mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
509 lines
11 KiB
C++
509 lines
11 KiB
C++
// game_blackjack
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//
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#include "precompiled.h"
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#pragma hdrstop
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#include "prey_local.h"
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enum {
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BJRESULT_BUST=0,
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BJRESULT_PUSH=1,
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BJRESULT_WIN=2,
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BJRESULT_LOSE=3,
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BJRESULT_BLACKJACK=4,
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BJRESULT_5CARD=5
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};
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const idEventDef EV_Deal("Deal", NULL);
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const idEventDef EV_Hit("Hit", NULL);
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const idEventDef EV_Stay("Stay", NULL);
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const idEventDef EV_Double("Double", NULL);
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CLASS_DECLARATION(hhConsole, hhBlackJack)
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EVENT( EV_Deal, hhBlackJack::Event_Deal)
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EVENT( EV_Hit, hhBlackJack::Event_Hit)
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EVENT( EV_Stay, hhBlackJack::Event_Stay)
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EVENT( EV_Double, hhBlackJack::Event_Double)
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EVENT( EV_UpdateView, hhBlackJack::Event_UpdateView)
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END_CLASS
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void hhBlackJack::Spawn() {
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Reset();
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}
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void hhBlackJack::Reset() {
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bCanDeal = 1;
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bCanIncBet = 1;
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bCanDecBet = 1;
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bCanHit = 0;
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bCanStay = 0;
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bCanDouble = 0;
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bCanSplit = 0;
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PlayerBet = Bet = 1;
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DealerScore = PlayerScore = 0;
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DealerAces = PlayerAces = 0;
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PlayerCredits = spawnArgs.GetInt("credits");
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victoryAmount = spawnArgs.GetInt("victory");
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resultIndex = -1;
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creditsWon = 0;
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PlayerHand.Clear();
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DealerHand.Clear();
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UpdateView();
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}
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void hhBlackJack::Save(idSaveGame *savefile) const {
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int i;
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savefile->WriteInt( PlayerHand.Num() ); // Saving of idList<card_t>
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for( i = 0; i < PlayerHand.Num(); i++ ) {
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savefile->Write(&PlayerHand[i], sizeof(card_t));
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}
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savefile->WriteInt( DealerHand.Num() ); // Saving of idList<card_t>
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for( i = 0; i < DealerHand.Num(); i++ ) {
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savefile->Write(&DealerHand[i], sizeof(card_t));
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}
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savefile->WriteInt(Bet);
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savefile->WriteInt(PlayerBet);
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savefile->WriteInt(DealerScore);
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savefile->WriteInt(PlayerScore);
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savefile->WriteInt(DealerAces);
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savefile->WriteInt(PlayerAces);
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savefile->WriteInt(PlayerCredits);
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savefile->WriteInt(victoryAmount);
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savefile->WriteInt(resultIndex);
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savefile->WriteBool(bCanDeal);
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savefile->WriteBool(bCanIncBet);
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savefile->WriteBool(bCanDecBet);
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savefile->WriteBool(bCanHit);
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savefile->WriteBool(bCanStay);
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savefile->WriteBool(bCanDouble);
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savefile->WriteBool(bCanSplit);
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savefile->WriteInt(creditsWon);
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}
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void hhBlackJack::Restore( idRestoreGame *savefile ) {
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int i, num;
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PlayerHand.Clear();
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savefile->ReadInt( num );
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PlayerHand.SetNum( num );
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for( i = 0; i < num; i++ ) {
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savefile->Read(&PlayerHand[i], sizeof(card_t));
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}
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DealerHand.Clear();
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savefile->ReadInt( num );
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DealerHand.SetNum( num );
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for( i = 0; i < num; i++ ) {
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savefile->Read(&DealerHand[i], sizeof(card_t));
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}
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savefile->ReadInt(Bet);
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savefile->ReadInt(PlayerBet);
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savefile->ReadInt(DealerScore);
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savefile->ReadInt(PlayerScore);
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savefile->ReadInt(DealerAces);
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savefile->ReadInt(PlayerAces);
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savefile->ReadInt(PlayerCredits);
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savefile->ReadInt(victoryAmount);
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savefile->ReadInt(resultIndex);
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savefile->ReadBool(bCanDeal);
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savefile->ReadBool(bCanIncBet);
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savefile->ReadBool(bCanDecBet);
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savefile->ReadBool(bCanHit);
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savefile->ReadBool(bCanStay);
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savefile->ReadBool(bCanDouble);
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savefile->ReadBool(bCanSplit);
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savefile->ReadInt(creditsWon);
