Reverted game over logic
This commit is contained in:
+17
-96
@@ -53,31 +53,31 @@ static int current_blind = SMALL_BLIND;
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static enum BlindState blinds[MAX_BLINDS] = {BLIND_CURRENT, BLIND_UPCOMING, BLIND_UPCOMING}; // The current state of the blinds, this is used to determine what the game is doing at any given time
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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;
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static int max_discards;
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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;
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static int discards;
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static int hands = 0;
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static int discards = 0;
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static int round;
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static int ante;
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static int money;
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static int score;
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static int round = 0;
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static int ante = 1;
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static int money = 4;
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static int score = 0;
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static int temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static FIXED lerped_score = 0;
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static FIXED lerped_temp_score = 0;
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static int chips;
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static int mult;
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static int chips = 0;
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static int mult = 0;
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static int hand_size; // Default hand size is 8
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static int cards_drawn;
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static int hand_selections;
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static int hand_size = 8; // Default hand size is 8
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static int cards_drawn = 0;
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static int hand_selections = 0;
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static int selection_x;
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static int selection_y;
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static int selection_x = 0;
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static int selection_y = 0;
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static bool sort_by_suit;
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static bool sort_by_suit = false;
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// Stacks
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static JokerObject *jokers[MAX_JOKERS_HELD_SIZE] = {NULL};
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@@ -121,19 +121,6 @@ static inline CardObject *played_pop()
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return played[played_top--];
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}
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// Hand stack
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static inline void hand_push(CardObject *card_object)
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{
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if (hand_top >= MAX_HAND_SIZE - 1) return;
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hand[++hand_top] = card_object;
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}
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static inline CardObject *hand_pop()
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{
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if (hand_top < 0) return NULL;
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return hand[hand_top--];
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}
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// Deck stack
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static inline void deck_push(Card *card)
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{
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@@ -1088,42 +1075,9 @@ void game_start()
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jokers_avialable_to_shop_init();
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current_blind = SMALL_BLIND;
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blinds[0] = BLIND_CURRENT;
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blinds[1] = BLIND_UPCOMING;
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blinds[2] = BLIND_UPCOMING;
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hand_state = HAND_DRAW;
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play_state = PLAY_PLAYING;
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hand_type = NONE;
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max_hands = 4;
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max_discards = 4;
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hands = max_hands;
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discards = max_discards;
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round = 0;
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ante = 1;
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money = 4;
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score = 0;
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temp_score = 0; // This is the score that shows in the same spot as the hand type.
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lerped_score = 0;
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lerped_temp_score = 0;
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chips = 0;
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mult = 0;
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hand_size = 8; // Default hand size is 8
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cards_drawn = 0;
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hand_selections = 0;
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selection_x = 0;
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selection_y = 0;
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sort_by_suit = false;
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// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system that allows for different decks and card types.
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for (int suit = 0; suit < NUM_SUITS; suit++)
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{
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@@ -2779,39 +2733,6 @@ void game_main_menu()
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}
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}
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void game_lose()
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{
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game_round_end_cleanup();
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// Cleanup the stacks
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while(hand_top >= 0)
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{
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CardObject *card_object = hand_pop();
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card_destroy(&card_object->card);
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card_object_destroy(&card_object);
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}
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while (deck_top >= 0)
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{
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Card *card = deck_pop();
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card_destroy(&card);
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}
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while (discard_top >= 0)
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{
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Card *card = discard_pop();
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card_destroy(&card);
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}
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while (jokers_top >= 0)
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{
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JokerObject *joker_object = joker_pop();
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joker_object_destroy(&joker_object);
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}
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game_set_state(GAME_MAIN_MENU);
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}
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void game_update()
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{
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timer++;
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@@ -2845,7 +2766,7 @@ void game_update()
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game_blind_select();
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break;
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case GAME_LOSE:
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game_lose();
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// Handle lose logic here
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break;
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}
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}
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