heats - 36
" LD_CARD:cd12h " , // Q Heats - 37
" LD_CARD:cd13h " , // K Heats - 38
" LD_CARD:cd1s " , // A Spades - 39
" LD_CARD:cd2s " , // 2 Spades - 40
" LD_CARD:cd3s " , // 3 Spades - 41
" LD_CARD:cd4s " , // 4 Spades - 42
" LD_CARD:cd5s " , // 5 Spades - 43
" LD_CARD:cd6s " , // 6 Spades - 44
" LD_CARD:cd7s " , // 7 Spades - 45
" LD_CARD:cd8s " , // 8 Spades - 46
" LD_CARD:cd9s " , // 9 Spades - 47
" LD_CARD:cd10s " , // 10 Spades - 48
" LD_CARD:cd11s " , // J Spades - 49
" LD_CARD:cd12s " , // Q Spades - 50
" LD_CARD:cd13s " // K Spades - 51
};
/* ** Variables ** */
enum E_BLACKJACK_DATA
{
bool : E_GAME_STARTED , E_CARDS_DRAWN , E_GAME_TIMER ,
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E_PAYOUT , E_WORLD , E_RESET_TIMER ,
E_DRAW_CARD_TIMER ,
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E_OBJECT , E_ACTOR ,
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Float : E_X , Float : E_Y , Float : E_Z ,
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Float : E_ROTATION ,
Text3D : E_DEALER_LABEL , Text3D : E_PLAYER_LABEL [ MAX_BLACKJACK_PLAYERS ]
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};
new
g_blackjackData [ MAX_BLACKJACK_TABLES ] [ E_BLACKJACK_DATA ],
Text : g_blackjackTurnTD [ MAX_BLACKJACK_TABLES ] = { Text : INVALID_TEXT_DRAW , ... },
Text : g_blackjackPlayerCards [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ] [ MAX_BLACKJACK_PLAYERS ],
Text : g_blackjackDealerCards [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ],
g_blackjackDealerCardIndex [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ],
g_blackjackPlayerCardIndex [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ] [ MAX_BLACKJACK_PLAYERS ],
g_blackjackPlayerState [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_PLAYERS ],
g_blackjackSlotData [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_PLAYERS ],
p_blackjackTable [ MAX_PLAYERS ] = { - 1 , ... },
Iterator : blackjacktables < MAX_BLACKJACK_TABLES >
;
/* ** Hooks ** */
hook OnGameModeInit ( )
{
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// for tracking bets
AddServerVariable ( " blackjack_bets " , " 0.0 " , GLOBAL_VARTYPE_FLOAT );
AddServerVariable ( " blackjack_wins " , " 0.0 " , GLOBAL_VARTYPE_FLOAT );
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// Reset Textdraw Variables
for ( new i = 0 ; i < MAX_BLACKJACK_TABLES ; i ++ ) {
for ( new x = 0 ; x < MAX_BLACKJACK_CARDS ; x ++ ) {
g_blackjackDealerCards [ i ] [ x ] = Text : INVALID_TEXT_DRAW ;
for ( new p = 0 ; p < MAX_BLACKJACK_PLAYERS ; p ++ ) {
g_blackjackPlayerCards [ i ] [ x ] [ p ] = Text : INVALID_TEXT_DRAW ;
g_blackjackSlotData [ i ] [ p ] = - 1 ;
}
}
}
// Create blackjack tables
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CreateBlackjackTable ( 2500 , 2230.37500 , 1602.75000 , 1006.15631 , 0.00000 , 82 );
CreateBlackjackTable ( 5000 , 2232.18750 , 1604.43750 , 1006.15631 , 90.0000 , 82 );
CreateBlackjackTable ( 10000 , 2228.49219 , 1604.45313 , 1006.15631 , - 90.000 , 82 );
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CreateBlackjackTable ( 25000 , 2230.37500 , 1606.27344 , 1006.15631 , 180.000 , 82 );
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CreateBlackjackTable ( 50000 , 2241.31250 , 1602.75000 , 1006.15631 , 0.00000 , 82 );
CreateBlackjackTable ( 75000 , 2243.12500 , 1604.43750 , 1006.15631 , 90.0000 , 82 );
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CreateBlackjackTable ( 100000 , 2239.42969 , 1604.45313 , 1006.15631 , - 90.000 , 82 );
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CreateBlackjackTable ( 125000 , 2241.31250 , 1606.27344 , 1006.15631 , 180.000 , 82 );
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// 4 dragons
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CreateBlackjackTable ( 25000 , 1960.36719 , 1015.66412 , 992.46881 , - 90.0000 , 23 );
CreateBlackjackTable ( 50000 , 1962.34375 , 1015.66412 , 992.46881 , 90.00000 , 23 );
CreateBlackjackTable ( 100000 , 1962.34375 , 1020.17969 , 992.46881 , 90.00000 , 23 );
CreateBlackjackTable ( 250000 , 1960.36719 , 1020.17188 , 992.46881 , - 90.00000 , 23 );
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return 1 ;
}
hook OnPlayerDisconnect ( playerid , reason )
{
RemovePlayerFromBlackjack ( playerid );
return 1 ;
}
#if defined AC_INCLUDED
hook OnPlayerDeathEx ( playerid , killerid , reason , Float : damage , bodypart )
#else
hook OnPlayerDeath ( playerid , killerid , reason )
#endif
{
RemovePlayerFromBlackjack ( playerid );
return 1 ;
}
hook OnPlayerKeyStateChange ( playerid , newkeys , oldkeys )
{
static
Float : X , Float : Y , Float : Z ;
if ( IsPlayerInCasino ( playerid ) )
{
new
blackjack_table = p_blackjackTable [ playerid ];
// Blackjack
if ( blackjack_table != - 1 )
{
new
player_index = GetBlackjackPlayerIndex ( blackjack_table , playerid );
if ( player_index == - 1 )
return SendError ( playerid , " You don't seem to be playing any blackjack table. " );
if ( PRESSED ( KEY_SPRINT ) ) {
if ( ! g_blackjackData [ blackjack_table ] [ E_CARDS_DRAWN ] && g_blackjackData [ blackjack_table ] [ E_GAME_TIMER ] == - 1 )
