Added greedy joker and refactor joker system

This commit is contained in:
cellos51
2025-07-22 20:00:05 -04:00
parent 62db2815dd
commit 1b4267893d
6 changed files with 109 additions and 77 deletions
+45 -55
View File
@@ -1549,82 +1549,70 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
{
// So pretend "played_selections" is now called "scored_cards" and it counts the number of cards that have been scored
int scored_cards = 0;
for (int j = played_top; j >= 0; j--)
for (int j = 0; j <= played_top; j++)
{
if (played[played_top - j]->selected)
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
if (*played_selections > 0)
{
scored_cards++;
for (int k = 0; k <= jokers_top; k++)
{
if (joker_object_score(jokers[k], played[*played_selections - 1]->card, &chips, &mult, NULL, &money, NULL)) // NULLs aren't implemented yet
{
set_chips(chips);
set_mult(mult);
set_money(money);
return;
}
}
}
if (played[j]->selected)
{
scored_cards = j + 1; // Count the number of cards that have been scored
if (scored_cards > *played_selections)
{
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
tte_set_pos(fx2int(played[played_top - j]->x) + 8, 48); // Offset of 16 pixels to center the text on the card
for (int k = 0; k <= jokers_top; k++)
{
if (jokers[k] != NULL)
{
jokers[k]->joker->processed = false; // Reset the joker's processed state for the next score
}
}
tte_set_pos(fx2int(played[j]->x) + 8, 48); // Offset of 16 pixels to center the text on the card
tte_set_special(0xD000); // Set text color to blue from background memory
// Write the score to a character buffer variable
char score_buffer[5]; // Assuming the maximum score is 99, we need 4 characters (2 digits + null terminator)
snprintf(score_buffer, sizeof(score_buffer), "+%d", card_get_value(played[played_top - j]->card));
snprintf(score_buffer, sizeof(score_buffer), "+%d", card_get_value(played[j]->card));
tte_write(score_buffer);
*played_selections = scored_cards;
card_object_score(played[played_top - j], SFX_CARD_SELECT);
card_object_shake(played[j], SFX_CARD_SELECT);
// Relocated card scoring logic here
chips += card_get_value(played[played_top - j]->card);
chips += card_get_value(played[j]->card);
set_chips(chips);
break;
}
}
if (j == 0 && scored_cards == *played_selections) // Check if it's the last card
if (j == played_top && scored_cards == *played_selections) // Check if it's the last card
{
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
for (int k = 0; k <= jokers_top; k++)
for (int k = 0; k <= jokers_top; k++) // Independent joker scoring loop
{
if (jokers[k]->joker->processed == false)
{
IndependentEffect joker_effect = joker_independent_effect(jokers[k]->joker);
IndependentEffect zero_effect = {0};
if (joker_object_score(jokers[k], NULL, &chips, &mult, NULL, &money, NULL)) // NULLs aren't implemented yet
{
set_chips(chips);
set_mult(mult);
set_money(money);
if (memcmp(&joker_effect, &zero_effect, sizeof(IndependentEffect)) != 0)
{
chips += joker_effect.chips;
set_chips(chips);
mult += joker_effect.mult;
set_mult(mult);
// TODO: XMult
money += joker_effect.money;
set_money(money);
// TODO: Retrigger
tte_set_pos(fx2int(jokers[k]->x) + 8, 48); // Offset of 16 pixels to center the text on the card
char score_buffer[12];
if (joker_effect.chips > 0)
{
tte_set_special(0xD000); // Blue
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.chips);
}
else if (joker_effect.mult > 0)
{
tte_set_special(0xE000); // Red
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.mult);
}
else if (joker_effect.money > 0)
{
tte_set_special(0xC000); // Yellow
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.money);
}
tte_write(score_buffer);
jokers[k]->joker->processed = true; // Mark the joker as processed
joker_object_score(jokers[k], SFX_CARD_SELECT);
return; // Returning was just the easiest way to break out of the loop
}
return; // Returning was just the easiest way to break out of the loop
}
}
@@ -1805,7 +1793,9 @@ static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
}
shop_jokers[i] = joker_object_new(joker_new(DEFAULT_JOKER_ID));
u8 joker_id = random() % MAX_JOKERS;
shop_jokers[i] = joker_object_new(joker_new(joker_id));
shop_jokers[i]->x = int2fx(120 + i * 32);
shop_jokers[i]->y = int2fx(160);
shop_jokers[i]->tx = shop_jokers[i]->x;
@@ -1818,7 +1808,7 @@ static void game_shop_create_items(JokerObject *shop_jokers[], bool first_time)
if (first_time == false)
{
shop_jokers[i]->y = shop_jokers[i]->ty; // If it's not the first time, set the y position to the target position
joker_object_score(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
}
sprite_position(shop_jokers[i]->sprite, fx2int(shop_jokers[i]->x), fx2int(shop_jokers[i]->y));