Update joker_effects.c

I was unsure of the significance of the number immediately after joker rarity in the joker registry, so I haven't put the joker effects in there. If anyone can tell me what the significance of that number is I can add them in :)
This commit is contained in:
noctowlhoot
2025-09-22 20:49:35 +09:30
committed by GitHub
parent 27e91fb4a4
commit 591485a5ac
+138
View File
@@ -464,6 +464,143 @@ static JokerEffect odd_todd_joker_effect(Joker *joker, Card *scored_card) {
return effect; return effect;
} }
__attribute__((unused))
static JokerEffect the_duo_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// This is really inefficient but the only way at the moment to check for whole-hand conditions
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 2)
effect.xmult = 2;
return effect;
}
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect the_trio_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// This is really inefficient but the only way at the moment to check for whole-hand conditions
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 3)
effect.xmult = 3;
return effect;
}
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect the_family_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// This is really inefficient but the only way at the moment to check for whole-hand conditions
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_n_of_a_kind(ranks) >= 4)
effect.xmult = 4;
return effect;
}
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect the_order_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_straight(ranks))
effect.xmult = 3;
return effect;
}
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect the_tribe_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_flush(suits))
effect.xmult = 2;
return effect;
}
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect joker_bootstraps_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.mult = (get_money() / 5) * 2;
return effect;
}
// no graphics available but ready to be used if wanted when graphics available
__attribute__((unused))
static JokerEffect shoot_the_moon_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
CardObject** hand = get_hand_array();
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++ )
{
switch (hand[i]->card->rank) {
case QUEEN:
effect.mult += 13;
default:
break;
}
}
return effect;
}
// no graphics available but ready to be used if wanted when graphics available
__attribute__((unused))
static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case KING: case QUEEN: case JACK:
effect.xmult = 2;
default:
break;
}
return effect;
}
/* The index of a joker in the registry matches its ID. /* The index of a joker in the registry matches its ID.
* The joker sprites are matched by ID so the position in the registry * The joker sprites are matched by ID so the position in the registry
* determines the joker's sprite. * determines the joker's sprite.
@@ -508,6 +645,7 @@ const JokerInfo joker_registry[] = {
// The following jokers don't have sprites yet, // The following jokers don't have sprites yet,
// uncomment them when their sprites are added. // uncomment them when their sprites are added.
#if 0 #if 0
{ COMMON_JOKER, 5, raised_fist_joker_effect }, { COMMON_JOKER, 5, raised_fist_joker_effect },
{ COMMON_JOKER, 6, reserved_parking_joker_effect }, { COMMON_JOKER, 6, reserved_parking_joker_effect },