return ( g_blackjackData [ blackjack_table ] [ E_GAME_TIMER ] = SetTimerEx ( " BeginBlackJackTurn " , BLACKJACK_DEALER_WAIT , false , " d " , blackjack_table ) ), 1 ;
if ( g_blackjackPlayerState [ blackjack_table ] [ player_index ] == BLACKJACK_STATE_TURN ) {
g_blackjackPlayerState [ blackjack_table ] [ player_index ] = BLACKJACK_STATE_STAND ;
SendClientMessageToBlackjack ( blackjack_table , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has decided to stand. " , ReturnPlayerName ( playerid ), playerid );
return 1 ;
}
return 1 ;
}
if ( PRESSED ( KEY_CTRL_BACK ) )
{
if ( g_blackjackPlayerState [ blackjack_table ] [ player_index ] != BLACKJACK_STATE_TURN )
return SendError ( playerid , " It's not your turn to hit. Please wait! " );
DrawPlayerBlackjackCard ( blackjack_table , player_index );
CheckForBlackjack ( blackjack_table );
return 1 ;
}
}
if ( PRESSED ( KEY_SECONDARY_ATTACK ) )
{
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if ( p_blackjackTable [ playerid ] != - 1 ) {
if ( g_blackjackData [ blackjack_table ] [ E_CARDS_DRAWN ] ) return SendError ( playerid , " You cannot exit while you are playing your blackjack hand. " );
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return RemovePlayerFromBlackjack ( playerid , . reset_cam = 1 );
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}
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foreach ( new id : blackjacktables ) if ( GetPlayerVirtualWorld ( playerid ) == g_blackjackData [ id ] [ E_WORLD ] )
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{
if ( IsPlayerInRangeOfPoint ( playerid , 3.0 , g_blackjackData [ id ] [ E_X ], g_blackjackData [ id ] [ E_Y ], g_blackjackData [ id ] [ E_Z ] ) ) {
new
player_index ;
for ( ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ )
if ( g_blackjackSlotData [ id ] [ player_index ] == - 1 )
break ;
if ( player_index >= MAX_BLACKJACK_PLAYERS || g_blackjackSlotData [ id ] [ player_index ] != - 1 )
return SendError ( playerid , " There are no more vacant slots for this table. " );
if ( GetPlayerCash ( playerid ) < g_blackjackData [ id ] [ E_PAYOUT ] )
return SendError ( playerid , " You don't have any money to wager. " );
new
Float : lookatX , Float : lookatY , Float : lookatZ ,
Float : tmpX , Float : tmpY , Float : tmpZ
;
GetPlayerCameraPos ( playerid , X , Y , Z );
GetPlayerCameraFrontVector ( playerid , lookatX , lookatY , lookatZ );
tmpX = g_blackjackData [ id ] [ E_X ] - 1.3 * floatcos ( g_blackjackData [ id ] [ E_ROTATION ] + 90.0 , degrees );
tmpY = g_blackjackData [ id ] [ E_Y ] - 1.3 * floatsin ( g_blackjackData [ id ] [ E_ROTATION ] + 90.0 , degrees );
tmpZ = g_blackjackData [ id ] [ E_Z ] + 1.7 ;
InterpolateCameraPos ( playerid , X , Y , Z , tmpX , tmpY , tmpZ , 1000 , CAMERA_MOVE );
X += floatmul ( lookatX , 20.0 );
Y += floatmul ( lookatY , 20.0 );
Z += floatmul ( lookatZ , 20.0 );
InterpolateCameraLookAt ( playerid , X , Y , Z , g_blackjackData [ id ] [ E_X ], g_blackjackData [ id ] [ E_Y ], g_blackjackData [ id ] [ E_Z ] - 1.0 , 1000 , CAMERA_MOVE );
p_blackjackTable [ playerid ] = id ;
g_blackjackSlotData [ id ] [ player_index ] = playerid ;
// reset player cards
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ )
g_blackjackPlayerCardIndex [ id ] [ c ] [ player_index ] = - 1 ;
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// set player card values
SetBlackjackPlayerLabelValue ( id , player_index , 0 );
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// show cards to players
for ( new player = 0 ; player < MAX_BLACKJACK_PLAYERS ; player ++ )
{
new
gamerid = g_blackjackSlotData [ id ] [ player ];
// deal only first two cards
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ )
{
TextDrawShowForPlayer ( gamerid , g_blackjackDealerCards [ id ] [ c ] );
// show two player cards only
if ( c >= 2 )
continue ;
for ( new p = 0 ; p < GetBlackjackPlayers ( id ); p ++ ) {
TextDrawShowForPlayer ( gamerid , g_blackjackPlayerCards [ id ] [ c ] [ p ] );
}
}
}
szBigString = " ~y~~k~~PED_SPRINT~~w~ - Begin game/Stand~n~~y~~k~~GROUP_CONTROL_BWD~~w~ - Hit~n~~y~~k~~VEHICLE_ENTER_EXIT~~w~ - Exit " ;
ShowPlayerHelpDialog ( playerid , 0 , szBigString );
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SendServerMessage ( playerid , " You have entered the %s hand blackjack table. " , number_format ( g_blackjackData [ id ] [ E_PAYOUT ] ) );
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ApplyAnimation ( playerid , " DEALER " , " DEALER_IDLE " , 4.1 , 1 , 1 , 1 , 1 , 0 , 1 );
return 1 ;
}
}
}
}
return 1 ;
}
hook InitializeTextDraws ( )
{
for ( new i = 0 ; i < MAX_BLACKJACK_TABLES ; i ++ ) {
initializeBlackjackTextdraws ( i );
}
}
/* ** Functions ** */
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stock CreateBlackjackTable ( payout , Float : X , Float : Y , Float : Z , Float : Angle , world )
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{
new
id = Iter_Free ( blackjacktables );
if ( id != ITER_NONE )
{
g_blackjackData [ id ] [ E_X ] = X ;
g_blackjackData [ id ] [ E_Y ] = Y ;
g_blackjackData [ id ] [ E_Z ] = Z ;
