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- //! Video Poker in ZScript
- //! Version 0.8
- //! 14th September, 2020
- namespace videopoker
- {
- //User Interface
- const int VPUI_FONT = 0; //General UI font and colour.
- const int VPUI_HOLD_COLOUR = 0x01; //Whitetru
- const int VPUI_HOLD_BG_COLOUR = 0; //Red, box behind 'HOLD' text.
- //Felt
- const int VPUI_BACKGROUND_COLOUR = 0x0F; //Should be green.
- const int VPUI_FELT_WIDTH = 250;
- const int VPUI_FELT_HEIGHT = 170;
- const int VPUI_FELT_X = 4;
- const int VPUI_FELT_Y = 4;
- const int VPUI_FELT_SCALE = 1;
- //Backdrop behind felt.
- const int VPUI_COLOUR_BLACK = 0x0F;
- const int VPUI_BLACK_BG_SCALE = 1;
- const int VPUI_BLACK_BG_X = 0;
- const int VPUI_BLACK_BG_Y = 0;
- const int VPUI_BLACK_BG_WIDTH = 255;
- const int VPUI_BLACK_BG_HEIGHT = 175;
- //Card Dimensions and Properties
- const int VP_CARD_HOLD_SPACING = 3; //Space between card bottom and 'HOLD' indicator.
- const int VP_CARD_LAYER = 3; //Layer for drawing card objects to the screen.
- const int VP_CARD_WIDTH = 40;
- const int VP_CARD_HEIGHT = 60;
- const int VP_CARD_SPACING = 8; //Space between cards.
- const int VP_CARD_COLOUR = 0x01; //White
- const int VP_CARD_SHADOW = 0x0F; //Black
- const int VP_CARD_OPACITY = 128; //Opaque
- const int VP_CARD_SHADOW_OPACITY = 64; //Trans
- const int VP_CARD_BASE_X = 10;
- const int VP_CARD_BASE_Y = 20;
- const int VP_CARD_SHADOW_Y_OFFSET = 5;
- const int VP_CARD_SHADOW_X_OFFSET = 3;
- const int VP_CARD_SCALE = 1;
- //Card Display (Text)
- //Display of characters over the cards, for 2-10 and A-K-Q-J.
- const int VP_CARD_CHAR_X_OFFSET = 18; //offset from card left/top edges
- const int VP_CARD_CHAR_Y_OFFSET = 24;
- const int VP_CARD_CHAR_FONT = 1; //font for glyphs
- const int VP_CARD_CHAR_BG_COLOUR = 0; //background colour of glyphs. Normally 0.
- const int VP_CARD_CHAR_WIDTH = -1; //Glyph scale: This only works in 2.54+
- const int VP_CARD_CHAR_HEIGHT = -1;
- const int VP_CARD_CHAR_OPACITY = 128;
- //Hand Types
- const int HT_ROYAL = 9;
- const int HT_STRAIGHTFLUSH = 8;
- const int HT_FLUSH = 7;
- const int HT_STRAIGHT = 6;
- const int HT_QUADS = 5;
- const int HT_FULLHOUSE = 4;
- const int HT_TRIPS = 3;
- const int HT_TWOPAIR = 2;
- const int HT_ONEPAIR = 1;
- //Settings
- const int MAX_SHUFFLE_FRAMES = 600;
- //String Display
- const int BETS_LAYER = 4;
- const int BETS_X = 5; //Where to display the number of bets on the UI.
- const int BETS_Y = -16;
- const int BETS_FONT = 1;
- const int BETS_COLOUR = 1;
- const int BETS_BG_COLOUR = 0;
- const int BETS_FORMAT = 0;
- //Suit Colours
- const int CARD_SUIT_HEARTS_COLOUR = 1; //Red
- const int CARD_SUIT_DIAMONDS_COLOUR = 1; //Blue
- const int CARD_SUIT_SPADES_COLOUR = 1; //Black
- const int CARD_SUIT_CLUBS_COLOUR = 1; //Green
- const int VP_MIN_PAIR = 11; //Jacks.
