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>
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@@ -33,8 +33,8 @@ bool jokers_sel_row_on_selection_changed(
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// Don't change focus from current Joker if swapping
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if (joker_object != NULL && !swapping)
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{
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sprite_object_erase_text_under(joker_object->sprite_object);
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sprite_object_set_focus(joker_object->sprite_object, false);
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sprite_object_erase_text_under((SpriteObject*)joker_object);
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sprite_object_set_focus((SpriteObject*)joker_object, false);
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}
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}
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@@ -46,7 +46,7 @@ bool jokers_sel_row_on_selection_changed(
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{
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if (!swapping)
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{
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sprite_object_set_focus(joker_object->sprite_object, true);
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sprite_object_set_focus((SpriteObject*)joker_object, true);
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}
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// If we land on this row while the A button is being held, we are in swapping mode
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// This means that we need to hide the price, whether we were already
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@@ -54,7 +54,7 @@ bool jokers_sel_row_on_selection_changed(
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if (!key_is_down(SELECT_CARD))
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{
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sprite_object_print_price_under(
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joker_object->sprite_object,
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(SpriteObject*)joker_object,
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joker_get_sell_value(joker_object->joker)
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);
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}
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@@ -75,8 +75,8 @@ bool jokers_sel_row_on_selection_changed(
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static inline void joker_start_discard_animation(JokerObject* joker_object)
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{
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joker_object->sprite_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
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joker_object->sprite_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
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joker_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
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joker_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
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list_push_back(get_discarded_jokers_list(), joker_object);
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}
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@@ -90,7 +90,7 @@ static inline void game_sell_joker(int joker_idx)
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(owned_jokers_list, joker_idx);
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g_game_vars.money += joker_get_sell_value(joker_object->joker);
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display_money();
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sprite_object_erase_text_under(joker_object->sprite_object);
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sprite_object_erase_text_under((SpriteObject*)joker_object);
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remove_owned_joker(joker_idx);
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@@ -104,12 +104,12 @@ void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* sel
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{
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if (key_hit(SELECT_CARD))
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{
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sprite_object_erase_text_under(joker_object->sprite_object);
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sprite_object_erase_text_under((SpriteObject*)joker_object);
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}
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else if (key_released(SELECT_CARD))
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{
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sprite_object_print_price_under(
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joker_object->sprite_object,
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(SpriteObject*)joker_object,
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joker_get_sell_value(joker_object->joker)
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);
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}
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