Files
DoomRTX/neo/prey/Prey/game_blackjack.cpp
2026-05-05 15:01:01 -07:00

509 lines
11 KiB
C++

// game_blackjack
//
#include "precompiled.h"
#pragma hdrstop
#include "prey_local.h"
enum {
BJRESULT_BUST=0,
BJRESULT_PUSH=1,
BJRESULT_WIN=2,
BJRESULT_LOSE=3,
BJRESULT_BLACKJACK=4,
BJRESULT_5CARD=5
};
const idEventDef EV_Deal("Deal", NULL);
const idEventDef EV_Hit("Hit", NULL);
const idEventDef EV_Stay("Stay", NULL);
const idEventDef EV_Double("Double", NULL);
CLASS_DECLARATION(hhConsole, hhBlackJack)
EVENT( EV_Deal, hhBlackJack::Event_Deal)
EVENT( EV_Hit, hhBlackJack::Event_Hit)
EVENT( EV_Stay, hhBlackJack::Event_Stay)
EVENT( EV_Double, hhBlackJack::Event_Double)
EVENT( EV_UpdateView, hhBlackJack::Event_UpdateView)
END_CLASS
void hhBlackJack::Spawn() {
Reset();
}
void hhBlackJack::Reset() {
bCanDeal = 1;
bCanIncBet = 1;
bCanDecBet = 1;
bCanHit = 0;
bCanStay = 0;
bCanDouble = 0;
bCanSplit = 0;
PlayerBet = Bet = 1;
DealerScore = PlayerScore = 0;
DealerAces = PlayerAces = 0;
PlayerCredits = spawnArgs.GetInt("credits");
victoryAmount = spawnArgs.GetInt("victory");
resultIndex = -1;
creditsWon = 0;
PlayerHand.Clear();
DealerHand.Clear();
UpdateView();
}
void hhBlackJack::Save(idSaveGame *savefile) const {
int i;
savefile->WriteInt( PlayerHand.Num() ); // Saving of idList<card_t>
for( i = 0; i < PlayerHand.Num(); i++ ) {
savefile->Write(&PlayerHand[i], sizeof(card_t));
}
savefile->WriteInt( DealerHand.Num() ); // Saving of idList<card_t>
for( i = 0; i < DealerHand.Num(); i++ ) {
savefile->Write(&DealerHand[i], sizeof(card_t));
}
savefile->WriteInt(Bet);
savefile->WriteInt(PlayerBet);
savefile->WriteInt(DealerScore);
savefile->WriteInt(PlayerScore);
savefile->WriteInt(DealerAces);
savefile->WriteInt(PlayerAces);
savefile->WriteInt(PlayerCredits);
savefile->WriteInt(victoryAmount);
savefile->WriteInt(resultIndex);
savefile->WriteBool(bCanDeal);
savefile->WriteBool(bCanIncBet);
savefile->WriteBool(bCanDecBet);
savefile->WriteBool(bCanHit);
savefile->WriteBool(bCanStay);
savefile->WriteBool(bCanDouble);
savefile->WriteBool(bCanSplit);
savefile->WriteInt(creditsWon);
}
void hhBlackJack::Restore( idRestoreGame *savefile ) {
int i, num;
PlayerHand.Clear();
savefile->ReadInt( num );
PlayerHand.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->Read(&PlayerHand[i], sizeof(card_t));
}
DealerHand.Clear();
savefile->ReadInt( num );
DealerHand.SetNum( num );
for( i = 0; i < num; i++ ) {
savefile->Read(&DealerHand[i], sizeof(card_t));
}
savefile->ReadInt(Bet);
savefile->ReadInt(PlayerBet);
savefile->ReadInt(DealerScore);
savefile->ReadInt(PlayerScore);
savefile->ReadInt(DealerAces);
savefile->ReadInt(PlayerAces);
savefile->ReadInt(PlayerCredits);
savefile->ReadInt(victoryAmount);
savefile->ReadInt(resultIndex);
savefile->ReadBool(bCanDeal);
savefile->ReadBool(bCanIncBet);
