Refactor shop code to use generic Item (#536)

* Turned SpriteObject into a member of JokerObject and CardObject and expiremented with casting

* Extracted shop code to use generic `SpriteObject`

* Extracted shop joker generation to a function

* Renamed object -> item

* Added setters and getters for `SpriteObject` members and updated all accesses to use them with casting (AI used for tedious work and reviewed - model Raptor mini)

* Added sprite_object_set_vx() because sprite_object_set_vy() exists and reordered the function order to have x,y parameters first, then targets

* Added Item object to act as a purchasable interface for the shop - AI used (model Raptor mini)

* Added -fms-extensions and switched to anonymous inheritance

* Fixed anonymous inheritance for joker and added direct access for that too

* fix build error from previous commit + clang-format

* Fixed build errors + clang-format for real this time (I hope...)

* clang-format one last time, I don't understand it anymore

* clang-format is annoying

* Added uses of CHECK_NULL_ARG macros

* Merged item_defs.h into item.h and fixed build error from previous commit

* clang-format...?

* Changed sprite_object_new() into sprite_object_init() and made it accept a parameter instead of returning one to make it less awkward

* Updated sprite_object_init() documentation

* Updated sprite_object_destroy documentation

* More clang-format

* Renamed add_to_inventory to acquire and updated documentation

* Added function documentations

* Update documentation + swap order of consumable and playing card types

* Added documentation for new files (+ small addition to button.h)

* clang-format

* Used typedef

* A bit more documentation

* Changed sho pcode to use generic Item instead of SpriteObject

* clang-format + fixed NULL-check error

* Revert weird clang-format...?

* clang-format for real

* Fixed errors from rebase on log_function_name

* Fixed build errors from rebase on main

* Added some more documentation about first member struct inheritance

* typo fix

* typo fix for real

* Removed SpriteObject field getters/setters (AI used - model Raptor mini)

* Renamed item_acquire -> item_on_acquired

* Added item_can_acquire()

* clang-format

* Fixed some sprite issues but not all...

* Fixed some more issues

* Cleanup JokerObject some more JokerObjects in the shop

* Added `item_destroy()`

* Added item_set_available_to_shop, CHECK_ITEM_TYPE macros + small documentation updates

* Another small JokerObject->Item replacement

* Removed item_set_available_to_shop and replaced with item_roll_new() and item_dispose(), also changed "available_to_shop" semantics to "rollable"

* Re-applied changes from game.c to round.c after rebase on main

* Added partial implementations of item functions for playing cards

* Line endings fix...

* Macro renames, function documentations

* Updated documentations

* Apply fixes from Copilot review

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Fix card_object_get_buy_price type checking

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Avoid double pointer cast on dispose

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Apply suggestions from @ricfehr3's code review

Co-authored-by: Rickey <ric@rf3.xyz>

* Remove redundant comments

* Moved error checking before joker_get_random_rarity

Co-authored-by: Rickey <ric@rf3.xyz>

* Fixed build error from rebase

* clang-format

* Added doxygen documentation for Item explaining inheritance

* Removed unnecessary comment

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Rickey <ric@rf3.xyz>
This commit is contained in:
MeirGavish
2026-07-09 09:13:51 +03:00
committed by GitHub
co-authored by Copilot Autofix powered by AI Rickey
parent 369c680cb7
commit d24b0b5619
23 changed files with 796 additions and 329 deletions
+29 -7
View File
@@ -1,6 +1,8 @@
#include "card.h"
#include "graphic_utils.h"
#include "item.h"
#include "util.h"
#include <maxmod.h>
#include <stdlib.h>
@@ -101,9 +103,10 @@ u8 card_get_value(Card* card)
CardObject* card_object_new(Card* card)
{
CardObject* card_object = POOL_GET(CardObject);
sprite_object_init((SpriteObject*)card_object);
card_object->card = card;
card_object->sprite_object = sprite_object_new();
card_object->type = ITEM_TYPE_PLAYING_CARD;
card_object->selected = false;
return card_object;
@@ -113,7 +116,7 @@ void card_object_destroy(CardObject** card_object)
{
if (*card_object == NULL)
return;
sprite_object_destroy(&((*card_object)->sprite_object));
sprite_object_destroy((SpriteObject*)(*card_object));
POOL_FREE(CardObject, *card_object);
*card_object = NULL;
}
@@ -134,7 +137,7 @@ void card_object_set_sprite(CardObject* card_object, int layer)
CARD_PB,
layer + CARD_STARTING_LAYER
);
sprite_object_set_sprite(card_object->sprite_object, sprite);
sprite_object_set_sprite((SpriteObject*)card_object, sprite);
}
void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer)
@@ -152,12 +155,12 @@ void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType dec
DECK_SPRITES_PB,
layer + CARD_STARTING_LAYER
);
sprite_object_set_sprite(card_object->sprite_object, sprite);
sprite_object_set_sprite((SpriteObject*)card_object, sprite);
}
void card_object_shake(CardObject* card_object, mm_word sound_id)
{
sprite_object_shake(card_object->sprite_object, sound_id);
sprite_object_shake((SpriteObject*)card_object, sound_id);
}
void card_object_set_selected(CardObject* card_object, bool selected)
@@ -178,5 +181,24 @@ Sprite* card_object_get_sprite(CardObject* card_object)
{
if (card_object == NULL)
return NULL;
return sprite_object_get_sprite(card_object->sprite_object);
return sprite_object_get_sprite((SpriteObject*)card_object);
}
int card_object_get_buy_price(Item* card_object)
{
GBAL_RETURN_IF_NULL_RET(card_object, UNDEFINED);
ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(card_object, ITEM_TYPE_PLAYING_CARD, UNDEFINED);
return 1;
}
void card_object_dispose(Item** card_object_item)
{
GBAL_RETURN_IF_NULL_VOID(card_object_item);
GBAL_RETURN_IF_NULL_VOID(*card_object_item);
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*card_object_item, ITEM_TYPE_PLAYING_CARD);
CardObject* card_object = (CardObject*)(*card_object_item);
card_object_destroy(&card_object);
*card_object_item = NULL;
}