- const int VP_SFX_WIN = 31;
- const int VP_SFX_LOSE = 0;
- const int VP_SFX_HOLD = 0;
- const int VP_SFX_DRAWCARDS = 0;
- const int VP_SFX_BET = 0;
- ffc script VideoPoker
- {
- void run(int min_pair, int win_sfx, int lose_sfx, int holdcard_sfx, int draw_sfx, int counter, int bet_sfx){
- //c[5] used for fault timer
- if ( counter < 1 ) counter = CR_RUPEES; //Default.
- //Defaults
- if ( min_pair < 1 ) min_pair = VP_MIN_PAIR;
- if ( lose_sfx < 1 ) lose_sfx = VP_SFX_LOSE;
- if ( win_sfx < 1 ) win_sfx = VP_SFX_WIN;
- if ( holdcard_sfx < 1 ) holdcard_sfx = VP_SFX_HOLD;
- if ( bet_sfx < 1 ) bet_sfx = VP_SFX_BET;
- min_pair = min_pair << 0; //Truncate for safety.
- //Numeric Values
- int cards[52]={1,2,3,4,5,6,7,8,9,10,11,12,13,
- 1,2,3,4,5,6,7,8,9,10,11,12,13,
- 1,2,3,4,5,6,7,8,9,10,11,12,13,
- 1,2,3,4,5,6,7,8,9,10,11,12,13,};
- //Suits
- int suits[52]={ 1,1,1,1,1,1,1,1,1,1,1,1,1,
- 2,2,2,2,2,2,2,2,2,2,2,2,2,
- 3,3,3,3,3,3,3,3,3,3,3,3,3,
- 4,4,4,4,4,4,4,4,4,4,4,4,4 };
- //cards dealt.
- bool dealt[52];
- //five first cards, and five under them.
- int deal[10] = { -1, -1, -1, -1, -1, -1, -1, -1, -1, -1};
- int counts[13]; //Pairs, pryles, quads.
- int c[255];
- bool held[5]; //The cards that will be held.
- int hand[5]; //The final five chards after dealing.
- bool cardanims[5]; //holds what cards to 'flip'.
- int handbuf[5]; //Buffer to use for initial hand checking, to do preliminary display
- //if hand prior to discarding.
- //X and Y of each of the five cards.
- int cardpositions[5] = {
- VP_CARD_BASE_X,
- VP_CARD_BASE_X+((VP_CARD+WIDTH+VP_CARD_SPACING)*1),
- VP_CARD_BASE_X+((VP_CARD+WIDTH+VP_CARD_SPACING)*2),
- VP_CARD_BASE_X+((VP_CARD+WIDTH+VP_CARD_SPACING)*3),
- VP_CARD_BASE_X+((VP_CARD+WIDTH+VP_CARD_SPACING)*4)};
- int s_hand_rank[40]; //String buffer for hand rank.
- int coins; //present number of coins.
- int betline = -1; //number of bets
- int s_coind[7]; //string to hold ItoA for coins
- int s_bets[2]; //String to hold ItoA for bets.
- bool draw; bool running;
- int handtype = doHandType(handbuf,cards,counts,min_pair); //Establish ther hand type.
- //This needs a buffer so that we do not use 'hand'until we do a discard phase.
- //We will check handtype again after doDraw();
- c[3] = getHandRankString(s_hand_rank, handtype); //Put the hand rank string into the buffer.
- //c[3] holds the buffer pointer.
- bool firstdeal = true;
- while ( firstdeal )
- {
- //Initial bet entry.
- drawVPUI(VPUI_FELT_X, VPUI_FELT_Y, VPUI_FELT_WIDTH, VPUI_FELT_HEIGHT, VPUI_BACKGROUND_COLOUR, VPUI_FELT_SCALE);
- displayBetline(); //display the present number of bets.