savefile->ReadBool(bCanDecBet);
savefile->ReadBool(bCanHit);
savefile->ReadBool(bCanStay);
savefile->ReadBool(bCanDouble);
savefile->ReadBool(bCanSplit);
savefile->ReadInt(creditsWon);
}
card_t hhBlackJack::GetCard(bool visible)
{
card_t card;
char names[] = { '2','3','4','5','6','7','8','9','T','J','Q','K','A'};
int values[] = { 2 , 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10, 11};
int r = gameLocal.random.RandomInt(13);
card.Name = names[r];
card.Value = values[r];
card.Suit = gameLocal.random.RandomInt(4);
card.Visible = visible;
return card;
}
void hhBlackJack::Deal()
{
// Empty hands
PlayerHand.Clear();
DealerHand.Clear();
Bet = PlayerBet;
creditsWon = 0;
// Deal initial hands
PlayerHand.Append(GetCard(1));
DealerHand.Append(GetCard(0));
PlayerHand.Append(GetCard(1));
DealerHand.Append(GetCard(1));
RetallyScores();
bCanIncBet = false;
bCanDecBet = false;
bCanDeal = false;
DeterminePlayCommands();
resultIndex = -1;
if (PlayerScore == 21) {
AssessScores();
EndGame();
}
UpdateView();
}
void hhBlackJack::Hit()
{
PlayerHand.Append(GetCard(1));
RetallyScores();
DeterminePlayCommands();
if (PlayerScore >= 21 || PlayerHand.Num() == 5) {
FollowDealerRules();
AssessScores();
EndGame();
}
UpdateView();
}
void hhBlackJack::Stay()
{
FollowDealerRules();
AssessScores();
EndGame();
UpdateView();
}
void hhBlackJack::Double()
{
Bet *= 2;
PlayerHand.Append(GetCard(1));
RetallyScores();
DeterminePlayCommands();
// Force player to stay
FollowDealerRules();
AssessScores();
EndGame();
UpdateView();
}
void hhBlackJack::IncBet() {
int amount = 1;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
amount = gui->GetStateInt("increment");
}
int oldBet = PlayerBet;
PlayerBet = idMath::ClampInt(PlayerBet, PlayerCredits, PlayerBet+amount);
PlayerBet = idMath::ClampInt(0, 999999, PlayerBet);
Bet = PlayerBet;
if (PlayerBet != oldBet) {
StartSound( "snd_betchange", SND_CHANNEL_ANY );
}
UpdateView();
}
void hhBlackJack::DecBet() {
int amount = 1;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
amount = gui->GetStateInt("increment");
}
int oldBet = PlayerBet;
if (PlayerBet > amount) {
PlayerBet -= amount;
}
else if (PlayerBet > 1) {
PlayerBet = 1;
}
Bet = PlayerBet;
if (PlayerBet != oldBet) {
StartSound( "snd_betchange", SND_CHANNEL_ANY );
}
UpdateView();
}
/*
Blackjack utility functions
*/
void hhBlackJack::RetallyScores()
{
int ix;
PlayerScore = DealerScore = PlayerAces = DealerAces = 0;
for (ix=0; ix<PlayerHand.Num(); ix++) {
PlayerScore += PlayerHand[ix].Value;
PlayerAces += PlayerHand[ix].Value == 11 ? 1 : 0;
}
while (PlayerScore > 21 && PlayerAces) {
PlayerScore -= 10;
PlayerAces--;
}
for (ix=0; ix<DealerHand.Num(); ix++) {
DealerScore += DealerHand[ix].Value;
DealerAces += DealerHand[ix].Value == 11 ? 1 : 0;
}
