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* initial additions * Move current_blind to game vars * tmp * tmp * tmp * tmp * tmp * tmp * tmp * Compile but is broken * temp fix for token location * tmp * Working, lets clean up * remove todo * Remove odd reroll blind variable * fix skipping blind screen * fix reroll * remove magic for blind token locations * clang format * Cleanup button highlight in blind menu * some cleanup * Add layout file for global UI rects * remove dead code * Clang format * clang format it up * Move reset top left funct to gfx utils * make note of soon-to-be removed vars * Cleanup gamevars declaration * Cleanup layout file * Apply suggestions from code review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Add include for stdbool.h in common_ui.h * Cleanup rect declaration * Start moving state machine stuff to new file * quick tmp * oops, add new files * working call list * fixed pointer stuff * working as per norm * working replacement * move defines to static const * fix compile issue * Add some missing "void"s * Working new substates * add statemachine to blind select * Fix game restart statemachine leak * clang-format * Clang format * Rework shop exit logic * Use new state machine in shop * Remove substates entirely * Remove debug stuff * Clang format * document state machine better * update list tests * clang-format * Update for PR * Claaaaang format * another clang-format * Remove extra state in round_end * cleanup docs for removals in lists * clang-format... again * update doxygen format * Clang format * Update list docs * Update lists tests * Fix bad conflict resolution --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
128 lines
3.5 KiB
C
128 lines
3.5 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include "bitset.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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// 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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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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// 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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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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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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List* get_shop_jokers_list(void);
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Bitset* get_avail_jokers_bitset(void);
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void set_shop_joker_avail(int joker_id, bool avail);
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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(void);
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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(void);
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void display_money(void);
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void set_retrigger(bool new_retrigger);
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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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// Temporary change for Refactor. Currently this compatibility binder is to allow
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// simultaneous integration of the new system in `common_ui` with the the existing
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// old system incrementally and without losing functionality.
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void change_background_legacy(enum BackgroundId id);
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void display_round(void);
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void reset_background(void);
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void display_hands(void);
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void display_discards(void);
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void display_score(u32 value);
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#endif // GAME_H
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