- if ( KeyPress[KEY_1] ) { betline = 1; setBets(betline, s_bets); }
- if ( KeyPress[KEY_2] ) { betline = 2; setBets(betline, s_bets); }
- if ( KeyPress[KEY_3] ) { betline = 3; setBets(betline, s_bets); }
- if ( KeyPress[KEY_4] ) { betline = 4; setBets(betline, s_bets); }
- if ( KeyPress[KEY_5] ) { betline = 5; setBets(betline, s_bets); }
- //Press b for next hand.
- if ( KeyPress[KEY_B] ) { firstdeal = false; break; }
- Waitframe();
- }
- running = ( doBet(betline, counter, bet_sfx) && getCards(deck,hand) ); //Shuffle deck and load cards into hand[].
- while(running)
- {
- bool waiting = true;
- //bool betting = true;
- //DIsplay the cards.
- //Display the current hand rank.
- //! Keys
- /// 1-5 hold or unhold card 1 to 5
- /// b = set bet amount
- /// d = draw
- //!Display the UI
- drawVPUI(VPUI_FELT_X, VPUI_FELT_Y, VPUI_FELT_WIDTH, VPUI_FELT_HEIGHT, VPUI_BACKGROUND_COLOUR, VPUI_FELT_SCALE);
- //DISPLAY THE CARDS
- drawCards(cardpositions, hand, cards, suits); //Display the cards
- //DISPLAY WHICH ARE HELD
- drawHeld(cardpositions, held);
- //! This might be better as an if statement.
- while(waiting) //Waiting on input
- {
- drawVPUI(VPUI_FELT_X, VPUI_FELT_Y, VPUI_FELT_WIDTH, VPUI_FELT_HEIGHT, VPUI_BACKGROUND_COLOUR, VPUI_FELT_SCALE);
- displayBetline(); //display the present number of bets.
- drawCards(cardpositions, hand, cards, suits); //Display the cards.
- //Allow player to hold cards.
- if ( KeyPress[KEY_1] ) { if ( holdcard_sfx ) Game->PlaySound(holdcard_sfx); held[0] = !held[0]; cardanims[0] = held[0]; }
- if ( KeyPress[KEY_2] ) { if ( holdcard_sfx ) Game->PlaySound(holdcard_sfx); held[1] = !held[1]; cardanims[1] = held[1]; }
- if ( KeyPress[KEY_3] ) { if ( holdcard_sfx ) Game->PlaySound(holdcard_sfx); held[2] = !held[2]; cardanims[2] = held[2]; }
- if ( KeyPress[KEY_4] ) { if ( holdcard_sfx ) Game->PlaySound(holdcard_sfx); held[3] = !held[3]; cardanims[3] = held[3]; }
- if ( KeyPress[KEY_5] ) { if ( holdcard_sfx ) Game->PlaySound(holdcard_sfx); held[4] = !held[4]; cardanims[4] = held[4]; }
- if ( KeyPress[KEY_D] ) { if ( draw_sfx) Game->PlaySound(draw_sfx); draw = true; waiting = false; break; }
- drawHeld(cardpositions, held); //Draw 'HOLD'string at card locations.
- Waitframe();
- }
- //Do the draw
- //!Update cards
- //future location of fancy animation.
- //Check what cards are held, and replace un-held cards.
- if ( draw )
- {
- draw = false;
- int display_timer = 300;
- bool wait_nextgame;
- doDraw(deal, hand, held); //Update the hand.
- //Update hand evaluations.
- handtype = doHandType(hand,cards,counts,min_pair);
- c[3] = getHandRankString(s_hand_rank, handtype);
- //!do animation
- //bool cardanims[5]; //holds what cards to 'flip'.
- //flip animated cards to reveal new cards
- //clear cardanims[]
- //Show payout.
- int pay = doOdds(betline); //Calculates the payout.
- //Make sound.
- if ( pay > 0 && win_sfx ) Game->PlaySound(win_sfx);
- if ( pay <= 0 && lose_sfx ) Game->PlaySound(lose_sfx);
- //Award the money.
