Refactor/round end (#479)
* Initial round_end extraction * move hands to game vars * Checkpoint * Finish removing all variables for state fns * Move over round_end substate functions * Move over round_end with compile * working in general * Fix round start state issue * clang-format * Fix clang format issue * PR fixes and standardize types in game vars struct * Clang-format
This commit is contained in:
+66
-532
@@ -15,6 +15,7 @@
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#include "game/game_over.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_end.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "hand_analysis.h"
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@@ -38,13 +39,10 @@
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#define STRAIGHT_AND_FLUSH_SIZE_DEFAULT 5
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// Pixel sizes
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#define ITEM_SHOP_Y 71
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#define ROUND_END_REWARD_AMOUNT_X 168
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#define ROUND_END_REWARD_TEXT_X 88
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#define SCORED_CARD_TEXT_Y 48
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#define ITEM_SHOP_Y 71
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#define SCORED_CARD_TEXT_Y 48
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// SE sizes
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#define ROUND_END_BLACK_PANEL_INIT_BOTTOM_SE 12
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#define SHOP_LIGHTS_1_CLR 0xFFFF
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#define SHOP_LIGHTS_2_CLR 0x32BE
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@@ -65,22 +63,10 @@
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#define CARD_FOCUSED_SEL_Y 20
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// Timer defs
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#define TM_RESET_STATIC_VARS 30
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#define TM_END_POP_MENU_ANIM 13
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#define TM_START_ROUND_END_REWARDS_ANIM 1
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#define TM_END_DISPLAY_FIN_BLIND 30
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#define TM_END_DISPLAY_SCORE_MIN 4
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#define TM_REWARDS_ELLIPSIS_PRINT_START 2
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#define TM_REWARDS_ELLIPSIS_PRINT_END 16
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#define TM_REWARD_DISPLAY_INTERVAL 15
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#define TM_DISPLAY_REWARDS_CONT_WAIT (TM_REWARDS_ELLIPSIS_PRINT_END + TM_REWARD_DISPLAY_INTERVAL)
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#define TM_HAND_REWARD_INCR_WAIT (TM_DISPLAY_REWARDS_CONT_WAIT + TM_REWARD_DISPLAY_INTERVAL)
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#define TM_REWARD_INCREMENT_INTERVAL 20
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#define TM_DISMISS_ROUND_END_TM 20
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#define TM_CREATE_SHOP_ITEMS_WAIT 1
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#define TM_SHIFT_SHOP_ICON_WAIT 7
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#define TM_END_GAME_SHOP_INTRO 12
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#define TM_SHOP_PRC_INPUT_START 1
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#define TM_CREATE_SHOP_ITEMS_WAIT 1
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#define TM_SHIFT_SHOP_ICON_WAIT 7
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#define TM_END_GAME_SHOP_INTRO 12
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#define TM_SHOP_PRC_INPUT_START 1
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// TODO: Rename "PID" to "PAL_IDX"
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// Palette IDs
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@@ -98,7 +84,6 @@
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#define SHOP_LIGHTS_3_PID 17
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#define BLIND_BG_SECONDARY_PID 18
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#define BLIND_BG_PRIMARY_PID 19
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#define REWARD_PANEL_BORDER_PID 19
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#define SHOP_LIGHTS_4_PID 22
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#define SHOP_BOTTOM_PANEL_BORDER_PID 26
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@@ -140,20 +125,6 @@ enum GameShopStates
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GAME_SHOP_MAX
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};
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enum GameRoundEndStates
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{
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ROUND_END_START,
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START_EXPAND_POPUP,
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DISPLAY_FINISHED_BLIND,
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DISPLAY_SCORE_MIN,
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UPDATE_BLIND_REWARD,
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BLIND_PANEL_EXIT,
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DISPLAY_REWARDS,
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DISPLAY_CASHOUT,
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DISMISS_ROUND_END_PANEL,
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ROUND_END_EXIT
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};
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typedef struct
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{
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u32 chips;
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@@ -178,29 +149,15 @@ static void noop(void)
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// reviewer(s).
