Merge pull request #74 from theturtlemafia/ttm/joker-scope-joker-1
Adds Blue Joker, Even Steven, Odd Todd, Scholar, Business Card and unused code for jokers without sprites Raised Fist, Reserved Parking, Scary Face, Abstract Joker, Bull, and Smiley Face
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@@ -35,6 +35,8 @@
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#define NUM_RANKS 13
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#define RANK_OFFSET 2 // Because the first rank is 2 and ranks start at 0
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#define IMPOSSIBLY_HIGH_CARD_VALUE 100
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// Card types
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typedef struct
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{
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@@ -89,6 +89,8 @@ CardObject** get_played_array(void);
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int get_played_top(void);
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List* get_jokers(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_money(void);
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#endif // GAME_H
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@@ -47,6 +47,7 @@
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// Tile size in pixels, both height and width as tiles are square
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#define TILE_SIZE 8
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#define EFFECT_TEXT_SEPARATION_AMOUNT 32; // If we need to show multiple effects at once
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// By default TTE characters occupy a single tile
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#define TTE_CHAR_SIZE TILE_SIZE
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@@ -13,5 +13,7 @@
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#include "joker_gfx9.h"
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#include "joker_gfx10.h"
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#include "joker_gfx11.h"
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#include "joker_gfx12.h"
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#include "joker_gfx13.h"
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#endif
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+15
-5
@@ -78,6 +78,7 @@ static bool sort_by_suit = false;
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static List *jokers = NULL;
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static List *discarded_jokers = NULL;
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static List* jokers_available_to_shop; // List of joker IDs
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// Stacks
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static CardObject *played[MAX_SELECTION_SIZE] = {NULL};
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@@ -157,7 +158,20 @@ List *get_jokers(void) {
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return jokers;
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}
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List *jokers_available_to_shop; // List of joker IDs
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int get_deck_top(void) {
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return deck_top;
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}
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int get_num_discards_remaining(void) {
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return discards;
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}
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int get_money(void) {
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return money;
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}
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// Consts
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@@ -241,10 +255,6 @@ static const BG_POINT JOKER_DISCARD_TARGET = {240, 30};
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#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
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// Naming the stage where cards return from the discard pile to the deck "undiscard"
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int get_num_discards_remaining(void) {
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return discards;
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}
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// General functions
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void set_seed(int seed)
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{
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@@ -130,6 +130,8 @@ void joker_init()
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joker_gfxTiles[9] = joker_gfx9Tiles;
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joker_gfxTiles[10] = joker_gfx10Tiles;
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joker_gfxTiles[11] = joker_gfx11Tiles;
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joker_gfxTiles[12] = joker_gfx12Tiles;
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joker_gfxTiles[13] = joker_gfx13Tiles;
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joker_gfxPal[0] = joker_gfx0Pal;
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joker_gfxPal[1] = joker_gfx1Pal;
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@@ -143,6 +145,8 @@ void joker_init()
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joker_gfxPal[9] = joker_gfx9Pal;
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joker_gfxPal[10] = joker_gfx10Pal;
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joker_gfxPal[11] = joker_gfx11Pal;
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joker_gfxPal[12] = joker_gfx12Pal;
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joker_gfxPal[13] = joker_gfx13Pal;
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for (int i = 0; i < num_spritesheets; i++)
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{
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+219
-21
@@ -294,30 +294,228 @@ static JokerEffect blackboard_joker_effect(Joker *joker, Card *scored_card) {
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return effect;
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}
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static JokerEffect blue_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.chips = (get_deck_top() + 1) * 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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__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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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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// Find the lowest rank card in hand
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// Aces are always considered high value, even in an ace-low straight
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u8 lowest_value = IMPOSSIBLY_HIGH_CARD_VALUE;
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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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u8 value = card_get_value(hand[i]->card);
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if (lowest_value > value)
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lowest_value = value;
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}
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if (lowest_value != IMPOSSIBLY_HIGH_CARD_VALUE)
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effect.mult = lowest_value * 2;
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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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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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switch (hand[i]->card->rank) {
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case KING: case QUEEN: case JACK:
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if (random() % 2 == 0)
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effect.money += 1;
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default:
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break;
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}
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}
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return effect;
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};
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static JokerEffect business_card_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: case JACK:
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if (random() % 2 == 0)
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effect.money = 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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static JokerEffect scholar_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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if (scored_card->rank == ACE) {
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effect.chips = 20;
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effect.mult = 4;
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}
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return effect;
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}
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__attribute__((unused))
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static JokerEffect scary_face_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: case JACK:
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effect.chips = 30;
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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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__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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return effect; // if card != null, we are not at the end-phase of scoring yet
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// +1 xmult per occupied joker slot
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int num_jokers = list_get_size(get_jokers());
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effect.mult = num_jokers * 3;
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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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return effect; // if card != null, we are not at the end-phase of scoring yet
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effect.chips = get_money() * 2;
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return effect;
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}
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__attribute__((unused))
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static JokerEffect smiley_face_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: case JACK:
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effect.mult = 5;
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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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static JokerEffect even_steven_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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if (card_get_value(scored_card) % 2 == 0) {
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switch (scored_card->rank) {
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case KING: case QUEEN: case JACK:
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break;
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default:
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effect.mult = 4;
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}
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}
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return effect;
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}
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static JokerEffect odd_todd_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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if (card_get_value(scored_card) % 2 == 1) // todo test ace
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effect.chips = 31;
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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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* Each consecutive NUM_JOKERS_PER_SPRITESHEET (defined in joker.c) jokers
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* share a spritesheet and thus a color palette.