- Game->DCounter[counter] += pay; //Might not want a counter for this.
- while( display_timer-- )
- {
- drawVPUI(VPUI_FELT_X, VPUI_FELT_Y, VPUI_FELT_WIDTH, VPUI_FELT_HEIGHT, VPUI_BACKGROUND_COLOUR, VPUI_FELT_SCALE);
- displayBetline(); //display the present number of bets.
- //Show strings.
- Waitframe();
- }
- //Pay out
- wait_nextgame = true;
- //Show Next Game Options
- while ( wait_nextgame )
- {
- //Allow changing the bet amount, or exiting.
- if ( KeyPress[KEY_1] ) { betline = 1; setBets(betline, s_bets); }
- if ( KeyPress[KEY_2] ) { betline = 2; setBets(betline, s_bets); }
- if ( KeyPress[KEY_3] ) { betline = 3; setBets(betline, s_bets); }
- if ( KeyPress[KEY_4] ) { betline = 4; setBets(betline, s_bets); }
- if ( KeyPress[KEY_5] ) { betline = 5; setBets(betline, s_bets); }
- drawVPUI(VPUI_FELT_X, VPUI_FELT_Y, VPUI_FELT_WIDTH, VPUI_FELT_HEIGHT, VPUI_BACKGROUND_COLOUR, VPUI_FELT_SCALE);
- displayBetline(); //Show the present bet value.
- //Press b for next hand.
- if ( KeyPress[KEY_B] ) { wait_nextgame = false; break; }
- //Press key to begin new game.
- Waitframe();
- }
- running = ( doBet(betline, counter, bet_sfx) && getCards(deck,hand) ); //Do next hand arrangement.
- //!! Lack of short circuiting may cause a problem doing it this way. -Z
- //!! MAY NEED: running = doBet(); then running = getCards() as separate instructions.
- //fault = nextHand(hand, handbuf, count, held, deal, delt, cardanims, c); //Do all hand arrangements.
- //if ( fault >= MAX_SHUFFLE_FRAMES ) {
- // //do machine error
- //}
- }
- Waitframe();
- }
- }
- void drawVPUI(int felt_x, int felt_y, int feltwidth, int feltheight, int feltcolour, int feltscale)
- {
- //Draw a black field
- Screen->Rectangle(1, VPUI_BLACK_BG_X, VPUI_BLACK_BG_Y, VPUI_BLACK_BG_X+VPUI_BLACK_BG_WIDTH,
- VPUI_BLACK_BG_Y+VPUI_BLACK_BG_HEIGHT, VPUI_COLOUR_BLACK, VPUI_BLACK_BG_SCALE, 0,0,0,true, OP_OPAQUE);
- //Draw the felt
- Screen->Rectangle(1, felt_x, felt_y, felt_x+feltwidth, felt_y+feltheight, feltcolour, feltscale, 0,0,0,true, OP_OPAQUE);
- //Text draws go here, later.
- }
- //Processes a bet and starts the game.
- bool doBet(int bet, int counter, int sfx)
- {
- if ( Game->Counter[counter] >= bet )
- {
- Game->DCounter -= bet;
- if ( sfx ) Game->PlaySound(sfx);
- return true;
- }
- return false;
- }
- //Shuffles deck and populates ten-card hand.
- //The hand is selected from a frame of ten cards from the shuffled pack,
- //with the first entity on that frame randomised, and wrapping around if
- //it reaches the array boundary.
- //! This 10-card frame is an extra randomisation factor to minimise digital RNG favourability.
- bool getCards(int deck, int hand)
- {
- int q = Rand(0,51); //Find the entry point of the frame.
- int w = q+10; int h;
- Shuffle(deck);
- for ( ; q < w; ++q ) { //Grab a frame of ten cards at random from the shuffled deck.
- if ( q <= 51 ) { hand[h] = deck[q]; h++; } //Populate the hand.
- if ( q >= 52 ) {
- q -= 52; h-= 52; //Wrap around
- hand[h] = deck[q]; h++; //Finish populating the hand.
