Preparing for rebase

This commit is contained in:
Drew
2025-09-24 20:36:17 -05:00
parent fb35397238
commit 4e1f418a8d
+8
View File
@@ -64,6 +64,8 @@ typedef struct
char *display_name;
} HandValues;
typedef void (*ActionFn)();
// Used as a No Operation for game states that have no init and/or exit function.
// ricfehr3 did the work of determining whether a noop or a NULL check was more
// efficient. Well, this is the answer.
@@ -86,6 +88,9 @@ static void game_lose_on_init();
static void game_lose_on_update();
static void game_win_on_init();
static void game_win_on_update();
static void game_shop_intro();
static void game_shop_process_user_input();
static void game_shop_outro();
static uint rng_seed = 0;
@@ -119,6 +124,9 @@ static const HandValues hand_values[] =
{ .chips = 160, .mult = 16, .display_name = "FLUSH 5" } // FLUSH_FIVE
};
static const ActionFn shop_state_actions[] =
{ game_shop_intro, game_shop_process_user_input, game_shop_outro };
static enum GameState game_state = GAME_STATE_SPLASH_SCREEN; // The current game state, this is used to determine what the game is doing at any given time
static enum HandState hand_state = HAND_DRAW;
static enum PlayState play_state = PLAY_PLAYING;