860 lines
38 KiB
PHP
860 lines
38 KiB
PHP
/*
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* Irresistible Gaming (c) 2018
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* Developed by Lorenc Pekaj
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* Module: blackjack.inc
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* Purpose: a sa-mp blackjack minigame implementation
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*/
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/* ** Includes ** */
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#include < YSI\y_hooks >
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/* ** Error checking ** */
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#if !defined __irresistible_servervars
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#error "You need server variables enabled to track betting."
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#endif
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/*#if !defined _merrandom_included
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#define MRandom random
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#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 )
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#define MAX_BLACKJACK_PLAYERS ( 3 )
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#define BLACKJACK_DEALER_WAIT ( 500 )
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#define BLACKJACK_PLAYER_WAIT ( 10 )
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#define BLACKJACK_STATE_NONE ( 0 )
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#define BLACKJACK_STATE_TURN ( 1 )
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#define BLACKJACK_STATE_BUST ( 2 )
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#define BLACKJACK_STATE_STAND ( 3 )
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#define BLACKJACK_STATE_WIN ( 4 )
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/* ** Constants ** */
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stock const g_cardTextdrawData[ 52 ] [ ] = {
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"LD_CARD:cd1c", // A Clubs - 0
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"LD_CARD:cd2c", // 2 Clubs - 1
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"LD_CARD:cd3c", // 3 Clubs - 2
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"LD_CARD:cd4c", // 4 Clubs - 3
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"LD_CARD:cd5c", // 5 Clubs - 4
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"LD_CARD:cd6c", // 6 Clubs - 5
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"LD_CARD:cd7c", // 7 Clubs - 6
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"LD_CARD:cd8c", // 8 Clubs - 7
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"LD_CARD:cd9c", // 9 Clubs - 8
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"LD_CARD:cd10c", // 10 Clubs - 9
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"LD_CARD:cd11c", // J Clubs - 10
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"LD_CARD:cd12c", // Q Clubs - 11
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"LD_CARD:cd13c", // K Clubs - 12
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"LD_CARD:cd1d", // A Diamonds - 13
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"LD_CARD:cd2d", // 2 Diamonds - 14
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"LD_CARD:cd3d", // 3 Diamonds - 15
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"LD_CARD:cd4d", // 4 Diamonds - 16
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"LD_CARD:cd5d", // 5 Diamonds - 17
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"LD_CARD:cd6d", // 6 Diamonds - 18
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"LD_CARD:cd7d", // 7 Diamonds - 19
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"LD_CARD:cd8d", // 8 Diamonds - 20
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"LD_CARD:cd9d", // 9 Diamonds - 21
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"LD_CARD:cd10d", // 10 Diamonds - 22
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"LD_CARD:cd11d", // J Diamonds - 23
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"LD_CARD:cd12d", // Q Diamonds - 24
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"LD_CARD:cd13d", // K Diamonds - 25
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"LD_CARD:cd1h", // A Heats - 26
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"LD_CARD:cd2h", // 2 Heats - 27
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"LD_CARD:cd3h", // 3 Heats - 28
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"LD_CARD:cd4h", // 4 Heats - 29
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"LD_CARD:cd5h", // 5 Heats - 30
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"LD_CARD:cd6h", // 6 Heats - 31
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"LD_CARD:cd7h", // 7 Heats - 32
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"LD_CARD:cd8h", // 8 Heats - 33
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"LD_CARD:cd9h", // 9 Heats - 34
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"LD_CARD:cd10h", // 10 Heats - 35
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"LD_CARD:cd11h", // J Heats - 36
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"LD_CARD:cd12h", // Q Heats - 37
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"LD_CARD:cd13h", // K Heats - 38
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"LD_CARD:cd1s", // A Spades - 39
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"LD_CARD:cd2s", // 2 Spades - 40
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"LD_CARD:cd3s", // 3 Spades - 41
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"LD_CARD:cd4s", // 4 Spades - 42
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"LD_CARD:cd5s", // 5 Spades - 43
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"LD_CARD:cd6s", // 6 Spades - 44
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"LD_CARD:cd7s", // 7 Spades - 45
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"LD_CARD:cd8s", // 8 Spades - 46
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"LD_CARD:cd9s", // 9 Spades - 47
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"LD_CARD:cd10s", // 10 Spades - 48
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"LD_CARD:cd11s", // J Spades - 49
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"LD_CARD:cd12s", // Q Spades - 50
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"LD_CARD:cd13s" // K Spades - 51
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};
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/* ** Variables ** */
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enum E_BLACKJACK_DATA
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{
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bool: E_GAME_STARTED, E_CARDS_DRAWN, E_GAME_TIMER,
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E_PAYOUT, E_WORLD, E_RESET_TIMER,
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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,
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Text3D: E_DEALER_LABEL, Text3D: E_PLAYER_LABEL[ MAX_BLACKJACK_PLAYERS ]