g_blackjackData [ id ] [ E_ROTATION ] = Angle ;
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g_blackjackData [ id ] [ E_WORLD ] = world ;
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g_blackjackData [ id ] [ E_DRAW_CARD_TIMER ] = - 1 ;
g_blackjackData [ id ] [ E_RESET_TIMER ] = - 1 ;
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g_blackjackData [ id ] [ E_GAME_TIMER ] = - 1 ;
g_blackjackData [ id ] [ E_PAYOUT ] = payout ;
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g_blackjackData [ id ] [ E_OBJECT ] = CreateDynamicObject ( 2188 , X , Y , Z , 0.00000 , 0.00000 , Angle , . worldid = world , . priority = 9999 );
g_blackjackData [ id ] [ E_ACTOR ] = CreateDynamicActor ( 171 , X - 0.4 * floatcos ( Angle - 90.0 , degrees ), Y - 0.4 * floatsin ( Angle - 90.0 , degrees ), Z , Angle + 180.0 , . worldid = world );
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g_blackjackData [ id ] [ E_DEALER_LABEL ] = CreateDynamic3DTextLabel ( sprintf ( " Press ENTER To Play Blackjack \n " COL_WHITE " %s Minimum " , number_format ( payout ) ), COLOR_GREY , X , Y , Z + 0.25 , 15.0 , . testlos = 0 , . worldid = world );
g_blackjackData [ id ] [ E_PLAYER_LABEL ] [ 0 ] = CreateDynamic3DTextLabel ( " Player 0 " , 0 , X + 0.7 * floatcos ( Angle - 90.0 , degrees ), Y + 0.7 * floatsin ( Angle - 90.0 , degrees ), Z + 0.05 , 15.0 , . testlos = 0 , . worldid = world );
g_blackjackData [ id ] [ E_PLAYER_LABEL ] [ 1 ] = CreateDynamic3DTextLabel ( " Player 1 " , 0 , X + 0.7 * floatcos ( Angle - 90.0 - 22.5 , degrees ), Y + 0.7 * floatsin ( Angle - 90.0 - 22.5 , degrees ), Z + 0.05 , 15.0 , . testlos = 0 , . worldid = world );
g_blackjackData [ id ] [ E_PLAYER_LABEL ] [ 2 ] = CreateDynamic3DTextLabel ( " Player 2 " , 0 , X + 0.7 * floatcos ( Angle - 90.0 + 22.5 , degrees ), Y + 0.7 * floatsin ( Angle - 90.0 + 22.5 , degrees ), Z + 0.05 , 15.0 , . testlos = 0 , . worldid = world );
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SetDynamicActorInvulnerable ( g_blackjackData [ id ] [ E_ACTOR ], true );
SetDynamicActorVirtualWorld ( g_blackjackData [ id ] [ E_ACTOR ], world );
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ResetBlackjackTable ( id );
Iter_Add ( blackjacktables , id );
}
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else
{
static overflow ;
printf ( " [BLACKJACK ERROR] Reached limit of %d blackjack tables, increase to %d to fix. " , MAX_BLACKJACK_TABLES , MAX_BLACKJACK_TABLES + ( ++ overflow ) );
}
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return 1 ;
}
function DrawPlayerBlackjackCard ( tableid , player_index )
{
new
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randomCard = MRandom ( sizeof ( g_blackjackDealerCards ) );
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for ( new cardid = 0 ; cardid < MAX_BLACKJACK_CARDS ; cardid ++ ) if ( g_blackjackPlayerCardIndex [ tableid ] [ cardid ] [ player_index ] == - 1 ) {
TextDrawSetString ( g_blackjackPlayerCards [ tableid ] [ cardid ] [ player_index ], g_cardTextdrawData [ randomCard ] );
foreach ( new gamerid : Player ) if ( p_blackjackTable [ gamerid ] == tableid ) {
TextDrawShowForPlayer ( gamerid , g_blackjackPlayerCards [ tableid ] [ cardid ] [ player_index ] );
PlayerPlaySound ( gamerid , 1145 , 0.0 , 0.0 , 0.0 );
}
g_blackjackPlayerCardIndex [ tableid ] [ cardid ] [ player_index ] = randomCard ;
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SetBlackjackPlayerLabelValue ( tableid , player_index , CalculatePlayerHand ( tableid , player_index ) );
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break ;
}
return randomCard ;
}
function BeginBlackJackTurn ( tableid )
{
new
cardid = g_blackjackData [ tableid ] [ E_CARDS_DRAWN ] ++ ;
if ( cardid >= MAX_BLACKJACK_CARDS ) {
ResetBlackjackTable ( tableid );
return ;
}
new
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randomCard = MRandom ( sizeof ( g_blackjackDealerCards ) );
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// dealer cards
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ApplyDynamicActorAnimation ( g_blackjackData [ tableid ] [ E_ACTOR ], " CASINO " , " dealone " , 4.1 , 0 , 0 , 0 , 0 , 0 );
ApplyDynamicActorAnimation ( g_blackjackData [ tableid ] [ E_ACTOR ], " CASINO " , " dealone " , 4.1 , 0 , 0 , 0 , 0 , 0 );
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TextDrawSetString ( g_blackjackDealerCards [ tableid ] [ cardid ], g_cardTextdrawData [ randomCard ] );
g_blackjackDealerCardIndex [ tableid ] [ cardid ] = randomCard ;
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SetBlackjackDealerLabelValue ( tableid , CalculateDealerHand ( tableid ) );
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// noise
foreach ( new gamerid : Player ) if ( p_blackjackTable [ gamerid ] != - 1 ) {
PlayerPlaySound ( gamerid , 1145 , 0.0 , 0.0 , 0.0 );
}
// deal player first card
if ( cardid == 0 )
{
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new blackjack_players = GetBlackjackPlayers ( tableid );
new bet_amount = 0 ;
