* Everything works, need to clean up * cleanup * fix rebase issue * clang format * docs * clang format * clang format * address part of review * Protect against edge case when discarding at end of hand * Protect undiscard against popping a discarded card that doesn't exist * Protect against out of bounds access to the `played` cards stack * fix condition in `select_four_of_a_kind_cards_in_played_hand` * change `get_played_top() + 1` to `get_played_size()` * move `can_play/discard_hand` functions to round.c --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
107 lines
2.9 KiB
C
107 lines
2.9 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include "game/common_ui.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include <tonc.h>
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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) + (g_game_vars.game_speed) - 1) / (g_game_vars.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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#define TAB_LEFT KEY_L
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#define TAB_RIGHT KEY_R
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// Matching the position of the on-screen buttons
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#define PLAY_HAND_KEY KEY_L
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// Same value as SELL_KEY - activated on the joker row, while this is activated on the hand row
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#define DISCARD_HAND_KEY KEY_R
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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 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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// Game functions
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void game_init(void);
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/**
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* @brief Called when exiting the Game Over screen (both win or lose) to reset game variables
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* and start a fresh new run.
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*
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* WARNING: This function is currently only meant to be called from the "GAME_OVER" state
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* and shouldn't be called from other states, otherwise some data such as shop jokers
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* may not be properly reset.
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*/
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void game_reset(void);
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void game_update(void);
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void game_change_state(enum GameState new_game_state);
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enum GameState game_get_state(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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void add_joker(JokerObject* joker_object);
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void remove_owned_joker(int owned_joker_idx);
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List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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List* get_discarded_jokers_list(void);
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int deck_get_size(void);
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int get_deck_top(void);
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void deck_push(Card* card);
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Card* deck_pop(void);
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void deck_shuffle(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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void display_deck_size_max(void);
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void display_chips(void);
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void display_mult(void);
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void display_money(void);
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void display_ante(void);
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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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void game_start(void);
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void display_round(void);
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void display_hands(void);
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void display_discards(void);
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void display_temp_score(u32 value);
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void erase_temp_score(void);
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void display_score(u32 value);
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#endif // GAME_H
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