Nuked Poker State
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@ -36,58 +36,4 @@
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#define HOLDEM_GAME_CARD_SLOT_FLOP1 0x03
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#define HOLDEM_GAME_CARD_SLOT_FLOP2 0x04
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#define HOLDEM_GAME_CARD_SLOT_FLOP3 0x05
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#define HOLDEM_GAME_CARD_SLOT_FLOP4 0x06
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typedef struct {
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/** Current Card Deck */
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card_t deck[CARD_DECK_SIZE];
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/** Count of cards in the deck */
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uint8_t deckSize;
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/** How big is the current small blind */
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uint32_t blindSmall;
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/** How big is the current big blind */
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uint32_t blindBig;
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/** Current round pot */
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uint32_t pot;
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/** Cards that have been dealt */
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card_t cards[HOLDEM_DEALER_HAND];
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/** How many dealt cards are face up */
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uint8_t cardsFacing;
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/** Player States */
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pokerplayer_t players[POKER_PLAYER_COUNT];
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texture_t *kagamiTexture;
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tileset_t *kagamiTileset;
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primitive_t *kagamiQuad;
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/** Action and Allocated Data Space */
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pokeraction_t actionQueue[POKER_ACTION_QUEUE_SIZE];
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void *actionData[POKER_ACTION_DATA_SIZE*POKER_ACTION_QUEUE_SIZE];
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bool actionInitState[POKER_ACTION_DATA_SIZE];
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/** Poker Table */
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primitive_t *tablePrimitive;
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texture_t *tableTexture;
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texture_t *cardTexture;
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tileset_t *cardTileset;
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primitive_t *cardPrimitive;
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texture_t *fontTexture;
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tileset_t *fontTileset;
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spritebatch_t *fontBatch;
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/** Game Render Frames */
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framebuffer_t *frameLeft;
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framebuffer_t *frameRight;
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primitive_t *quadLeft;
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primitive_t *quadRight;
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camera_t cameraLeft;
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camera_t cameraRight;
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} pokergame_t;
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extern pokergame_t POKER_STATE;
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#define HOLDEM_GAME_CARD_SLOT_FLOP4 0x06
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