- }
- }
- return true; //boolean so that we can do:
- // bool running = getCards(deck,hand);
- }
- void drawCards(int cardpositions, int hand, int cards, int suits){
- int q;
- int markings[13]={'A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K'};
- int suitcolours[4] = { CARD_SUIT_SPADES_COLOUR, CARD_SUIT_HEARTS_COLOUR, CARD_SUIT_DIAMONDS_COLOUR, CARD_SUIT_CLUBS_COLOUR };
- for ( q = 0; q < 5; ++q )
- {
- //Shadows
- Screen->Rectangle(VP_CARD_LAYER, cardpositions[q]+VP_CARD_SHADOW_X_OFFSET, VP_CARD_BASE_Y+VP_CARD_SHADOW_Y_OFFSET,
- cardpositions[q]+VP_CARD_WIDTH+VP_CARD_SHADOW_X_OFFSET, VP_CARD_BASE_Y+VP_CARD_HEIGHT+VP_CARD_SHADOW_Y_OFFSET,
- VP_CARD_SHADOW, VP_CARD_SCALE, 0, 0, 0, true, VP_CARD_SHADOW_OPACITY);
- //Card background
- Screen->Rectangle(VP_CARD_LAYER, cardpositions[q], VP_CARD_BASE_Y, VP_CARD_BASE_Y+VP_CARD_WIDTH,
- cardpositions[q+1]+VP_CARD_HEIGHT, VP_CARD_COLOUR, VP_CARD_SCALE, 0, 0, 0, true, VP_CARD_OPACITY);
- //Card pips and markers.
- //Pips
- //...to add.
- //Markers
- Screen->DrawCharacter(VP_CARD_LAYER, cardpositions[q]+VP_CARD_CHAR_X_OFFSET, VP_CARD_BASE_Y+VP_CARD_CHAR_Y_OFFSET,
- VP_CARD_CHAR_FONT, suitcolours[ suits[ hand[q] ] ], VP_CARD_CHAR_BG_COLOUR, VP_CARD_CHAR_WIDTH,
- VP_CARD_CHAR_HEIGHT, markings[ cards[ hand[q] ] ], VP_CARD_CHAR_OPACITY);
- }
- }
- void drawHeld(cardpositions, held)
- {
- for ( int q = 0; q < 10; q+= 2 )
- {
- //carspositions q = x, q+1 = y
- Screen->DrawString(VP_CARD_LAYER+1, cardpositions[q], cardpositions[q+1]+VP_CARD_HEIGHT+VP_CARD_HOLD_SPACING, VPUI_FONT, VPUI_HOLD_COLOUR,
- VPUI_HOLD_BG_COLOUR, 0, "HOLD", OP_OPAQUE);
- }
- }
- int nextHand(int hand, int handbuf, int count, bool held, int deal, bool delt, bool cardanims, int c)
- {
- //!Needs to use Shuffle()
- c[5] = 0; //fault timer.
- //wipe dealt
- for ( c[1] = 0; c[1] < 52; c[1]++ ) { delt[ c[1] = false; }
- //wipe the pack
- for ( c[1] = 0; c[1] < 10; c[1]++ ) { deal[ c[1] ] = -1; }
- //clear the count
- for ( c[1] = 0; c[1] < 13; c[1]++ ) { count[ c[1] ] = 0; }
- for ( c[1] = 0; c[1] < 5; c[1]++ )
- {
- held[ c[1] ] = false; //clear held cards
- cardanims[ c[1] ] = false; //clear card anims
- }
- //! New hand
- //Populate the cards.
- for ( c[1] = 0; c[1] < 10; c[1]++ )
- {
- do
- {
- c[0] = Rand(0,51);
- ++c[5]; //fault timer
- //If we take too long to shuffe, raise a fault.
- if ( c[5] > MAX_SHUFFLE_FRAMES ) { return c[5]; }
- } while( dealt[ c[0] ] ); //If the card was dealt, choose another.
