254 lines
6.8 KiB
C
254 lines
6.8 KiB
C
#include "card.h"
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#include <maxmod.h>
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#include <stdlib.h>
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// Audio
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#include "soundbank.h"
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#define MAX_HAND_SIZE 16
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#define MAX_DECK_SIZE 52
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// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
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const static u16 card_sprite_lut[4][13] = {
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{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
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{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
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{416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608},
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{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
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};
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static CardObject *hand[MAX_HAND_SIZE] = {NULL};
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static Card *deck[MAX_DECK_SIZE] = {NULL};
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static int deck_top = -1;
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static int hand_top = -1;
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static int hand_size = 8;
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static int card_focused = 0;
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static bool sort_by_suit = false;
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// Sorting functions
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static inline void sort_cards()
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{
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if (sort_by_suit)
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{
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for (int a = 0; a < hand_top; a++)
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{
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for (int b = a + 1; b <= hand_top; b++)
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{
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if (hand[a] == NULL || (hand[b] != NULL && (hand[a]->card->suit > hand[b]->card->suit || (hand[a]->card->suit == hand[b]->card->suit && hand[a]->card->rank > hand[b]->card->rank))))
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{
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CardObject *temp = hand[a];
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hand[a] = hand[b];
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hand[b] = temp;
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}
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}
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}
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}
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else
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{
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for (int a = 0; a < hand_top; a++)
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{
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for (int b = a + 1; b <= hand_top; b++)
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{
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if (hand[a] == NULL || (hand[b] != NULL && hand[a]->card->rank > hand[b]->card->rank))
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{
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CardObject *temp = hand[a];
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hand[a] = hand[b];
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hand[b] = temp;
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}
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}
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}
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}
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// Update the sprites in the hand by destroying them and creating new ones in the correct order.
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// (This is feels like a diabolical solution but like literally how else would you do this)
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for (int i = 0; i <= hand_top; i++)
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{
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if (hand[i] != NULL)
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{
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sprite_destroy(&hand[i]->sprite);
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}
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}
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for (int i = 0; i <= hand_top; i++)
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{
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if (hand[i] != NULL)
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{
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hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i);
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}
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}
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}
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// Deck private functions
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void deck_push(Card *card)
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{
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if (deck_top >= MAX_DECK_SIZE - 1) return;
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deck[++deck_top] = card;
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}
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Card *deck_pop()
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{
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if (deck_top < 0) return NULL;
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return deck[deck_top--];
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}
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// Card methods
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Card *card_new(u8 suit, u8 rank)
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{
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Card *card = malloc(sizeof(Card));
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card->suit = suit;
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card->rank = rank;
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return card;
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}
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void card_destroy(Card **card)
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{
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if (*card == NULL) return;
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free(*card);
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*card = NULL;
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}
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// CardObject methods
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CardObject *card_object_new(Card *card)
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{
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CardObject *card_object = malloc(sizeof(CardObject));
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card_object->card = card;
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card_object->sprite = NULL;
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card_object->x = 0;
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card_object->y = 0;
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card_object->vx = 0;
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card_object->vy = 0;
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card_object->selected = false;
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return card_object;
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}
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void card_object_destroy(CardObject **card_object)
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{
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if (*card_object == NULL) return;
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card_destroy(&(*card_object)->card);
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sprite_destroy(&(*card_object)->sprite);
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free(*card_object);
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*card_object = NULL;
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}
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void card_draw()
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{
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if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return;
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CardObject *card_object = card_object_new(deck_pop());
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static const FIXED deck_x = 208 << FIX_SHIFT;
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static const FIXED deck_y = 110 << FIX_SHIFT;
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card_object->x = deck_x;
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card_object->y = deck_y;
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hand[++hand_top] = card_object;
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// Sort the hand after drawing a card
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sort_cards();
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static mm_sound_effect sfx_draw = {{ SFX_DRAW }, (int)(1.0f * (1<<10)), 0, 255, 128,};
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mmEffectEx(&sfx_draw);
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}
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// Card functions
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void card_init()
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{
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// Fill the deck with all the cards
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for (int suit = 0; suit < 4; suit++)
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{
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for (int rank = 0; rank < 13; rank++)
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{
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Card *card = card_new(suit, rank);
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deck_push(card);
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}
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}
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// Shuffle the deck
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for (int i = 0; i < MAX_DECK_SIZE; i++)
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{
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int j = rand() % MAX_DECK_SIZE;
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Card *temp = deck[i];
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deck[i] = deck[j];
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deck[j] = temp;
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}
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}
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void card_update() // This whole function is currently pretty unoptimized due to the fixed point math, but that can be fixed later with a LUT
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{
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for (int i = 0; i < MAX_HAND_SIZE; i++)
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{
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if (hand[i] != NULL)
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{
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static const int spacing_lut[MAX_HAND_SIZE] = {28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7}; // This is a stupid way to do this but I don't care
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static const FIXED hand_x = 120 << FIX_SHIFT;
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static const FIXED hand_y = 90 << FIX_SHIFT;
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FIXED hand_y_offset = hand_y;
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if (i == card_focused && !hand[i]->selected)
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{
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hand_y_offset -= (10 << FIX_SHIFT);
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}
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else if (i != card_focused && hand[i]->selected)
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{
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hand_y_offset -= (15 << FIX_SHIFT);
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}
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else if (i == card_focused && hand[i]->selected)
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{
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hand_y_offset -= (20 << FIX_SHIFT);
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}
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hand[i]->vx += (hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top] - hand[i]->x) / 8; // TODO: Change this later to reference a 2D LUT of positions
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hand[i]->vy += (hand_y_offset - hand[i]->y) / 8;
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// set velocity to 0 if it's close enough to the target
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if (hand[i]->vx < float2fx(0.01f) && hand[i]->vx > float2fx(-0.01f) && hand[i]->vy < float2fx(0.01f) && hand[i]->vy > float2fx(-0.01f))
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{
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hand[i]->vx = 0;
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hand[i]->vy = 0;
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hand[i]->x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
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hand[i]->y = hand_y_offset;
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}
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else
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{
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hand[i]->vx = (hand[i]->vx * 7) / 10;
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hand[i]->vy = (hand[i]->vy * 7) / 10;
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hand[i]->x += hand[i]->vx;
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hand[i]->y += hand[i]->vy;
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}
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obj_aff_rotate(hand[i]->sprite->aff, -hand[i]->vx);
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sprite_position(hand[i]->sprite, fx2int(hand[i]->x), fx2int(hand[i]->y));
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}
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}
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}
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// Hand functions
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void hand_index(int index)
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{
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if (index < 0 || index > hand_top) return;
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card_focused = index;
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}
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void hand_select()
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{
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if (hand[card_focused] == NULL) return;
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hand[card_focused]->selected = !hand[card_focused]->selected;
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}
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void hand_change_sort()
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{
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sort_by_suit = !sort_by_suit;
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sort_cards();
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} |