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}
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card_t hhBlackJack::GetCard(bool visible)
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{
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card_t card;
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char names[] = { '2','3','4','5','6','7','8','9','T','J','Q','K','A'};
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int values[] = { 2 , 3, 4, 5, 6, 7, 8, 9, 10, 10, 10, 10, 11};
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int r = gameLocal.random.RandomInt(13);
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card.Name = names[r];
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card.Value = values[r];
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card.Suit = gameLocal.random.RandomInt(4);
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card.Visible = visible;
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return card;
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}
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void hhBlackJack::Deal()
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{
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// Empty hands
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PlayerHand.Clear();
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DealerHand.Clear();
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Bet = PlayerBet;
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creditsWon = 0;
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// Deal initial hands
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PlayerHand.Append(GetCard(1));
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DealerHand.Append(GetCard(0));
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PlayerHand.Append(GetCard(1));
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DealerHand.Append(GetCard(1));
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RetallyScores();
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bCanIncBet = false;
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bCanDecBet = false;
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bCanDeal = false;
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DeterminePlayCommands();
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resultIndex = -1;
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if (PlayerScore == 21) {
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AssessScores();
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EndGame();
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}
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UpdateView();
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}
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void hhBlackJack::Hit()
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{
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PlayerHand.Append(GetCard(1));
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RetallyScores();
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DeterminePlayCommands();
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if (PlayerScore >= 21 || PlayerHand.Num() == 5) {
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FollowDealerRules();
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AssessScores();
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EndGame();
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}
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UpdateView();
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}
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void hhBlackJack::Stay()
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{
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FollowDealerRules();
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AssessScores();
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EndGame();
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UpdateView();
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}
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void hhBlackJack::Double()
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{
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Bet *= 2;
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PlayerHand.Append(GetCard(1));
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RetallyScores();
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DeterminePlayCommands();
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// Force player to stay
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FollowDealerRules();
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AssessScores();
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EndGame();
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UpdateView();
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}
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void hhBlackJack::IncBet() {
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int amount = 1;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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amount = gui->GetStateInt("increment");
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}
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int oldBet = PlayerBet;
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PlayerBet = idMath::ClampInt(PlayerBet, PlayerCredits, PlayerBet+amount);
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PlayerBet = idMath::ClampInt(0, 999999, PlayerBet);
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Bet = PlayerBet;
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if (PlayerBet != oldBet) {
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StartSound( "snd_betchange", SND_CHANNEL_ANY );
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}
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UpdateView();
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}
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void hhBlackJack::DecBet() {
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int amount = 1;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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amount = gui->GetStateInt("increment");
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}
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int oldBet = PlayerBet;
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if (PlayerBet > amount) {
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PlayerBet -= amount;
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}
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else if (PlayerBet > 1) {
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PlayerBet = 1;
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}
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Bet = PlayerBet;
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if (PlayerBet != oldBet) {
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StartSound( "snd_betchange", SND_CHANNEL_ANY );
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}
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UpdateView();
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}
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/*
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Blackjack utility functions
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*/
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void hhBlackJack::RetallyScores()
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{
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int ix;
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PlayerScore = DealerScore = PlayerAces = DealerAces = 0;
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for (ix=0; ix<PlayerHand.Num(); ix++) {
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PlayerScore += PlayerHand[ix].Value;
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PlayerAces += PlayerHand[ix].Value == 11 ? 1 : 0;
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}
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while (PlayerScore > 21 && PlayerAces) {
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PlayerScore -= 10;
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PlayerAces--;
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}
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for (ix=0; ix<DealerHand.Num(); ix++) {
