Merge branch 'main' into pr-fix
This commit is contained in:
+126
-6
@@ -304,9 +304,6 @@ static JokerEffect blue_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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}
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// Using __attribute__((unused)) for jokers with no sprites yet to avoid warning
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// Remove the attribute once they have sprites
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__attribute__((unused))
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static JokerEffect raised_fist_joker_effect(Joker *joker, Card *scored_card)
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{
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JokerEffect effect = {0};
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@@ -331,7 +328,6 @@ static JokerEffect raised_fist_joker_effect(Joker *joker, Card *scored_card)
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return effect;
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}
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__attribute__((unused))
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static JokerEffect reserved_parking_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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@@ -397,7 +393,6 @@ static JokerEffect scary_face_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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}
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__attribute__((unused))
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static JokerEffect abstract_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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@@ -410,7 +405,6 @@ static JokerEffect abstract_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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}
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__attribute__((unused))
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static JokerEffect bull_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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@@ -480,6 +474,108 @@ static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
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// JOKER_BLUEPRINT_ID (joker.h) will need to be updated
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if (curr_joker_object->joke == joker)
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trigger_next_joker = true;
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static JokerEffect the_duo_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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// This is really inefficient but the only way at the moment to check for whole-hand conditions
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_n_of_a_kind(ranks) >= 2)
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effect.xmult = 2;
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return effect;
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}
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static JokerEffect the_trio_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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// This is really inefficient but the only way at the moment to check for whole-hand conditions
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_n_of_a_kind(ranks) >= 3)
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effect.xmult = 3;
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return effect;
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}
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static JokerEffect the_family_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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// This is really inefficient but the only way at the moment to check for whole-hand conditions
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_n_of_a_kind(ranks) >= 4)
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effect.xmult = 4;
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return effect;
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}
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static JokerEffect the_order_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_straight(ranks))
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effect.xmult = 3;
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return effect;
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}
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static JokerEffect the_tribe_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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u8 suits[NUM_SUITS];
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u8 ranks[NUM_RANKS];
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get_played_distribution(ranks, suits);
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if (hand_contains_flush(suits))
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effect.xmult = 2;
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return effect;
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}
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// Using __attribute__((unused)) for jokers with no sprites yet to avoid warning
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// Remove the attribute once they have sprites
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// graphics available from @MathisMartin31
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__attribute__((unused))
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static JokerEffect bootstraps_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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effect.mult = (get_money() / 5) * 2;
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return effect;
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}
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// no graphics available but ready to be used if wanted when graphics available
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__attribute__((unused))
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static JokerEffect shoot_the_moon_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card != NULL)
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return effect; // if card != null, we are not at the end-phase of scoring yet
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CardObject** hand = get_hand_array();
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int hand_size = hand_get_size();
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for (int i = 0; i < hand_size; i++ )
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{
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if (hand[i]->card->rank == QUEEN)
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{
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effect.mult += 13;
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}
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}
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return effect;
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@@ -500,11 +596,24 @@ static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
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joker->processed = true;
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effect = joker_get_score_effect(first_joker->joker, scored_card);
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joker->processed = false;
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// no graphics available but ready to be used if wanted when graphics available
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__attribute__((unused))
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static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card) {
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JokerEffect effect = {0};
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if (scored_card == NULL)
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return effect;
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switch (scored_card->rank) {
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case KING: case QUEEN:
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effect.xmult = 2;
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default:
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break;
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}
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return effect;
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}
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/* The index of a joker in the registry matches its ID.
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* The joker sprites are matched by ID so the position in the registry
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* determines the joker's sprite.
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@@ -546,6 +655,15 @@ const JokerInfo joker_registry[] = {
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// Business card should be paired with Shortcut for palette optimization when it's added
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{ COMMON_JOKER, 4, scary_face_joker_effect }, // 28
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{ COMMON_JOKER, 4, smiley_face_joker_effect }, // 29
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{ COMMON_JOKER, 5, raised_fist_joker_effect }, // 30
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{ COMMON_JOKER, 6, reserved_parking_joker_effect }, // 31
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{ COMMON_JOKER, 4, abstract_joker_effect }, // 32
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{ UNCOMMON_JOKER, 6, bull_joker_effect}, // 33
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{ RARE_JOKER, 8, the_duo_joker_effect}, // 34
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{ RARE_JOKER, 8, the_trio_joker_effect}, // 35
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{ RARE_JOKER, 8, the_family_joker_effect}, // 36
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{ RARE_JOKER, 8, the_order_joker_effect}, // 37
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{ RARE_JOKER, 8, the_tribe_joker_effect}, // 38
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// The following jokers don't have sprites yet,
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// uncomment them when their sprites are added.
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@@ -558,6 +676,8 @@ const JokerInfo joker_registry[] = {
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{ RARE_JOKER, 10, blueprint_joker_effect },
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{ RARE_JOKER, 10, brainstorm_joker_effect },
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{ UNCOMMON_JOKER, 7, bootstraps_joker_effect},
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{ COMMON_JOKER, 5, shoot_the_moon_joker_effect},
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#endif
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};
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