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for ( new player_index = 0 ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ ) if ( g_blackjackSlotData [ tableid ] [ player_index ] != - 1 )
{
new
gamerid = g_blackjackSlotData [ tableid ] [ player_index ];
if ( GetPlayerCash ( gamerid ) < g_blackjackData [ tableid ] [ E_PAYOUT ] ) {
SendError ( gamerid , " You don't have any money to wager. " );
RemovePlayerFromBlackjack ( gamerid , . reset_cam = 1 );
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if ( blackjack_players - 1 <= 0 ) return ; // no point having an empty table
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continue ;
}
bet_amount += g_blackjackData [ tableid ] [ E_PAYOUT ];
GivePlayerCash ( gamerid , - g_blackjackData [ tableid ] [ E_PAYOUT ] );
DrawPlayerBlackjackCard ( tableid , player_index );
if ( cardid < 1 ) { // distribute first two cards to players
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g_blackjackData [ tableid ] [ E_DRAW_CARD_TIMER ] = SetTimerEx ( " DrawPlayerBlackjackCard " , BLACKJACK_DEALER_WAIT , false , " dd " , tableid , player_index );
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}
}
UpdateServerVariable ( " blackjack_bets " , 0 , GetGVarFloat ( " blackjack_bets " ) + ( float ( bet_amount ) / 1000000.0 ), " " , GLOBAL_VARTYPE_FLOAT );
// begin turns
new
first_player = GetNextAvailableBlackjackPlayer ( tableid ),
first_player_index = GetBlackjackPlayerIndex ( tableid , first_player )
;
if ( first_player_index != - 1 )
g_blackjackPlayerState [ tableid ] [ first_player_index ] = BLACKJACK_STATE_TURN ;
g_blackjackData [ tableid ] [ E_GAME_TIMER ] = SetTimerEx ( " BlackjackPlayerTurn " , BLACKJACK_DEALER_WAIT + 500 , false , " ddd " , tableid , first_player , BLACKJACK_PLAYER_WAIT );
}
// check for blackjack on players & bot
new
dealer_score = CheckForBlackjack ( tableid );
// pull more cards
if ( cardid >= 1 && dealer_score < 17 )
g_blackjackData [ tableid ] [ E_GAME_TIMER ] = SetTimerEx ( " BeginBlackJackTurn " , BLACKJACK_DEALER_WAIT , false , " d " , tableid );
if ( dealer_score >= 17 ) {
SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " Table will reset in 5 seconds as all hands have been dealt. " );
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g_blackjackData [ tableid ] [ E_RESET_TIMER ] = SetTimerEx ( " ResetBlackjackTable " , 5000 , false , " d " , tableid );
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}
}
stock GetNextAvailableBlackjackPlayer ( tableid , exclude = INVALID_PLAYER_ID )
{
new
playerid = INVALID_PLAYER_ID ;
for ( new player_index = 0 ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ ) if ( g_blackjackSlotData [ tableid ] [ player_index ] != - 1 && g_blackjackPlayerState [ tableid ] [ player_index ] == BLACKJACK_STATE_NONE && exclude != g_blackjackSlotData [ tableid ] [ player_index ] && g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] != - 1 ) {
playerid = g_blackjackSlotData [ tableid ] [ player_index ];
break ;
}
return playerid ;
}
function BlackjackPlayerTurn ( tableid , playerid , seconds_left )
{
new
player_index = GetBlackjackPlayerIndex ( tableid , playerid );
if ( IsPlayerConnected ( playerid ) && player_index != - 1 && seconds_left >= 0 && g_blackjackPlayerState [ tableid ] [ player_index ] == BLACKJACK_STATE_TURN )
{
foreach ( new gamerid : Player ) if ( p_blackjackTable [ gamerid ] == tableid ) {
TextDrawSetString ( g_blackjackTurnTD [ tableid ], sprintf ( " %s has %d seconds left " , ReturnPlayerName ( playerid ), seconds_left ) );
TextDrawShowForPlayer ( gamerid , g_blackjackTurnTD [ tableid ] );
}
g_blackjackData [ tableid ] [ E_GAME_TIMER ] = SetTimerEx ( " BlackjackPlayerTurn " , 960 , false , " ddd " , tableid , playerid , seconds_left - 1 );
}
else
{
new
next_player = GetNextAvailableBlackjackPlayer ( tableid , playerid );
if ( next_player == INVALID_PLAYER_ID )
{
TextDrawHideForAll ( g_blackjackTurnTD [ tableid ] );
g_blackjackData [ tableid ] [ E_GAME_TIMER ] = SetTimerEx ( " BeginBlackJackTurn " , BLACKJACK_DEALER_WAIT , false , " d " , tableid );
}
else
{
new
next_player_index = GetBlackjackPlayerIndex ( tableid , next_player );
// otherwise winning hands will get reissued prizes
if ( player_index != - 1 && g_blackjackPlayerState [ tableid ] [ player_index ] != BLACKJACK_STATE_WIN && g_blackjackPlayerState [ tableid ] [ player_index ] != BLACKJACK_STATE_BUST )
g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_STAND ;
g_blackjackPlayerState [ tableid ] [ next_player_index ] = BLACKJACK_STATE_TURN ;
g_blackjackData [ tableid ] [ E_GAME_TIMER ] = SetTimerEx ( " BlackjackPlayerTurn " , 960 , false , " ddd " , tableid , next_player , BLACKJACK_PLAYER_WAIT );
}
}
}
function ResetBlackjackTable ( tableid )
{
if ( tableid == - 1 )
return ;
// variables
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SetBlackjackDealerLabelValue ( tableid , - 1 );
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KillTimer ( g_blackjackData [ tableid ] [ E_RESET_TIMER ] ), g_blackjackData [ tableid ] [ E_RESET_TIMER ] = - 1 ;