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};
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new
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g_blackjackData [ MAX_BLACKJACK_TABLES ] [ E_BLACKJACK_DATA ],
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Text: g_blackjackTurnTD [ MAX_BLACKJACK_TABLES ] = { Text: INVALID_TEXT_DRAW, ... },
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Text: g_blackjackPlayerCards [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ] [ MAX_BLACKJACK_PLAYERS ],
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Text: g_blackjackDealerCards [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ],
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g_blackjackDealerCardIndex [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ],
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g_blackjackPlayerCardIndex [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_CARDS ] [ MAX_BLACKJACK_PLAYERS ],
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g_blackjackPlayerState [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_PLAYERS ],
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g_blackjackSlotData [ MAX_BLACKJACK_TABLES ] [ MAX_BLACKJACK_PLAYERS ],
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p_blackjackTable [ MAX_PLAYERS ] = { -1, ... },
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Iterator: blackjacktables < MAX_BLACKJACK_TABLES >
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;
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/* ** Hooks ** */
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hook OnGameModeInit( )
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{
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// for tracking bets
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AddServerVariable( "blackjack_bets", "0.0", GLOBAL_VARTYPE_FLOAT );
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AddServerVariable( "blackjack_wins", "0.0", GLOBAL_VARTYPE_FLOAT );
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// Reset Textdraw Variables
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for ( new i = 0; i < MAX_BLACKJACK_TABLES; i ++ ) {
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for ( new x = 0; x < MAX_BLACKJACK_CARDS; x ++ ) {
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g_blackjackDealerCards[ i ] [ x ] = Text: INVALID_TEXT_DRAW;
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for ( new p = 0; p < MAX_BLACKJACK_PLAYERS; p ++ ) {
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g_blackjackPlayerCards[ i ] [ x ] [ p ] = Text: INVALID_TEXT_DRAW;
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g_blackjackSlotData[ i ] [ p ] = -1;
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}
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}
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}
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// Create blackjack tables
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CreateBlackjackTable( 2500, 2230.37500, 1602.75000, 1006.15631, 0.00000, 82 );
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CreateBlackjackTable( 5000, 2232.18750, 1604.43750, 1006.15631, 90.0000, 82 );
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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 );
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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 );
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CreateBlackjackTable( 50000, 1962.34375, 1015.66412, 992.46881, 90.00000, 23 );
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CreateBlackjackTable( 100000, 1962.34375, 1020.17969, 992.46881, 90.00000, 23 );
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CreateBlackjackTable( 250000, 1960.36719, 1020.17188, 992.46881, -90.00000, 23 );
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return 1;
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}
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hook OnPlayerDisconnect( playerid, reason )
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{
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RemovePlayerFromBlackjack( playerid );
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return 1;
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}
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#if defined AC_INCLUDED
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hook OnPlayerDeathEx( playerid, killerid, reason, Float: damage, bodypart )
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#else
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hook OnPlayerDeath( playerid, killerid, reason )
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#endif
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{
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RemovePlayerFromBlackjack( playerid );
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return 1;
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}
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hook OnPlayerKeyStateChange( playerid, newkeys, oldkeys )
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{
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static
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Float: X, Float: Y, Float: Z;
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if ( IsPlayerInCasino( playerid ) )
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{
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new
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blackjack_table = p_blackjackTable[ playerid ];
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// Blackjack
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if ( blackjack_table != -1 )
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{
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new
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player_index = GetBlackjackPlayerIndex( blackjack_table, playerid );
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if ( player_index == -1 )
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return SendError( playerid, "You don't seem to be playing any blackjack table." );
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if ( PRESSED( KEY_SPRINT ) ) {
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if ( ! g_blackjackData[ blackjack_table ] [ E_CARDS_DRAWN ] && g_blackjackData[ blackjack_table ] [ E_GAME_TIMER ] == -1 )
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return ( g_blackjackData[ blackjack_table ] [ E_GAME_TIMER ] = SetTimerEx( "BeginBlackJackTurn", BLACKJACK_DEALER_WAIT, false, "d", blackjack_table ) ), 1;
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if ( g_blackjackPlayerState[ blackjack_table ] [ player_index ] == BLACKJACK_STATE_TURN ) {
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g_blackjackPlayerState[ blackjack_table ] [ player_index ] = BLACKJACK_STATE_STAND;
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SendClientMessageToBlackjack( blackjack_table, COLOR_GREY, "[BLACKJACK]"COL_WHITE" %s(%d) has decided to stand.", ReturnPlayerName( playerid ), playerid );
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return 1;