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DealerScore += DealerHand[ix].Value;
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DealerAces += DealerHand[ix].Value == 11 ? 1 : 0;
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}
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while (DealerScore > 21 && DealerAces) {
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DealerScore -= 10;
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DealerAces--;
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}
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}
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void hhBlackJack::AssessScores()
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{
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if (PlayerScore > 21) {
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creditsWon = -Bet;
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resultIndex = BJRESULT_BUST;
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}
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else if (DealerScore > 21) {
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creditsWon = Bet;
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resultIndex = BJRESULT_WIN;
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}
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else if (PlayerScore == 21 && PlayerHand.Num() == 2) {
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// BlackJack
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creditsWon = Bet * 2;
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resultIndex = BJRESULT_BLACKJACK;
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}
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else if (PlayerScore <= 21 && PlayerHand.Num() == 5) {
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creditsWon = Bet * 5;
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resultIndex = BJRESULT_5CARD;
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}
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else if (DealerScore > PlayerScore) {
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creditsWon = -Bet;
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resultIndex = BJRESULT_LOSE;
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}
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else if (PlayerScore > DealerScore) {
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creditsWon = Bet;
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resultIndex = BJRESULT_WIN;
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}
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else {
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// Push
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creditsWon = 0;
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resultIndex = BJRESULT_PUSH;
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}
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PlayerCredits += creditsWon;
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PlayerCredits = idMath::ClampInt(0, 999999999, PlayerCredits);
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Bet = PlayerBet;
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// Play victory/failure sound
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if (victoryAmount && PlayerCredits >= victoryAmount) {
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StartSound( "snd_victory", SND_CHANNEL_ANY, 0, true, NULL );
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ActivateTargets( gameLocal.GetLocalPlayer() );
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victoryAmount = 0;
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}
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else if (creditsWon > 0) {
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StartSound( "snd_win", SND_CHANNEL_ANY, 0, true, NULL );
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}
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else if (creditsWon < 0) {
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StartSound( "snd_lose", SND_CHANNEL_ANY, 0, true, NULL );
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}
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}
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void hhBlackJack::UpdateBetMechanics() {
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bCanIncBet = PlayerCredits > PlayerBet;
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bCanDecBet = PlayerBet > 0;
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if (PlayerCredits < PlayerBet) {
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PlayerBet = PlayerCredits;
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}
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}
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void hhBlackJack::EndGame() {
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bCanDeal = 1;
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UpdateBetMechanics();
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bCanHit = 0;
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bCanStay = 0;
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bCanDouble = 0;
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bCanSplit = 0;
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}
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void hhBlackJack::UpdateView() {
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// UpdateView() is posted as an event because sometimes we're already nested down in the gui handling code when it is called
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// and it in turn re-enters the gui handling code with HandleNamedEvent()
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CancelEvents(&EV_UpdateView);
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PostEventMS(&EV_UpdateView, 0);
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}
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void hhBlackJack::Event_UpdateView() {
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int ix;
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bool bGameOver = false;
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idUserInterface *gui = renderEntity.gui[0];
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if (gui) {
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if (PlayerCredits <= 0) {
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bCanIncBet = bCanDecBet = bCanHit = bCanStay = bCanDouble = bCanSplit = bCanDeal = false;
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bGameOver = true;
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}
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gui->SetStateBool("bgameover", bGameOver);
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gui->SetStateBool("bcanincbet", bCanIncBet);
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gui->SetStateBool("bcandecbet", bCanDecBet);
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gui->SetStateBool("bcanhit", bCanHit);
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gui->SetStateBool("bcanstay", bCanStay);
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gui->SetStateBool("bcandouble", bCanDouble);
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gui->SetStateBool("bcansplit", bCanSplit);
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gui->SetStateBool("bcandeal", bCanDeal);
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gui->SetStateInt("credits", PlayerCredits);
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gui->SetStateInt("currentbet", Bet);
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gui->SetStateInt("result", resultIndex);
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gui->SetStateInt("creditswon", creditsWon);
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// Clear
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for (ix=0; ix<6; ix++) {
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gui->SetStateInt(va("Dealer%d_Visible", ix+1), 0);
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gui->SetStateInt(va("Player%d_Visible", ix+1), 0);
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gui->SetStateBool(va("Dealer%d_Flipped", ix+1), 0);
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gui->SetStateBool(va("Player%d_Flipped", ix+1), 0);
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}
