#include "gh_poker_include" /* SHOW PLAYER OR DEALER HANDS AND SCORES Shows the cards and score of the hand */ string ShowMHandAndScores(string sWho) { SortHand(sWho); string sHand = GetStringLeft(sWho, 1) + GetStringLowerCase(GetStringRight(sWho, 5)) + ": "; { //If discard time, hide cards. int iCount = 0; for(iCount = 1; iCount <= 5; iCount++) { //Check each card, if discarded, show as HIDDEN for now. if(GetLocalInt(OBJECT_SELF, sWho+"_DISCARD_" + IntToString(iCount)) == 0) { sHand = sHand + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_" + IntToString(iCount))) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_" + IntToString(iCount))) + "s, "; } else { sHand = sHand + "[" + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_" + IntToString(iCount))) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_" + IntToString(iCount))) + "s], "; } } sHand = GetStringLeft(sHand, GetStringLength(sHand) - 2) + "."; sHand = sHand + "\n" + GetHandValue(sWho); } /*else { //Else its not discard time, so dont hide. And also show the hand value. SortHand(sWho); //Sort the cards when showing them all. sHand = sHand + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_1")) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_1")) + "s"; sHand = sHand + ", " + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_2")) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_2")) + "s"; sHand = sHand + ", " + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_3")) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_3")) + "s"; sHand = sHand + ", " + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_4")) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_4")) + "s"; sHand = sHand + ", " + CardName(GetLocalInt(OBJECT_SELF, sWho + "_CARD_5")) + " of " + GetSuit(GetLocalInt(OBJECT_SELF, sWho + "_CARD_5")) + "s"; sHand = sHand + ".\n" + GetHandValue(sWho); }*/ return sHand; } /* INITIALIZE DECK Resets deck so all cards are 'undrawn'. The 'Y' and 'N' at the end of the value indicates whether its been drawn or not. 'N' = drawn, 'Y' = undrawn or available to be drawn :) Also resets the players and dealers hands so they have no cards. Also in the value of the cards, I included the suit. H, D, C, S Heart, Diamond, Club, Spade.*/ void InitializeMDeck() { //Resets deck and hands so none are 'drawn'. SetLocalString(OBJECT_SELF, "1", "02HY"); //TWOS SetLocalString(OBJECT_SELF, "2", "02DY"); SetLocalString(OBJECT_SELF, "3", "02CY"); SetLocalString(OBJECT_SELF, "4", "02SY"); SetLocalString(OBJECT_SELF, "5", "03HY"); //THREES SetLocalString(OBJECT_SELF, "6", "03DY"); SetLocalString(OBJECT_SELF, "7", "03CY"); SetLocalString(OBJECT_SELF, "8", "03SY"); SetLocalString(OBJECT_SELF, "9", "04HY"); //FOURS SetLocalString(OBJECT_SELF, "10", "04DY"); SetLocalString(OBJECT_SELF, "11", "04CY"); SetLocalString(OBJECT_SELF, "12", "04SY"); SetLocalString(OBJECT_SELF, "13", "05HY"); //FIVES SetLocalString(OBJECT_SELF, "14", "05DY"); SetLocalString(OBJECT_SELF, "15", "05CY"); SetLocalString(OBJECT_SELF, "16", "05SY"); SetLocalString(OBJECT_SELF, "17", "06HY"); //SIXES SetLocalString(OBJECT_SELF, "18", "06DY"); SetLocalString(OBJECT_SELF, "19", "06CY"); SetLocalString(OBJECT_SELF, "20", "06SY"); SetLocalString(OBJECT_SELF, "21", "07HY"); //SEVENS SetLocalString(OBJECT_SELF, "22", "07DY"); SetLocalString(OBJECT_SELF, "23", "07CY"); SetLocalString(OBJECT_SELF, "24", "07SY"); SetLocalString(OBJECT_SELF, "25", "08HY"); //EIGHTS SetLocalString(OBJECT_SELF, "26", "08DY"); SetLocalString(OBJECT_SELF, "27", "08CY"); SetLocalString(OBJECT_SELF, "28", "08SY"); SetLocalString(OBJECT_SELF, "29", "09HY"); //NINES SetLocalString(OBJECT_SELF, "30", "09DY"); SetLocalString(OBJECT_SELF, "31", "09CY"); SetLocalString(OBJECT_SELF, "32", "09SY"); SetLocalString(OBJECT_SELF, "33", "10HY"); //TENS SetLocalString(OBJECT_SELF, "34", "10DY"); SetLocalString(OBJECT_SELF, "35", "10CY"); SetLocalString(OBJECT_SELF, "36", "10SY"); SetLocalString(OBJECT_SELF, "37", "11HY"); //JACKS SetLocalString(OBJECT_SELF, "38", "11DY"); SetLocalString(OBJECT_SELF, "39", "11CY"); SetLocalString(OBJECT_SELF, "40", "11SY"); SetLocalString(OBJECT_SELF, "41", "12HY"); //QUEENS SetLocalString(OBJECT_SELF, "42", "12DY"); SetLocalString(OBJECT_SELF, "43", "12CY"); SetLocalString(OBJECT_SELF, "44", "12SY"); SetLocalString(OBJECT_SELF, "45", "13HY"); //KINGS SetLocalString(OBJECT_SELF, "46", "13DY"); SetLocalString(OBJECT_SELF, "47", "13CY"); SetLocalString(OBJECT_SELF, "48", "13SY"); SetLocalString(OBJECT_SELF, "49", "14HY"); //ACES SetLocalString(OBJECT_SELF, "50", "14DY"); SetLocalString(OBJECT_SELF, "51", "14CY"); SetLocalString(OBJECT_SELF, "52", "14SY"); //Resetting Dealer and Player hands to 'empty'. SetLocalInt(OBJECT_SELF, "PLAYER1_CARD_1", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_CARD_2", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_CARD_3", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_CARD_4", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_CARD_5", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_CARD_1", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_CARD_2", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_CARD_3", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_CARD_4", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_CARD_5", 0); //Resetting variables used for tracking discarded cards. SetLocalInt(OBJECT_SELF, "PLAYER1_DISCARD_1", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_DISCARD_2", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_DISCARD_3", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_DISCARD_4", 0); SetLocalInt(OBJECT_SELF, "PLAYER1_DISCARD_5", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_DISCARD_1", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_DISCARD_2", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_DISCARD_3", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_DISCARD_4", 0); SetLocalInt(OBJECT_SELF, "PLAYER2_DISCARD_5", 0); }