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}
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return 1;
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}
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if ( PRESSED( KEY_CTRL_BACK ) )
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{
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if ( g_blackjackPlayerState[ blackjack_table ] [ player_index ] != BLACKJACK_STATE_TURN )
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return SendError( playerid, "It's not your turn to hit. Please wait!" );
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DrawPlayerBlackjackCard( blackjack_table, player_index );
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CheckForBlackjack( blackjack_table );
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return 1;
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}
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}
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if ( PRESSED( KEY_SECONDARY_ATTACK ) )
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{
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if ( p_blackjackTable[ playerid ] != -1 ) {
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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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{
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if ( IsPlayerInRangeOfPoint( playerid, 3.0, g_blackjackData[ id ] [ E_X ], g_blackjackData[ id ] [ E_Y ], g_blackjackData[ id ] [ E_Z ] ) ) {
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new
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player_index;
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for ( ; player_index < MAX_BLACKJACK_PLAYERS; player_index ++ )
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if ( g_blackjackSlotData[ id ] [ player_index ] == -1 )
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break;
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if ( player_index >= MAX_BLACKJACK_PLAYERS || g_blackjackSlotData[ id ] [ player_index ] != -1 )
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return SendError( playerid, "There are no more vacant slots for this table." );
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if ( GetPlayerCash( playerid ) < g_blackjackData[ id ] [ E_PAYOUT ] )
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return SendError( playerid, "You don't have any money to wager." );
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new
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Float: lookatX, Float: lookatY, Float: lookatZ,
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Float: tmpX, Float: tmpY, Float: tmpZ
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;
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GetPlayerCameraPos( playerid, X, Y, Z );
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GetPlayerCameraFrontVector( playerid, lookatX, lookatY, lookatZ );
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tmpX = g_blackjackData[ id ] [ E_X ] - 1.3 * floatcos( g_blackjackData[ id ] [ E_ROTATION ] + 90.0, degrees );
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tmpY = g_blackjackData[ id ] [ E_Y ] - 1.3 * floatsin( g_blackjackData[ id ] [ E_ROTATION ] + 90.0, degrees );
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tmpZ = g_blackjackData[ id ] [ E_Z ] + 1.7;
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InterpolateCameraPos( playerid, X, Y, Z, tmpX, tmpY, tmpZ, 1000, CAMERA_MOVE );
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X += floatmul( lookatX, 20.0 );
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Y += floatmul( lookatY, 20.0 );
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Z += floatmul( lookatZ, 20.0 );
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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 );
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p_blackjackTable[ playerid ] = id;
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g_blackjackSlotData[ id ] [ player_index ] = playerid;
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// reset player cards
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for ( new c = 0; c < MAX_BLACKJACK_CARDS; c ++ )
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g_blackjackPlayerCardIndex[ id ] [ c ] [ player_index ] = -1;
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// set player card values
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SetBlackjackPlayerLabelValue( id, player_index, 0 );
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// show cards to players
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for ( new player = 0; player < MAX_BLACKJACK_PLAYERS; player ++ )
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{
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new
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gamerid = g_blackjackSlotData[ id ] [ player ];
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// deal only first two cards
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for ( new c = 0; c < MAX_BLACKJACK_CARDS; c ++ )
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{
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TextDrawShowForPlayer( gamerid, g_blackjackDealerCards[ id ] [ c ] );
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// show two player cards only
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if ( c >= 2 )
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continue;
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for ( new p = 0; p < GetBlackjackPlayers( id ); p ++ ) {
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TextDrawShowForPlayer( gamerid, g_blackjackPlayerCards[ id ] [ c ] [ p ] );
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}
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}
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}
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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";
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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 );
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return 1;
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}
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}
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}
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}
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return 1;
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}
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hook InitializeTextDraws( )
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{
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for ( new i = 0; i < MAX_BLACKJACK_TABLES; i ++ ) {
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initializeBlackjackTextdraws( i );
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}
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}
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/* ** Functions ** */
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stock CreateBlackjackTable( payout, Float: X, Float: Y, Float: Z, Float: Angle, world )
