[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>
This commit is contained in:
@@ -5,7 +5,7 @@ DEF_STATE_INFO(GAME_STATE_MAIN_MENU, game_main_menu_on_init, game_main_me
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DEF_STATE_INFO(GAME_STATE_OPTIONS_MENU, game_options_menu_on_init, game_options_menu_on_update, game_options_menu_on_exit)
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DEF_STATE_INFO(GAME_STATE_RUN_SETUP , game_run_setup_on_init, game_run_setup_on_update, game_run_setup_on_exit )
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DEF_STATE_INFO(GAME_STATE_GAME_START, noop, game_start, noop )
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop )
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DEF_STATE_INFO(GAME_STATE_ROUND, game_round_on_init, game_round_on_update, noop )
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DEF_STATE_INFO(GAME_STATE_ROUND_END, game_round_end_on_init, game_round_end_on_update, game_round_end_on_exit )
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DEF_STATE_INFO(GAME_STATE_SHOP, game_shop_on_init, game_shop_on_update, game_shop_on_exit )
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, game_blind_select_on_init, game_blind_select_on_update, game_blind_select_on_exit)
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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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@@ -24,6 +24,8 @@ enum BackgroundId
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BG_MAIN_MENU
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};
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enum BackgroundId get_current_background(void);
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/**
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* Change the background
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*
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@@ -0,0 +1,72 @@
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/**
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* @file round.h
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* @brief API relative to the Rounds we play
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*/
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#ifndef GAME_ROUND_H
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#define GAME_ROUND_H
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#include <stdbool.h>
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/**
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* @brief Checks whether the score that would result from the current Chips and Mult exceeds the
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* current Blind's score requirement, and applies the flaming effect if needed.
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*/
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void toggle_flaming_score(void);
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/**
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* @brief Get the index of the last played card
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*
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* @return int
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*/
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int get_played_top(void);
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/**
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* @brief Get the number of cards played
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*
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* @return int
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*/
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int get_played_size(void);
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/**
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* @brief Get the index of the last discarded card
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*
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* @return int
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*/
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int get_discard_top(void);
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/**
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* @brief Get the index of the card that is currently being scored
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*
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* @return int
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*/
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int get_scored_card_index(void);
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/**
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* @brief Set whether the current card should get triggered again
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*
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* @param new_retrigger true if the card should trigger again, false if not
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*/
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void set_retrigger(bool new_retrigger);
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/**
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* @brief Change to the round card selection background
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*/
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void game_round_change_background_selecting(void);
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/**
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* @brief Change to the round card playing background
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*/
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void game_round_change_background_playing(void);
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/**
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* @brief Round state initialization
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*/
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void game_round_on_init(void);
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/**
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* @brief Round state update
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*/
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void game_round_on_update(void);
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#endif // GAME_ROUND_H
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@@ -58,6 +58,8 @@ typedef struct
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s32 hands;
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s32 discards;
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u32 score;
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u32 chips;
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u32 mult;
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Sprite* playing_blind_token;
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Sprite* round_end_blind_token;
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+28
-1931
File diff suppressed because it is too large
Load Diff
@@ -309,8 +309,8 @@ static void game_blind_select_display_blind_panel()
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static void game_blind_select_exit(void)
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{
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reset_background();
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game_change_state(GAME_STATE_PLAYING);
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change_background(BG_NONE, false);
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game_change_state(GAME_STATE_ROUND);
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}
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static Rect game_blind_select_get_req_score_rect(enum BlindTokens blind)
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@@ -484,7 +484,7 @@ void game_blind_select_on_exit(void)
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sprite_destroy(&blind_select_tokens[BIG_BLIND]);
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sprite_destroy(&blind_select_tokens[BOSS_BLIND]);
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reset_background();
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change_background(BG_NONE, false);
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selection_y = 0;
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state_machine_remove(&blind_select_sm);
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@@ -4,6 +4,7 @@
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#include "game.h"
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#include "game/main_menu.h"
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#include "game/options_menu.h"
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#include "game/round.h"
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#include "game/round_end.h"
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#include "game/run_setup.h"
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#include "game/shop.h"
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@@ -15,8 +16,8 @@ static enum BackgroundId background = BG_NONE;
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// Map to fill in for refactor
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static const BackgroundRenderCallback bgCallbacks[] = {
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[BG_NONE] = NULL,
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[BG_CARD_SELECTING] = NULL,
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[BG_CARD_PLAYING] = NULL,
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[BG_CARD_SELECTING] = game_round_change_background_selecting,
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[BG_CARD_PLAYING] = game_round_change_background_playing,
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[BG_ROUND_END] = game_round_end_change_background,
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[BG_SHOP] = game_shop_change_background,
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[BG_BLIND_SELECT] = game_blind_select_change_background,
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@@ -25,19 +26,20 @@ static const BackgroundRenderCallback bgCallbacks[] = {
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[BG_MAIN_MENU] = game_main_menu_change_background,
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};
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enum BackgroundId get_current_background(void)
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{
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return background;
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}
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void change_background(enum BackgroundId id, bool force_redraw)
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{
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if (force_redraw)
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{
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background = BG_NONE;
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reset_background();
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}
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if (id != background && bgCallbacks[id] != NULL)
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{
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bgCallbacks[id]();
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}
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background = id;
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// Can be removed once all states have their own "change_background" func
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change_background_legacy(id);
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}
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+2074
File diff suppressed because it is too large
Load Diff
+3
-32
@@ -9,6 +9,7 @@
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#include "audio_utils.h"
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#include "card.h"
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#include "game.h"
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#include "game/round.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "soundbank.h"
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@@ -150,8 +151,8 @@ void compute_hand_value_info(void)
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HandValues hand_values = hand_base_values[hand.hand_type];
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set_chips(hand_values.chips);
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set_mult(hand_values.mult);
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g_game_vars.chips = hand_values.chips;
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g_game_vars.mult = hand_values.mult;
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print_hand_type(hand_values.display_name);
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display_chips();
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@@ -356,36 +357,6 @@ static void get_hand_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUIT
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}
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}
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/**
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* @brief Outputs the distribution of ranks and suits in the played stack
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* @param ranks_out output - updated such as ranks_out[rank] is the number of cards of rank in the
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* played stack. Must be of size NUM_RANKS.