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static void game_round_on_init(void);
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static void game_playing_on_update(void);
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static void game_round_end_on_update(void);
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static void game_round_end_on_exit(void);
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static void game_shop_on_update(void);
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static void game_shop_on_exit(void);
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static void game_shop_intro(void);
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static void game_shop_process_user_input(void);
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static void game_shop_outro(void);
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static void game_round_end_start(void);
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static void game_round_end_start_expand_popup(void);
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static void game_round_end_display_finished_blind(void);
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static void game_round_end_display_score_min(void);
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static void game_round_end_update_blind_reward(void);
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static void game_round_end_panel_exit(void);
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static void game_round_end_display_rewards(void);
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static void game_round_end_display_cashout(void);
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static void game_round_end_dismiss_round_end_panel(void);
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static void sort_cards(void);
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static void display_temp_score(u32 value);
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static void display_score(u32 value);
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static void check_flaming_score(void);
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static void display_hands(int value);
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static void display_discards(int value);
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static void set_hand(void);
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static int deck_get_size(void);
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static int deck_get_max_size(void);
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@@ -209,7 +166,6 @@ static bool check_and_score_joker_for_event(
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CardObject* card_object,
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enum JokerEvent joker_event
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);
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static int calculate_interest_reward(void);
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static void game_playing_discard_on_pressed(void);
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static void game_playing_execute_discard(void);
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@@ -269,7 +225,6 @@ static void game_shop_create_items(void);
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static void erase_price_under_sprite_object(SpriteObject* sprite_object);
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static void print_price_under_sprite_object(SpriteObject* sprite_object, int price);
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static void game_round_end_extend_black_panel_down(int black_panel_bottom);
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static void remove_owned_joker(int owned_joker_idx);
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@@ -292,8 +247,6 @@ static bool can_discard_hand(void);
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// This is because when popping, the target position is blank so we just animate
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// the whole rect so we don't have to track its position
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static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 20 };
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static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17 };
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/* Contains the shop icon/current blind etc.
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@@ -306,9 +259,6 @@ static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17 };
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {0, 21, };
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static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26 };
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static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27 };
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static const Rect CASHOUT_DEST_RECT = {10, 8, 23, 10 };
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static const BG_POINT CASHOUT_SRC_3X3_RECT_POS = {5, 29};
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static const BG_POINT ROUND_END_REWARDS_ELLIPSIS_POS = {10, 13};
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// Flaming score animation frames
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#define SCORE_FLAMES_ANIM_FREQ 5 // animation will run at 12FPS
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@@ -320,7 +270,6 @@ static const BG_POINT SCORE_FLAME_CHIPS_POS = {1, 9};
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static const BG_POINT SCORE_FLAME_MULT_POS = {5, 9};
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// Rects for TTE (in pixels)
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static const Rect HAND_SIZE_RECT = {128, 128, 152, 160 }; // Seems to include both SELECT and PLAYING
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static const Rect HAND_SIZE_RECT_SELECT = {128, 128, 152, 136 };
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static const Rect HAND_SIZE_RECT_PLAYING = {128, 152, 152, 160 };
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static const Rect HAND_TYPE_RECT = {8, 64, 64, 72 };
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@@ -330,12 +279,9 @@ static const Rect SCORE_RECT = {24, 48, 64, 56 };
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static const Rect PLAYED_CARDS_SCORES_RECT = {72, 48, 240, 56 };
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static const Rect HELD_CARDS_SCORES_RECT = {72, 108, 240, 116 };
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static const Rect BLIND_TOKEN_TEXT_RECT = {80, 72, 200, 160 };
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static const Rect MONEY_TEXT_RECT = {8, 120, 64, 128 };
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static const Rect CHIPS_TEXT_RECT = {8, 80, 32, 88 };
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static const Rect MULT_TEXT_RECT = {40, 80, 64, 88 };
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static const Rect BLIND_REWARD_RECT = {40, 32, 64, 40 };
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static const Rect BLIND_REQ_TEXT_RECT = {32, 24, 64, 32 };
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static const Rect SHOP_PRICES_TEXT_RECT = {72, 56, 192, 160 };
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// Rects with UNDEFINED are only used in tte_printf, they need to be fully defined
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@@ -345,9 +291,6 @@ static const Rect DISCARDS_TEXT_RECT = {48, 104, UNDEFINED, UNDEF
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static const Rect DECK_SIZE_RECT = {200, 152, 240, 160 };
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static const Rect ROUND_TEXT_RECT = {48, 144, UNDEFINED, UNDEFINED };
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static const Rect ANTE_TEXT_RECT = {8, 144, UNDEFINED, UNDEFINED };
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static const Rect ROUND_END_BLIND_REQ_RECT = {104, 96, 136, UNDEFINED };
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static const Rect ROUND_END_BLIND_REWARD_RECT = { 168, 96, UNDEFINED, UNDEFINED };
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static const Rect CASHOUT_TEXT_RECT = {88, 72, UNDEFINED, UNDEFINED };
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static const Rect SHOP_REROLL_RECT = {88, 96, UNDEFINED, UNDEFINED };
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static const BG_POINT HELD_JOKERS_POS = {108, 10};
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@@ -452,18 +395,6 @@ static const SubStateActionFn shop_state_actions[] = {
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game_shop_outro
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};
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static const SubStateActionFn round_end_state_actions[] = {
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game_round_end_start,
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game_round_end_start_expand_popup,
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game_round_end_display_finished_blind,
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game_round_end_display_score_min,
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game_round_end_update_blind_reward,
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game_round_end_panel_exit,
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game_round_end_display_rewards,
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game_round_end_display_cashout,
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game_round_end_dismiss_round_end_panel
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};
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static int reroll_cost = REROLL_BASE_COST;
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// The current game state, this is used to determine what the game is doing at any given time
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@@ -490,6 +421,13 @@ GameVariables g_game_vars = {
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BLIND_STATE_UPCOMING
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},
