Nuked PokerGame file
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@ -7,7 +7,7 @@
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#include "action.h"
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void holdemActionInit() {
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void pokerActionInit() {
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// Free up all actions
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memset(POKER_STATE.actionQueue, (int32_t)NULL,
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sizeof(pokeraction_t) * POKER_ACTION_QUEUE_SIZE
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@ -19,7 +19,7 @@ void holdemActionInit() {
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);
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}
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int32_t holdemActionAdd(pokeraction_t action) {
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int32_t pokerActionAdd(pokeraction_t action) {
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int32_t i = -1;
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int32_t j = -1;
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@ -35,7 +35,7 @@ int32_t holdemActionAdd(pokeraction_t action) {
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return j;
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}
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void holdemActionRemove(int32_t index) {
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void pokerActionRemove(int32_t index) {
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if(POKER_STATE.actionQueue[index].dispose != NULL) {
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POKER_STATE.actionQueue[index].dispose(
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index, POKER_STATE.actionData + index
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@ -51,7 +51,7 @@ void holdemActionRemove(int32_t index) {
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);
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}
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void holdemActionUpdate() {
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void pokerActionUpdate() {
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int32_t i;
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void **data;
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pokeraction_t *action;
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@ -71,7 +71,7 @@ void holdemActionUpdate() {
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}
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}
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void holdemActionDispose() {
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void pokerActionDispose() {
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int32_t i;
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for(i = 0; i < POKER_ACTION_QUEUE_SIZE; i++) {
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if(POKER_STATE.actionQueue[i].dispose == NULL) continue;
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@ -11,7 +11,7 @@
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/**
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* Initializes the action manager.
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*/
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void holdemActionInit();
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void pokerActionInit();
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/**
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* Adds an action to the action queue.
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@ -19,22 +19,22 @@ void holdemActionInit();
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* @param action Action to add to the queue.
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* @returns The index of the action within the queue, or -1 if failure occured.
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*/
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int32_t holdemActionAdd(pokeraction_t action);
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int32_t pokerActionAdd(pokeraction_t action);
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/**
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* Removes an action from the action queue.
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*
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* @param index Action to remove (by index in the queue).
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*/
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void holdemActionRemove(int32_t index);
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void pokerActionRemove(int32_t index);
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/**
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* Updates the action manager, which (in turn) updates all actions that are
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* currently running.
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*/
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void holdemActionUpdate();
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void pokerActionUpdate();
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/**
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* Cleans up the action manager and all actions.
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*/
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void holdemActionDispose();
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void pokerActionDispose();
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@ -25,7 +25,7 @@ void actionAiInit(int32_t index, void *data) {
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worth the risk. I may need history of the game to make informed decision
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*/
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionAiUpdate(int32_t index, void *data) {
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@ -34,6 +34,6 @@ void actionAiUpdate(int32_t index, void *data) {
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void actionAiDispose(int32_t index, void *data) {
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// Do we need to do a flop?
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if(POKER_STATE.cardsFacing < HOLDEM_DEALER_HAND) {
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holdemActionAdd(actionFlop());
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pokerActionAdd(actionFlop());
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}
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}
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@ -33,7 +33,7 @@ void actionDealInit(int32_t index, void *data) {
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}
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}
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionDealUpdate(int32_t i, void *data) {
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@ -41,5 +41,5 @@ void actionDealUpdate(int32_t i, void *data) {
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}
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void actionDealDispose(int32_t i, void *data) {
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int32_t newI = holdemActionAdd(actionAi());
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int32_t newI = pokerActionAdd(actionAi());
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}
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@ -39,7 +39,7 @@ void actionFlopInit(int32_t index, void *data) {
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}
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// Next action
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionFlopUpdate(int32_t index, void *data) {
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@ -47,5 +47,5 @@ void actionFlopUpdate(int32_t index, void *data) {
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}
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void actionFlopDispose(int32_t index, void *data) {
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holdemActionAdd(actionAi());
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pokerActionAdd(actionAi());
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}
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@ -45,7 +45,7 @@ void actionRoundInit(int32_t index, void *data) {
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}
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// Next action
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionRoundUpdate(int32_t index, void *data) {
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@ -53,11 +53,11 @@ void actionRoundUpdate(int32_t index, void *data) {
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void actionRoundAfterShuffle() {
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logText("Shuffle Done");
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int32_t i = holdemActionAdd(actionDeal());
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int32_t i = pokerActionAdd(actionDeal());
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}
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void actionRoundDispose(int32_t index, void *data) {
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int32_t newI = holdemActionAdd(actionShuffle());
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int32_t newI = pokerActionAdd(actionShuffle());
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shuffledata_t *newData=(shuffledata_t *)(POKER_STATE.actionData + newI);
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newData->done = &actionRoundAfterShuffle;
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}
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@ -18,7 +18,7 @@ pokeraction_t actionShuffle() {
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void actionShuffleInit(int32_t index, void *data) {
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logText("Shuffle Deck");
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cardShuffle(POKER_STATE.deck, POKER_STATE.deckSize);
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionShuffleUpdate(int32_t index, void *data) {
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@ -34,7 +34,7 @@ void actionStartInit(int32_t index, void *data) {
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player->chips = 0;
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}
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holdemActionRemove(index);
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pokerActionRemove(index);
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}
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void actionStartUpdate(int32_t index, void *data) {
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@ -42,5 +42,5 @@ void actionStartUpdate(int32_t index, void *data) {
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void actionStartDispose(int32_t index, void *data) {
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// Begin the first round
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holdemActionAdd(actionRound());
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pokerActionAdd(actionRound());
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}
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