369c680cb7
* WIP * getting somewhere * clean up everything real good * doc * clang format * Fix round.c after merge * Remove extra deck_pop declaration * Remove unnecessary comment * address MeirGavish's review --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
240 lines
5.2 KiB
C
240 lines
5.2 KiB
C
/**
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* @file hand.h
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*
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* @brief Functions relative to manipulating and analyzing the contents of the Hand,
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* a.k.a. the Cards we hold and play.
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*/
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#ifndef HAND_H
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#define HAND_H
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#include "card.h"
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#include <tonc.h>
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#define MAX_HAND_SIZE 16
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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 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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STRAIGHT,
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FLUSH,
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FULL_HOUSE,
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FOUR_OF_A_KIND,
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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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HAND_TYPE_MAX = FLUSH_FIVE
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};
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// clang-format off
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// Store all contained hands to optimize "whole hand condition" Jokers
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typedef struct ContainedHandTypes
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{
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union
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{
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struct
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{
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u16 HIGH_CARD : 1;
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u16 PAIR : 1;
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u16 TWO_PAIR : 1;
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u16 THREE_OF_A_KIND : 1;
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u16 STRAIGHT : 1;
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u16 FLUSH : 1;
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u16 FULL_HOUSE : 1;
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u16 FOUR_OF_A_KIND : 1;
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u16 STRAIGHT_FLUSH : 1;
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u16 ROYAL_FLUSH : 1;
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u16 FIVE_OF_A_KIND : 1;
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u16 FLUSH_HOUSE : 1;
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u16 FLUSH_FIVE : 1;
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u16 : 3;
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};
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u16 value;
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};
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} ContainedHandTypes;
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// clang-format on
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// Misc Hand Functions
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const char* get_hand_type_name(enum HandType hand_type);
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// Hand Structure Manipulation
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/**
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* @brief Set the hand state. Primarily used by the GAME_PLAYING game state.
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*
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* @sa HandState
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*/
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void set_hand_state(enum HandState);
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/**
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* @brief Get the hand state
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*
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* @return enum HandState
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*
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* @sa set_hand_state
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*/
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enum HandState get_hand_state(void);
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/**
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* @brief Determine the HandType and ContainedHandTypes of the currently selected Cards,
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* then print the Hand's name, chips, and mult on screen.
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*/
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void compute_hand_value_info(void);
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/**
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* @brief Get the current hand type
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*
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* @return enum HandType
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*
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* @sa compute_hand_value_info
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*/
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enum HandType get_hand_type(void);
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/**
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* @brief Get the contained hands within the selected hand
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*
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* @return ContainedHandTypes*
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*
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* @sa compute_hand_value_info
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*/
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ContainedHandTypes* get_contained_hands(void);
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/**
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* @brief Get the hand array of Cards currently held in hand
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*
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* @return CardObject**
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*/
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CardObject** get_hand_array(void);
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/**
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* @brief Get the position in hand array of the last card obtained
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*
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* @return int
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*
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* @sa get_hand_array
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*/
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int get_hand_top(void);
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/**
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* @brief Set the position in hand array of the last card obtained
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*
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* @param new_hand_top
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*
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* @sa get_hand_top
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*/
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void set_hand_top(int new_hand_top);
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/**
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* @brief Get the current number of Cards in hand.
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*
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* @return `hand_top + 1`
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*
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* @sa get_hand_top
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*/
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int hand_nb_held_cards(void);
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/**
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* @brief Get the current number of selected Cards.
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*
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* @return `card_selections`
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*/
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int hand_get_nb_selected_cards(void);
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/**
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* @brief Set the current number of selected Cards.
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*
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* @param new_selections
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*
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* @sa hand_get_nb_selected_cards
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*/
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void hand_set_nb_selected_cards(int new_selections);
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/**
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* @brief Set the card at a given index in Hand as selected
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*
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* @param index Index of card to select in hand
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*/
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void hand_select_card(int index);
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/**
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* @brief Switch to the given sort method. Can sort playing cards in two ways: by rank and suit.
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* The order of suits is as follows:
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* ```
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* SPADES > HEARTS > CLUBS > DIAMONDS
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* ```
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*
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* @param to_sort_by_suit
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*/
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void hand_change_sort(bool to_sort_by_suit);
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/**
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* @brief Deselect all cards in hand.
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*/
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void hand_deselect_all_cards(void);
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/**
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* @brief Swaps the order of two cards in hand.
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*
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* @param idx_a index of the first card
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* @param idx_b index of the second card
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*/
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void swap_cards_in_hand(int idx_a, int idx_b);
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/**
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* @brief Destroy the sprites of the Cards held in hand and recreate then in the same
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* order as the Cards in the hand array. This allows Cards to render properly
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* when help in hand during the round or a Tarot/Spectral booster pack.
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*/
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void reorder_card_sprites_layers(void);
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/**
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* @brief Sort the hand array according to the selected method to do that.
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*
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* @sa hand_change_sort
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*/
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void sort_cards(void);
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// Hand Contents Analysis
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/**
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* Finds the largest flush (set of cards with the same suit) in the given array of played cards.
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* Marks the cards belonging to the best flush in the out_selection array.
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*
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* @param played Array of pointers to CardObject representing played cards.
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* @param top Index of the top of the played stack.
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* @param min_len Minimum number of cards required for a flush.
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* @param out_selection Output array of bools; set to true for cards in the best flush, false
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* otherwise.
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* @return The number of cards in the best flush found, or 0 if no flush meets min_len.
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*/
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int find_flush_in_played_cards(CardObject** played, int top, int min_len, bool* out_selection);
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int find_straight_in_played_cards(
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CardObject** played,
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int top,
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bool shortcut_active,
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int min_len,
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bool* out_selection
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);
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void select_paired_cards_in_hand(CardObject** played, int top, bool* selection);
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#endif
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