Even more refactoring
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@ -10,7 +10,7 @@
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#include "../game.h"
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typedef struct {
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int32_t INeedSomePropertyToStopCompilerComplaining;
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engine_t engine;
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} dawngame_t;
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/**
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@ -8,28 +8,18 @@
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#include "../engine/engine.h"
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#include "../locale/language.h"
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/** Describes the current game */
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#if SETTING_GAME == SETTING_GAME_POKER
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#include "poker/pokergame.h"
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typedef pokergame_t game_t;
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#elif SETTING_GAME == SETTING_GAME_DAWN
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#include "dawn/dawngame.h"
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typedef dawngame_t game_t;
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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#include "sandbox/sandboxscene.h"
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typedef sandboxscene_t game_t;
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#endif
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/** Describes the current game */
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typedef struct {
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/** Engine for the game */
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engine_t engine;
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#if SETTING_GAME == SETTING_GAME_POKER
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pokergame_t pokerGame;
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#elif SETTING_GAME == SETTING_GAME_DAWN
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dawngame_t dawnGame;
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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sandboxscene_t sandboxScene;
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#endif
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} game_t;
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/**
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* Initialize the game context.
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*
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@ -6,8 +6,8 @@
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*/
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#pragma once
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#include "../../../libs.h"
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#include "action.h"
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#include "../../../libs.h"
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#include "../../../display/animation/queue.h"
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#include "../pokerworld.h"
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@ -10,9 +10,7 @@
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#include "../../../vn/conversation/talk.h"
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#include "../../../display/animation/queue.h"
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#include "../../../poker/actions/match.h"
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#include "../discussion/pokerdiscussion.h"
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#include "action.h"
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#include "round.h"
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/** Callback fired when the game action first starts */
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void _pokerGameActionStartOnStart(
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@ -12,10 +12,9 @@
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#include "../../vn/conversation/talk.h"
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#include "../../vn/vnscene.h"
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#include "../../util/array.h"
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#include "actions/start.h"
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#include "ui/pokerui.h"
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#include "pokerworld.h"
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#include "actions/start.h"
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#include "pokergameaction.h"
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#define POKER_GAME_SEAT_COUNT 8
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#define POKER_GAME_SEAT_FOR_PLAYER(p) (p - (POKER_PLAYER_COUNT/2))
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@ -40,6 +39,9 @@
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#define POKER_GAME_PENNY_FACE_HEIGHT 280
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typedef struct {
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/** Game Engine Instance */
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engine_t engine;
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/** Poker Game State */
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poker_t poker;
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@ -57,9 +59,6 @@ typedef struct {
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/** Data for the actions */
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pokergameactiondata_t actionData[ANIMATION_QUEUE_ITEM_MAX];
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/** Pointer back to the game engine */
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engine_t *engine;
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} pokergame_t;
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/**
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@ -6,7 +6,7 @@
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*/
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#pragma once
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#include <dawn/dawn.h>
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#include "../../libs.h"
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typedef struct {
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uint8_t lookAtPlayer;
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@ -12,6 +12,8 @@
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#include "../../display/primitives/skywall.h"
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#include "../../vn/vnscene.h"
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#include "../../vn/vncharacter.h"
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#include "pokergame.h"
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#include "pokergameassets.h"
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#define POKER_WORLD_SEAT_DISTANCE -1
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#define POKER_WORLD_SEAT_ROTATION(n) (n * mathDeg2Rad(45.0f))
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@ -13,10 +13,13 @@
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#include "../../../display/primitive.h"
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#include "../../../display/primitives/quad.h"
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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 "../../../display/camera.h"
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#include "../../../vn/vncharacter.h"
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#include "../../../ui/grid.h"
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#include "../../../ui/align.h"
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#include "../pokergame.h"
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#define POKER_PLAYER_UI_IMAGE_SIZE 64
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#define POKER_PLAYER_UI_WIDTH 300
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@ -10,6 +10,7 @@
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#include "../../../ui/label.h"
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#include "pokerplayerui.h"
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#include "pokercardui.h"
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#include "../pokergame.h"
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typedef struct {
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pokerplayerui_t player[POKER_PLAYER_COUNT];
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@ -7,9 +7,7 @@
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#include "sandboxscene.h"
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scripter_t scripter;
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bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine) {
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bool sandboxSceneInit(sandboxscene_t *game) {
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assetFontLoad(&game->font, "fonts/opensans/OpenSans-Regular.ttf");
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assetTextureLoad(&game->texture, "test_texture.png");
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assetShaderLoad(&game->shader,
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@ -19,11 +17,11 @@ bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine) {
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return true;
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}
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void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) {
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void sandboxSceneUpdate(sandboxscene_t *game) {
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cameraLookAt(&game->camera, 3,3,3, 0,0,0);
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cameraPerspective(&game->camera, 45,
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engine->render.width/engine->render.height,
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game->engine.render.width/game->engine.render.height,
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0.01f, 1000.0f
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);
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@ -27,6 +27,7 @@
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#include "../../ui/framedtextmenu.h"
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typedef struct {
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engine_t engine;
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camera_t camera;
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primitive_t primitive;
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@ -42,7 +43,7 @@ typedef struct {
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* @param engine Engine to use during init.
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* @return True if successful, otherwise false.
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*/
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bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine);
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bool sandboxSceneInit(sandboxscene_t *game);
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/**
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* Update a sandbox scene.
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@ -50,7 +51,7 @@ bool sandboxSceneInit(sandboxscene_t *game, engine_t *engine);
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* @param game Game to update.
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* @param engine Engine to use when updating.
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*/
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void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine);
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void sandboxSceneUpdate(sandboxscene_t *game);
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/**
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* Dispose a previously created scene game.
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