/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #pragma once #include "card.h" #include "player.h" #include "render.h" #include "action.h" #include "../display/render.h" #include "../display/spritebatch.h" #include "../display/texture.h" #include "../display/tileset.h" #include "../display/framebuffer.h" /** How many cards the dealer can hold in their hand */ #define HOLDEM_DEALER_HAND 5 /** Various seats at the table that people can sit */ #define HOLDEM_GAME_SEAT_DEALER 0x00 #define HOLDEM_GAME_SEAT_PLAYER0 0x04 #define HOLDEM_GAME_SEAT_PLAYER1 0x06 #define HOLDEM_GAME_SEAT_PLAYER2 0x05 #define HOLDEM_GAME_SEAT_PLAYER3 0x03 #define HOLDEM_GAME_SEAT_PLAYER4 0x02 /** Macro for the angle (Yaw) that the seat has */ #define HOLDEM_GAME_SEAT_ANGLE(seat) mathDeg2Rad(-45 * seat) #define HOLDEM_GAME_CARD_SLOT_HAND0 0x00 #define HOLDEM_GAME_CARD_SLOT_HAND1 0x01 #define HOLDEM_GAME_CARD_SLOT_FLOP0 0x02 #define HOLDEM_GAME_CARD_SLOT_FLOP1 0x03 #define HOLDEM_GAME_CARD_SLOT_FLOP2 0x04 #define HOLDEM_GAME_CARD_SLOT_FLOP3 0x05 #define HOLDEM_GAME_CARD_SLOT_FLOP4 0x06 typedef struct { /** Current Card Deck */ card_t deck[CARD_DECK_SIZE]; /** Count of cards in the deck */ uint8_t deckSize; /** How big is the current small blind */ uint32_t blindSmall; /** How big is the current big blind */ uint32_t blindBig; /** Current round pot */ uint32_t pot; /** Cards that have been dealt */ card_t cards[HOLDEM_DEALER_HAND]; /** How many dealt cards are face up */ uint8_t cardsFacing; /** Player States */ pokerplayer_t players[POKER_PLAYER_COUNT]; texture_t *kagamiTexture; tileset_t *kagamiTileset; primitive_t *kagamiQuad; /** Action and Allocated Data Space */ pokeraction_t actionQueue[POKER_ACTION_QUEUE_SIZE]; void *actionData[POKER_ACTION_DATA_SIZE*POKER_ACTION_QUEUE_SIZE]; bool actionInitState[POKER_ACTION_DATA_SIZE]; /** Poker Table */ primitive_t *tablePrimitive; texture_t *tableTexture; texture_t *cardTexture; tileset_t *cardTileset; primitive_t *cardPrimitive; texture_t *fontTexture; tileset_t *fontTileset; spritebatch_t *fontBatch; /** Game Render Frames */ framebuffer_t *frameLeft; framebuffer_t *frameRight; primitive_t *quadLeft; primitive_t *quadRight; camera_t cameraLeft; camera_t cameraRight; } pokergame_t; extern pokergame_t POKER_STATE;