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.hands = 0,
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.discards = 0,
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.score = 0,
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.playing_blind_token = NULL,
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.round_end_blind_token = NULL,
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.game_speed = DEFAULT_GAME_SPEED,
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.high_contrast = DEFAULT_HIGH_CONTRAST,
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.music_volume = DEFAULT_MUSIC_VOLUME,
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@@ -498,27 +436,12 @@ GameVariables g_game_vars = {
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// clang-format on
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// The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
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static Sprite* playing_blind_token = NULL;
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// The sprite that displays the blind when in "GAME_ROUND_END" state
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static Sprite* round_end_blind_token = NULL;
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// Will be rolled later, just giving it a valid value
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static int blind_reward = 0;
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static int hand_reward = 0;
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static int interest_reward = 0;
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static int interest_to_count = 0;
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static int interest_start_time = UNDEFINED;
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// Red deck default (can later be moved to a deck.h file or something)
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static int max_hands = 4;
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static int max_discards = 4;
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// Set in game_init and game_round_init
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static int hands = 0;
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static int discards = 0;
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static u32 score = 0;
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static u32 temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static bool score_flames_active = false;
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static FIXED lerped_score = 0;
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@@ -661,8 +584,8 @@ void game_init()
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jokers_available_to_shop_init();
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hands = max_hands;
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discards = max_discards;
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g_game_vars.hands = MAX_HANDS;
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g_game_vars.discards = MAX_DISCARDS;
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g_game_vars.timer = TM_ZERO;
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g_game_vars.current_blind = BLIND_TYPE_SMALL;
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g_game_vars.blinds_states[0] = BLIND_STATE_CURRENT;
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@@ -670,7 +593,7 @@ void game_init()
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g_game_vars.blinds_states[2] = BLIND_STATE_UPCOMING;
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g_game_vars.ante = STARTING_ANTE;
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g_game_vars.money = STARTING_MONEY;
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score = STARTING_SCORE;
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g_game_vars.score = STARTING_SCORE;
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g_game_vars.round = 0;
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// Initialize/reset unbeaten Boss/Showdown Blinds so they are all available
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@@ -692,8 +615,8 @@ void game_reset()
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// For some reason that I haven't figured out yet,
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// if I don't destroy the blind tokens they won't
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// show up on the next run.
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sprite_destroy(&playing_blind_token);
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sprite_destroy(&round_end_blind_token);
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sprite_destroy(&g_game_vars.playing_blind_token);
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sprite_destroy(&g_game_vars.round_end_blind_token);
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list_clear(&_owned_jokers_list);
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list_clear(&_discarded_jokers_list);
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@@ -703,15 +626,15 @@ void game_reset()
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game_init();
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display_round();
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display_score(score);
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display_score(g_game_vars.score);
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display_chips();
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display_mult();
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display_hands(hands);
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display_discards(discards);
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display_hands();
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display_discards();
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display_money();
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// Ante
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%d#{cx:0x%X000}/%d",
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"#{P:%d,%d; cx:0x%X000}%ld#{cx:0x%X000}/%d",
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ANTE_TEXT_RECT.left,
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ANTE_TEXT_RECT.top,
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TTE_YELLOW_PB,
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@@ -957,12 +880,12 @@ int get_deck_top(void)
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int get_num_discards_remaining(void)
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{
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return discards;
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return g_game_vars.discards;
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}
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int get_num_hands_remaining(void)
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{
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return hands;
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return g_game_vars.hands;
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}
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u32 get_chips(void)
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@@ -996,7 +919,7 @@ void display_money()
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tte_erase_rect_wrapper(MONEY_TEXT_RECT);
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char money_str_buff[INT_MAX_DIGITS + 2]; // + 2 for null terminator and "$" sign
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snprintf(money_str_buff, sizeof(money_str_buff), "$%d", g_game_vars.money);
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snprintf(money_str_buff, sizeof(money_str_buff), "$%ld", g_game_vars.money);
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// Bias left so the number is centered and the "$" sign is on the left
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update_text_rect_to_center_str(&money_text_rect, money_str_buff, SCREEN_LEFT);
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@@ -1431,20 +1354,6 @@ void change_background_legacy(enum BackgroundId id)
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tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT);
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}
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else if (id == BG_ROUND_END)
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{
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if (background_legacy != BG_CARD_SELECTING && background_legacy != BG_CARD_PLAYING)
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{
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change_background(BG_CARD_SELECTING, false);
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background_legacy = BG_ROUND_END;
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}
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// Disable window 0 so it doesn't make the cashout menu transparent
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toggle_windows(false, true);
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main_bg_se_clear_rect(ROUND_END_MENU_RECT);
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tte_erase_rect_wrapper(HAND_SIZE_RECT);
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}
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else if (id == BG_SHOP)
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{
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toggle_windows(false, true);
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@@ -1472,7 +1381,7 @@ void change_background_legacy(enum BackgroundId id)
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1
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);
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}
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else if (id == BG_BLIND_SELECT || id == BG_MAIN_MENU)
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else if (id == BG_BLIND_SELECT || id == BG_MAIN_MENU || id == BG_ROUND_END)
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{
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// do nothing, just don't return early!
