Implement Seltzer and Joker Expiration effect (#252)

* Add Seltzer art

* Implement Joker expiration

* Add exception to copying Jokers + Seltzer message fix

* Move all scoring logic to joker_object_score away from check_and_score_joker_for_event

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
Geralt
2025-11-30 08:52:42 +02:00
committed by GitHub
co-authored by MathisMartin31
parent 435a9a0a1d
commit 0953a430c4
6 changed files with 184 additions and 48 deletions
+16 -1
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@@ -1,6 +1,8 @@
#ifndef GAME_H
#define GAME_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.
@@ -56,6 +58,7 @@ enum PlayState
PLAY_SCORING_CARD_JOKERS,
PLAY_SCORING_HELD_CARDS,
PLAY_SCORING_INDEPENDENT_JOKERS,
PLAY_SCORING_HAND_SCORED_END,
PLAY_ENDING,
PLAY_ENDED
};
@@ -109,11 +112,23 @@ 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);
int get_deck_top(void);
int get_num_discards_remaining(void);
int get_num_hands_remaining(void);
int get_money(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);
+6 -2
View File
@@ -139,8 +139,12 @@ int joker_get_sell_value(const Joker* joker);
JokerObject *joker_object_new(Joker *joker);
void joker_object_destroy(JokerObject **joker_object);
void joker_object_update(JokerObject *joker_object);
void joker_object_shake(JokerObject *joker_object, mm_word sound_id); // This doesn't actually score anything, it just performs an animation and plays a sound effect
bool joker_object_score(JokerObject *joker_object, CardObject* card_object, enum JokerEvent joker_event, u32 *chips, u32 *mult, int *money, bool *retrigger); // This scores the joker and returns true if it was scored successfully (Card = NULL means the joker is independent and not scored by a card)
// This doesn't actually score anything, it just performs an animation and plays a sound effect
void joker_object_shake(JokerObject *joker_object, mm_word sound_id);
// This scores the joker and returns true if it was scored successfully
// card_object = NULL means the joker_event does not concern a particular Card, i.e. Independend or On_Blind_Selected
// as opposed to events that concern a particular card, i.e. On_Card_Scored or On_Card_Held
bool joker_object_score(JokerObject *joker_object, CardObject* card_object, enum JokerEvent joker_event);
void joker_object_set_selected(JokerObject* joker_object, bool selected);
bool joker_object_is_selected(JokerObject* joker_object);