adds jokers 6-16. Extract hand type detection logic from hand_get_type to be used by jokers as well
This commit is contained in:
+1
-1
@@ -42,7 +42,7 @@ typedef struct
|
||||
u8 rank;
|
||||
} Card;
|
||||
|
||||
typedef struct
|
||||
typedef struct CardObject
|
||||
{
|
||||
Card *card;
|
||||
SpriteObject *sprite_object;
|
||||
|
||||
@@ -72,4 +72,11 @@ enum HandType
|
||||
void game_init();
|
||||
void game_update();
|
||||
|
||||
// Utility functions for other files
|
||||
typedef struct CardObject CardObject; // forward declaration, actually declared in card.h
|
||||
CardObject **get_hand_array(void);
|
||||
CardObject **get_played_array(void);
|
||||
int get_hand_top(void);
|
||||
int get_played_top(void);
|
||||
|
||||
#endif // GAME_H
|
||||
@@ -0,0 +1,16 @@
|
||||
#ifndef HAND_ANALYSIS_H
|
||||
#define HAND_ANALYSIS_H
|
||||
|
||||
#include <tonc.h>
|
||||
#include "card.h"
|
||||
|
||||
void get_hand_distribution(u8 *ranks_out, u8 *suits_out);
|
||||
void get_played_distribution(u8 *ranks_out, u8 *suits_out);
|
||||
|
||||
u8 hand_contains_n_of_a_kind(u8 *ranks);
|
||||
bool hand_contains_two_pair(u8 *ranks);
|
||||
bool hand_contains_full_house(u8 *ranks);
|
||||
bool hand_contains_straight(u8 *ranks);
|
||||
bool hand_contains_flush(u8 *suits);
|
||||
|
||||
#endif
|
||||
+61
-97
@@ -8,6 +8,7 @@
|
||||
#include "util.h"
|
||||
#include "sprite.h"
|
||||
#include "card.h"
|
||||
#include "hand_analysis.h"
|
||||
#include "blind.h"
|
||||
#include "joker.h"
|
||||
#include "graphic_utils.h"
|
||||
@@ -282,6 +283,22 @@ void sort_cards()
|
||||
}
|
||||
}
|
||||
|
||||
CardObject **get_hand_array(void) {
|
||||
return hand;
|
||||
}
|
||||
|
||||
int get_hand_top(void) {
|
||||
return hand_top;
|
||||
}
|
||||
|
||||
CardObject **get_played_array(void) {
|
||||
return played;
|
||||
}
|
||||
|
||||
int get_played_top(void) {
|
||||
return played_top;
|
||||
}
|
||||
|
||||
enum HandType hand_get_type()
|
||||
{
|
||||
enum HandType res_hand_type = NONE;
|
||||
@@ -295,117 +312,64 @@ enum HandType hand_get_type()
|
||||
|
||||
res_hand_type = HIGH_CARD;
|
||||
|
||||
u8 suits[NUM_SUITS] = {0};
|
||||
u8 ranks[NUM_RANKS] = {0};
|
||||
|
||||
for (int i = 0; i <= hand_top; i++)
|
||||
{
|
||||
if (hand[i] != NULL && card_object_is_selected(hand[i]))
|
||||
{
|
||||
suits[hand[i]->card->suit]++;
|
||||
ranks[hand[i]->card->rank]++;
|
||||
}
|
||||
}
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_hand_distribution(ranks, suits);
|
||||
|
||||
// Check for flush
|
||||
for (int i = 0; i < NUM_SUITS; i++)
|
||||
{
|
||||
if (suits[i] >= MAX_SELECTION_SIZE) // if i add jokers just MAX_SELECTION_SIZE - 1 for four fingers
|
||||
{
|
||||
res_hand_type = FLUSH;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hand_contains_flush(suits))
|
||||
res_hand_type = FLUSH;
|
||||
|
||||
// Check for straight
|
||||
for (int i = 0; i < NUM_RANKS - 4; i++)
|
||||
{
|
||||
if (ranks[i] && ranks[i + 1] && ranks[i + 2] && ranks[i + 3] && ranks[i + 4])
|
||||
{
|
||||
if (res_hand_type == FLUSH)
|
||||
{
|
||||
res_hand_type = STRAIGHT_FLUSH;
|
||||
}
|
||||
else
|
||||
{
|
||||
res_hand_type = STRAIGHT;
|
||||
}
|
||||
break;
|
||||
}
|
||||
if (hand_contains_straight(ranks)) {
|
||||
if (res_hand_type == FLUSH)
|
||||
res_hand_type = STRAIGHT_FLUSH;
|
||||
else
|
||||
res_hand_type = STRAIGHT;
|
||||
}
|
||||
|
||||
// Check for ace low straight
|
||||
if (ranks[ACE] && ranks[TWO] && ranks[THREE] && ranks[FOUR] && ranks[FIVE])
|
||||
{
|
||||
res_hand_type = STRAIGHT;
|
||||
// Check for royal flush vs regular straight flush
