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
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u8 rank;
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u8 rank;
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} Card;
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} Card;
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typedef struct
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typedef struct CardObject
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{
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{
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Card *card;
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Card *card;
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SpriteObject *sprite_object;
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SpriteObject *sprite_object;
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@@ -72,4 +72,11 @@ enum HandType
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void game_init();
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void game_init();
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void game_update();
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void game_update();
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// Utility functions for other files
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typedef struct CardObject CardObject; // forward declaration, actually declared in card.h
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CardObject **get_hand_array(void);
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CardObject **get_played_array(void);
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int get_hand_top(void);
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int get_played_top(void);
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#endif // GAME_H
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#endif // GAME_H
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@@ -0,0 +1,16 @@
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#ifndef HAND_ANALYSIS_H
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#define HAND_ANALYSIS_H
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#include <tonc.h>
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#include "card.h"
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void get_hand_distribution(u8 *ranks_out, u8 *suits_out);
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void get_played_distribution(u8 *ranks_out, u8 *suits_out);
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u8 hand_contains_n_of_a_kind(u8 *ranks);
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bool hand_contains_two_pair(u8 *ranks);
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bool hand_contains_full_house(u8 *ranks);
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bool hand_contains_straight(u8 *ranks);
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bool hand_contains_flush(u8 *suits);
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#endif
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+58
-94
@@ -8,6 +8,7 @@
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#include "util.h"
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#include "util.h"
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#include "sprite.h"
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#include "sprite.h"
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#include "card.h"
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#include "card.h"
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#include "hand_analysis.h"
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#include "blind.h"
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#include "blind.h"
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#include "joker.h"
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#include "joker.h"
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#include "graphic_utils.h"
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#include "graphic_utils.h"
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@@ -282,6 +283,22 @@ void sort_cards()
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}
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}
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}
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}
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CardObject **get_hand_array(void) {
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return hand;
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}
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int get_hand_top(void) {
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return hand_top;
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}
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CardObject **get_played_array(void) {
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return played;
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}
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int get_played_top(void) {
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return played_top;
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}
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enum HandType hand_get_type()
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enum HandType hand_get_type()
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{
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{
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enum HandType res_hand_type = NONE;
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enum HandType res_hand_type = NONE;
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@@ -295,117 +312,64 @@ enum HandType hand_get_type()
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res_hand_type = HIGH_CARD;
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res_hand_type = HIGH_CARD;
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u8 suits[NUM_SUITS] = {0};
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS] = {0};
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u8 ranks[NUM_RANKS];
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get_hand_distribution(ranks, suits);
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for (int i = 0; i <= hand_top; i++)
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{
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if (hand[i] != NULL && card_object_is_selected(hand[i]))
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{
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suits[hand[i]->card->suit]++;
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ranks[hand[i]->card->rank]++;
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}
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}
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// Check for flush
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// Check for flush
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for (int i = 0; i < NUM_SUITS; i++)
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if (hand_contains_flush(suits))
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{
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if (suits[i] >= MAX_SELECTION_SIZE) // if i add jokers just MAX_SELECTION_SIZE - 1 for four fingers
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{
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res_hand_type = FLUSH;
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res_hand_type = FLUSH;
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break;
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}
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}
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// Check for straight
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// Check for straight
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for (int i = 0; i < NUM_RANKS - 4; i++)
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if (hand_contains_straight(ranks)) {
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{
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if (ranks[i] && ranks[i + 1] && ranks[i + 2] && ranks[i + 3] && ranks[i + 4])
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{
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if (res_hand_type == FLUSH)
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if (res_hand_type == FLUSH)
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{
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res_hand_type = STRAIGHT_FLUSH;
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res_hand_type = STRAIGHT_FLUSH;
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}
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else
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else
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{
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res_hand_type = STRAIGHT;
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}
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break;
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}
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}
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// Check for ace low straight
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if (ranks[ACE] && ranks[TWO] && ranks[THREE] && ranks[FOUR] && ranks[FIVE])
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{
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res_hand_type = STRAIGHT;
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res_hand_type = STRAIGHT;
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}
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}
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// Check for royal flush
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// Check for royal flush vs regular straight flush
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if (res_hand_type == STRAIGHT_FLUSH && ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
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if (res_hand_type == STRAIGHT_FLUSH) {
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{
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if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
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res_hand_type = ROYAL_FLUSH;
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return ROYAL_FLUSH;
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return res_hand_type;
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return STRAIGHT_FLUSH;
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}
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}
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// Check for straight flush
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// The following can be optimized better but not sure how much it matters
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if (res_hand_type == STRAIGHT_FLUSH)
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u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
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{
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res_hand_type = STRAIGHT_FLUSH;
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if (n_of_a_kind >= 5) {
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return res_hand_type;
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if (res_hand_type == FLUSH) {
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return FLUSH_FIVE;
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}
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return FIVE_OF_A_KIND;
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}
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}
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for (int i = 0; i < NUM_RANKS; i++)
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if (n_of_a_kind == 4) {
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{
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return FOUR_OF_A_KIND;
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if (ranks[i] >= 5)
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{
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if (res_hand_type == FLUSH)
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{
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res_hand_type = FLUSH_FIVE;
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return res_hand_type;
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}
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else
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{
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res_hand_type = FIVE_OF_A_KIND;
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return res_hand_type;
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}
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}
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else if (ranks[i] == 4)
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{
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res_hand_type = FOUR_OF_A_KIND;
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return res_hand_type;
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}
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else if (ranks[i] == 3)