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KillTimer ( g_blackjackData [ tableid ] [ E_GAME_TIMER ] ), g_blackjackData [ tableid ] [ E_GAME_TIMER ] = - 1 ;
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KillTimer ( g_blackjackData [ tableid ] [ E_DRAW_CARD_TIMER ] ), g_blackjackData [ tableid ] [ E_DRAW_CARD_TIMER ] = - 1 ;
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g_blackjackData [ tableid ] [ E_CARDS_DRAWN ] = 0 ;
// card data
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ ) {
g_blackjackDealerCardIndex [ tableid ] [ c ] = - 1 ;
TextDrawSetString ( g_blackjackDealerCards [ tableid ] [ c ], " ld_card:cdback " );
for ( new p = 0 ; p < MAX_BLACKJACK_PLAYERS ; p ++ ) {
g_blackjackPlayerState [ tableid ] [ p ] = BLACKJACK_STATE_NONE ;
g_blackjackPlayerCardIndex [ tableid ] [ c ] [ p ] = - 1 ;
TextDrawSetString ( g_blackjackPlayerCards [ tableid ] [ c ] [ p ], " ld_card:cdback " );
if ( c > 1 ) TextDrawHideForAll ( g_blackjackPlayerCards [ tableid ] [ c ] [ p ] );
}
}
// reshow textdraws to players
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for ( new player_index = 0 ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ )
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{
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if ( g_blackjackSlotData [ tableid ] [ player_index ] != - 1 )
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{
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new
gamerid = g_blackjackSlotData [ tableid ] [ player_index ];
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// reset label
SetBlackjackPlayerLabelValue ( tableid , player_index , 0 );
// deal only first two cards
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ )
{
TextDrawShowForPlayer ( gamerid , g_blackjackDealerCards [ tableid ] [ c ] );
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// show two player cards only
if ( c >= 2 )
continue ;
for ( new p = 0 ; p < GetBlackjackPlayers ( tableid ); p ++ ) {
TextDrawShowForPlayer ( gamerid , g_blackjackPlayerCards [ tableid ] [ c ] [ p ] );
}
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}
}
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else SetBlackjackPlayerLabelValue ( tableid , player_index , - 1 );
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}
}
stock CheckForBlackjack ( tableid )
{
new
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dealer_score = CalculateDealerHand ( tableid );
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//if ( g_blackjackData[ tableid ] [ E_CARDS_DRAWN ] <= 1 )
// return dealer_score;
//printf("The Dealer score is %d", dealer_score );
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SetBlackjackDealerLabelValue ( tableid , dealer_score );
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// calculate player score
for ( new player_index = 0 ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ ) if ( g_blackjackSlotData [ tableid ] [ player_index ] != - 1 && g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] != - 1 )
{
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new playerid = g_blackjackSlotData [ tableid ] [ player_index ];
new player_score = CalculatePlayerHand ( tableid , player_index );
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SetBlackjackPlayerLabelValue ( tableid , player_index , player_score );
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if ( g_blackjackPlayerState [ tableid ] [ player_index ] != BLACKJACK_STATE_BUST && g_blackjackPlayerState [ tableid ] [ player_index ] != BLACKJACK_STATE_WIN )
{
new
payout = floatround ( float ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) * 2.0 );
// check for win
if ( dealer_score == player_score && dealer_score >= 17 ) {
payout = g_blackjackData [ tableid ] [ E_PAYOUT ];
g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_WIN ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has been returned %s due to a push. " , ReturnPlayerName ( playerid ), playerid , number_format ( payout ) );
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GameTextForPlayer ( playerid , sprintf ( " ~n~~n~~y~%s returned! " , number_format ( payout ) ), 4000 , 3 );
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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GivePlayerCash ( playerid , payout );
}
else if ( player_score == 21 ) {
g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_WIN ;
if ( IsPlayerHandBlackjack ( tableid , player_index , player_score ) ) {
payout = floatround ( float ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) * 2.5 );
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " Blackjack! %s(%d) has won %s! " , ReturnPlayerName ( playerid ), playerid , number_format ( payout ) );
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} else {
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has won %s due to a card count of 21! " , ReturnPlayerName ( playerid ), playerid , number_format ( payout ) );
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}
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GameTextForPlayer ( playerid , sprintf ( " ~n~~n~~g~%s won! " , number_format ( payout ) ), 4000 , 3 );