|
||||
if (res_hand_type == STRAIGHT_FLUSH) {
|
||||
if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
|
||||
return ROYAL_FLUSH;
|
||||
return STRAIGHT_FLUSH;
|
||||
}
|
||||
|
||||
// Check for royal flush
|
||||
if (res_hand_type == STRAIGHT_FLUSH && ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
|
||||
{
|
||||
res_hand_type = ROYAL_FLUSH;
|
||||
return res_hand_type;
|
||||
// The following can be optimized better but not sure how much it matters
|
||||
u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
|
||||
|
||||
if (n_of_a_kind >= 5) {
|
||||
if (res_hand_type == FLUSH) {
|
||||
return FLUSH_FIVE;
|
||||
}
|
||||
return FIVE_OF_A_KIND;
|
||||
}
|
||||
|
||||
// Check for straight flush
|
||||
if (res_hand_type == STRAIGHT_FLUSH)
|
||||
{
|
||||
res_hand_type = STRAIGHT_FLUSH;
|
||||
return res_hand_type;
|
||||
if (n_of_a_kind == 4) {
|
||||
return FOUR_OF_A_KIND;
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_RANKS; i++)
|
||||
{
|
||||
if (ranks[i] >= 5)
|
||||
{
|
||||
if (res_hand_type == FLUSH)
|
||||
{
|
||||
res_hand_type = FLUSH_FIVE;
|
||||
return res_hand_type;
|
||||
}
|
||||
else
|
||||
{
|
||||
res_hand_type = FIVE_OF_A_KIND;
|
||||
return res_hand_type;
|
||||
}
|
||||
}
|
||||
else if (ranks[i] == 4)
|
||||
{
|
||||
res_hand_type = FOUR_OF_A_KIND;
|
||||
return res_hand_type;
|
||||
}
|
||||
else if (ranks[i] == 3)
|
||||
{
|
||||
if (res_hand_type == PAIR)
|
||||
{
|
||||
res_hand_type = FULL_HOUSE;
|
||||
return res_hand_type;
|
||||
}
|
||||
else
|
||||
{
|
||||
res_hand_type = THREE_OF_A_KIND;
|
||||
}
|
||||
}
|
||||
else if (ranks[i] == 2)
|
||||
{
|
||||
if (res_hand_type == THREE_OF_A_KIND)
|
||||
{
|
||||
res_hand_type = FULL_HOUSE;
|
||||
return res_hand_type;
|
||||
}
|
||||
else if (res_hand_type == PAIR)
|
||||
{
|
||||
res_hand_type = TWO_PAIR;
|
||||
return res_hand_type;
|
||||
}
|
||||
else
|
||||
{
|
||||
res_hand_type = PAIR;
|
||||
}
|
||||
}
|
||||
if (n_of_a_kind == 3 && hand_contains_full_house(ranks)) {
|
||||
return FULL_HOUSE;
|
||||
}
|
||||
|
||||
return res_hand_type;
|
||||
// Flush is more valuable than the remaining hand types, so return now
|
||||
if (res_hand_type == FLUSH) {
|
||||
return FLUSH;
|
||||
}
|
||||
|
||||
if (n_of_a_kind == 3) {
|
||||
return THREE_OF_A_KIND;
|
||||
}
|
||||
|
||||
if (n_of_a_kind == 2) {
|
||||
if (hand_contains_two_pair(ranks)) {
|
||||
return TWO_PAIR;
|
||||
}
|
||||
return PAIR;
|
||||
}
|
||||
|
||||
return res_hand_type; // should be HIGH_CARD
|
||||
}
|
||||
|
||||
/* Copies the appropriate item into the top left panel (blind/shop icon)
|
||||
|
||||
@@ -0,0 +1,83 @@
|
||||
#include "hand_analysis.h"
|
||||
#include "card.h"
|
||||
#include "game.h"
|
||||
|
||||
static void get_distribution(CardObject **cards, int top, u8 *ranks_out, u8 *suits_out) {
|
||||
for (int i = 0; i < NUM_RANKS; i++) ranks_out[i] = 0;
|
||||
for (int i = 0; i < NUM_SUITS; i++) suits_out[i] = 0;
|
||||
|
||||
for (int i = 0; i <= top; i++) {
|
||||
if (cards[i] && card_object_is_selected(cards[i])) {
|
||||
ranks_out[cards[i]->card->rank]++;
|
||||
suits_out[cards[i]->card->suit]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void get_hand_distribution(u8 *ranks_out, u8 *suits_out) {
|
||||
get_distribution(get_hand_array(), get_hand_top(), ranks_out, suits_out);
|
||||
}
|
||||
|
||||
void get_played_distribution(u8 *ranks_out, u8 *suits_out) {
|
||||
get_distribution(get_played_array(), get_played_top(), ranks_out, suits_out);
|
||||
}
|
||||
|
||||
// Returns the highest N of a kind. So a full-house would return 3.