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* @param suits_out output - updated such as suits_out[suit] is the number of cards if suit in the
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* played stack. Must be of size NUM_SUITS
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*/
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GBAL_UNUSED
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static void get_played_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUITS])
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{
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for (int i = 0; i < NUM_RANKS; i++)
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ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++)
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suits_out[i] = 0;
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CardObject** played = get_played_array();
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int top = get_played_top();
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for (int i = 0; i <= top; i++)
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{
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/* The difference from get_hand_distribution() (not checking if card is selected)
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* is in line Balatro behavior,
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* see https://github.com/GBALATRO/balatro-gba/issues/341#issuecomment-3691363488
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*/
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if (!played[i])
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continue;
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ranks_out[played[i]->card->rank]++;
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suits_out[played[i]->card->suit]++;
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}
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}
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// Returns the highest N of a kind. So a full-house would return 3.
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static u8 hand_contains_n_of_a_kind(u8* ranks)
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{
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+5
-13
@@ -1,6 +1,7 @@
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#include "joker.h"
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#include "card.h"
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#include "game/round.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "pool.h"
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@@ -291,10 +292,6 @@ bool joker_object_score(
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return false;
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}
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u32 chips = get_chips();
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u32 mult = get_mult();
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int money = g_game_vars.money;
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if (effect_flags_ret & JOKER_EFFECT_FLAG_RETRIGGER)
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{
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set_retrigger(joker_effect->retrigger);
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@@ -320,7 +317,7 @@ bool joker_object_score(
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mm_word sfx_id;
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if (effect_flags_ret & JOKER_EFFECT_FLAG_CHIPS)
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{
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chips = u32_protected_add(chips, joker_effect->chips);
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g_game_vars.chips = u32_protected_add(g_game_vars.chips, joker_effect->chips);
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char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator
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snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->chips);
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set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_BLUE_PB);
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@@ -328,7 +325,7 @@ bool joker_object_score(
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}
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if (effect_flags_ret & JOKER_EFFECT_FLAG_MULT)
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{
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mult = u32_protected_add(mult, joker_effect->mult);
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g_game_vars.mult = u32_protected_add(g_game_vars.mult, joker_effect->mult);
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char score_buffer[INT_MAX_DIGITS + 2];
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snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->mult);
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set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
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@@ -337,7 +334,7 @@ bool joker_object_score(
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// if xmult is zero, DO NOT multiply by it
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if (effect_flags_ret & JOKER_EFFECT_FLAG_XMULT && joker_effect->xmult > 0)
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{
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mult = u32_protected_mult(mult, joker_effect->xmult);
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g_game_vars.mult = u32_protected_mult(g_game_vars.mult, joker_effect->xmult);
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char score_buffer[INT_MAX_DIGITS + 2];
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snprintf(score_buffer, sizeof(score_buffer), "X%lu", joker_effect->xmult);
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set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
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@@ -345,7 +342,7 @@ bool joker_object_score(
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}
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if (effect_flags_ret & JOKER_EFFECT_FLAG_MONEY)
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{
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money += joker_effect->money;
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g_game_vars.money += joker_effect->money;
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char score_buffer[INT_MAX_DIGITS + 2];
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snprintf(score_buffer, sizeof(score_buffer), "%d$", joker_effect->money);
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set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_YELLOW_PB);
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@@ -364,11 +361,6 @@ bool joker_object_score(
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list_push_back(get_expired_jokers_list(), joker_object);
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}
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// Update values
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set_chips(chips);
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set_mult(mult);
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g_game_vars.money = money;
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// Update displays
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display_chips();
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display_mult();
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@@ -1,4 +1,5 @@
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#include "game.h"
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#include "game/round.h"
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#include "game_variables.h"
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#include "hand.h"
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#include "joker.h"
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@@ -1034,7 +1035,7 @@ static u32 half_joker_effect(
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u32 effect_flags_ret = JOKER_EFFECT_FLAG_NONE;
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int played_size = get_played_top() + 1;
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int played_size = get_played_size();
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if (played_size <= 3)
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{
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*joker_effect = &shared_joker_effect;
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