示例#1
0
/// Computes an index for two hole cards, only accounting for rank and 
/// suited-ness. The index is computed as follows:
/// 23s, 23o, 24s, 24o, ..., 2As, 2Ao
/// 34s, 34o, 35s, 35o, ..., 3As, 3Ao
/// ...
/// KAs, KAo
/// 22, 33, ..., AA
/// There are in total 2*(12+11+...+1)+13=169 combinations.
/// This can also be viewed as drawing two cards (a,b) from 1..13 randomly.
/// If a = b, this maps to a pair (off-suit); if a < b, this maps to off-suit;
/// if a > b, this maps to same-suit.
int compute_hole_index(const Hand &hand)
{
    Card cards[2];
    hand.GetCards(cards);

	int r1 = cards[0].rank, r2 = cards[1].rank;
	if (r1 > r2) // make sure r1 <= r2
		std::swap(r1, r2);

	if (cards[0].suit == cards[1].suit) // same-suit
		return r2 * 13 + r1;
	else
		return r1 * 13 + r2;
}
示例#2
0
LRESULT CALLBACK StandButtonProc(HWND hwnd, UINT msg, WPARAM wp, LPARAM lp)
{
	if (msg == WM_LBUTTONDOWN) {

		GameEngine* gameEngine = GameEngine::getInstance();
		
		User* user = gameEngine->getUser();
		Table* table = gameEngine->getTable();

		table->setState(TABLE_STATE_STANDING);
		Hand* dealerHand = table->getDealerHand();
		Hand* playerHand = table->getPlayerHand();

		//
		// Flip over the first card. 
		//
		dealerHand->GetCards()->at(0)->setFacedown(false);
		PlaySound(L"sound-flipcard.wav", NULL, SND_FILENAME | SND_ASYNC);

		RedrawWindow(gameEngine->getHWnd(), NULL, NULL,
			RDW_INVALIDATE | RDW_UPDATENOW);

		Sleep(500);

		//
		// See if we need additional cards.
		//
		while (true) {
			std::vector<int>* vals = dealerHand->GetValues();

			bool done = false;

			for (int i = 0; i < vals->size(); i++) {
				// Dealer must stop taking cards
				// if he has a value of 17 or higher.
				if (vals->at(i) >= 17) {
					done = true;
					break;
				}
			}

			if (done) {
				break;
			}

			PlaySound(L"sound-flipcard.wav", NULL, SND_FILENAME | SND_ASYNC);

			dealerHand->dealCard(false);

			RedrawWindow(gameEngine->getHWnd(), NULL, NULL,
				RDW_INVALIDATE | RDW_UPDATENOW);
			
			Sleep(500);
		}

		//
		// Determine winner. Update balance amounts.
		//

		// table->setState(TABLE_STATE_READY);

		std::vector<int>* dealerValues = dealerHand->GetValues();
		std::vector<int>* playerValues = playerHand->GetValues();
		int dealerFinal = 0;
		int playerFinal = 0;

		for (int i = 0; i < dealerValues->size(); i++) {
			if (dealerValues->at(i) > dealerFinal &&
				dealerValues->at(i) < 22) {
				dealerFinal = dealerValues->at(i);
			}
		}

		for (int i = 0; i < playerValues->size(); i++) {
			if (playerValues->at(i) > playerFinal &&
				playerValues->at(i) < 22) {
				playerFinal = playerValues->at(i);
			}
		}

		table->setState(TABLE_STATE_FINISHED);

		// If values are same, this is a push. 
		if (dealerFinal == playerFinal) {

			updateTextarea(hStaticTableMiddleMessage, "Push");

			// Return player's bet money.
			int bet = playerHand->getBetAmount();

			user->setBalance(user->getBalance() + bet);

		} else if (dealerFinal < playerFinal) {

			// Player wins, return bet and winning.

			updateTextarea(hStaticTableMiddleMessage, "Player Wins!");

			int bet = playerHand->getBetAmount();

			user->setBalance(user->getBalance() + (bet*2) );

		}
		else if (dealerFinal > playerFinal) {

			// No need to update cash. Has already been deducted
			// at time of bet. Update the middle message area.
			updateTextarea(hStaticTableMiddleMessage, "Dealer Wins.");

		}

		RedrawWindow(gameEngine->getHWnd(), NULL, NULL,
			RDW_INVALIDATE | RDW_UPDATENOW);

	}

	return CallWindowProc(oldStandButtonProc, hwnd, msg, wp, lp);
}