Slowly renaming things from Holdem to Poker

This commit is contained in:
2021-05-17 06:13:50 -07:00
parent 4dbd5acab9
commit 9af4115bad
28 changed files with 253 additions and 223 deletions

View File

@ -9,59 +9,59 @@
void holdemActionInit() {
// Free up all actions
memset(HOLDEM_GAME_STATE.actionQueue, (int32_t)NULL,
sizeof(holdemaction_t) * HOLDEM_GAME_ACTION_QUEUE_SIZE
memset(POKER_STATE.actionQueue, (int32_t)NULL,
sizeof(pokeraction_t) * POKER_ACTION_QUEUE_SIZE
);
// Free up all data
memset(HOLDEM_GAME_STATE.actionData, (int32_t)NULL, sizeof(void *) *
HOLDEM_GAME_ACTION_DATA_SIZE * HOLDEM_GAME_ACTION_QUEUE_SIZE
memset(POKER_STATE.actionData, (int32_t)NULL, sizeof(void *) *
POKER_ACTION_DATA_SIZE * POKER_ACTION_QUEUE_SIZE
);
}
int32_t holdemActionAdd(holdemaction_t action) {
int32_t holdemActionAdd(pokeraction_t action) {
int32_t i = -1;
int32_t j = -1;
for(i = 0; i < HOLDEM_GAME_ACTION_QUEUE_SIZE; i++) {
if(HOLDEM_GAME_STATE.actionQueue[i].init != NULL) continue;
for(i = 0; i < POKER_ACTION_QUEUE_SIZE; i++) {
if(POKER_STATE.actionQueue[i].init != NULL) continue;
j = i;
break;
}
if(j == -1) return j;
HOLDEM_GAME_STATE.actionQueue[j] = action;
HOLDEM_GAME_STATE.actionInitState[j] = false;
POKER_STATE.actionQueue[j] = action;
POKER_STATE.actionInitState[j] = false;
return j;
}
void holdemActionRemove(int32_t index) {
if(HOLDEM_GAME_STATE.actionQueue[index].dispose != NULL) {
HOLDEM_GAME_STATE.actionQueue[index].dispose(
index, HOLDEM_GAME_STATE.actionData + index
if(POKER_STATE.actionQueue[index].dispose != NULL) {
POKER_STATE.actionQueue[index].dispose(
index, POKER_STATE.actionData + index
);
}
memset(HOLDEM_GAME_STATE.actionQueue+index, (int32_t)NULL,
sizeof(holdemaction_t)
memset(POKER_STATE.actionQueue+index, (int32_t)NULL,
sizeof(pokeraction_t)
);
memset(HOLDEM_GAME_STATE.actionData+index, (int32_t)NULL,
sizeof(void *) * HOLDEM_GAME_ACTION_DATA_SIZE
memset(POKER_STATE.actionData+index, (int32_t)NULL,
sizeof(void *) * POKER_ACTION_DATA_SIZE
);
}
void holdemActionUpdate() {
int32_t i;
void **data;
holdemaction_t *action;
pokeraction_t *action;
for(i = 0; i < HOLDEM_GAME_ACTION_QUEUE_SIZE; i++) {
action = HOLDEM_GAME_STATE.actionQueue + i;
data = HOLDEM_GAME_STATE.actionData + i;
for(i = 0; i < POKER_ACTION_QUEUE_SIZE; i++) {
action = POKER_STATE.actionQueue + i;
data = POKER_STATE.actionData + i;
if(action->init != NULL && !HOLDEM_GAME_STATE.actionInitState[i]) {
HOLDEM_GAME_STATE.actionInitState[i] = true;
if(action->init != NULL && !POKER_STATE.actionInitState[i]) {
POKER_STATE.actionInitState[i] = true;
action->init(i, data);
}
@ -73,8 +73,8 @@ void holdemActionUpdate() {
void holdemActionDispose() {
int32_t i;
for(i = 0; i < HOLDEM_GAME_ACTION_QUEUE_SIZE; i++) {
if(HOLDEM_GAME_STATE.actionQueue[i].dispose == NULL) continue;
HOLDEM_GAME_STATE.actionQueue[i].dispose(i, HOLDEM_GAME_STATE.actionData+i);
for(i = 0; i < POKER_ACTION_QUEUE_SIZE; i++) {
if(POKER_STATE.actionQueue[i].dispose == NULL) continue;
POKER_STATE.actionQueue[i].dispose(i, POKER_STATE.actionData+i);
}
}

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@ -19,7 +19,7 @@ void holdemActionInit();
* @param action Action to add to the queue.
* @returns The index of the action within the queue, or -1 if failure occured.
*/
int32_t holdemActionAdd(holdemaction_t action);
int32_t holdemActionAdd(pokeraction_t action);
/**
* Removes an action from the action queue.