|
||||
u8 hand_contains_n_of_a_kind(u8 *ranks) {
|
||||
u8 highest_n = 0;
|
||||
for (int i = 0; i < NUM_RANKS; i++) {
|
||||
if (ranks[i] > highest_n)
|
||||
highest_n = ranks[i];
|
||||
}
|
||||
return highest_n;
|
||||
}
|
||||
|
||||
bool hand_contains_two_pair(u8 *ranks) {
|
||||
bool contains_other_pair = false;
|
||||
for (int i = 0; i < NUM_RANKS; i++) {
|
||||
if (ranks[i] >= 2) {
|
||||
if (contains_other_pair)
|
||||
return true;
|
||||
contains_other_pair = true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool hand_contains_full_house(u8 *ranks) {
|
||||
bool contains_pair = false;
|
||||
bool contains_three = false;
|
||||
for (int i = 0; i < NUM_RANKS; i++) {
|
||||
if (ranks[i] == 2) {
|
||||
contains_pair = true;
|
||||
}
|
||||
if (ranks[i] == 3) {
|
||||
contains_three = true;
|
||||
}
|
||||
}
|
||||
return contains_pair && contains_three;
|
||||
}
|
||||
|
||||
bool hand_contains_straight(u8 *ranks) {
|
||||
for (int i = 0; i < NUM_RANKS - 4; i++)
|
||||
{
|
||||
if (ranks[i] && ranks[i + 1] && ranks[i + 2] && ranks[i + 3] && ranks[i + 4])
|
||||
return true;
|
||||
}
|
||||
// Check for ace low straight
|
||||
if (ranks[ACE] && ranks[TWO] && ranks[THREE] && ranks[FOUR] && ranks[FIVE])
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool hand_contains_flush(u8 *suits) {
|
||||
for (int i = 0; i < NUM_SUITS; i++)
|
||||
{
|
||||
if (suits[i] >= MAX_SELECTION_SIZE) // this allows MAX_SELECTION_SIZE - 1 for four fingers joker
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
#include "joker.h"
|
||||
#include "util.h"
|
||||
#include "hand_analysis.h"
|
||||
|
||||
|
||||
static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) {
|
||||
@@ -31,12 +32,175 @@ static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card) {
|
||||
return sinful_joker_effect(scored_card, CLUBS);
|
||||
}
|
||||
|
||||
static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
// This is really inefficient but the only way at the moment to check for whole-hand conditions
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_n_of_a_kind(ranks) >= 2)
|
||||
effect.mult = 8;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect zany_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_n_of_a_kind(ranks) >= 3)
|
||||
effect.mult = 12;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect mad_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_two_pair(ranks))
|
||||
effect.mult = 10;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect crazy_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_straight(ranks))
|
||||
effect.mult = 12;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect droll_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_flush(suits))
|
||||
effect.mult = 10;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect sly_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_n_of_a_kind(ranks) >= 2)
|
||||
effect.chips = 50;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect wily_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_n_of_a_kind(ranks) >= 3)
|
||||
effect.chips = 100;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect clever_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_two_pair(ranks))
|
||||
effect.chips = 80;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect devious_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_straight(ranks))
|
||||
effect.chips = 100;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect crafty_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
u8 suits[NUM_SUITS];
|
||||
u8 ranks[NUM_RANKS];
|
||||
get_played_distribution(ranks, suits);
|
||||
|
||||
if (hand_contains_flush(suits))
|
||||
effect.chips = 80;
|
||||
return effect;
|
||||
}
|
||||
|
||||
static JokerEffect half_joker_effect(Joker *joker, Card *scored_card) {
|
||||
JokerEffect effect = {0};
|
||||
if (scored_card != NULL)
|
||||
return effect; // if card != null, we are not at the end-phase of scoring yet
|
||||
|
||||
if (get_hand_top() + 1 <= 3) // game.c has hand_get_size() but it's not accesible here
|
||||
effect.mult = 20;
|
||||
|
||||
return effect;
|
||||
}
|
||||
|
||||
const JokerInfo joker_registry[] = {
|
||||
{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
|
||||
{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
|
||||
{ COMMON_JOKER, 5, lusty_joker_effect }, // etc...
|
||||
{ COMMON_JOKER, 5, wrathful_joker_effect },
|
||||
{ COMMON_JOKER, 5, gluttonous_joker_effect },
|
||||
{ COMMON_JOKER, 3, jolly_joker_effect },
|
||||
{ COMMON_JOKER, 4, zany_joker_effect },
|
||||
{ COMMON_JOKER, 4, mad_joker_effect },
|
||||
{ COMMON_JOKER, 4, crazy_joker_effect },
|
||||
{ COMMON_JOKER, 4, droll_joker_effect },
|
||||
{ COMMON_JOKER, 3, sly_joker_effect },
|
||||
{ COMMON_JOKER, 4, wily_joker_effect },
|
||||
{ COMMON_JOKER, 4, clever_joker_effect },
|
||||
{ COMMON_JOKER, 4, devious_joker_effect },
|
||||
{ COMMON_JOKER, 4, crafty_joker_effect },
|
||||
{ COMMON_JOKER, 5, half_joker_effect },
|
||||
};
|
||||
|
||||
static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry);
|
||||
|
||||
Reference in New Issue
Block a user