291edaf4f2
* Refactor and clang-format game.h/c * Updated clang-format AlignAfterOpenBracket: BlockIndent and ColumnLimit: 100 and refactored all files accordingly --------- Co-authored-by: MeirGavish <meir.gavish@gmail.com> Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
145 lines
3.1 KiB
C
145 lines
3.1 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include <tonc.h>
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#define MAX_HAND_SIZE 16
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#define MAX_DECK_SIZE 52
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#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
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#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
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// TODO: Can make these dynamic to support interest-related jokers and vouchers
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#define MAX_INTEREST 5
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#define INTEREST_PER_5 1
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// Input bindings
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#define SELECT_CARD KEY_A
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#define DESELECT_CARDS KEY_B
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#define PEEK_DECK KEY_L // Not implemented
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#define SORT_HAND KEY_R
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#define PAUSE_GAME KEY_START // Not implemented
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#define SELL_KEY KEY_L
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struct List;
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typedef struct List List;
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// Utility functions for other files
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typedef struct CardObject CardObject;
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typedef struct Card Card;
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typedef struct JokerObject JokerObject;
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enum BackgroundId
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{
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BG_NONE,
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BG_CARD_SELECTING,
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BG_CARD_PLAYING,
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BG_ROUND_END,
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BG_SHOP,
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BG_BLIND_SELECT,
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BG_MAIN_MENU
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};
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// Enum value names in ../include/def_state_info_table.h
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enum GameState
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{
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#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
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#include "def_state_info_table.h"
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#undef DEF_STATE_INFO
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GAME_STATE_MAX,
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GAME_STATE_UNDEFINED
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};
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enum HandState
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{
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HAND_DRAW,
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HAND_SELECT,
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// This is actually a misnomer because it's used for the deck
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// but it mechanically makes sense to be a state of the hand
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HAND_SHUFFLING,
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HAND_DISCARD,
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HAND_PLAY,
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HAND_PLAYING
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};
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enum PlayState
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{
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PLAY_STARTING,
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PLAY_BEFORE_SCORING,
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PLAY_SCORING_CARDS,
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PLAY_SCORING_CARD_JOKERS,
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PLAY_SCORING_HELD_CARDS,
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PLAY_SCORING_INDEPENDENT_JOKERS,
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PLAY_SCORING_HAND_SCORED_END,
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PLAY_ENDING,
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PLAY_ENDED
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};
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// Hand types
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enum HandType
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{
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NONE,
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HIGH_CARD,
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PAIR,
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TWO_PAIR,
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THREE_OF_A_KIND,
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FOUR_OF_A_KIND,
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STRAIGHT,
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FLUSH,
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FULL_HOUSE,
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STRAIGHT_FLUSH,
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ROYAL_FLUSH,
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FIVE_OF_A_KIND,
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FLUSH_HOUSE,
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FLUSH_FIVE
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};
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typedef struct
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{
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int substate;
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void (*on_init)();
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void (*on_update)();
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void (*on_exit)();
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} StateInfo;
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// Game functions
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void game_init();
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void game_update();
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void game_change_state(enum GameState new_game_state);
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CardObject** get_hand_array(void);
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int get_hand_top(void);
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int hand_get_size(void);
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CardObject** get_played_array(void);
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int get_played_top(void);
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int get_scored_card_index(void);
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bool is_joker_owned(int joker_id);
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bool card_is_face(Card* card);
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List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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int get_deck_top(void);
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int get_num_discards_remaining(void);
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int get_num_hands_remaining(void);
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u32 get_chips(void);
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void set_chips(u32 new_chips);
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void display_chips();
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u32 get_mult(void);
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void set_mult(u32 new_mult);
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void display_mult();
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int get_money(void);
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void set_money(int new_money);
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void display_money();
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void set_retrigger(bool new_retrigger);
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int get_game_speed(void);
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void set_game_speed(int new_game_speed);
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// joker specific functions
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bool is_shortcut_joker_active(void);
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int get_straight_and_flush_size(void);
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#endif // GAME_H
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