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@ -7,8 +7,8 @@
#include "ai.h"
holdemaction_t actionAi() {
return (holdemaction_t){
pokeraction_t actionAi() {
return (pokeraction_t){
.init = &actionAiInit,
.update = &actionAiUpdate,
.dispose = &actionAiDispose
@ -33,7 +33,7 @@ void actionAiUpdate(int32_t index, void *data) {
void actionAiDispose(int32_t index, void *data) {
// Do we need to do a flop?
if(HOLDEM_GAME_STATE.cardsFacing < HOLDEM_DEALER_HAND) {
if(POKER_STATE.cardsFacing < HOLDEM_DEALER_HAND) {
holdemActionAdd(actionFlop());
}
}

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@ -11,7 +11,7 @@
#include "flop.h"
#include "../../debug/log.h"
holdemaction_t actionAi();
pokeraction_t actionAi();
void actionAiInit(int32_t index, void *data);
void actionAiUpdate(int32_t index, void *data);

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@ -7,8 +7,8 @@
#include "deal.h"
holdemaction_t actionDeal() {
return (holdemaction_t){
pokeraction_t actionDeal() {
return (pokeraction_t){
.init = &actionDealInit,
.update = &actionDealUpdate,
.dispose = &actionDealDispose
@ -17,18 +17,18 @@ holdemaction_t actionDeal() {
void actionDealInit(int32_t index, void *data) {
uint8_t i, j;
holdemplayer_t *player;
pokerplayer_t *player;
logText("Dealing Cards");
for(i = 0; i < 2; i++) {
for(j = 0; j < HOLDEM_PLAYER_COUNT; j++) {
player = HOLDEM_GAME_STATE.players + j;
cardDeal(HOLDEM_GAME_STATE.deck,
for(j = 0; j < POKER_PLAYER_COUNT; j++) {
player = POKER_STATE.players + j;
cardDeal(POKER_STATE.deck,
player->cards,
HOLDEM_GAME_STATE.deckSize,
POKER_STATE.deckSize,
player->cardCount
);
HOLDEM_GAME_STATE.deckSize--;
POKER_STATE.deckSize--;
player->cardCount++;
}
}

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@ -11,7 +11,7 @@
#include "action.h"
#include "ai.h"
holdemaction_t actionDeal();
pokeraction_t actionDeal();
void actionDealInit(int32_t i, void *data);
void actionDealUpdate(int32_t i, void *data);

View File

@ -7,8 +7,8 @@
#include "flop.h"
holdemaction_t actionFlop() {
return (holdemaction_t){
pokeraction_t actionFlop() {
return (pokeraction_t){
.init = &actionFlopInit,
.update = &actionFlopUpdate,
.dispose = &actionFlopDispose
@ -20,22 +20,22 @@ void actionFlopInit(int32_t index, void *data) {
logText("Flop");
// Look at the dealer
holdemRenderLookHand(&HOLDEM_GAME_STATE.cameraLeft, HOLDEM_GAME_SEAT_DEALER);
holdemRenderLookHand(&POKER_STATE.cameraLeft, HOLDEM_GAME_SEAT_DEALER);
// Do the flop
// if(match->cardsFacing >= HOLDEM_DEALER_HAND) return;
// Burn the card off the top
HOLDEM_GAME_STATE.deckSize -= 1;
POKER_STATE.deckSize -= 1;
// Change count depending on facing
count = HOLDEM_GAME_STATE.cardsFacing == 0 ? 0x03 : 0x01;
count = POKER_STATE.cardsFacing == 0 ? 0x03 : 0x01;
// Deal
for(i = 0; i < count; i++) {
cardDeal(HOLDEM_GAME_STATE.deck, HOLDEM_GAME_STATE.cards, HOLDEM_GAME_STATE.deckSize, HOLDEM_GAME_STATE.cardsFacing);
HOLDEM_GAME_STATE.deckSize -= 1;
HOLDEM_GAME_STATE.cardsFacing += 1;
cardDeal(POKER_STATE.deck, POKER_STATE.cards, POKER_STATE.deckSize, POKER_STATE.cardsFacing);
POKER_STATE.deckSize -= 1;
POKER_STATE.cardsFacing += 1;
}
// Next action

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@ -12,7 +12,7 @@
#include "action.h"
#include "ai.h"
holdemaction_t actionFlop();
pokeraction_t actionFlop();
void actionFlopInit(int32_t index, void *data);
void actionFlopUpdate(int32_t index, void *data);