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}
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@@ -1510,7 +1419,7 @@ static void display_temp_score(u32 value)
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);
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}
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static void display_score(u32 value)
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void display_score(u32 value)
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{
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Rect score_rect = SCORE_RECT;
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// Clear the existing text before redrawing
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@@ -1559,7 +1468,7 @@ void display_round(void)
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{
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// tte_erase_rect_wrapper(ROUND_TEXT_RECT);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%d",
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"#{P:%d,%d; cx:0x%X000}%ld",
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ROUND_TEXT_RECT.left,
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ROUND_TEXT_RECT.top,
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TTE_YELLOW_PB,
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@@ -1567,21 +1476,23 @@ void display_round(void)
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);
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}
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static void display_hands(int value)
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void display_hands(void)
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{
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// tte_erase_rect_wrapper(HANDS_TEXT_RECT);
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tte_printf("#{P:%d,%d; cx:0xD000}%d", HANDS_TEXT_RECT.left, HANDS_TEXT_RECT.top, hands); // Hand
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tte_printf(
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"#{P:%d,%d; cx:0xD000}%ld",
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HANDS_TEXT_RECT.left,
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HANDS_TEXT_RECT.top,
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g_game_vars.hands
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);
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}
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static void display_discards(int value)
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void display_discards(void)
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{
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// tte_erase_rect_wrapper(DISCARDS_TEXT_RECT);
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// Discard
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tte_printf(
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"#{P:%d,%d; cx:0xE000}%d",
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"#{P:%d,%d; cx:0xE000}%ld",
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DISCARDS_TEXT_RECT.left,
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DISCARDS_TEXT_RECT.top,
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discards
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g_game_vars.discards
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);
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}
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@@ -1619,7 +1530,7 @@ static void set_hand(void)
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static bool can_discard_hand(void)
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{
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return (discards > 0 && hand_state == HAND_SELECT && hand_selections > 0);
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return (g_game_vars.discards > 0 && hand_state == HAND_SELECT && hand_selections > 0);
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}
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static int deck_get_size(void)
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@@ -1650,29 +1561,29 @@ static void game_round_on_init(void)
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cards_drawn = 0;
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hand_selections = 0;
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sprite_destroy(&playing_blind_token);
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playing_blind_token = blind_token_new(
|
||||
sprite_destroy(&g_game_vars.playing_blind_token);
|
||||
g_game_vars.playing_blind_token = blind_token_new(
|
||||
g_game_vars.current_blind,
|
||||
CUR_BLIND_TOKEN_POS.x,
|
||||
CUR_BLIND_TOKEN_POS.y,
|
||||
PLAYING_BLIND_TOKEN_LAYER
|
||||
); // Create the blind token sprite at the top left corner
|
||||
// TODO: Hide blind token and display it after sliding blind rect animation
|
||||
// if (playing_blind_token != NULL)
|
||||
// if (g_game_vars.playing_blind_token != NULL)
|
||||
//{
|
||||
// obj_hide(playing_blind_token->obj); // Hide the blind token sprite for now
|
||||
// obj_hide(g_game_vars.playing_blind_token->obj); // Hide the blind token sprite for now
|
||||
//}
|
||||
sprite_destroy(&round_end_blind_token);
|
||||
round_end_blind_token = blind_token_new(
|
||||
sprite_destroy(&g_game_vars.round_end_blind_token);
|
||||
g_game_vars.round_end_blind_token = blind_token_new(
|
||||
g_game_vars.current_blind,
|
||||
81,
|
||||
86,
|
||||
ROUND_END_BLIND_TOKEN_LAYER
|
||||
); // Create the blind token sprite for round end
|
||||
|
||||
if (round_end_blind_token != NULL)
|
||||
if (g_game_vars.round_end_blind_token != NULL)
|
||||
{
|
||||
