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:
co-authored by
Copilot Autofix powered by AI
Rickey
parent
369c680cb7
commit
d24b0b5619
+22
-4
@@ -602,7 +602,7 @@ void game_run_setup_on_init(void)
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card_object_set_sprite_face_down(run_setup_deck, g_game_vars.deck, 0);
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sprite_object_position(
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run_setup_deck->sprite_object,
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(SpriteObject*)run_setup_deck,
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RUN_SETUP_DECK_SPRITE_T_X,
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RUN_SETUP_DECK_SPRITE_T_Y
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);
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@@ -650,7 +650,13 @@ void game_run_setup_on_exit(void)
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static void choose_deck_substate_init(void)
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{
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// Show Deck sprite, name and TODO: description
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obj_unhide(run_setup_deck->sprite_object->sprite->obj, ATTR0_AFF);
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{
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Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
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if (deck_sprite != NULL)
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{
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obj_unhide(deck_sprite->obj, ATTR0_AFF);
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}
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}
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print_deck_name(g_game_vars.deck, RUN_SETUP_DECK_NAME_TEXT_POS);
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print_deck_description(g_game_vars.deck, RUN_SETUP_DECK_DESC_TEXT_POS);
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@@ -815,7 +821,13 @@ static void seed_keyboard_substate_init(void)
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tte_erase_rect_wrapper(RUN_SETUP_DECK_NAME_DESC_RECT);
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// Hide Deck card sprite
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obj_hide(run_setup_deck->sprite_object->sprite->obj);
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{
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Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
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if (deck_sprite != NULL)
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{
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obj_hide(deck_sprite->obj);
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}
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}
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// Clean deck swap screen with frame BG color
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main_bg_se_copy_expand_tile(
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@@ -1110,7 +1122,13 @@ static void resume_substate_init(void)
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tab_set_highlight(RUN_SETUP_TAB_RESUME);
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// Show Deck card sprite
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obj_unhide(run_setup_deck->sprite_object->sprite->obj, ATTR0_AFF);
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{
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Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
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if (deck_sprite != NULL)
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{
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obj_unhide(deck_sprite->obj, ATTR0_AFF);
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}
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}
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}
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// COMMON BUTTONS
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