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{
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if (res_hand_type == PAIR)
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{
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res_hand_type = FULL_HOUSE;
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return res_hand_type;
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}
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else
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{
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res_hand_type = THREE_OF_A_KIND;
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}
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}
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else if (ranks[i] == 2)
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{
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if (res_hand_type == THREE_OF_A_KIND)
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{
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res_hand_type = FULL_HOUSE;
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return res_hand_type;
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}
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else if (res_hand_type == PAIR)
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{
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res_hand_type = TWO_PAIR;
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return res_hand_type;
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}
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else
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{
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res_hand_type = PAIR;
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}
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}
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}
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}
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return res_hand_type;
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if (n_of_a_kind == 3 && hand_contains_full_house(ranks)) {
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return FULL_HOUSE;
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}
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// Flush is more valuable than the remaining hand types, so return now
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if (res_hand_type == FLUSH) {
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return FLUSH;
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}
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if (n_of_a_kind == 3) {
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return THREE_OF_A_KIND;
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}
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if (n_of_a_kind == 2) {
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if (hand_contains_two_pair(ranks)) {
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return TWO_PAIR;
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}
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return PAIR;
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}
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return res_hand_type; // should be HIGH_CARD
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}
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}
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/* Copies the appropriate item into the top left panel (blind/shop icon)
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/* Copies the appropriate item into the top left panel (blind/shop icon)
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@@ -0,0 +1,83 @@
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#include "hand_analysis.h"
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#include "card.h"
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#include "game.h"
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static void get_distribution(CardObject **cards, int top, u8 *ranks_out, u8 *suits_out) {
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for (int i = 0; i < NUM_RANKS; i++) ranks_out[i] = 0;
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for (int i = 0; i < NUM_SUITS; i++) suits_out[i] = 0;
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for (int i = 0; i <= top; i++) {
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if (cards[i] && card_object_is_selected(cards[i])) {
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ranks_out[cards[i]->card->rank]++;
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suits_out[cards[i]->card->suit]++;
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}
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}
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}
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void get_hand_distribution(u8 *ranks_out, u8 *suits_out) {
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get_distribution(get_hand_array(), get_hand_top(), ranks_out, suits_out);
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}
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void get_played_distribution(u8 *ranks_out, u8 *suits_out) {
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get_distribution(get_played_array(), get_played_top(), ranks_out, suits_out);
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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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u8 hand_contains_n_of_a_kind(u8 *ranks) {
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u8 highest_n = 0;
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for (int i = 0; i < NUM_RANKS; i++) {
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if (ranks[i] > highest_n)
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highest_n = ranks[i];
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}
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return highest_n;
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}
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bool hand_contains_two_pair(u8 *ranks) {
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bool contains_other_pair = false;
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for (int i = 0; i < NUM_RANKS; i++) {
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if (ranks[i] >= 2) {
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if (contains_other_pair)
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return true;
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contains_other_pair = true;
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}
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}
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return false;
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}
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bool hand_contains_full_house(u8 *ranks) {
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bool contains_pair = false;
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bool contains_three = false;
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for (int i = 0; i < NUM_RANKS; i++) {
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if (ranks[i] == 2) {
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contains_pair = true;
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}
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if (ranks[i] == 3) {
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contains_three = true;
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}
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}
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return contains_pair && contains_three;
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}
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bool hand_contains_straight(u8 *ranks) {
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for (int i = 0; i < NUM_RANKS - 4; i++)
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{
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if (ranks[i] && ranks[i + 1] && ranks[i + 2] && ranks[i + 3] && ranks[i + 4])
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return true;
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}
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// Check for ace low straight
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if (ranks[ACE] && ranks[TWO] && ranks[THREE] && ranks[FOUR] && ranks[FIVE])
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return true;
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return false;
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}
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bool hand_contains_flush(u8 *suits) {
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for (int i = 0; i < NUM_SUITS; i++)
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{
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if (suits[i] >= MAX_SELECTION_SIZE) // this allows MAX_SELECTION_SIZE - 1 for four fingers joker
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{
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return true;
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}
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}
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return false;
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}
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@@ -1,5 +1,6 @@
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#include "joker.h"
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#include "joker.h"
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#include "util.h"
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#include "util.h"
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#include "hand_analysis.h"
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static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) {
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static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) {
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@@ -31,12 +32,175 @@ static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card) {
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return sinful_joker_effect(scored_card, CLUBS);
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return sinful_joker_effect(scored_card, CLUBS);
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}
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}
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static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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// This is really inefficient but the only way at the moment to check for whole-hand conditions
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_n_of_a_kind(ranks) >= 2)
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effect.mult = 8;
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return effect;
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}
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static JokerEffect zany_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_n_of_a_kind(ranks) >= 3)
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effect.mult = 12;
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return effect;
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}
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static JokerEffect mad_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_two_pair(ranks))
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effect.mult = 10;
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return effect;
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}
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static JokerEffect crazy_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_straight(ranks))
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effect.mult = 12;
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return effect;
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}
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static JokerEffect droll_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
|
||||||
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return effect; // if card != null, we are not at the end-phase of scoring yet
|
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|
||||||
|
u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_flush(suits))
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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[] = {
|
const JokerInfo joker_registry[] = {
|
||||||
{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
|
{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
|
||||||
{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
|
{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
|
||||||
{ COMMON_JOKER, 5, lusty_joker_effect }, // etc...
|
{ COMMON_JOKER, 5, lusty_joker_effect }, // etc...
|
||||||
{ COMMON_JOKER, 5, wrathful_joker_effect },
|
{ COMMON_JOKER, 5, wrathful_joker_effect },
|
||||||
{ COMMON_JOKER, 5, gluttonous_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);
|
static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry);
|
||||||
|
|||||||
Reference in New Issue
Block a user