Updated all static variables to have the s_ prefix and constants to upper case (#591)
* Updated all static variables to have the s_ prefix and constants to upper case * Renamed missed sneaky functions in round.c (+ clang-format...) * Renamed a few more missed constants * Updated rng_update() documentation * Apply suggestions from Copilot's code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Added missed suggestion * Updated rng_update() comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
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Copilot Autofix powered by AI
parent
6e7d8a8399
commit
7a5a4a1276
+65
-65
@@ -24,7 +24,7 @@ typedef struct
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char* display_name;
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} HandValues;
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static const HandValues hand_base_values[] = {
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static const HandValues HAND_BASE_VALUES[] = {
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{.chips = 0, .mult = 0, .display_name = NULL }, // NONE
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{.chips = 5, .mult = 1, .display_name = "Hi-Card"}, // HIGH_CARD
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{.chips = 10, .mult = 2, .display_name = "Pair" }, // PAIR
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@@ -61,7 +61,7 @@ typedef struct Hand
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bool sort_by_suit;
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} Hand;
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static Hand hand = {
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static Hand s_hand = {
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.cards = {NULL},
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.hand_top = -1,
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.hand_selections = 0,
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@@ -82,59 +82,59 @@ const char* get_hand_type_name(enum HandType hand_type)
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if (hand_type <= NONE || hand_type > FLUSH_FIVE)
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return NULL;
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return hand_base_values[hand_type].display_name;
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return HAND_BASE_VALUES[hand_type].display_name;
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}
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// Hand Struct Manipulation
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enum HandState get_hand_state(void)
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{
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return hand.state;
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return s_hand.state;
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}
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void set_hand_state(enum HandState new_hand_state)
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{
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hand.state = new_hand_state;
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s_hand.state = new_hand_state;
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}
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CardObject** get_hand_array(void)
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{
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return hand.cards;
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return s_hand.cards;
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}
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int get_hand_top(void)
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{
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return hand.hand_top;
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return s_hand.hand_top;
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}
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void set_hand_top(int new_hand_top)
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{
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hand.hand_top = new_hand_top;
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s_hand.hand_top = new_hand_top;
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}
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int hand_nb_held_cards(void)
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{
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return hand.hand_top + 1;
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return s_hand.hand_top + 1;
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}
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int hand_get_nb_selected_cards(void)
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{
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return hand.hand_selections;
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return s_hand.hand_selections;
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}
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void hand_set_nb_selected_cards(int new_selections)
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{
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hand.hand_selections = new_selections;
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s_hand.hand_selections = new_selections;
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}
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enum HandType get_hand_type(void)
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{
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return hand.hand_type;
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return s_hand.hand_type;
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}
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ContainedHandTypes* get_contained_hands(void)
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{
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return &hand.contained_hands;
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return &s_hand.contained_hands;
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}
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static void print_hand_type(const char* hand_type_str)
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@@ -156,10 +156,10 @@ static void print_hand_type(const char* hand_type_str)
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void compute_hand_value_info(void)
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{
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tte_erase_rect_wrapper(HAND_TYPE_RECT);
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hand.contained_hands = compute_contained_hand_types();
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hand.hand_type = compute_hand_type(hand.contained_hands);
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s_hand.contained_hands = compute_contained_hand_types();
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s_hand.hand_type = compute_hand_type(s_hand.contained_hands);
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HandValues hand_values = hand_base_values[hand.hand_type];
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HandValues hand_values = HAND_BASE_VALUES[s_hand.hand_type];
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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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@@ -173,22 +173,22 @@ void compute_hand_value_info(void)
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// no checks will be performed here for performance's sake
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void swap_cards_in_hand(int idx_a, int idx_b)
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{
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CardObject* temp = hand.cards[idx_a];
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hand.cards[idx_a] = hand.cards[idx_b];
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hand.cards[idx_b] = temp;
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CardObject* temp = s_hand.cards[idx_a];
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s_hand.cards[idx_a] = s_hand.cards[idx_b];
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s_hand.cards[idx_b] = temp;
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}
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static inline void sort_hand_by_suit(void)
