Testing some UI interactions.
This commit is contained in:
@ -7,6 +7,17 @@
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#include "bet.h"
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void _pokerGameActionBetOnStart(
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queue_t *queue, queueaction_t *action, uint8_t i
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) {
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bool isHuman;
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pokergame_t *game = (pokergame_t *)action->data;
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// Reset the UI state.
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isHuman = game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX;
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if(isHuman) pokerUiBetShow(&game->ui);
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}
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void _pokerGameActionBetOnUpdate(
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queue_t *queue, queueaction_t *action, uint8_t i
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) {
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@ -24,12 +35,8 @@ void _pokerGameActionBetOnUpdate(
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// Handle as an AI
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if(isHuman) {
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if(inputIsPressed(&game->engine.input, INPUT_DOWN)) {
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} else if(inputIsPressed(&game->engine.input, INPUT_RIGHT)) {
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} else if(inputIsPressed(&game->engine.input, INPUT_UP)) {
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}
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turn = game->ui.betTurn;
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turnMade = game->ui.betTurnMade;
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} else {
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turn = pokerTurnGet(&game->poker, game->poker.bet.better);
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turnMade = true;
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@ -93,7 +100,11 @@ void _pokerGameActionBetOnEnd(
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// Are we waiting on any players?
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if(game->poker.bet.better != 0xFF) {
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pokerGameActionLookAdd(game, game->poker.bet.better);
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if(game->poker.bet.better == POKER_PLAYER_HUMAN_INDEX) {
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pokerGameActionLookAdd(game, POKER_DEALER_INDEX);
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} else {
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pokerGameActionLookAdd(game, game->poker.bet.better);
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}
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pokerGameActionBetAdd(game);
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return;
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}
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@ -123,6 +134,7 @@ void _pokerGameActionBetOnEnd(
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queueaction_t * pokerGameActionBetAdd(pokergame_t *game) {
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queueaction_t *action = pokerGameActionAdd(game);
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action->onStart = &_pokerGameActionBetOnStart;
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action->onUpdate = &_pokerGameActionBetOnUpdate;
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action->onEnd = &_pokerGameActionBetOnEnd;
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return action;
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@ -41,6 +41,9 @@ void pokerUiInit(pokerui_t *ui) {
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POKER_UI_PLAYER_IMAGE_RESOLUTION
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);
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}
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// Rest the betting ui
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ui->betShow = false;
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}
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void pokerUiUpdate(
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@ -61,6 +64,7 @@ void pokerUiUpdate(
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// Render the face of each player.
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j = 0;
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shaderUse(shader);
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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player = players + j;
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@ -77,13 +81,12 @@ void pokerUiUpdate(
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);
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// Bind the frame buffer
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frameBufferUse(ui->frames+j, true);
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frameBufferUse(ui->frames + j, true);
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// Render the VN character
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shaderUse(shader);
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shaderUseCamera(shader, &camera);
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shaderUsePosition(shader, 0,0,0, 0,0,0);
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vnCharacterRender(characters + j, shader);
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vnCharacterRender(characters + i, shader);
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// Increment
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j++;
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@ -116,22 +119,31 @@ void pokerUiRender(
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}
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}
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player = poker->players + POKER_PLAYER_HUMAN_INDEX;
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if(poker->bet.better == POKER_PLAYER_HUMAN_INDEX) {
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// Betting UI
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if(ui->betShow) {
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sprintf(message, "Press down to fold, up to bet, right to check/call.");
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labelSetText(&ui->label, &assets->font, message);
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labelRender(&ui->label, &assets->shader, 300, 100);
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if(inputIsPressed(&engine->input, INPUT_DOWN)) {
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ui->betTurn = pokerTurnFold(poker, poker->bet.better);
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ui->betTurnMade = true;
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} else if(inputIsPressed(&engine->input, INPUT_RIGHT)) {
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ui->betTurn = pokerTurnCall(poker, poker->bet.better);
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}
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if(ui->betTurnMade) ui->betShow = false;
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}
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// </testing>
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// Player UI
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j = 0;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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if(i == POKER_PLAYER_HUMAN_INDEX) continue;
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// Get the player.
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player = poker->players + i;
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// Position the grid itself.