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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GivePlayerCash ( playerid , payout );
}
else if ( dealer_score == 21 ) {
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_BUST ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has lost %s due to a dealer %s. " , ReturnPlayerName ( playerid ), playerid , number_format ( g_blackjackData [ tableid ] [ E_PAYOUT ] ), IsDealerHandBlackjack ( tableid , dealer_score ) ? ( " blackjack " ) : ( " 21 " ) );
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GameTextForPlayer ( playerid , " ~n~~n~~r~No win! " , 4000 , 3 );
}
else if ( player_score > 21 ) {
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_BUST ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has lost %s due to a bust. " , ReturnPlayerName ( playerid ), playerid , number_format ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) );
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GameTextForPlayer ( playerid , " ~n~~n~~r~No win! " , 4000 , 3 );
}
else if ( dealer_score > 21 ) {
g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_WIN ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has won %s due to a dealer bust. " , ReturnPlayerName ( playerid ), playerid , number_format ( payout ) );
GameTextForPlayer ( playerid , sprintf ( " ~n~~n~~g~%s won! " , number_format ( payout ) ), 4000 , 3 );
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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GivePlayerCash ( playerid , payout );
}
else if ( player_score < dealer_score && dealer_score >= 17 ) {
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_BUST ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has lost %s due to a bust. " , ReturnPlayerName ( playerid ), playerid , number_format ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) );
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GameTextForPlayer ( playerid , " ~n~~n~~r~No win! " , 4000 , 3 );
}
else if ( player_score > dealer_score && dealer_score >= 17 ) {
g_blackjackPlayerState [ tableid ] [ player_index ] = BLACKJACK_STATE_WIN ;
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SendClientMessageToBlackjack ( tableid , COLOR_GREY , " [BLACKJACK] " COL_WHITE " %s(%d) has won %s due to a dealer bust. " , ReturnPlayerName ( playerid ), playerid , number_format ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) );
GameTextForPlayer ( playerid , sprintf ( " ~n~~n~~g~%s won! " , number_format ( payout ) ), 4000 , 3 );
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GivePlayerCasinoRewardsPoints ( playerid , g_blackjackData [ tableid ] [ E_PAYOUT ], . house_edge = 1.5 );
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GivePlayerCash ( playerid , payout );
}
// alert world
if ( g_blackjackPlayerState [ tableid ] [ player_index ] == BLACKJACK_STATE_WIN && payout > g_blackjackData [ tableid ] [ E_PAYOUT ] && payout >= 10000 ) {
UpdateServerVariable ( " blackjack_wins " , 0 , GetGVarFloat ( " blackjack_wins " ) + ( float ( payout ) / 1000000.0 ), " " , GLOBAL_VARTYPE_FLOAT );
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SendGlobalMessage ( - 1 , " " COL_GREY " [CASINO] { FFFFFF} %s(%d) has won " COL_GOLD " %s " COL_WHITE " from blackjack! " , ReturnPlayerName ( playerid ), playerid , number_format ( payout ) );
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}
}
}
return dealer_score ;
}
stock RemovePlayerFromBlackjack ( playerid , reset_cam = 0 )
{
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if ( ! ( 0 <= playerid < MAX_PLAYERS ) )
return 0 ;
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new
blackjack_table = p_blackjackTable [ playerid ];
if ( blackjack_table == - 1 )
return 0 ;
// hide textdraws & reset
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ ) {
TextDrawHideForPlayer ( playerid , g_blackjackDealerCards [ blackjack_table ] [ c ] );
for ( new p = 0 ; p < MAX_BLACKJACK_PLAYERS ; p ++ ) {
TextDrawHideForPlayer ( playerid , g_blackjackPlayerCards [ blackjack_table ] [ c ] [ p ] );
}
}
TextDrawHideForPlayer ( playerid , g_blackjackTurnTD [ blackjack_table ] );
// check if it is a player
new
player_index = GetBlackjackPlayerIndex ( blackjack_table , playerid );
if ( player_index != - 1 )
{
foreach ( new i : Player ) if ( p_blackjackTable [ i ] == blackjack_table ) {
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ ) {
g_blackjackPlayerCardIndex [ blackjack_table ] [ c ] [ player_index ] = - 1 ;
g_blackjackPlayerState [ blackjack_table ] [ player_index ] = BLACKJACK_STATE_NONE ;
TextDrawSetString ( g_blackjackPlayerCards [ blackjack_table ] [ c ] [ player_index ], " ld_card:cdback " );
TextDrawHideForPlayer ( i , g_blackjackPlayerCards [ blackjack_table ] [ c ] [ player_index ] );
}
}
g_blackjackSlotData [ blackjack_table ] [ player_index ] = - 1 ;
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SetBlackjackPlayerLabelValue ( blackjack_table , player_index , - 1 );
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}
// reset camera?
