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* Turned SpriteObject into a member of JokerObject and CardObject and expiremented with casting * Extracted shop code to use generic `SpriteObject` * Extracted shop joker generation to a function * Renamed object -> item * Added setters and getters for `SpriteObject` members and updated all accesses to use them with casting (AI used for tedious work and reviewed - model Raptor mini) * Added sprite_object_set_vx() because sprite_object_set_vy() exists and reordered the function order to have x,y parameters first, then targets * Added Item object to act as a purchasable interface for the shop - AI used (model Raptor mini) * Added -fms-extensions and switched to anonymous inheritance * Fixed anonymous inheritance for joker and added direct access for that too * fix build error from previous commit + clang-format * Fixed build errors + clang-format for real this time (I hope...) * clang-format one last time, I don't understand it anymore * clang-format is annoying * Added uses of CHECK_NULL_ARG macros * Merged item_defs.h into item.h and fixed build error from previous commit * clang-format...? * Changed sprite_object_new() into sprite_object_init() and made it accept a parameter instead of returning one to make it less awkward * Updated sprite_object_init() documentation * Updated sprite_object_destroy documentation * More clang-format * Renamed add_to_inventory to acquire and updated documentation * Added function documentations * Update documentation + swap order of consumable and playing card types * Added documentation for new files (+ small addition to button.h) * clang-format * Used typedef * A bit more documentation * Changed sho pcode to use generic Item instead of SpriteObject * clang-format + fixed NULL-check error * Revert weird clang-format...? * clang-format for real * Fixed errors from rebase on log_function_name * Fixed build errors from rebase on main * Added some more documentation about first member struct inheritance * typo fix * typo fix for real * Removed SpriteObject field getters/setters (AI used - model Raptor mini) * Renamed item_acquire -> item_on_acquired * Added item_can_acquire() * clang-format * Fixed some sprite issues but not all... * Fixed some more issues * Cleanup JokerObject some more JokerObjects in the shop * Added `item_destroy()` * Added item_set_available_to_shop, CHECK_ITEM_TYPE macros + small documentation updates * Another small JokerObject->Item replacement * Removed item_set_available_to_shop and replaced with item_roll_new() and item_dispose(), also changed "available_to_shop" semantics to "rollable" * Re-applied changes from game.c to round.c after rebase on main * Added partial implementations of item functions for playing cards * Line endings fix... * Macro renames, function documentations * Updated documentations * Apply fixes from Copilot review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Fix card_object_get_buy_price type checking Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Avoid double pointer cast on dispose Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Apply suggestions from @ricfehr3's code review Co-authored-by: Rickey <ric@rf3.xyz> * Remove redundant comments * Moved error checking before joker_get_random_rarity Co-authored-by: Rickey <ric@rf3.xyz> * Fixed build error from rebase * clang-format * Added doxygen documentation for Item explaining inheritance * Removed unnecessary comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> Co-authored-by: Rickey <ric@rf3.xyz>
109 lines
2.9 KiB
C
109 lines
2.9 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include "game/common_ui.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "item.h"
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#include <tonc.h>
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#define MAX_DECK_SIZE 52
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#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
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#define MAX_SHOP_ITEMS 2 // TODO: Make this dynamic
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + (g_game_vars.game_speed) - 1) / (g_game_vars.game_speed))
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// TODO: Can make these dynamic to support interest-related jokers and vouchers
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#define MAX_INTEREST 5
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#define INTEREST_PER_5 1
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// Input bindings
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#define SELECT_CARD KEY_A
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#define DESELECT_CARDS KEY_B
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#define PEEK_DECK KEY_L // Not implemented
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#define SORT_HAND KEY_R
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#define PAUSE_GAME KEY_START // Not implemented
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#define SELL_KEY KEY_L
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#define TAB_LEFT KEY_L
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#define TAB_RIGHT KEY_R
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// Matching the position of the on-screen buttons
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#define PLAY_HAND_KEY KEY_L
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// Same value as SELL_KEY - activated on the joker row, while this is activated on the hand row
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#define DISCARD_HAND_KEY KEY_R
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struct List;
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typedef struct List List;
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// Utility functions for other files
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typedef struct CardObject CardObject;
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typedef struct Card Card;
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typedef struct JokerObject JokerObject;
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// Enum value names in ../include/def_state_info_table.h
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enum GameState
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{
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#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
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#include "def_state_info_table.h"
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#undef DEF_STATE_INFO
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GAME_STATE_MAX,
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GAME_STATE_UNDEFINED
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};
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// Game functions
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void game_init(void);
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/**
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* @brief Called when exiting the Game Over screen (both win or lose) to reset game variables
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* and start a fresh new run.
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*
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* WARNING: This function is currently only meant to be called from the "GAME_OVER" state
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* and shouldn't be called from other states, otherwise some data such as shop jokers
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* may not be properly reset.
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*/
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void game_reset(void);
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void game_update(void);
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void game_change_state(enum GameState new_game_state);
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enum GameState game_get_state(void);
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bool is_joker_owned(int joker_id);
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bool joker_object_can_acquire(Item* item);
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bool card_is_face(Card* card);
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void add_joker(JokerObject* joker_object);
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void remove_owned_joker(int owned_joker_idx);
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List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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List* get_discarded_jokers_list(void);
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int deck_get_size(void);
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int get_deck_top(void);
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void deck_push(Card* card);
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Card* deck_pop(void);
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void deck_shuffle(void);
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int get_num_discards_remaining(void);
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int get_num_hands_remaining(void);
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void display_deck_size_max(void);
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void display_chips(void);
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void display_mult(void);
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void display_money(void);
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void display_ante(void);
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// joker specific functions
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bool is_shortcut_joker_active(void);
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int get_straight_and_flush_size(void);
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void game_start(void);
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void display_round(void);
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void display_hands(void);
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void display_discards(void);
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void display_temp_score(u32 value);
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void erase_temp_score(void);
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void display_score(u32 value);
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#endif // GAME_H
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