[Refactor] Separate Round logic into its own file (#570)
* Everything works, need to clean up * cleanup * fix rebase issue * clang format * docs * clang format * clang format * address part of review * Protect against edge case when discarding at end of hand * Protect undiscard against popping a discarded card that doesn't exist * Protect against out of bounds access to the `played` cards stack * fix condition in `select_four_of_a_kind_cards_in_played_hand` * change `get_played_top() + 1` to `get_played_size()` * move `can_play/discard_hand` functions to round.c --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
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+7
-28
@@ -51,19 +51,6 @@ enum GameState
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GAME_STATE_UNDEFINED
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};
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enum PlayState
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{
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PLAY_STARTING,
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PLAY_BEFORE_SCORING,
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PLAY_SCORING_CARDS,
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PLAY_SCORING_CARD_JOKERS,
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PLAY_SCORING_HELD_CARDS,
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PLAY_SCORING_INDEPENDENT_JOKERS,
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PLAY_SCORING_HAND_SCORED_END,
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PLAY_ENDING,
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PLAY_ENDED
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};
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// Game functions
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void game_init(void);
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@@ -81,9 +68,6 @@ void game_update(void);
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void game_change_state(enum GameState new_game_state);
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enum GameState game_get_state(void);
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CardObject** get_played_array(void);
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int get_played_top(void);
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int get_scored_card_index(void);
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bool is_joker_owned(int joker_id);
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bool card_is_face(Card* card);
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void add_joker(JokerObject* joker_object);
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@@ -92,19 +76,19 @@ List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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List* get_discarded_jokers_list(void);
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int deck_get_size(void);
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int get_deck_top(void);
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void deck_push(Card* card);
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Card* deck_pop(void);
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void deck_shuffle(void);
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int get_num_discards_remaining(void);
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int get_num_hands_remaining(void);
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void display_deck_size_max(void);
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u32 get_chips(void);
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void set_chips(u32 new_chips);
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void display_chips(void);
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u32 get_mult(void);
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void set_mult(u32 new_mult);
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void display_mult(void);
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void display_money(void);
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void set_retrigger(bool new_retrigger);
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void display_ante(void);
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// joker specific functions
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bool is_shortcut_joker_active(void);
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@@ -112,16 +96,11 @@ int get_straight_and_flush_size(void);
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void game_start(void);
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// Temporary change for Refactor. Currently this compatibility binder is to allow
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// simultaneous integration of the new system in `common_ui` with the the existing
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// old system incrementally and without losing functionality.
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void change_background_legacy(enum BackgroundId id);
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void display_round(void);
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void reset_background(void);
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void display_hands(void);
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void display_discards(void);
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void display_temp_score(u32 value);
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void erase_temp_score(void);
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void display_score(u32 value);
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#endif // GAME_H
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