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x = 0;
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x = engine->render.width - POKER_UI_PLAYER_WIDTH;
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y = (float)(POKER_UI_PLAYER_HEIGHT * j);
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// Render face
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@ -198,4 +210,9 @@ void pokerUiSetImageToCard(image_t *image, texture_t *texture, card_t card) {
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cardGetSuit(card) * 96.0f,
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71, 96
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);
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}
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void pokerUiBetShow(pokerui_t *ui) {
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ui->betShow = true;
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ui->betTurnMade = false;
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}
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@ -15,6 +15,7 @@
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#include "../../display/primitives/cube.h"
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#include "../../display/shader.h"
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#include "../../engine/engine.h"
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#include "../../input/input.h"
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#include "../../display/camera.h"
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#include "../../vn/vncharacter.h"
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#include "../../ui/grid.h"
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@ -22,6 +23,7 @@
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#include "../../poker/player.h"
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#include "../../poker/poker.h"
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#include "../../poker/bet.h"
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#include "../../poker/turn.h"
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#include "../../vn/vnscene.h"
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#include "pokerworld.h"
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#include "pokergameassets.h"
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@ -36,12 +38,21 @@
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#define POKER_UI_PLAYER_PADDING 8
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#define POKER_UI_PLAYER_CHIPS_ANIMATION_SPEED 0.5f
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#define POKER_UI_BET_ACTION_NONE 0x00
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#define POKER_UI_BET_ACTION_FOLD 0x01
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#define POKER_UI_BET_ACTION_BET 0x02
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typedef struct {
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primitive_t quad;
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label_t label;
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grid_t grid;
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image_t card;
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framebuffer_t frames[POKER_PLAYER_COUNT];
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/** Betting UI */
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bool betShow;
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pokerturn_t betTurn;
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bool betTurnMade;
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} pokerui_t;
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/**
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@ -91,4 +102,11 @@ void pokerUiDispose(pokerui_t *ui);
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* @param texture Texture to use.
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* @param card Card to set to.
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*/
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void pokerUiSetImageToCard(image_t *image, texture_t *texture, card_t card);
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void pokerUiSetImageToCard(image_t *image, texture_t *texture, card_t card);
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/**
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* Show and reset the betting UI.
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*
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* @param ui UI to reset the bet state for.
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*/
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void pokerUiBetShow(pokerui_t *ui);
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@ -7,10 +7,10 @@
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#include "turn.h"
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pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex) {
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pokerturn_t turn;
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pokerplayer_t *player;
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bool canCheck;
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player = poker->players + playerIndex;
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@ -19,9 +19,7 @@ pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex) {
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if(player->state & POKER_PLAYER_STATE_FOLDED) return turn;
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if(player->state & POKER_PLAYER_STATE_OUT) return turn;
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canCheck = player->currentBet >= poker->bet.currentBet;
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if(canCheck) {
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if(pokerTurnCanPlayerCheck(poker, playerIndex)) {
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turn.type = POKER_TURN_TYPE_CHECK;
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return turn;
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}
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@ -42,10 +40,42 @@ void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn) {
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pokerBetPlayer(poker, player, turn->chips);
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break;
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case POKER_TURN_TYPE_CHECK:
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break;
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case POKER_TURN_TYPE_FOLD:
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player->state |= POKER_PLAYER_STATE_FOLDED;
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break;
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}
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player->state |= POKER_PLAYER_STATE_ROUND_MOVE;
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}
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pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player) {
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pokerturn_t turn;
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turn.type = POKER_TURN_TYPE_FOLD;
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return turn;
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}
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void pokerTurnCheck(poker_t *poker, uint8_t player) {
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pokerturn_t turn;
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turn.type = POKER_TURN_TYPE_CHECK;
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turn.chips = 0;
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return turn;
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}
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void pokerTurnCall(poker_t *poker, uint8_t playerIndex) {
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pokerturn_t turn;
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pokerplayer_t *player;
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bool canCheck;
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player = poker->players + playerIndex;
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turn.type = POKER_TURN_TYPE_CHECK;
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turn.chips = poker->bet.currentBet - player->chips;
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return turn;
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}
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bool pokerTurnCanPlayerCheck(poker_t *poker, uint8_t playerIndex) {
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return (poker->players + playerIndex)->currentBet >= poker->bet.currentBet;
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}
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@ -35,6 +35,15 @@ typedef struct {
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*/
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pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex);
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/**
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* Return a turn action for the given player to fold.
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*
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* @param poker Poker game instance.
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* @param player Player index.
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* @return A turn for a fold action.
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*/
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pokerturn_t pokerTurnFold(poker_t *poker, uint8_t player);
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/**
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* Perform the turn's action.
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*
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@ -42,4 +51,14 @@ pokerturn_t pokerTurnGet(poker_t *poker, uint8_t playerIndex);
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* @param player Player instance.
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* @param turn Turn to action.
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*/
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void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn);
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void pokerTurnAction(poker_t *poker, pokerplayer_t *player, pokerturn_t *turn);
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/**
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* Determine whether or not a player CAN check, given the current max bet and
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* the players current bet.
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*
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* @param poker Poker game instance.
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* @param playerIndex Poker player index.
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* @return True if the player can check, false if they need to call first.
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*/
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bool pokerTurnCanPlayerCheck(poker_t *poker, uint8_t playerIndex);
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