obj_hide(round_end_blind_token->obj); // Hide the blind token sprite for now
|
||||
obj_hide(g_game_vars.round_end_blind_token->obj); // Hide the blind token sprite for now
|
||||
}
|
||||
|
||||
Rect blind_req_text_rect = BLIND_REQ_TEXT_RECT;
|
||||
@@ -1739,7 +1650,8 @@ static void game_playing_execute_discard(void)
|
||||
return;
|
||||
|
||||
hand_state = HAND_DISCARD;
|
||||
display_discards(--discards);
|
||||
--g_game_vars.discards;
|
||||
display_discards();
|
||||
set_hand();
|
||||
}
|
||||
|
||||
@@ -1804,7 +1716,8 @@ static void game_playing_execute_play_hand(void)
|
||||
return;
|
||||
|
||||
hand_state = HAND_PLAY;
|
||||
display_hands(--hands);
|
||||
--g_game_vars.hands;
|
||||
display_hands();
|
||||
}
|
||||
|
||||
static int game_playing_hand_row_get_size(void)
|
||||
@@ -2058,7 +1971,7 @@ static inline void game_playing_handle_round_over(void)
|
||||
{
|
||||
enum GameState next_state = GAME_STATE_ROUND_END;
|
||||
|
||||
if (score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante))
|
||||
if (g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante))
|
||||
{
|
||||
if (g_game_vars.current_blind > BLIND_TYPE_BIG)
|
||||
{
|
||||
@@ -2075,7 +1988,7 @@ static inline void game_playing_handle_round_over(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (hands == 0)
|
||||
else if (g_game_vars.hands == 0)
|
||||
{
|
||||
next_state = GAME_STATE_LOSE;
|
||||
}
|
||||
@@ -2386,8 +2299,8 @@ static bool check_and_score_joker_for_event(
|
||||
|
||||
static inline bool game_round_is_over(void)
|
||||
{
|
||||
return hands == 0 ||
|
||||
score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
|
||||
return g_game_vars.hands == 0 ||
|
||||
g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
|
||||
}
|
||||
|
||||
// Basically a copy of HAND_DISCARD
|
||||
@@ -2827,7 +2740,7 @@ static inline void game_playing_process_input_and_state(void)
|
||||
// protect against score overflow
|
||||
temp_score = u32_protected_mult(chips, mult);
|
||||
lerped_temp_score = int2fx(temp_score);
|
||||
lerped_score = int2fx(score);
|
||||
lerped_score = int2fx(g_game_vars.score);
|
||||
|
||||
display_temp_score(temp_score);
|
||||
|
||||
@@ -2867,14 +2780,14 @@ static inline void game_playing_process_input_and_state(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
score = u32_protected_add(score, temp_score);
|
||||
g_game_vars.score = u32_protected_add(g_game_vars.score, temp_score);
|
||||
temp_score = 0;
|
||||
lerped_temp_score = 0;
|
||||
lerped_score = 0;
|
||||
|
||||
tte_erase_rect_wrapper(TEMP_SCORE_RECT); // Just erase the temp score
|
||||
|
||||
display_score(score);
|
||||
display_score(g_game_vars.score);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3216,385 +3129,6 @@ static void game_playing_on_update(void)
|
||||
game_playing_process_flaming_score();
|
||||
}
|
||||
|
||||
static int calculate_interest_reward(void)
|
||||
{
|
||||
int reward = (g_game_vars.money / 5) * INTEREST_PER_5;
|
||||
if (reward > MAX_INTEREST)
|
||||
reward = MAX_INTEREST;
|
||||
return reward;
|
||||
}
|
||||
|
||||
static void game_round_end_on_exit(void)
|
||||
{
|
||||
// Cleanup blind tokens from this round to avoid accumulating
|
||||
// allocated blind sprites each round
|
||||
blind_reward = 0;
|
||||
hand_reward = 0;
|
||||
interest_reward = 0;
|
||||
sprite_destroy(&playing_blind_token);
|
||||
sprite_destroy(&round_end_blind_token);
|
||||
// TODO: Reuse sprites for blind selection?
|
||||
}
|
||||
|
||||
static void game_round_end_on_update(void)
|
||||
{
|
||||
if (state_info[game_state].substate == ROUND_END_EXIT)
|
||||
{
|
||||
game_change_state(GAME_STATE_SHOP);
|
||||
return;
|
||||
}
|
||||
|
||||
int substate = state_info[game_state].substate;
|
||||
round_end_state_actions[substate]();
|
||||
}
|
||||
|
||||
static void game_round_end_start()
|
||||
{
|
||||
// Reset static variables to default values upon re-entering the round end state
|
||||
if (g_game_vars.timer == TM_RESET_STATIC_VARS)
|
||||
{
|
||||
change_background(BG_ROUND_END, false); // Change the background to the round end background
|
||||
state_info[game_state].substate = START_EXPAND_POPUP; // Change the state to the next one
|
||||
g_game_vars.timer = TM_ZERO; // Reset the timer
|
||||
blind_reward = blind_get_reward(g_game_vars.current_blind);
|
||||
hand_reward = hands;
|
||||
interest_reward = calculate_interest_reward();
|
||||
interest_to_count = interest_reward;
|
||||
interest_start_time = UNDEFINED;
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_start_expand_popup()
|
||||
{
|
||||
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
|
||||
|
||||
if (g_game_vars.timer == TM_END_POP_MENU_ANIM)
|
||||
{
|
||||
state_info[game_state].substate = DISPLAY_FINISHED_BLIND;
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_extend_black_panel_down(int black_panel_bottom)
|
||||
{
|
||||
Rect single_line_rect = ROUND_END_MENU_RECT;
|
||||
single_line_rect.bottom = black_panel_bottom;
|
||||
single_line_rect.top = single_line_rect.bottom - 1;
|
||||
main_bg_se_copy_rect_1_tile_vert(single_line_rect, SCREEN_DOWN);
|
||||
}
|
||||
|
||||
static void game_round_end_display_finished_blind()
|
||||
{
|
||||
obj_unhide(round_end_blind_token->obj, 0);
|
||||
|
||||
int current_ante = g_game_vars.ante;
|
||||
|
||||
// Beating the boss blind increases the ante, so we need to display the previous ante value
|
||||
if (g_game_vars.current_blind > BLIND_TYPE_BIG)
|
||||
current_ante--;
|
||||
|
||||
Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
|
||||
u32 blind_req = blind_get_requirement(g_game_vars.current_blind, current_ante);
|
||||
|
||||
/* Not bothering to truncate here because there are 8 tiles
|
||||
* and the blind requirement will not increase past ante 8
|
||||
* so there's enough room for sure.