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{
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for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
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for (int idx_a = 0; idx_a < s_hand.hand_top; idx_a++)
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{
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for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
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for (int idx_b = idx_a + 1; idx_b <= s_hand.hand_top; idx_b++)
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{
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if (hand.cards[idx_a] == NULL ||
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(hand.cards[idx_b] != NULL &&
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(hand.cards[idx_a]->card->suit > hand.cards[idx_b]->card->suit ||
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(hand.cards[idx_a]->card->suit == hand.cards[idx_b]->card->suit &&
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hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))))
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if (s_hand.cards[idx_a] == NULL ||
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(s_hand.cards[idx_b] != NULL &&
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(s_hand.cards[idx_a]->card->suit > s_hand.cards[idx_b]->card->suit ||
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(s_hand.cards[idx_a]->card->suit == s_hand.cards[idx_b]->card->suit &&
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s_hand.cards[idx_a]->card->rank > s_hand.cards[idx_b]->card->rank))))
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{
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swap_cards_in_hand(idx_a, idx_b);
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}
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@@ -198,13 +198,13 @@ static inline void sort_hand_by_suit(void)
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static inline void sort_hand_by_rank(void)
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{
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for (int idx_a = 0; idx_a < hand.hand_top; idx_a++)
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for (int idx_a = 0; idx_a < s_hand.hand_top; idx_a++)
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{
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for (int idx_b = idx_a + 1; idx_b <= hand.hand_top; idx_b++)
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for (int idx_b = idx_a + 1; idx_b <= s_hand.hand_top; idx_b++)
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{
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if (hand.cards[idx_a] == NULL ||
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(hand.cards[idx_b] != NULL &&
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hand.cards[idx_a]->card->rank > hand.cards[idx_b]->card->rank))
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if (s_hand.cards[idx_a] == NULL ||
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(s_hand.cards[idx_b] != NULL &&
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s_hand.cards[idx_a]->card->rank > s_hand.cards[idx_b]->card->rank))
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{
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swap_cards_in_hand(idx_a, idx_b);
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}
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@@ -217,25 +217,25 @@ static inline bool shift_null_card_to_end(int null_card_idx)
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// Start by searching any non NULL cards after the NULL one
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// don't start at null_card_idx+1 to avoid potential illegal array access
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int non_null_card_idx = null_card_idx;
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for (; non_null_card_idx <= hand.hand_top; non_null_card_idx++)
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for (; non_null_card_idx <= s_hand.hand_top; non_null_card_idx++)
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{
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if (hand.cards[non_null_card_idx] != NULL)
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if (s_hand.cards[non_null_card_idx] != NULL)
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{
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break;
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}
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}
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// return false if there are no non-NULL cards left/there are no more sprites to destroy
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if (non_null_card_idx > hand.hand_top)
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if (non_null_card_idx > s_hand.hand_top)
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{
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return false;
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}
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// If there is one, shift it and all the cards that follow forward
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// This way we close the gap and ensure the next card is not NULL
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for (int j = 0; j <= hand.hand_top - non_null_card_idx; j++)
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for (int j = 0; j <= s_hand.hand_top - non_null_card_idx; j++)
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{
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hand.cards[null_card_idx + j] = hand.cards[non_null_card_idx + j];
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s_hand.cards[null_card_idx + j] = s_hand.cards[non_null_card_idx + j];
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}
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return true;
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@@ -245,11 +245,11 @@ void reorder_card_sprites_layers(void)
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{
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// Update the sprites in the hand by destroying them and creating new ones in the correct order
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// (This feels like a diabolical solution but like literally how else would you do this)
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for (int i = 0; i <= hand.hand_top; i++)
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for (int i = 0; i <= s_hand.hand_top; i++)
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{
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// a NULL card will only happen if we rearrange the sprites without having sorted them
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// before. Any NULL CardObject will be sent to the end by shifting all elements forward
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if (hand.cards[i] == NULL)
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if (s_hand.cards[i] == NULL)
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{
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if (!shift_null_card_to_end(i))
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{
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@@ -258,20 +258,20 @@ void reorder_card_sprites_layers(void)
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}
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// card_object_get_sprite() will not work here since we need the address
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sprite_destroy(&(hand.cards[i]->sprite));
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sprite_destroy(&(s_hand.cards[i]->sprite));
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}
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// Recreate the sprites for the remaining non NULL cards, in order
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for (int i = 0; i <= hand.hand_top; i++)
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for (int i = 0; i <= s_hand.hand_top; i++)
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{
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if (hand.cards[i] != NULL)
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if (s_hand.cards[i] != NULL)
