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
parent 369c680cb7
commit d24b0b5619
23 changed files with 796 additions and 329 deletions
+170 -14
View File
@@ -4,6 +4,8 @@
#include "game/round.h"
#include "game_variables.h"
#include "graphic_utils.h"
#include "layout.h"
#include "mgba_logger.h"
#include "pool.h"
#include "random.h"
#include "soundbank.h"
@@ -11,6 +13,7 @@
// Tiles and palettes
#include "card_rarity_pal_gfx.h"
#include "item.h"
#include "joker_gfx.h"
#include <maxmod.h>
@@ -58,6 +61,8 @@ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for j
static int joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS];
static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0};
BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS)
// See linked issue for context of maps
// https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538
@@ -179,12 +184,16 @@ u16 joker_get_rarity_color(u8 rarity, bool main_color)
return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)];
}
int joker_get_buy_price(const Joker* joker)
{
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
return joker->value;
}
int joker_get_sell_value(const Joker* joker)
{
if (joker == NULL)
{
return UNDEFINED;
}
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
return joker->value / 2;
}
@@ -194,6 +203,8 @@ JokerObject* joker_object_new(Joker* joker)
{
JokerObject* joker_object = POOL_GET(JokerObject);
sprite_object_init((SpriteObject*)joker_object);
int layer = 0;
for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
{
@@ -206,7 +217,8 @@ JokerObject* joker_object_new(Joker* joker)
}
joker_object->joker = joker;
joker_object->sprite_object = sprite_object_new();
joker_object->type = ITEM_TYPE_JOKER;
int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
@@ -222,7 +234,7 @@ JokerObject* joker_object_new(Joker* joker)
);
sprite_object_set_sprite(
joker_object->sprite_object,
(SpriteObject*)joker_object,
sprite_new(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
@@ -250,18 +262,162 @@ void joker_object_destroy(JokerObject** joker_object)
UNDEFINED;
}
sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
joker_destroy(&(*joker_object)->joker); // Destroy the joker
sprite_object_destroy((SpriteObject*)(*joker_object));
joker_destroy(&(*joker_object)->joker);
POOL_FREE(JokerObject, *joker_object);
*joker_object = NULL;
}
void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
void joker_object_dispose(Item** joker_object_item)
{
sprite_object_shake(joker_object->sprite_object, sound_id);
GBAL_RETURN_IF_NULL_VOID(joker_object_item);
GBAL_RETURN_IF_NULL_VOID(*joker_object_item);
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*joker_object_item, ITEM_TYPE_JOKER);
JokerObject* joker_object = (JokerObject*)(*joker_object_item);
GBAL_RETURN_IF_NULL_VOID(joker_object->joker);
joker_set_rollable(joker_object->joker->id, true);
joker_object_destroy(&joker_object);
*joker_object_item = NULL;
}
void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
{
sprite_object_shake((SpriteObject*)joker_object, sound_id);
}
int joker_object_get_buy_price(Item* joker_object)
{
GBAL_RETURN_IF_NULL_RET(joker_object, UNDEFINED);
ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(joker_object, ITEM_TYPE_JOKER, UNDEFINED);
return ((JokerObject*)joker_object)->joker->value;
}
void joker_object_add_to_owned(Item* joker_object)
{
GBAL_RETURN_IF_NULL_VOID(joker_object);
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(joker_object, ITEM_TYPE_JOKER);
joker_object->ty = int2fx(HELD_JOKERS_POS.y);
add_joker((JokerObject*)joker_object);
}
void joker_set_rollable(int joker_id, bool rollable)
{
bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable);
}
/**
* @brief Computes the number of Jokers we can currently roll in the Shop.
* The Jokers we own is taken into account and can't be rolled again.
*/
static inline int get_num_rollable_jokers(void)
{
return bitset_num_set_bits(&s_rollable_jokers_bitset);
}
/**
* @brief Returns true if we can't roll any Joker
*/
static inline bool no_rollable_jokers(void)
{
return bitset_is_empty(&s_rollable_jokers_bitset);
}
GBAL_UNUSED
static inline bool joker_is_rollable(int joker_id)
{
return bitset_get_idx(&s_rollable_jokers_bitset, joker_id);
}
void joker_reset_rollable_jokers(void)
{
int num_jokers = get_joker_registry_size();
bitset_clear(&s_rollable_jokers_bitset);
for (int i = 0; i < num_jokers; i++)
{
bitset_set_idx(&s_rollable_jokers_bitset, i, true);
}
}
/**
* @brief Rolls a random Joker among the available ones
*/
static int joker_roll_id(void)
{
// Now determine how many jokers are available based on the rarity
int jokers_avail_size = get_num_rollable_jokers();
if (jokers_avail_size == 0)
return UNDEFINED;
// Roll for what rarity the joker will be
int joker_rarity = joker_get_random_rarity();
int matching_joker_ids[jokers_avail_size];
int fallback_random_idx = rng_get_u32() % jokers_avail_size;
int fallback_random_joker_id = UNDEFINED;
int match_count = 0;
BitsetItr itr = bitset_itr_create(&s_rollable_jokers_bitset);
int i = 0;
int joker_id = UNDEFINED;
while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
{
if (i++ == fallback_random_idx)
fallback_random_joker_id = joker_id;
const JokerInfo* info = get_joker_registry_entry(joker_id);
if (info->rarity == joker_rarity)
{
matching_joker_ids[match_count++] = joker_id;
}
}
int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
: fallback_random_joker_id;
return selected_joker_id;
}
Item* joker_object_roll_new(void)
{
if (no_rollable_jokers())
return NULL;
int joker_id = 0;
#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
if (joker_is_rollable(TEST_JOKER_ID0))
{
joker_id = TEST_JOKER_ID0;
}
else
#endif
#ifdef TEST_JOKER_ID1
if (joker_is_rollable(TEST_JOKER_ID1))
{
joker_id = TEST_JOKER_ID1;
}
else
#endif
{
joker_id = joker_roll_id();
}
// If for some reason only no joker is left, don't make another
if (joker_id == UNDEFINED)
return NULL;
joker_set_rollable(joker_id, false);
return (Item*)joker_object_new(joker_new(joker_id));
}
static void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
{
tte_set_pos(*cursor_pos_x, *cursor_pos_y);
tte_set_special(color_pb * TTE_SPECIAL_PB_MULT_OFFSET);
@@ -305,12 +461,12 @@ bool joker_object_score(
{
// display the text on top of the card instead of below the Joker for Held Cards effects
// scored_card cannot be NULL here because of the joker event
cursorPosX += fx2int(card_object->sprite_object->x);
cursorPosX += fx2int(card_object->x);
cursorPosY = HELD_CARD_SCORE_TEXT_Y;
}
else
{
cursorPosX += fx2int(joker_object->sprite_object->x);
cursorPosX += fx2int(joker_object->x);
cursorPosY = JOKER_SCORE_TEXT_Y;
}
@@ -375,7 +531,7 @@ Sprite* joker_object_get_sprite(JokerObject* joker_object)
{
if (joker_object == NULL)
return NULL;
return sprite_object_get_sprite(joker_object->sprite_object);
return sprite_object_get_sprite((SpriteObject*)joker_object);
}
int joker_get_random_rarity()