|
||||
*/
|
||||
char blind_req_str_buff[UINT_MAX_DIGITS + 1];
|
||||
snprintf(blind_req_str_buff, sizeof(blind_req_str_buff), "%lu", blind_req);
|
||||
|
||||
update_text_rect_to_right_align_str(&blind_req_rect, blind_req_str_buff, OVERFLOW_RIGHT);
|
||||
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}%s",
|
||||
blind_req_rect.left,
|
||||
blind_req_rect.top,
|
||||
TTE_RED_PB,
|
||||
blind_req_str_buff
|
||||
);
|
||||
|
||||
if (g_game_vars.timer == TM_START_ROUND_END_REWARDS_ANIM)
|
||||
{
|
||||
game_round_end_extend_black_panel_down(ROUND_END_BLACK_PANEL_INIT_BOTTOM_SE);
|
||||
}
|
||||
|
||||
if (g_game_vars.timer >= TM_END_DISPLAY_FIN_BLIND)
|
||||
{
|
||||
state_info[game_state].substate = DISPLAY_SCORE_MIN;
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_display_score_min()
|
||||
{
|
||||
const int timer_offset = g_game_vars.timer - 1;
|
||||
const int x_from = 0;
|
||||
const int y_from = 29;
|
||||
const int x_to = 13;
|
||||
const int y_to = 11;
|
||||
|
||||
memcpy16(
|
||||
&se_mem[MAIN_BG_SBB][x_to + timer_offset + 32 * y_to],
|
||||
&se_mem[MAIN_BG_SBB][x_from + timer_offset + 32 * y_from],
|
||||
1
|
||||
);
|
||||
|
||||
if (g_game_vars.timer >= TM_END_DISPLAY_SCORE_MIN)
|
||||
{
|
||||
state_info[game_state].substate = UPDATE_BLIND_REWARD;
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_update_blind_reward()
|
||||
{
|
||||
if (g_game_vars.timer % FRAMES(20) != 0)
|
||||
return;
|
||||
|
||||
// TODO: Add sound effect here
|
||||
|
||||
if (blind_reward > 0)
|
||||
{
|
||||
blind_reward--;
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}$%d",
|
||||
BLIND_REWARD_RECT.left,
|
||||
BLIND_REWARD_RECT.top,
|
||||
TTE_YELLOW_PB,
|
||||
blind_reward
|
||||
);
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}$%d",
|
||||
ROUND_END_BLIND_REWARD_RECT.left,
|
||||
ROUND_END_BLIND_REWARD_RECT.top,
|
||||
TTE_YELLOW_PB,
|
||||
blind_get_reward(g_game_vars.current_blind) - blind_reward
|
||||
);
|
||||
}
|
||||
else if (g_game_vars.timer > FRAMES(20))
|
||||
{
|
||||
tte_erase_rect_wrapper(BLIND_REWARD_RECT);
|
||||
tte_erase_rect_wrapper(BLIND_REQ_TEXT_RECT);
|
||||
obj_hide(playing_blind_token->obj);
|
||||
affine_background_load_palette(affine_background_gfxPal);
|
||||
state_info[game_state].substate = BLIND_PANEL_EXIT;
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_panel_exit()
|
||||
{
|
||||
// TODO: make heads or tails of what's going on here and replace
|
||||
// magic numbers.