if ( reset_cam ) {
TogglePlayerControllable ( playerid , 1 );
ClearAnimations ( playerid );
SetCameraBehindPlayer ( playerid );
HidePlayerHelpDialog ( playerid );
}
// reset variables
p_blackjackTable [ playerid ] = - 1 ;
// reset table just incase empty
if ( GetBlackjackPlayers ( blackjack_table ) <= 0 )
ResetBlackjackTable ( blackjack_table );
return 1 ;
}
stock SendClientMessageToBlackjack ( tableid , colour , format [ ], va_args <> )
{
static
out [ 144 ];
va_format ( out , sizeof ( out ), format , va_start < 3 > );
for ( new i = 0 ; i < 10 ; i ++ ) if ( p_blackjackTable [ i ] == tableid ) {
SendClientMessage ( i , colour , out );
}
return 1 ;
}
stock initializeBlackjackTextdraws ( id )
{
g_blackjackTurnTD [ id ] = TextDrawCreate ( 330.000000 , 204.000000 , " Lorenc has 5 seconds " );
TextDrawAlignment ( g_blackjackTurnTD [ id ], 2 );
TextDrawBackgroundColor ( g_blackjackTurnTD [ id ], 255 );
TextDrawFont ( g_blackjackTurnTD [ id ], 1 );
TextDrawLetterSize ( g_blackjackTurnTD [ id ], 0.260000 , 1.200000 );
TextDrawColor ( g_blackjackTurnTD [ id ], 16711935 );
TextDrawSetOutline ( g_blackjackTurnTD [ id ], 1 );
TextDrawSetProportional ( g_blackjackTurnTD [ id ], 1 );
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ )
{
g_blackjackDealerCards [ id ] [ c ] = TextDrawCreate ( 243.000000 + 35.0 * float ( c ), 138.000000 , " ld_card:cdback " );
TextDrawBackgroundColor ( g_blackjackDealerCards [ id ] [ c ], 255 );
TextDrawFont ( g_blackjackDealerCards [ id ] [ c ], 4 );
TextDrawLetterSize ( g_blackjackDealerCards [ id ] [ c ], 0.500000 , 1.000000 );
TextDrawUseBox ( g_blackjackDealerCards [ id ] [ c ], 1 );
TextDrawBoxColor ( g_blackjackDealerCards [ id ] [ c ], 255 );
TextDrawTextSize ( g_blackjackDealerCards [ id ] [ c ], 30.000000 , 51.000000 );
}
new
Float : g_blackjackPlayerPosition [ MAX_BLACKJACK_PLAYERS ] [ 2 ] = { { 295.0 , 334.0 }, { 205.0 , 319.0 }, { 390.0 , 329.0 } };
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ )
{
for ( new p = 0 ; p < MAX_BLACKJACK_PLAYERS ; p ++ )
{
g_blackjackPlayerCards [ id ] [ c ] [ p ] = TextDrawCreate ( g_blackjackPlayerPosition [ p ] [ 0 ] + 10.0 * float ( c ), g_blackjackPlayerPosition [ p ] [ 1 ] - 16.0 * float ( c ), " ld_card:cdback " );
TextDrawBackgroundColor ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 255 );
TextDrawFont ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 4 );
TextDrawLetterSize ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 0.5 , 0.7 );
TextDrawUseBox ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 1 );
TextDrawBoxColor ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 255 );
TextDrawTextSize ( g_blackjackPlayerCards [ id ] [ c ] [ p ], 22.000000 , 37.000000 );
}
}
}
stock IsPlayerHandBlackjack ( tableid , player_index , card_count )
{
if ( card_count == 21 && ( g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] == 0 || g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] == 13 || g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] == 26 || g_blackjackPlayerCardIndex [ tableid ] [ 0 ] [ player_index ] == 39 ) )
return true ;
if ( card_count == 21 && ( g_blackjackPlayerCardIndex [ tableid ] [ 1 ] [ player_index ] == 0 || g_blackjackPlayerCardIndex [ tableid ] [ 1 ] [ player_index ] == 13 || g_blackjackPlayerCardIndex [ tableid ] [ 1 ] [ player_index ] == 26 || g_blackjackPlayerCardIndex [ tableid ] [ 1 ] [ player_index ] == 39 ) )
return true ;
return false ;
}
stock IsDealerHandBlackjack ( tableid , card_count )
{
if ( card_count == 21 && ( g_blackjackDealerCardIndex [ tableid ] [ 0 ] == 0 || g_blackjackDealerCardIndex [ tableid ] [ 0 ] == 13 || g_blackjackDealerCardIndex [ tableid ] [ 0 ] == 26 || g_blackjackDealerCardIndex [ tableid ] [ 0 ] == 39 ) )