while (DealerScore > 21 && DealerAces) {
DealerScore -= 10;
DealerAces--;
}
}
void hhBlackJack::AssessScores()
{
if (PlayerScore > 21) {
creditsWon = -Bet;
resultIndex = BJRESULT_BUST;
}
else if (DealerScore > 21) {
creditsWon = Bet;
resultIndex = BJRESULT_WIN;
}
else if (PlayerScore == 21 && PlayerHand.Num() == 2) {
// BlackJack
creditsWon = Bet * 2;
resultIndex = BJRESULT_BLACKJACK;
}
else if (PlayerScore <= 21 && PlayerHand.Num() == 5) {
creditsWon = Bet * 5;
resultIndex = BJRESULT_5CARD;
}
else if (DealerScore > PlayerScore) {
creditsWon = -Bet;
resultIndex = BJRESULT_LOSE;
}
else if (PlayerScore > DealerScore) {
creditsWon = Bet;
resultIndex = BJRESULT_WIN;
}
else {
// Push
creditsWon = 0;
resultIndex = BJRESULT_PUSH;
}
PlayerCredits += creditsWon;
PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);
Bet = PlayerBet;
// Play victory/failure sound
if (victoryAmount && PlayerCredits >= victoryAmount) {
StartSound( "snd_victory", SND_CHANNEL_ANY, 0, true, NULL );
ActivateTargets( gameLocal.GetLocalPlayer() );
victoryAmount = 0;
}
else if (creditsWon > 0) {
StartSound( "snd_win", SND_CHANNEL_ANY, 0, true, NULL );
}
else if (creditsWon < 0) {
StartSound( "snd_lose", SND_CHANNEL_ANY, 0, true, NULL );
}
}
void hhBlackJack::UpdateBetMechanics() {
bCanIncBet = PlayerCredits > PlayerBet;
bCanDecBet = PlayerBet > 0;
if (PlayerCredits < PlayerBet) {
PlayerBet = PlayerCredits;
}
}
void hhBlackJack::EndGame() {
bCanDeal = 1;
UpdateBetMechanics();
bCanHit = 0;
bCanStay = 0;
bCanDouble = 0;
bCanSplit = 0;
}
void hhBlackJack::UpdateView() {
// UpdateView() is posted as an event because sometimes we're already nested down in the gui handling code when it is called
// and it in turn re-enters the gui handling code with HandleNamedEvent()
CancelEvents(&EV_UpdateView);
PostEventMS(&EV_UpdateView, 0);
}
void hhBlackJack::Event_UpdateView() {
int ix;
bool bGameOver = false;
idUserInterface *gui = renderEntity.gui[0];
if (gui) {
if (PlayerCredits <= 0) {
bCanIncBet = bCanDecBet = bCanHit = bCanStay = bCanDouble = bCanSplit = bCanDeal = false;
bGameOver = true;
}
gui->SetStateBool("bgameover", bGameOver);
gui->SetStateBool("bcanincbet", bCanIncBet);
gui->SetStateBool("bcandecbet", bCanDecBet);
gui->SetStateBool("bcanhit", bCanHit);
gui->SetStateBool("bcanstay", bCanStay);
gui->SetStateBool("bcandouble", bCanDouble);
gui->SetStateBool("bcansplit", bCanSplit);
gui->SetStateBool("bcandeal", bCanDeal);
gui->SetStateInt("credits", PlayerCredits);
gui->SetStateInt("currentbet", Bet);
gui->SetStateInt("result", resultIndex);
gui->SetStateInt("creditswon", creditsWon);
// Clear
for (ix=0; ix<6; ix++) {
gui->SetStateInt(va("Dealer%d_Visible", ix+1), 0);
gui->SetStateInt(va("Player%d_Visible", ix+1), 0);
gui->SetStateBool(va("Dealer%d_Flipped", ix+1), 0);
gui->SetStateBool(va("Player%d_Flipped", ix+1), 0);