- deal[ c[q] ] = c[0]; //Put the card in the deal pack.
- dealt[ c[0] ] = true; //Mark the card dealt.
- }
- //Populate the hand wih the first five cards.
- for ( c[1] = 0; c[1] < 5; C[1] ++ )
- {
- hand[ c[1] ] = deal[ [c[1] ];
- }
- for ( c[1] = 0; c[1] < 5; ++c[1] ) { handbuf[ c[1] ] = hand[ c[1] ]; //Copy to buffer.
- } //refreshes the game for the next hand, retaining the betting values.
- return 0;
- }
- int leaveGame()
- {
- int s_leavegame[]="Γre you sure that you wish to quit?";
- int surety;
- //Are you sure?
- //!INCOMPLETE MENU
- if ( KeyPress[KEY_Y] ) surety = 1;
- if ( KeyPress[KEY_N] ) surety = -1;
- return surety;
- }
- void setBets(int bets, int s_bets)
- {
- ItoA(bets,s_bets);
- }
- void displayBetline(int bets, int s_bets)
- {
- Screen->DrawString(BETS_LAYER, BETS_X, BETS_Y, BETS_FONT, BETS_COLOUR, BETS_BG_COLOUR, BETS_FORMAT,
- s_bets, OP_OPAQUE);
- }
- //Fetch a string with the hand rank text into a buffer.
- int getHandRankString(int buf, int handrank)
- {
- int strings[10]={ "High Card", "One Pair", "Two Pair", "Three of a Kind", "Straight",
- "Flush", "Full House", "Four of a Kind", "Straight Flush", "Royal Flush"};
- int ptr = strings[handrank];
- //int sz = SizeOfArray(ptr);
- //int q;
- //for ( q = 0; q < sz; ++q ) { buf[q] = ptr[q]; }
- //buf[q+1] = NULL; //Terminate the string.
- strcpy(buf, ptr);
- return buf; //Return the pointer to the buffer on success.
- }
- int doHandType(int hand, int cards, int counts, int min_pair)
- {
- bool pryle; int pairs; bool onepair; bool twopairs;
- bool quads; bool flush; bool straight;
- bool broadway; bool fullhouse;
- bool straightflush;
- bool royal;
- int hand_type;
- flush = isFlush(hand,cards);
- straight = isStraight(hand,cards);
- broadway = isBroadway(hand,cards);
- if ( straight & flush ) straightflush = true;
- if ( broadway && flush ) royal = true;
- if ( !flush && !straight && !broadway )
- {
- hand_type = handRand(hand, cards, counts);
- if ( hand_type == HT_ONEPAIR && min_pair > 0 )
- {
- if ( !minPair(counts, min_pair) ) return 0;
- }
- }
- if ( royal ) return HT_ROYAL;
- if ( straightflush ) return HT_STRAIGHTFLUSH;
- if ( flush ) return HT_FLUSH;
- if ( straight ) return HT_STRAIGHT;
- else return hand_type; //Quads, full house, trips, two pair,
- //and one pair if ( the pair is > min_pair ) or
- //there is no min pair.
- //if ( quads ) return HT_QUADS;
- //if ( fullhouse ) return HT_FULLHOUSE;
- //if ( pryle ) return HT_TRIPS;
- //if ( twopairs ) return HT_TWOPAIR;
- //if ( onepair ) return HT_ONEPAIR;
- return 0; //Dead hand.
- }
- bool isStraight(int hand, int cards)
- {
- int sorted[5];
- //store numeric values from cards[]
- for ( int q = 0; q < 5; ++q ) {
- sorted[q] = cards[ hand[q] ]; //The numeric values.
- }
- //Now, sort the array in a descending manner.
- sortArray(cards, 5);
- //!
- bool match;
- for ( int q = 0; q < 4; ++q ) //Not all five.
