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