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* To make better use of color palettes jokers may be rearranged here
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* (and put together in the matching spritesheet) to share a color palette.
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* Otherwise the order is similar to the wiki.
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*/
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const JokerInfo joker_registry[] = {
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{ COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0
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{ COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1
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{ COMMON_JOKER, 5, lusty_joker_effect }, // etc...
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{ COMMON_JOKER, 5, wrathful_joker_effect },
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{ COMMON_JOKER, 5, gluttonous_joker_effect },
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{ COMMON_JOKER, 3, jolly_joker_effect },
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{ COMMON_JOKER, 4, zany_joker_effect },
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{ COMMON_JOKER, 4, mad_joker_effect },
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{ COMMON_JOKER, 4, crazy_joker_effect },
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{ COMMON_JOKER, 4, droll_joker_effect },
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{ COMMON_JOKER, 3, sly_joker_effect },
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{ COMMON_JOKER, 4, wily_joker_effect },
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{ COMMON_JOKER, 4, clever_joker_effect },
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{ COMMON_JOKER, 4, devious_joker_effect },
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{ COMMON_JOKER, 4, crafty_joker_effect },
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{ COMMON_JOKER, 5, half_joker_effect },
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{ UNCOMMON_JOKER, 8, joker_stencil_effect },
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{ COMMON_JOKER, 5, banner_joker_effect },
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{ COMMON_JOKER, 4, walkie_talkie_joker_effect },
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{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect },
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{ UNCOMMON_JOKER, 6, blackboard_joker_effect },
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{ COMMON_JOKER, 5, mystic_summit_joker_effect },
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{ COMMON_JOKER, 4, misprint_joker_effect },
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{ COMMON_JOKER, 5, lusty_joker_effect }, // etc... 2
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{ COMMON_JOKER, 5, wrathful_joker_effect }, // 3
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{ COMMON_JOKER, 5, gluttonous_joker_effect }, // 4
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{ COMMON_JOKER, 3, jolly_joker_effect }, // 5
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{ COMMON_JOKER, 4, zany_joker_effect }, // 6
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{ COMMON_JOKER, 4, mad_joker_effect }, // 7
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{ COMMON_JOKER, 4, crazy_joker_effect }, // 8
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{ COMMON_JOKER, 4, droll_joker_effect }, // 9
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{ COMMON_JOKER, 3, sly_joker_effect }, // 10
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{ COMMON_JOKER, 4, wily_joker_effect }, // 11
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{ COMMON_JOKER, 4, clever_joker_effect }, // 12
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{ COMMON_JOKER, 4, devious_joker_effect }, // 13
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{ COMMON_JOKER, 4, crafty_joker_effect }, // 14
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{ COMMON_JOKER, 5, half_joker_effect }, // 15
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{ UNCOMMON_JOKER, 8, joker_stencil_effect }, // 16
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{ COMMON_JOKER, 5, banner_joker_effect }, // 17
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{ COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18
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{ UNCOMMON_JOKER, 8, fibonnaci_joker_effect }, // 19
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{ UNCOMMON_JOKER, 6, blackboard_joker_effect }, // 20
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{ COMMON_JOKER, 5, mystic_summit_joker_effect }, // 21
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{ COMMON_JOKER, 4, misprint_joker_effect }, // 22
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{ COMMON_JOKER, 4, even_steven_joker_effect }, // 23
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{ COMMON_JOKER, 5, blue_joker_effect }, // 24
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{ COMMON_JOKER, 4, odd_todd_joker_effect }, // 25
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{ COMMON_JOKER, 4, scholar_joker_effect }, // 26
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{ COMMON_JOKER, 4, business_card_joker_effect }, // 27
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// Business card should be paired with Shortcut for palette optimization when it's added
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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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#if 0
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{ COMMON_JOKER, 5, raised_fist_joker_effect },
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{ COMMON_JOKER, 6, reserved_parking_joker_effect },
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{ COMMON_JOKER, 4, scary_face_joker_effect },
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{ COMMON_JOKER, 4, abstract_joker_effect },
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{ UNCOMMON_JOKER, 6, bull_joker_effect},
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{ COMMON_JOKER, 4, smiley_face_joker_effect },
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#endif
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};
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static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry);
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