- {
- if ( sorted[q+1] == sorted[q] -1 ) { match = true };
- else match = false;
- }
- return match;
- }
- bool isBroadway(int hand, int cards) //A-10 Straight
- {
- int sorted[5];
- //store numeric values from cards[]
- for ( int q = 0; q < 5; ++q )
- {
- sorted[q] = cards[ hand[q] ]; //The numeric values.
- }
- //Now, sort the array in a descending manner.
- sortArray(cards, 5);
- //!
- bool match;
- for ( int q = 0; q < 3; ++q )
- { //Check the first four, and read ito the fourth only.
- if ( sorted[q+1] == sorted[q] -1 ) { match = true };
- else match = false;
- }
- if ( sorted[5] != 1 ) { match = false; } //it must be an Ace.
- return match;
- }
- bool isFlush(int hand, int suits)
- {
- int suit;
- bool match;
- suit = suits[ hand[0] ];
- for ( int q = 1; q < 5; ++q )
- {
- if ( suits[ hand[q] ] == suit ) { match = true; }
- else match = false;
- }
- return match;
- }
- //Hand ranks using matched cards.
- int handRank(int counts)
- {
- int pairs;
- bool pryle;
- bool quads;
- bool fullhouse;
- for ( int q = 0; q < 13; ++q )
- {
- if ( counts[q] == 4 ) quads = true;
- if ( counts[q] == 3 ) pryle = true;
- if ( counts[q] == 2 ) ++pairs;
- }
- if(pryle)
- {
- switch(pairs)
- {
- case 1: return HT_FULLHOUSE;
- default: return HT_TRIPS;
- }
- }
- else
- {
- switch(pairs)
- {
- case 2: return HT_TWOPAIR
- case 1: return HT_ONEPAIR;
- case 0: return 0;
- }
- }
- }
- //If only one pair, checks that the pair is at at least the minimum type.
- bool minPair(int counts, int highcard)
- {
- int card;
- for ( card = 0; card < 13; card++ )
- {
- if ( counts[q] == 2 ) { break; }
- }
- if ( card >= (highcard -1) ) return true;
- return false;
- }
- void doOdds(int handtype)
- {
- //int odds[] = { ODDS_NOPAIR, ODDS_PAIR, ODDS_TWOPAIR, ODDS_TRIPS, ODDS_STRAIGHT, ODDS_FLUSH,
- // ODDS_FULLHOUSE, ODDS_QUADS, ODDS_STRAIGHTFLUSH, ODDS_ROYAL } ;
- int payout[] = { 0, 1, 2, 3, 4, 6, 9, 25, 50, 800 };
- return payout[handtype];
- }
- //Draw the cards. Populates the un-held slots in the present hand with the preselected cards.
- void doDraw(int deal, int held, int hand )
- {
- for ( int q = 0; q < 5; ++q )
- {
- unless ( held[q] )
- {
- hand[q] = deal[q+5];
- }
- }
- }
- void sortArray(int ptr, int size)
- {
- unless(IsValidArray(ptr))
- {
- printf("Invalid array passed to sortArray\n");
- return;
- }
- if (size < 2) {return;}
- for (int i = 1; i < size; ++i)
- {
- int j = i;
- int j_val = ptr[j];
- while (j > 0)
- {
- if (ptr[j - 1] <= j_val) {break;}
- int temp = ptr[j - 1];
- ptr[j - 1] = ptr[j];
- ptr[j] = temp;
- --j;
- }
- }
- }
- void doCounts(int cards, int hand, int counts)
- {
- int pairs = 0;
- for (int i = 0; i < 5; ++i)
- {
- int rank = cards[hand[i]];
- ++counts[rank - 1];
- //if (counts[rank - 1] % 2 == 0) pairs++;
- }
- //return pairs;
- }
- }
- }
- /*
- int countPairs(int cards, int hand) {
- int counts[13];
- int pairs = 0;
- for (int i = 0; i < 5; ++i) {
- int rank = cards[hand[i]];
- counts[rank - 1]++;
- if (counts[rank - 1] % 2 == 0) pairs++;
- }
- return pairs;
- }
- */
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