/* * Irresistible Gaming (c) 2018 * Developed by Lorenc Pekaj * Module: blackjack.inc * Purpose: a sa-mp blackjack minigame implementation */ /* ** Includes ** */ #include < YSI\y_hooks > /* ** Error checking ** */ #if !defined __irresistible_servervars #error "You need server variables enabled to track betting." #endif /*#if !defined _merrandom_included #define MRandom random #endif*/ /* ** Definitions ** */ #define MAX_BLACKJACK_TABLES ( 32 ) #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, E_PAYOUT, E_OBJECT, E_ACTOR, E_WORLD, Float: E_X, Float: E_Y, Float: E_Z, Float: E_ROTATION }; 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( ) { // for tracking bets AddServerVariable( "blackjack_bets", "0.0", GLOBAL_VARTYPE_FLOAT ); AddServerVariable( "blackjack_wins", "0.0", GLOBAL_VARTYPE_FLOAT ); // 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 CreateBlackjackTable( 25000, 2230.37500, 1602.75000, 1006.15631, 0.00000, 82 ); CreateBlackjackTable( 25000, 2232.18750, 1604.43750, 1006.15631, 90.0000, 82 ); CreateBlackjackTable( 25000, 2228.49219, 1604.45313, 1006.15631, -90.000, 82 ); CreateBlackjackTable( 25000, 2230.37500, 1606.27344, 1006.15631, 180.000, 82 ); CreateBlackjackTable( 100000, 2241.31250, 1602.75000, 1006.15631, 0.00000, 82 ); CreateBlackjackTable( 100000, 2243.12500, 1604.43750, 1006.15631, 90.0000, 82 ); CreateBlackjackTable( 100000, 2239.42969, 1604.45313, 1006.15631, -90.000, 82 ); CreateBlackjackTable( 100000, 2241.31250, 1606.27344, 1006.15631, 180.000, 82 ); // 4 dragons CreateBlackjackTable( 250000, 1960.36719, 1015.66412, 992.46881, -90.0000, 23 ); CreateBlackjackTable( 500000, 1962.34375, 1015.66412, 992.46881, 90.00000, 23 ); CreateBlackjackTable( 1000000, 1962.34375, 1020.17969, 992.46881, 90.00000, 23 ); CreateBlackjackTable( 2500000, 1960.36719, 1020.17188, 992.46881, -90.00000, 23 ); 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 ) ) { if ( p_blackjackTable[ playerid ] != -1 ) return RemovePlayerFromBlackjack( playerid, .reset_cam = 1 ); foreach(new id : blackjacktables) if ( GetPlayerVirtualWorld( playerid ) == g_blackjackData[ id ] [ E_WORLD ] ) { 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; // 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 ); SendServerMessage( playerid, "You have entered the %s hand blackjack table.", number_format( g_blackjackData[ id ] [ E_PAYOUT ] ) ); 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 ** */ stock CreateBlackjackTable( payout, Float: X, Float: Y, Float: Z, Float: Angle, world ) { 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; g_blackjackData[ id ] [ E_WORLD ] = world; g_blackjackData[ id ] [ E_GAME_TIMER ] = -1; g_blackjackData[ id ] [ E_PAYOUT ] = payout; 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 ); 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 ); SetDynamicActorInvulnerable( g_blackjackData[ id ] [ E_ACTOR ], true ); SetDynamicActorVirtualWorld( g_blackjackData[ id ] [ E_ACTOR ], world ); ResetBlackjackTable( id ); Iter_Add( blackjacktables, id ); } else { static overflow; printf("[BLACKJACK ERROR] Reached limit of %d blackjack tables, increase to %d to fix.", MAX_BLACKJACK_TABLES, MAX_BLACKJACK_TABLES + ( ++ overflow ) ); } return 1; } function DrawPlayerBlackjackCard( tableid, player_index ) { new randomCard = MRandom( sizeof( g_blackjackDealerCards ) ); 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; break; } return randomCard; } function BeginBlackJackTurn( tableid ) { new cardid = g_blackjackData[ tableid ] [ E_CARDS_DRAWN ] ++; if ( cardid >= MAX_BLACKJACK_CARDS ) { ResetBlackjackTable( tableid ); return; } new randomCard = MRandom( sizeof( g_blackjackDealerCards ) ); // dealer cards 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 ); TextDrawSetString( g_blackjackDealerCards[ tableid ] [ cardid ], g_cardTextdrawData[ randomCard ] ); g_blackjackDealerCardIndex[ tableid ] [ cardid ] = randomCard; // 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 ) { new bet_amount = 0; 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 ); 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 SetTimerEx( "DrawPlayerBlackjackCard", BLACKJACK_DEALER_WAIT, false, "dd", tableid, player_index ); } } 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." ); SetTimerEx( "ResetBlackjackTable", 5000, false, "d", tableid ); } } 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 