balatro-gba/include/game.h
Rickey f46395b9d0
Add basic common_ui background gfx functions (#415)
* Add basic common_ui background gfx functions

* clang format

* document common_ui.h

* Remove unused tonc header

* Fix header guard name convention

* more header cleanup

* claaaaanggggg format
2026-03-31 21:04:47 -07:00

181 lines
4.3 KiB
C

#ifndef GAME_H
#define GAME_H
#include "game/common_ui.h"
#include "game_variables.h"
#include <tonc.h>
#define MAX_HAND_SIZE 16
#define MAX_DECK_SIZE 52
#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
#define MAX_SELECTION_SIZE 5
#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
// TODO: Can make these dynamic to support interest-related jokers and vouchers
#define MAX_INTEREST 5
#define INTEREST_PER_5 1
// Input bindings
#define SELECT_CARD KEY_A
#define DESELECT_CARDS KEY_B
#define PEEK_DECK KEY_L // Not implemented
#define SORT_HAND KEY_R
#define PAUSE_GAME KEY_START // Not implemented
#define SELL_KEY KEY_L
// Matching the position of the on-screen buttons
#define PLAY_HAND_KEY KEY_L
// Same value as SELL_KEY - activated on the joker row, while this is activated on the hand row
#define DISCARD_HAND_KEY KEY_R
struct List;
typedef struct List List;
// Utility functions for other files
typedef struct CardObject CardObject;
typedef struct Card Card;
typedef struct JokerObject JokerObject;
// Enum value names in ../include/def_state_info_table.h
enum GameState
{
#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
#include "def_state_info_table.h"
#undef DEF_STATE_INFO
GAME_STATE_MAX,
GAME_STATE_UNDEFINED
};
enum HandState
{
HAND_DRAW,
HAND_SELECT,
// This is actually a misnomer because it's used for the deck
// but it mechanically makes sense to be a state of the hand
HAND_SHUFFLING,
HAND_DISCARD,
HAND_PLAY,
HAND_PLAYING
};
enum PlayState
{
PLAY_STARTING,
PLAY_BEFORE_SCORING,
PLAY_SCORING_CARDS,
PLAY_SCORING_CARD_JOKERS,
PLAY_SCORING_HELD_CARDS,
PLAY_SCORING_INDEPENDENT_JOKERS,
PLAY_SCORING_HAND_SCORED_END,
PLAY_ENDING,
PLAY_ENDED
};
// Hand types
enum HandType
{
NONE,
HIGH_CARD,
PAIR,
TWO_PAIR,
THREE_OF_A_KIND,
STRAIGHT,
FLUSH,
FULL_HOUSE,
FOUR_OF_A_KIND,
STRAIGHT_FLUSH,
ROYAL_FLUSH,
FIVE_OF_A_KIND,
FLUSH_HOUSE,
FLUSH_FIVE
};
// clang-format off
// Store all contained hands to optimize "whole hand condition" Jokers
typedef struct ContainedHandTypes
{
union
{
struct
{
u16 HIGH_CARD : 1;
u16 PAIR : 1;
u16 TWO_PAIR : 1;
u16 THREE_OF_A_KIND : 1;
u16 STRAIGHT : 1;
u16 FLUSH : 1;
u16 FULL_HOUSE : 1;
u16 FOUR_OF_A_KIND : 1;
u16 STRAIGHT_FLUSH : 1;
u16 ROYAL_FLUSH : 1;
u16 FIVE_OF_A_KIND : 1;
u16 FLUSH_HOUSE : 1;
u16 FLUSH_FIVE : 1;
u16 : 3;
};
u16 value;
};
} ContainedHandTypes;
// clang-format on
typedef void (*GameStateCallback)(GameVariables* gs);
typedef struct
{
int substate;
GameStateCallback on_init;
GameStateCallback on_update;
GameStateCallback on_exit;
} StateInfo;
// Game functions
void game_init();
void game_update();
void game_change_state(enum GameState new_game_state);
CardObject** get_hand_array(void);
int get_hand_top(void);
int hand_get_size(void);
CardObject** get_played_array(void);
int get_played_top(void);
int get_scored_card_index(void);
bool is_joker_owned(int joker_id);
bool card_is_face(Card* card);
List* get_jokers_list(void);
List* get_expired_jokers_list(void);
ContainedHandTypes* get_contained_hands(void);
enum HandType* get_hand_type(void);
int get_deck_top(void);
int get_num_discards_remaining(void);
int get_num_hands_remaining(void);
u32 get_chips(void);
void set_chips(u32 new_chips);
void display_chips();
u32 get_mult(void);
void set_mult(u32 new_mult);
void display_mult();
int get_money(void);
void set_money(int new_money);
void display_money();
void set_retrigger(bool new_retrigger);
int get_game_speed(void);
void set_game_speed(int new_game_speed);
// joker specific functions
bool is_shortcut_joker_active(void);
int get_straight_and_flush_size(void);
// Temporary change for Refactor. Currently this compatibility binder is to allow
// simultaneous integration of the new system in `common_ui` with the the existing
// old system incrementally and without losing functionality.
void change_background_legacy(enum BackgroundId id);
#endif // GAME_H