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
+26 -29
View File
@@ -783,7 +783,7 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
sound_played = true;
}
if (hand[card_idx]->sprite_object->x >= *hand_x)
if (hand[card_idx]->x >= *hand_x)
{
discard_push(hand[card_idx]->card);
@@ -801,8 +801,8 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
// and we end up with an element at `card_idx` that is still NULL.
if (hand[card_idx] != NULL)
{
*hand_y = hand[card_idx]->sprite_object->y;
*hand_x = hand[card_idx]->sprite_object->x;
*hand_y = hand[card_idx]->y;
*hand_x = hand[card_idx]->x;
}
}
@@ -1138,8 +1138,8 @@ static inline void card_draw(void)
const FIXED deck_x = int2fx(CARD_DRAW_POS.x);
const FIXED deck_y = int2fx(CARD_DRAW_POS.y);
card_object->sprite_object->x = deck_x;
card_object->sprite_object->y = deck_y;
card_object->x = deck_x;
card_object->y = deck_y;
set_hand_top(get_hand_top() + 1);
get_hand_array()[get_hand_top()] = card_object;
@@ -1190,16 +1190,16 @@ static inline void game_round_discarded_cards_loop(void)
// Set the sprite for the discarded card object
card_object_set_sprite(discarded_card_object, 0);
sprite_object_reset_transform(discarded_card_object->sprite_object);
sprite_object_reset_transform((SpriteObject*)discarded_card_object);
discarded_card_object->sprite_object->tx = int2fx(204);
discarded_card_object->sprite_object->ty = int2fx(112);
discarded_card_object->sprite_object->x = int2fx(240);
discarded_card_object->sprite_object->y = int2fx(80);
discarded_card_object->tx = int2fx(204);
discarded_card_object->ty = int2fx(112);
discarded_card_object->x = int2fx(240);
discarded_card_object->y = int2fx(80);
}
else
{
if (discarded_card_object->sprite_object->y >= discarded_card_object->sprite_object->ty)
if (discarded_card_object->y >= discarded_card_object->ty)
{
deck_push(discarded_card_object->card); // Put the card back into the deck
card_object_destroy(&discarded_card_object);
@@ -1301,13 +1301,13 @@ static inline void cards_in_hand_update_loop(void)
{
hand_y -= int2fx(CARD_FOCUSED_SEL_Y);
}
if (i != selected_card_idx && hand[i]->sprite_object->y > hand_y)
if (i != selected_card_idx && hand[i]->y > hand_y)
{
hand[i]->sprite_object->y = hand_y;
hand[i]->y = hand_y;
// Set target y to match y. Ensures target is updated even when vy becomes
// 0, preventing immediate snap back.
hand[i]->sprite_object->ty = hand_y;
hand[i]->sprite_object->vy = 0;
hand[i]->ty = hand_y;
hand[i]->vy = 0;
}
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
@@ -1339,7 +1339,7 @@ static inline void cards_in_hand_update_loop(void)
{
card_object_set_selected(hand[i], false);
played_push(hand[i]);
sprite_destroy(&hand[i]->sprite_object->sprite);
sprite_destroy(&hand[i]->sprite);
hand[i] = NULL;
reorder_card_sprites_layers();
@@ -1376,8 +1376,8 @@ static inline void cards_in_hand_update_loop(void)
break;
}
hand[i]->sprite_object->tx = hand_x;
hand[i]->sprite_object->ty = hand_y;
hand[i]->tx = hand_x;
hand[i]->ty = hand_y;
}
}
}
@@ -1526,14 +1526,14 @@ static inline void play_starting_played_cards_update(int played_idx)
}
}
played[played_idx]->sprite_object->tx =
played[played_idx]->tx =
int2fx(HAND_PLAY_POS.x) + (int2fx(played_top - played_idx) - int2fx(played_top) / 2) * -27;
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
played[played_idx]->ty = int2fx(HAND_PLAY_POS.y);
card_selected = card_object_is_selected(played[played_idx]);
if (card_selected && played_top - played_idx >= scored_card_index)
{
played[played_idx]->sprite_object->ty -= int2fx(10);
played[played_idx]->ty -= int2fx(10);
}
}
@@ -1593,10 +1593,7 @@ static inline bool play_scoring_cards_update(void)
if (card_object_is_selected(scored_card_object))
{
// Offset of 1 tile to keep the text on the card
tte_set_pos(
fx2int(scored_card_object->sprite_object->x) + TILE_SIZE,
SCORED_CARD_TEXT_Y
);
tte_set_pos(fx2int(scored_card_object->x) + TILE_SIZE, SCORED_CARD_TEXT_Y);
// Set text color to blue from background memory
tte_set_special(TTE_BLUE_PB * TTE_SPECIAL_PB_MULT_OFFSET);
@@ -1809,7 +1806,7 @@ static inline void play_ending_played_cards_update(int played_idx)
if (card_object_is_selected(played[played_idx]) && played_top - played_idx >= scored_card_index)
{
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
played[played_idx]->ty = int2fx(HAND_PLAY_POS.y);
}
}
@@ -1837,7 +1834,7 @@ static bool play_ended_played_cards_update(int played_idx)
}
// card has exited the screen, now discard it and set it to NULL
if (played[played_idx]->sprite_object->x >= int2fx(CARD_DISCARD_PNT.x))
if (played[played_idx]->x >= int2fx(CARD_DISCARD_PNT.x))
{
discard_push(played[played_idx]->card); // Push the card to the discard pile
card_object_destroy(&played[played_idx]);
@@ -1870,7 +1867,7 @@ static bool play_ended_played_cards_update(int played_idx)
}
// put target X position off screen to the right
played[played_idx]->sprite_object->tx = int2fx(CARD_DISCARD_PNT.x);
played[played_idx]->tx = int2fx(CARD_DISCARD_PNT.x);
discarded_card = true;
}
@@ -1968,7 +1965,7 @@ static inline void played_cards_update_loop(void)
break;
}
played[played_idx]->sprite_object->tscale = FIX_ONE;
played[played_idx]->tscale = FIX_ONE;
}
}