|
||||
if (g_game_vars.timer < 8)
|
||||
{
|
||||
main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SCREEN_UP);
|
||||
|
||||
if (g_game_vars.timer == 1)
|
||||
{
|
||||
reset_top_left_panel_bottom_row();
|
||||
}
|
||||
else if (g_game_vars.timer == 2)
|
||||
{
|
||||
int y = 5;
|
||||
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
|
||||
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
|
||||
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
|
||||
}
|
||||
}
|
||||
else if (g_game_vars.timer > FRAMES(20))
|
||||
{
|
||||
memset16(&pal_bg_mem[REWARD_PANEL_BORDER_PID], 0x1483, 1);
|
||||
state_info[game_state].substate = DISPLAY_REWARDS;
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void game_round_end_print_separator_ellipsis(void)
|
||||
{
|
||||
int x =
|
||||
(ROUND_END_REWARDS_ELLIPSIS_POS.x + g_game_vars.timer - TM_REWARDS_ELLIPSIS_PRINT_START) *
|
||||
TILE_SIZE;
|
||||
int y = (ROUND_END_REWARDS_ELLIPSIS_POS.y) * TILE_SIZE;
|
||||
|
||||
tte_printf("#{P:%d,%d; cx:0x%X000}.", x, y, TTE_WHITE_PB);
|
||||
}
|
||||
|
||||
// TODO: Allow for more generic rewards and consolidate with game_round_end_print_interest_reward()
|
||||
static inline void game_round_end_print_hand_reward(int hand_y_offset)
|
||||
{
|
||||
int hand_y = ROUND_END_REWARDS_ELLIPSIS_POS.y + hand_y_offset;
|
||||
if (g_game_vars.timer == TM_DISPLAY_REWARDS_CONT_WAIT)
|
||||
{
|
||||
game_round_end_extend_black_panel_down(hand_y);
|
||||
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}%d #{cx:0x%X000}Hands",
|
||||
ROUND_END_REWARD_TEXT_X,
|
||||
hand_y * TILE_SIZE,
|
||||
TTE_BLUE_PB,
|
||||
hand_reward,
|
||||
TTE_WHITE_PB
|
||||
);
|
||||
}
|
||||
// Increment the hand reward text until the hand reward variable is depleted
|
||||
else if (g_game_vars.timer > TM_HAND_REWARD_INCR_WAIT &&
|
||||
g_game_vars.timer % FRAMES(TM_REWARD_INCREMENT_INTERVAL) == 0)
|
||||
{
|
||||
hand_reward--;
|
||||
tte_printf(
|
||||
"#{P:%d, %d; cx:0x%X000}$%d",
|
||||
ROUND_END_REWARD_AMOUNT_X,
|
||||
hand_y * TILE_SIZE,
|
||||
TTE_YELLOW_PB,
|
||||
hands - hand_reward
|
||||
);
|
||||
if (hand_reward == 0)
|
||||
{
|
||||
interest_start_time = g_game_vars.timer + TM_REWARD_DISPLAY_INTERVAL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static inline void game_round_end_print_interest_reward(int interest_y_offset)
|
||||
{
|
||||
int interest_y = ROUND_END_REWARDS_ELLIPSIS_POS.y + interest_y_offset;
|
||||
|
||||
if (g_game_vars.timer == interest_start_time)
|
||||
{
|
||||
game_round_end_extend_black_panel_down(interest_y);
|
||||
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}%d #{cx:0x%X000}Interest",
|
||||
ROUND_END_REWARD_TEXT_X,
|
||||
interest_y * TILE_SIZE,
|
||||
TTE_YELLOW_PB,
|
||||
interest_reward,
|
||||
TTE_WHITE_PB
|
||||
);
|
||||
}
|
||||
// Increment the interest reward text until the interest reward variable is depleted
|
||||
else if (g_game_vars.timer > interest_start_time + TM_REWARD_DISPLAY_INTERVAL &&
|
||||
g_game_vars.timer % FRAMES(TM_REWARD_INCREMENT_INTERVAL) == 0)
|
||||
{
|
||||
interest_to_count--;
|
||||
tte_printf(
|
||||
"#{P:%d, %d; cx:0x%X000}$%d",
|
||||
ROUND_END_REWARD_AMOUNT_X,
|
||||
interest_y * TILE_SIZE,
|
||||
TTE_YELLOW_PB,
|
||||
interest_reward - interest_to_count
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_display_rewards()
|
||||
{
|
||||
int hand_y_offset = 0;
|
||||
int interest_y_offset = 0;
|
||||
|
||||
if (hands > 0)
|
||||
{
|
||||
hand_y_offset = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
interest_start_time = TM_DISPLAY_REWARDS_CONT_WAIT;
|
||||
}
|
||||
|
||||
if (interest_reward > 0)
|
||||
{
|
||||
interest_y_offset = hand_y_offset + 1;
|
||||
}
|
||||
|
||||
// Once all rewards are accounted for go to the next state
|
||||
if (hand_reward <= 0 && interest_to_count <= 0)
|
||||
{
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
state_info[game_state].substate = DISPLAY_CASHOUT;
|
||||
}
|
||||
else if (g_game_vars.timer == TM_START_ROUND_END_REWARDS_ANIM)
|
||||
{
|
||||
game_round_end_extend_black_panel_down(ROUND_END_REWARDS_ELLIPSIS_POS.y);
|
||||