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{
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// Set the sprite for the card object
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card_object_set_sprite(hand.cards[i], i);
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card_object_set_sprite(s_hand.cards[i], i);
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sprite_position(
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card_object_get_sprite(hand.cards[i]),
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fx2int(hand.cards[i]->x),
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fx2int(hand.cards[i]->y)
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card_object_get_sprite(s_hand.cards[i]),
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fx2int(s_hand.cards[i]->x),
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fx2int(s_hand.cards[i]->y)
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);
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}
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}
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@@ -279,7 +279,7 @@ void reorder_card_sprites_layers(void)
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void sort_cards(void)
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{
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if (hand.sort_by_suit)
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if (s_hand.sort_by_suit)
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{
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sort_hand_by_suit();
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}
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@@ -293,29 +293,29 @@ void sort_cards(void)
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void hand_change_sort(bool to_sort_by_suit)
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{
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if (to_sort_by_suit != hand.sort_by_suit)
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if (to_sort_by_suit != s_hand.sort_by_suit)
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{
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hand.sort_by_suit = to_sort_by_suit;
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s_hand.sort_by_suit = to_sort_by_suit;
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sort_cards();
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}
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}
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void hand_select_card(int index)
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{
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if (index < 0 || index >= hand_nb_held_cards() || hand.state != HAND_SELECT ||
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hand.cards[index] == NULL)
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if (index < 0 || index >= hand_nb_held_cards() || s_hand.state != HAND_SELECT ||
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s_hand.cards[index] == NULL)
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return;
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if (card_object_is_selected(hand.cards[index]))
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if (card_object_is_selected(s_hand.cards[index]))
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{
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card_object_set_selected(hand.cards[index], false);
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hand.hand_selections--;
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card_object_set_selected(s_hand.cards[index], false);
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s_hand.hand_selections--;
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play_sfx(SFX_CARD_DESELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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else if (hand.hand_selections < MAX_SELECTION_SIZE)
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else if (s_hand.hand_selections < MAX_SELECTION_SIZE)
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{
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card_object_set_selected(hand.cards[index], true);
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hand.hand_selections++;
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card_object_set_selected(s_hand.cards[index], true);
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s_hand.hand_selections++;
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play_sfx(SFX_CARD_SELECT, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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}
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compute_hand_value_info();
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@@ -324,12 +324,12 @@ void hand_select_card(int index)
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void hand_deselect_all_cards(void)
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{
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bool any_cards_deselected = false;
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for (int i = 0; i <= hand.hand_top; i++)
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for (int i = 0; i <= s_hand.hand_top; i++)
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{
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if (card_object_is_selected(hand.cards[i]))
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if (card_object_is_selected(s_hand.cards[i]))
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{
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card_object_set_selected(hand.cards[i], false);
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hand.hand_selections--;
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card_object_set_selected(s_hand.cards[i], false);
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s_hand.hand_selections--;
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any_cards_deselected = true;
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}
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}
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@@ -356,13 +356,13 @@ static void get_hand_distribution(u8 ranks_out[NUM_RANKS], u8 suits_out[NUM_SUIT
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for (int i = 0; i < NUM_SUITS; i++)
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suits_out[i] = 0;
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int top = hand.hand_top;
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int top = s_hand.hand_top;
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for (int i = 0; i <= top; i++)
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{
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if (hand.cards[i] && card_object_is_selected(hand.cards[i]))
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if (s_hand.cards[i] && card_object_is_selected(s_hand.cards[i]))
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{
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ranks_out[hand.cards[i]->card->rank]++;
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suits_out[hand.cards[i]->card->suit]++;
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ranks_out[s_hand.cards[i]->card->rank]++;
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suits_out[s_hand.cards[i]->card->suit]++;
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}
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}
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}
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@@ -765,7 +765,7 @@ static ContainedHandTypes compute_contained_hand_types(void)
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ContainedHandTypes hand_types = {0};
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// Idk if this is how Balatro does it but this is how I'm doing it
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if (hand.hand_selections == 0 || hand.state == HAND_DISCARD)
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if (s_hand.hand_selections == 0 || s_hand.state == HAND_DISCARD)
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{
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return hand_types;
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}
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