KillTimer( g_blackjackData[ tableid ] [ E_GAME_TIMER ] ), g_blackjackData[ tableid ] [ E_GAME_TIMER ] = -1; 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 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 ]; // deal only first two cards for ( new c = 0; c < MAX_BLACKJACK_CARDS; c ++ ) { TextDrawShowForPlayer( gamerid, g_blackjackDealerCards[ tableid ] [ c ] ); // show two player cards only if ( c >= 2 ) continue; for ( new p = 0; p < GetBlackjackPlayers( tableid ); p ++ ) { TextDrawShowForPlayer( gamerid, g_blackjackPlayerCards[ tableid ] [ c ] [ p ] ); } } } } stock CheckForBlackjack( tableid ) { new dealer_score = 0; //if ( g_blackjackData[ tableid ] [ E_CARDS_DRAWN ] <= 1 ) // return dealer_score; // calculate dealer score for ( new c = 0; c < MAX_BLACKJACK_CARDS; c ++ ) if ( g_blackjackDealerCardIndex[ tableid ] [ c ] != -1 ) { new card_value = GetBlackjackCardValue( g_blackjackDealerCardIndex[ tableid ] [ c ] ); // printf("%d Card = %d", c, card_value); if ( card_value == 1 ) { if ( dealer_score >= 11 ) dealer_score += 1; else dealer_score += 11; } else dealer_score += card_value; } //printf("The Dealer score is %d", dealer_score ); // 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 ) { new playerid = g_blackjackSlotData[ tableid ] [ player_index ], player_score = 0; for ( new c = 0; c < MAX_BLACKJACK_CARDS; c ++ ) if ( g_blackjackPlayerCardIndex[ tableid ] [ c ] [ player_index ] != -1 ) { new card_value = GetBlackjackCardValue( g_blackjackPlayerCardIndex[ tableid ] [ c ] [ player_index ] ); if ( card_value == 1 ) { if ( player_score >= 11 ) player_score += 1; else player_score += 11; } else player_score += card_value; } 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; SendClientMessageToBlackjack( tableid, COLOR_GREY, "[BLACKJACK]"COL_WHITE" %s(%d) has been returned %s due to a push.", ReturnPlayerName( playerid ), playerid, number_format( payout ) ); GameTextForPlayer( playerid, sprintf( "~n~~n~~g~%s won!", number_format( payout ) ), 4000, 3 ); GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); 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 ); SendClientMessageToBlackjack( tableid, COLOR_GREY, "[BLACKJACK]"COL_WHITE" Blackjack! %s(%d) has won %s!", ReturnPlayerName( playerid ), playerid, number_format( payout ) ); } else { 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 ) ); } GameTextForPlayer( playerid, sprintf( "~n~~n~~g~%s won!", number_format( payout ) ), 4000, 3 ); GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); GivePlayerCash( playerid, payout ); } else if ( dealer_score == 21 ) { GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); g_blackjackPlayerState[ tableid ] [ player_index ] = BLACKJACK_STATE_BUST; 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" ) ); GameTextForPlayer( playerid, "~n~~n~~r~No win!", 4000, 3 ); } else if ( player_score > 21 ) { GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); g_blackjackPlayerState[ tableid ] [ player_index ] = BLACKJACK_STATE_BUST; 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 ] ) ); GameTextForPlayer( playerid, "~n~~n~~r~No win!", 4000, 3 ); } else if ( dealer_score > 21 ) { g_blackjackPlayerState[ tableid ] [ player_index ] = BLACKJACK_STATE_WIN; 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 ); GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); GivePlayerCash( playerid, payout ); } else if ( player_score < dealer_score && dealer_score >= 17 ) { GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); g_blackjackPlayerState[ tableid ] [ player_index ] = BLACKJACK_STATE_BUST; 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 ] ) ); 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; 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 ); GivePlayerCasinoRewardsPoints( playerid, g_blackjackData[ tableid ] [ E_PAYOUT ], .house_edge = 1.5 ); 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 ); SendGlobalMessage( -1, ""COL_GREY"[CASINO]{FFFFFF} %s(%d) has won "COL_GOLD"%s"COL_WHITE" from blackjack!", ReturnPlayerName( playerid ), playerid, number_format( payout ) ); } } } return dealer_score; } stock RemovePlayerFromBlackjack( playerid, reset_cam = 0 ) { if ( ! ( 0 <= playerid < MAX_PLAYERS ) ) return 0; 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; } // 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; }