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@ -7,8 +7,8 @@
#include "round.h"
holdemaction_t actionRound() {
return (holdemaction_t){
pokeraction_t actionRound() {
return (pokeraction_t){
.init = &actionRoundInit,
.update = &actionRoundUpdate,
.dispose = &actionRoundDispose
@ -17,27 +17,27 @@ holdemaction_t actionRound() {
void actionRoundInit(int32_t index, void *data) {
uint8_t i;
holdemplayer_t *player;
pokerplayer_t *player;
logText("Round Start");
// Look at the dealer.
holdemRenderLookHand(&HOLDEM_GAME_STATE.cameraLeft, HOLDEM_GAME_SEAT_DEALER);
holdemRenderLookHand(&POKER_STATE.cameraLeft, HOLDEM_GAME_SEAT_DEALER);
// Init the round and shuffle the deck
cardDeckFill(HOLDEM_GAME_STATE.deck);
HOLDEM_GAME_STATE.deckSize = CARD_DECK_SIZE;
HOLDEM_GAME_STATE.pot = 0;
HOLDEM_GAME_STATE.cardsFacing = 0;
cardDeckFill(POKER_STATE.deck);
POKER_STATE.deckSize = CARD_DECK_SIZE;
POKER_STATE.pot = 0;
POKER_STATE.cardsFacing = 0;
// Reset the players
for(i = 0; i < HOLDEM_PLAYER_COUNT; i++) {
player = HOLDEM_GAME_STATE.players + i;
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
player = POKER_STATE.players + i;
// Clear Round State(s)
player->state &= ~(
HOLDEM_STATE_FOLDED |
HOLDEM_STATE_SHOWING
POKER_STATE_FOLDED |
POKER_STATE_SHOWING
);
player->cardCount = 0;
@ -58,6 +58,6 @@ void actionRoundAfterShuffle() {
void actionRoundDispose(int32_t index, void *data) {
int32_t newI = holdemActionAdd(actionShuffle());
shuffledata_t *newData=(shuffledata_t *)(HOLDEM_GAME_STATE.actionData + newI);
shuffledata_t *newData=(shuffledata_t *)(POKER_STATE.actionData + newI);
newData->done = &actionRoundAfterShuffle;
}

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@ -14,7 +14,7 @@
#include "shuffle.h"
#include "deal.h"
holdemaction_t actionRound();
pokeraction_t actionRound();
void actionRoundInit(int32_t index, void *data);
void actionRoundUpdate(int32_t index, void *data);

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@ -7,8 +7,8 @@
#include "shuffle.h"
holdemaction_t actionShuffle() {
return (holdemaction_t){
pokeraction_t actionShuffle() {
return (pokeraction_t){
.init = &actionShuffleInit,
.update = &actionShuffleUpdate,
.dispose = &actionShuffleDispose
@ -17,7 +17,7 @@ holdemaction_t actionShuffle() {
void actionShuffleInit(int32_t index, void *data) {
logText("Shuffle Deck");
cardShuffle(HOLDEM_GAME_STATE.deck, HOLDEM_GAME_STATE.deckSize);
cardShuffle(POKER_STATE.deck, POKER_STATE.deckSize);
holdemActionRemove(index);
}

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@ -14,7 +14,7 @@ typedef struct {
void (*done)();
} shuffledata_t;
holdemaction_t actionShuffle();
pokeraction_t actionShuffle();
void actionShuffleInit(int32_t index, void *data);

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@ -7,8 +7,8 @@
#include "start.h"
holdemaction_t actionStart() {
holdemaction_t action = {
pokeraction_t actionStart() {
pokeraction_t action = {
.init = &actionStartInit,
.update = &actionStartUpdate,
.dispose = &actionStartDispose
@ -19,17 +19,17 @@ holdemaction_t actionStart() {
void actionStartInit(int32_t index, void *data) {
uint8_t i;
holdemplayer_t *player;
pokerplayer_t *player;
logText("Holdem Starting");
// Prepare the match
HOLDEM_GAME_STATE.blindBig = 0;
HOLDEM_GAME_STATE.blindSmall = 0;
HOLDEM_GAME_STATE.pot = 0;
POKER_STATE.blindBig = 0;
POKER_STATE.blindSmall = 0;
POKER_STATE.pot = 0;
// Reset the players
for(i = 0; i < HOLDEM_PLAYER_COUNT; i++) {
player = HOLDEM_GAME_STATE.players + i;
for(i = 0; i < POKER_PLAYER_COUNT; i++) {
player = POKER_STATE.players + i;
player->state = 0x00;
player->chips = 0;
}

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@ -11,7 +11,7 @@
#include "round.h"
#include "../../debug/log.h"
holdemaction_t actionStart();
pokeraction_t actionStart();
void actionStartInit(int32_t index, void *data);
void actionStartUpdate(int32_t index, void *data);