}
// Show dealer hand
for (ix=0; ix<DealerHand.Num(); ix++) {
gui->SetStateInt(va("Dealer%d_Visible", ix+1), 1);
if (DealerHand[ix].Visible) {
gui->SetStateBool(va("Dealer%d_Flipped", ix+1), 1);
gui->SetStateInt(va("Dealer%d_Suit", ix+1), DealerHand[ix].Suit);
char cardChar = DealerHand[ix].Name;
if (cardChar == 'T') {
gui->SetStateString(va("Dealer%d_Card", ix+1), "10");
}
else {
gui->SetStateString(va("Dealer%d_Card", ix+1), va("%c", cardChar));
}
gui->SetStateInt(va("Dealer%d_Red", ix+1), DealerHand[ix].Suit==SUIT_HEARTS || DealerHand[ix].Suit==SUIT_DIAMONDS ? 1 : 0);
}
}
// Show player hand
for (ix=0; ix<PlayerHand.Num(); ix++) {
gui->SetStateInt(va("Player%d_Visible", ix+1), 1);
if (PlayerHand[ix].Visible) {
gui->SetStateBool(va("Player%d_Flipped", ix+1), 1);
gui->SetStateInt(va("Player%d_Suit", ix+1), PlayerHand[ix].Suit);
char cardChar = PlayerHand[ix].Name;
if (cardChar == 'T') {
gui->SetStateString(va("Player%d_Card", ix+1), "10");
}
else {
gui->SetStateString(va("Player%d_Card", ix+1), va("%c", cardChar));
}
gui->SetStateInt(va("Player%d_Red", ix+1), PlayerHand[ix].Suit==SUIT_HEARTS || PlayerHand[ix].Suit==SUIT_DIAMONDS ? 1 : 0);
}
}
gui->StateChanged(gameLocal.time, true);
CallNamedEvent("Update");
}
}
void hhBlackJack::FollowDealerRules() {
// Flip up cards
for (int i=0; i<DealerHand.Num(); i++)
DealerHand[i].Visible = 1;
// Only take cards if player is NOT busted, not 5 carded, and non blackjacked
if ( PlayerScore <= 21 && PlayerHand.Num() < 5 && (PlayerScore != 21 || PlayerHand.Num() != 2) ) {
while (DealerScore <= 16 && DealerHand.Num() < 5) {
DealerHand.Append(GetCard(1));
RetallyScores();
}
}
UpdateView();
}
void hhBlackJack::DeterminePlayCommands() {
bCanStay = 1;
bCanHit = PlayerScore < 21;
bCanDouble = (PlayerHand.Num() == 2) && (Bet*2 <= PlayerCredits);
// bCanSplit = PlayerHand.Num() == 2 && (PlayerHand[0].Name == PlayerHand[1].Name);
}
bool hhBlackJack::HandleSingleGuiCommand(idEntity *entityGui, idLexer *src) {
idToken token;
if (!src->ReadToken(&token)) {
return false;
}
if (token == ";") {
return false;
}
if (token.Icmp("deal") == 0) {
Deal();
}
else if (token.Icmp("hit") == 0) {
Hit();
}
else if (token.Icmp("stay") == 0) {
Stay();
}
else if (token.Icmp("double") == 0) {
Double();
}
else if (token.Icmp("incbet") == 0) {
IncBet();
}
else if (token.Icmp("decbet") == 0) {
DecBet();
}
else if (token.Icmp("reset") == 0) {
Reset();
}
else if (token.Icmp("restart") == 0) {
PlayerCredits = spawnArgs.GetInt("credits");
Bet = PlayerBet = 1;
EndGame();
UpdateView();
}
else {
src->UnreadToken(&token);
return false;
}
return true;
}
void hhBlackJack::Event_Deal() {
Deal();
}
void hhBlackJack::Event_Hit() {
Hit();
}
void hhBlackJack::Event_Stay() {
Stay();
}
void hhBlackJack::Event_Double() {
Double();
}