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{
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new
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id = Iter_Free(blackjacktables);
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if ( id != ITER_NONE )
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{
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g_blackjackData[ id ] [ E_X ] = X;
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g_blackjackData[ id ] [ E_Y ] = Y;
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g_blackjackData[ id ] [ E_Z ] = Z;
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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;
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g_blackjackData[ id ] [ E_RESET_TIMER ] = -1;
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g_blackjackData[ id ] [ E_GAME_TIMER ] = -1;
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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 );
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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 );
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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 );
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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 );
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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 );
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SetDynamicActorVirtualWorld( g_blackjackData[ id ] [ E_ACTOR ], world );
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ResetBlackjackTable( id );
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Iter_Add( blackjacktables, id );
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}
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else
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{
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static overflow;
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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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}
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return 1;
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}
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function DrawPlayerBlackjackCard( tableid, player_index )
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{
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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 ) {
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TextDrawSetString( g_blackjackPlayerCards[ tableid ] [ cardid ] [ player_index ], g_cardTextdrawData[ randomCard ] );
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foreach (new gamerid : Player) if ( p_blackjackTable[ gamerid ] == tableid ) {
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TextDrawShowForPlayer( gamerid, g_blackjackPlayerCards[ tableid ] [ cardid ] [ player_index ] );
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PlayerPlaySound( gamerid, 1145, 0.0, 0.0, 0.0 );
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}
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g_blackjackPlayerCardIndex[ tableid ] [ cardid ] [ player_index ] = randomCard;
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SetBlackjackPlayerLabelValue( tableid, player_index, CalculatePlayerHand( tableid, player_index ) );
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break;
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}
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return randomCard;
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}
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function BeginBlackJackTurn( tableid )
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{
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new
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cardid = g_blackjackData[ tableid ] [ E_CARDS_DRAWN ] ++;
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if ( cardid >= MAX_BLACKJACK_CARDS ) {
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ResetBlackjackTable( tableid );
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return;
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}
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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 );
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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 ] );
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g_blackjackDealerCardIndex[ tableid ] [ cardid ] = randomCard;
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SetBlackjackDealerLabelValue( tableid, CalculateDealerHand( tableid ) );
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// noise
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foreach (new gamerid : Player) if ( p_blackjackTable[ gamerid ] != -1 ) {
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PlayerPlaySound( gamerid, 1145, 0.0, 0.0, 0.0 );
|
|
}
|
|
|
|
// deal player first card
|
|
if ( cardid == 0 )
|
|
{
|
|
new blackjack_players = GetBlackjackPlayers( tableid );
|
|
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 );
|
|
if ( blackjack_players - 1 <= 0 ) return; // no point having an empty table
|
|
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
|
|
g_blackjackData[ tableid ] [ E_DRAW_CARD_TIMER ] = 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." );
|
|
g_blackjackData[ tableid ] [ E_RESET_TIMER ] = 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
|
|
SetBlackjackDealerLabelValue( tableid, -1 );
|
|
KillTimer( g_blackjackData[ tableid ] [ E_RESET_TIMER ] ), g_blackjackData[ tableid ] [ E_RESET_TIMER ] = -1;
|
|
KillTimer( g_blackjackData[ tableid ] [ E_GAME_TIMER ] ), g_blackjackData[ tableid ] [ E_GAME_TIMER ] = -1;
|
|
KillTimer( g_blackjackData[ tableid ] [ E_DRAW_CARD_TIMER ] ), g_blackjackData[ tableid ] [ E_DRAW_CARD_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 ];
|
|
|
|
// 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 ] );
|
|
|
|
// show two player cards only
|
|
if ( c >= 2 )
|
|
continue;
|
|
|
|
for ( new p = 0; p < GetBlackjackPlayers( tableid ); p ++ ) {
|
|
TextDrawShowForPlayer( gamerid, g_blackjackPlayerCards[ tableid ] [ c ] [ p ] );
|
|
}
|
|
}
|
|
}
|
|
else SetBlackjackPlayerLabelValue( tableid, player_index, -1 );
|
|
}
|
|
}
|
|
|
|
stock CheckForBlackjack( tableid )
|
|
{
|
|
new
|
|
dealer_score = CalculateDealerHand( tableid );
|
|
|
|
//if ( g_blackjackData[ tableid ] [ E_CARDS_DRAWN ] <= 1 )
|
|
// return dealer_score;
|
|
|
|
//printf("The Dealer score is %d", dealer_score );
|
|
SetBlackjackDealerLabelValue( tableid, 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 ];
|
|
new player_score = CalculatePlayerHand( tableid, player_index );
|
|
|
|
SetBlackjackPlayerLabelValue( tableid, player_index, player_score );
|
|
|
|
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~~y~%s returned!", 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;
|
|
SetBlackjackPlayerLabelValue( 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;
|
|
}
|
|
|
|
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\nScore:"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;
|
|
}
|