}
|
||||
else if (g_game_vars.timer < TM_REWARDS_ELLIPSIS_PRINT_END)
|
||||
{
|
||||
game_round_end_print_separator_ellipsis();
|
||||
}
|
||||
else if (g_game_vars.timer >= TM_DISPLAY_REWARDS_CONT_WAIT && hand_reward > 0)
|
||||
{
|
||||
game_round_end_print_hand_reward(hand_y_offset);
|
||||
}
|
||||
else if (interest_start_time != UNDEFINED && g_game_vars.timer >= interest_start_time &&
|
||||
interest_to_count > 0)
|
||||
{
|
||||
game_round_end_print_interest_reward(interest_y_offset);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void game_round_end_cashout(void)
|
||||
{
|
||||
// Reward the player
|
||||
g_game_vars.money +=
|
||||
hands + blind_get_reward(g_game_vars.current_blind) + calculate_interest_reward();
|
||||
display_money();
|
||||
|
||||
hands = max_hands; // Reset the hands to the maximum
|
||||
discards = max_discards; // Reset the discards to the maximum
|
||||
display_hands(hands); // Set the hands display
|
||||
display_discards(discards); // Set the discards display
|
||||
|
||||
score = 0;
|
||||
display_score(score); // Set the score display
|
||||
}
|
||||
|
||||
static void game_round_end_display_cashout()
|
||||
{
|
||||
if (g_game_vars.timer == FRAMES(40))
|
||||
{
|
||||
// Put the "cash out" button onto the round end panel
|
||||
main_bg_se_copy_expand_3x3_rect(CASHOUT_DEST_RECT, CASHOUT_SRC_3X3_RECT_POS);
|
||||
|
||||
int cashout_amount =
|
||||
hands + blind_get_reward(g_game_vars.current_blind) + calculate_interest_reward();
|
||||
|
||||
bool omit_space = cashout_amount >= 10;
|
||||
tte_printf(
|
||||
"#{P:%d, %d; cx:0x%X000}Cash Out:%s$%d",
|
||||
CASHOUT_TEXT_RECT.left,
|
||||
CASHOUT_TEXT_RECT.top,
|
||||
TTE_WHITE_PB,
|
||||
omit_space ? "" : " ",
|
||||
cashout_amount
|
||||
);
|
||||
}
|
||||
|
||||
// Wait until the player presses A to cash out
|
||||
else if (g_game_vars.timer > FRAMES(40) && key_hit(SELECT_CARD))
|
||||
{
|
||||
game_round_end_cashout();
|
||||
|
||||
state_info[game_state].substate = DISMISS_ROUND_END_PANEL; // Go to the next state
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
|
||||
obj_hide(round_end_blind_token->obj); // Hide the blind token object
|
||||
tte_erase_rect_wrapper(BLIND_TOKEN_TEXT_RECT); // Erase the blind token text
|
||||
}
|
||||
}
|
||||
|
||||
static void game_round_end_dismiss_round_end_panel()
|
||||
{
|
||||
Rect round_end_down = ROUND_END_MENU_RECT;
|
||||
round_end_down.top--;
|
||||
main_bg_se_copy_rect_1_tile_vert(round_end_down, SCREEN_DOWN);
|
||||
|
||||
if (g_game_vars.timer >= TM_DISMISS_ROUND_END_TM)
|
||||
{
|
||||
g_game_vars.timer = TM_ZERO;
|
||||
state_info[game_state].substate = ROUND_END_EXIT;
|
||||
}
|
||||
}
|
||||
|
||||
static Rect get_text_rect_under_sprite_object(SpriteObject* sprite_object)
|
||||
{
|
||||
int height = 0;
|
||||
@@ -4248,8 +3782,8 @@ void game_start(void)
|
||||
|
||||
affine_background_change_background(AFFINE_BG_GAME);
|
||||
|
||||
hands = max_hands;
|
||||
discards = max_discards;
|
||||
g_game_vars.hands = MAX_HANDS;
|
||||
g_game_vars.discards = MAX_DISCARDS;
|
||||
|
||||
// Activate high contrast palette for cards if loaded settings tell us to
|
||||
toggle_high_contrast_cards(g_game_vars.high_contrast);
|
||||
@@ -4278,19 +3812,19 @@ void game_start(void)
|
||||
deck_get_max_size()
|
||||
);
|
||||
|
||||
display_round(); // Set the round display
|
||||
display_score(score); // Set the score display
|
||||
display_round(); // Set the round display
|
||||
display_score(g_game_vars.score); // Set the score display
|
||||
|
||||
display_chips(); // Set the chips display
|
||||
display_mult(); // Set the multiplier display
|
||||
|
||||
display_hands(hands); // Hand
|
||||
display_discards(discards); // Discard
|
||||
display_hands(); // Hand
|
||||
display_discards(); // Discard
|
||||
|
||||
display_money(); // Set the money display
|
||||
|
||||
tte_printf(
|
||||
"#{P:%d,%d; cx:0x%X000}%d#{cx:0x%X000}/%d",
|
||||
"#{P:%d,%d; cx:0x%X000}%ld#{cx:0x%X000}/%d",
|
||||
ANTE_TEXT_RECT.left,
|
||||
ANTE_TEXT_RECT.top,
|
||||
TTE_YELLOW_PB,
|
||||
|
||||
Reference in New Issue
Block a user