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>
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+16
-1
@@ -1,6 +1,8 @@
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#ifndef GAME_H
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#define GAME_H
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#include <tonc.h>
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#define MAX_HAND_SIZE 16
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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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@@ -56,6 +58,7 @@ enum PlayState
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PLAY_SCORING_CARD_JOKERS,
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PLAY_SCORING_HELD_CARDS,
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PLAY_SCORING_INDEPENDENT_JOKERS,
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PLAY_SCORING_HAND_SCORED_END,
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PLAY_ENDING,
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PLAY_ENDED
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};
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@@ -109,11 +112,23 @@ int get_scored_card_index(void);
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bool is_joker_owned(int joker_id);
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bool card_is_face(Card *card);
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List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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int get_deck_top(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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int get_money(void);
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u32 get_chips(void);
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void set_chips(u32 new_chips);
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void display_chips();
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u32 get_mult(void);
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void set_mult(u32 new_mult);
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void display_mult();
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int get_money(void);
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void set_money(int new_money);
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void display_money();
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void set_retrigger(bool new_retrigger);
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int get_game_speed(void);
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void set_game_speed(int new_game_speed);
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+6
-2
@@ -139,8 +139,12 @@ int joker_get_sell_value(const Joker* joker);
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JokerObject *joker_object_new(Joker *joker);
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void joker_object_destroy(JokerObject **joker_object);
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void joker_object_update(JokerObject *joker_object);
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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
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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)
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// This doesn't actually score anything, it just performs an animation and plays a sound effect
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void joker_object_shake(JokerObject *joker_object, mm_word sound_id);
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// This scores the joker and returns true if it was scored successfully
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// card_object = NULL means the joker_event does not concern a particular Card, i.e. Independend or On_Blind_Selected
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// as opposed to events that concern a particular card, i.e. On_Card_Scored or On_Card_Held
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bool joker_object_score(JokerObject *joker_object, CardObject* card_object, enum JokerEvent joker_event);
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void joker_object_set_selected(JokerObject* joker_object, bool selected);
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bool joker_object_is_selected(JokerObject* joker_object);
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