return true ;
if ( card_count == 21 && ( g_blackjackDealerCardIndex [ tableid ] [ 1 ] == 0 || g_blackjackDealerCardIndex [ tableid ] [ 1 ] == 13 || g_blackjackDealerCardIndex [ tableid ] [ 1 ] == 26 || g_blackjackDealerCardIndex [ tableid ] [ 1 ] == 39 ) )
return true ;
return false ;
}
stock GetBlackjackCardValue ( card_index )
{
new
card_value = 0 ;
switch ( card_index )
{
case 0 , 13 , 26 , 39 : card_value = 1 ;
case 1 , 14 , 27 , 40 : card_value = 2 ;
case 2 , 15 , 28 , 41 : card_value = 3 ;
case 3 , 16 , 29 , 42 : card_value = 4 ;
case 4 , 17 , 30 , 43 : card_value = 5 ;
case 5 , 18 , 31 , 44 : card_value = 6 ;
case 6 , 19 , 32 , 45 : card_value = 7 ;
case 7 , 20 , 33 , 46 : card_value = 8 ;
case 8 , 21 , 34 , 47 : card_value = 9 ;
case 9 , 22 , 35 , 48 , 10 , 23 , 36 , 49 , 11 , 24 , 37 , 50 , 12 , 25 , 38 , 51 : card_value = 10 ;
}
return card_value ;
}
stock GetBlackjackPlayerIndex ( tableid , playerid )
{
for ( new player_index = 0 ; player_index < MAX_BLACKJACK_PLAYERS ; player_index ++ ) if ( playerid == g_blackjackSlotData [ tableid ] [ player_index ] ) {
return player_index ;
}
return - 1 ;
}
stock GetBlackjackPlayers ( tableid ) {
new
count = 0 ;
for ( new p = 0 ; p < MAX_BLACKJACK_PLAYERS ; p ++ ) if ( g_blackjackSlotData [ tableid ] [ p ] != - 1 )
count ++ ;
return count ;
}
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stock SetBlackjackPlayerLabelValue ( tableid , player_index , score ) {
if ( score != - 1 ) {
new playerid = g_blackjackSlotData [ tableid ] [ player_index ];
UpdateDynamic3DTextLabelText ( g_blackjackData [ tableid ] [ E_PLAYER_LABEL ] [ player_index ], COLOR_GOLD , sprintf ( " %s \n " COL_GREY " Score: " COL_WHITE " %d " , ReturnPlayerName ( playerid ), score ) );
} else {
UpdateDynamic3DTextLabelText ( g_blackjackData [ tableid ] [ E_PLAYER_LABEL ] [ player_index ], 0 , sprintf ( " Player %d " , player_index ) );
}
}
stock SetBlackjackDealerLabelValue ( tableid , score ) {
if ( score != - 1 ) {
UpdateDynamic3DTextLabelText ( g_blackjackData [ tableid ] [ E_DEALER_LABEL ], COLOR_GREY , sprintf ( " Dealer \n Score: " COL_WHITE " %d " , score ) );
} else {
UpdateDynamic3DTextLabelText ( g_blackjackData [ tableid ] [ E_DEALER_LABEL ], COLOR_WHITE , sprintf ( " Press ENTER To Play Blackjack \n " COL_WHITE " %s Minimum " , number_format ( g_blackjackData [ tableid ] [ E_PAYOUT ] ) ) );
}
}
stock CalculatePlayerHand ( tableid , player_index )
{
new
player_score = 0 ;
// add player cards
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ ) if ( g_blackjackPlayerCardIndex [ tableid ] [ c ] [ player_index ] != - 1 ) {
player_score += GetBlackjackCardValue ( g_blackjackPlayerCardIndex [ tableid ] [ c ] [ player_index ] ); // aces will add as 1 anyway
}
// double check aces
for ( new a = 0 ; a < MAX_BLACKJACK_CARDS ; a ++ ) if ( GetBlackjackCardValue ( g_blackjackPlayerCardIndex [ tableid ] [ a ] [ player_index ] ) == 1 ) {
if ( player_score + 10 <= 21 ) player_score += 10 ; // if there's aces, just use one as an 11. if count stays under 21 of course
break ;
}
return player_score ;
}
stock CalculateDealerHand ( tableid )
{
new
dealer_score = 0 ;
// add dealer score
for ( new c = 0 ; c < MAX_BLACKJACK_CARDS ; c ++ ) if ( g_blackjackDealerCardIndex [ tableid ] [ c ] != - 1 ) {
dealer_score += GetBlackjackCardValue ( g_blackjackDealerCardIndex [ tableid ] [ c ] ); // aces will add as 1 anyway
}
// double check aces
for ( new a = 0 ; a < MAX_BLACKJACK_CARDS ; a ++ ) if ( GetBlackjackCardValue ( g_blackjackDealerCardIndex [ tableid ] [ a ] ) == 1 ) {
// if there's aces, just use one as an 11. if count stays under 21 of course
if ( dealer_score + 10 <= 21 ) dealer_score += 10 ;
break ;
}
return dealer_score ;
}