* 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
74 lines
1.7 KiB
C
74 lines
1.7 KiB
C
/**
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* @file game_variables.h
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*
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* @brief Game global game variables struct definition
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*/
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#ifndef GAME_VARIABLES_H
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#define GAME_VARIABLES_H
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#include "blind.h"
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#include <tonc.h>
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#define GAME_SPEED_MIN 1
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#define GAME_SPEED_MAX 4
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// Volume is stored from 0 to 5 but is an increment of 20 so 0 to 100 will be displayed
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#define VOLUME_OPTION_MIN 0
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#define VOLUME_OPTION_MAX 5
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#define VOLUME_OPTION_INCREMENT 20
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#define DEFAULT_GAME_SPEED 1
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#define DEFAULT_HIGH_CONTRAST false
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#define DEFAULT_MUSIC_VOLUME VOLUME_OPTION_MAX
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#define DEFAULT_SOUND_VOLUME VOLUME_OPTION_MAX
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#define MAX_HANDS 4
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#define MAX_DISCARDS 4
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/**
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* @brief A central location for all game variables.
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*
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* **NOTE**: This is currently WIP and will be populated with a refactor effort.
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* NOT ALL VARIABLES ARE LOCATED HERE YET
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*/
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typedef struct
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{
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// Internal variables
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s32 timer; // This might already exist in libtonc but idk so i'm just making my own
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u32 rng_seed;
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u32 rng_step; // Position in the rng sequence.
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// Variables visible by the player
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s32 round;
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s32 ante;
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s32 money;
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// Blind variables
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enum BlindType current_blind;
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enum BlindType next_boss_blind;
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enum BlindState blinds_states[NUM_BLINDS_PER_ANTE];
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s32 hands;
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s32 discards;
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u32 score;
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Sprite* playing_blind_token;
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Sprite* round_end_blind_token;
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// Options variables
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// BY DEFAULT IS SET TO 1, but if changed to 2 or more, should speed up all (or most) of the
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// game aspects that should be sped up by speed, as in the original game.
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u8 game_speed;
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bool high_contrast;
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u8 music_volume;
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u8 sound_volume;
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} GameVariables;
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extern GameVariables g_game_vars;
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#endif // GAME_VARIABLES_H
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