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// Show dealer hand
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for (ix=0; ix<DealerHand.Num(); ix++) {
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gui->SetStateInt(va("Dealer%d_Visible", ix+1), 1);
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if (DealerHand[ix].Visible) {
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gui->SetStateBool(va("Dealer%d_Flipped", ix+1), 1);
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gui->SetStateInt(va("Dealer%d_Suit", ix+1), DealerHand[ix].Suit);
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char cardChar = DealerHand[ix].Name;
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if (cardChar == 'T') {
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gui->SetStateString(va("Dealer%d_Card", ix+1), "10");
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}
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else {
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gui->SetStateString(va("Dealer%d_Card", ix+1), va("%c", cardChar));
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}
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gui->SetStateInt(va("Dealer%d_Red", ix+1), DealerHand[ix].Suit==SUIT_HEARTS || DealerHand[ix].Suit==SUIT_DIAMONDS ? 1 : 0);
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}
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}
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// Show player hand
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for (ix=0; ix<PlayerHand.Num(); ix++) {
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gui->SetStateInt(va("Player%d_Visible", ix+1), 1);
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if (PlayerHand[ix].Visible) {
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gui->SetStateBool(va("Player%d_Flipped", ix+1), 1);
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gui->SetStateInt(va("Player%d_Suit", ix+1), PlayerHand[ix].Suit);
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char cardChar = PlayerHand[ix].Name;
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if (cardChar == 'T') {
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gui->SetStateString(va("Player%d_Card", ix+1), "10");
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}
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else {
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gui->SetStateString(va("Player%d_Card", ix+1), va("%c", cardChar));
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}
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gui->SetStateInt(va("Player%d_Red", ix+1), PlayerHand[ix].Suit==SUIT_HEARTS || PlayerHand[ix].Suit==SUIT_DIAMONDS ? 1 : 0);
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}
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}
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gui->StateChanged(gameLocal.time, true);
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CallNamedEvent("Update");
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}
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}
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void hhBlackJack::FollowDealerRules() {
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// Flip up cards
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for (int i=0; i<DealerHand.Num(); i++)
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DealerHand[i].Visible = 1;
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// Only take cards if player is NOT busted, not 5 carded, and non blackjacked
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if ( PlayerScore <= 21 && PlayerHand.Num() < 5 && (PlayerScore != 21 || PlayerHand.Num() != 2) ) {
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while (DealerScore <= 16 && DealerHand.Num() < 5) {
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DealerHand.Append(GetCard(1));
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RetallyScores();
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}
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}
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UpdateView();
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}
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void hhBlackJack::DeterminePlayCommands() {
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bCanStay = 1;
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bCanHit = PlayerScore < 21;
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bCanDouble = (PlayerHand.Num() == 2) && (Bet*2 <= PlayerCredits);
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// bCanSplit = PlayerHand.Num() == 2 && (PlayerHand[0].Name == PlayerHand[1].Name);
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}
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bool hhBlackJack::HandleSingleGuiCommand(idEntity *entityGui, idLexer *src) {
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idToken token;
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if (!src->ReadToken(&token)) {
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return false;
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}
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if (token == ";") {
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return false;
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}
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if (token.Icmp("deal") == 0) {
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Deal();
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}
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else if (token.Icmp("hit") == 0) {
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Hit();
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}
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else if (token.Icmp("stay") == 0) {
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Stay();
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}
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else if (token.Icmp("double") == 0) {
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Double();
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}
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else if (token.Icmp("incbet") == 0) {
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IncBet();
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}
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else if (token.Icmp("decbet") == 0) {
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DecBet();
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}
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else if (token.Icmp("reset") == 0) {
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Reset();
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}
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else if (token.Icmp("restart") == 0) {
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PlayerCredits = spawnArgs.GetInt("credits");
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Bet = PlayerBet = 1;
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EndGame();
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UpdateView();
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}
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else {
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src->UnreadToken(&token);
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return false;
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}
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return true;
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}
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void hhBlackJack::Event_Deal() {
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Deal();
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}
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void hhBlackJack::Event_Hit() {
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Hit();
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}
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void hhBlackJack::Event_Stay() {
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Stay();
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}
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void hhBlackJack::Event_Double() {
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Double();
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}
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