#include "game.h" #include "joker.h" #include "util.h" #include "hand_analysis.h" #include "list.h" #include "pool.h" #include #define SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, restricted_event, checked_event, effect) \ if (checked_event != restricted_event || scored_card == NULL) \ { \ return effect; \ } #define SCORE_ON_EVENT_ONLY(restricted_event, checked_event, effect) \ if (checked_event != restricted_event) \ { \ return effect; \ } // Joker Effect functions static JokerEffect joker_effect_noop(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { return (JokerEffect){0}; } static JokerEffect default_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.mult = 4; return effect; } static JokerEffect sinful_joker_effect(Card *scored_card, u8 sinful_suit, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (scored_card->suit == sinful_suit) { effect.mult = 3; } return effect; } static JokerEffect greedy_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { return sinful_joker_effect(scored_card, DIAMONDS, joker_event); } static JokerEffect lusty_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { return sinful_joker_effect(scored_card, HEARTS, joker_event); } static JokerEffect wrathful_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { return sinful_joker_effect(scored_card, SPADES, joker_event); } static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { return sinful_joker_effect(scored_card, CLUBS, joker_event); } static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // This is really inefficient but the only way at the moment to check for whole-hand conditions u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 2) { effect.mult = 8; } return effect; } static JokerEffect zany_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // This is really inefficient but the only way at the moment to check for whole-hand conditions u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 3) { effect.mult = 12; } return effect; } static JokerEffect mad_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_two_pair(ranks)) { effect.mult = 10; } return effect; } static JokerEffect crazy_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_straight(ranks)) { effect.mult = 12; } return effect; } static JokerEffect droll_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_flush(suits)) { effect.mult = 10; } return effect; } static JokerEffect sly_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 2) { effect.chips = 50; } return effect; } static JokerEffect wily_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 3) { effect.chips = 100; } return effect; } static JokerEffect clever_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_two_pair(ranks)) { effect.chips = 80; } return effect; } static JokerEffect devious_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_straight(ranks)) { effect.chips = 100; } return effect; } static JokerEffect crafty_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_flush(suits)) { effect.chips = 80; } return effect; } static JokerEffect half_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) int played_size = get_played_top() + 1; if (played_size <= 3) { effect.mult = 20; } return effect; } static JokerEffect joker_stencil_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) List* jokers = get_jokers_list(); // +1 xmult per empty joker slot... int num_jokers = list_get_len(jokers); effect.xmult = (MAX_JOKERS_HELD_SIZE) - num_jokers; // ...and also each stencil_joker adds +1 xmult ListItr itr = list_itr_create(jokers); JokerObject* joker_object; while((joker_object = list_itr_next(&itr))) { if (joker_object->joker->id == STENCIL_JOKER_ID) effect.xmult++; } return effect; } #define MISPRINT_MAX_MULT 23 static JokerEffect misprint_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.mult = random() % (MISPRINT_MAX_MULT + 1); return effect; } static JokerEffect walkie_talkie_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (scored_card->rank == TEN || scored_card->rank == FOUR) { effect.chips = 10; effect.mult = 4; } return effect; } static JokerEffect fibonnaci_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) switch (scored_card->rank) { case ACE: case TWO: case THREE: case FIVE: case EIGHT: effect.mult = 8; break; default: break; } return effect; } static JokerEffect banner_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.chips = 30 * get_num_discards_remaining(); return effect; } static JokerEffect mystic_summit_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) if (get_num_discards_remaining() == 0) { effect.mult = 15; } return effect; } static JokerEffect blackboard_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) bool all_cards_are_spades_or_clubs = true; CardObject** hand = get_hand_array(); int hand_size = hand_get_size(); for (int i = 0; i < hand_size; i++ ) { u8 suit = hand[i]->card->suit; if (suit == HEARTS || suit == DIAMONDS) { all_cards_are_spades_or_clubs = false; break; } } if (all_cards_are_spades_or_clubs) effect.xmult = 3; return effect; } static JokerEffect blue_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.chips = (get_deck_top() + 1) * 2; return effect; } static JokerEffect raised_fist_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_lowest_value_index = &(joker->scoring_state); switch (joker_event) { // Use this event to compute the index of the lowest value card only once. // Aces are always considered high value, even in an ace-low straight case JOKER_EVENT_ON_HAND_PLAYED: // index initialized at 0 but accessed only if // hand_size > 0 so we're never out of bounds *p_lowest_value_index = 0; u8 lowest_value = IMPOSSIBLY_HIGH_CARD_VALUE; CardObject** hand = get_hand_array(); int hand_size = hand_get_size(); for (int i = 0; i < hand_size; i++ ) { u8 value = card_get_value(hand[i]->card); if (lowest_value > value) { *p_lowest_value_index = i; lowest_value = value; } } break; case JOKER_EVENT_ON_CARD_HELD: if (get_scored_card_index() == *p_lowest_value_index) { effect.mult = 2 * card_get_value(scored_card); } break; default: break; } return effect; } static JokerEffect reserved_parking_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_ON_CARD_HELD, joker_event, effect) if ((random() % 2 == 0) && card_is_face(scored_card)) { effect.money++; } return effect; }; static JokerEffect business_card_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if ((random() % 2 == 0) && card_is_face(scored_card)) { effect.money = 2; } return effect; } static JokerEffect scholar_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (scored_card->rank == ACE) { effect.chips = 20; effect.mult = 4; } return effect; } static JokerEffect scary_face_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (card_is_face(scored_card)) { effect.chips = 30; } return effect; } static JokerEffect abstract_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // +1 xmult per occupied joker slot int num_jokers = list_get_len(get_jokers_list()); effect.mult = num_jokers * 3; return effect; } static JokerEffect bull_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.chips = get_money() * 2; return effect; } static JokerEffect smiley_face_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (card_is_face(scored_card)) { effect.mult = 5; } return effect; } static JokerEffect even_steven_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) switch (scored_card->rank) { case KING: case QUEEN: case JACK: break; default: if (card_get_value(scored_card) % 2 == 0) { effect.mult = 4; } break; } return effect; } static JokerEffect odd_todd_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) if (card_get_value(scored_card) % 2 == 1) // todo test ace { effect.chips = 31; } return effect; } static JokerEffect acrobat_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // 0 remaining hands mean we're scoring the last hand if (get_num_hands_remaining() == 0) { effect.xmult = 3; } return effect; } static JokerEffect hanging_chad_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_remaining_retriggers = &(joker->scoring_state); switch (joker_event) { case JOKER_EVENT_ON_HAND_PLAYED: *p_remaining_retriggers = 2; break; // No need to check if this is the first card scored or not // p_remaining_retriggers will always reach 0 on the first card, then retrigger // will be false and scoring will go onto the next card case JOKER_EVENT_ON_CARD_SCORED_END: effect.retrigger = (*p_remaining_retriggers > 0); if (effect.retrigger) { (*p_remaining_retriggers)--; effect.message = "Again!"; } break; default: break; } return effect; } static JokerEffect the_duo_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // This is really inefficient but the only way at the moment to check for whole-hand conditions u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 2) { effect.xmult = 2; } return effect; } static JokerEffect the_trio_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // This is really inefficient but the only way at the moment to check for whole-hand conditions u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 3) { effect.xmult = 3; } return effect; } static JokerEffect the_family_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) // This is really inefficient but the only way at the moment to check for whole-hand conditions u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_n_of_a_kind(ranks) >= 4) { effect.xmult = 4; } return effect; } static JokerEffect the_order_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_straight(ranks)) { effect.xmult = 3; } return effect; } static JokerEffect the_tribe_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) u8 suits[NUM_SUITS]; u8 ranks[NUM_RANKS]; get_played_distribution(ranks, suits); if (hand_contains_flush(suits)) { effect.xmult = 2; } return effect; } static JokerEffect bootstraps_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_INDEPENDENT, joker_event, effect) effect.mult = (get_money() / 5) * 2; return effect; } // Using GBLA_UNUSED, aka __attribute__((unused)), for jokers with no sprites yet to avoid warning // Remove the attribute once they have sprites // no graphics available but ready to be used if wanted when graphics available GBLA_UNUSED static JokerEffect shoot_the_moon_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY(JOKER_EVENT_ON_CARD_HELD, joker_event, effect) if (scored_card->rank == QUEEN) { effect.mult = u32_protected_add(effect.mult, 13); } return effect; } GBLA_UNUSED static JokerEffect photograph_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_first_face_index = &(joker->scoring_state); switch (joker_event) { case JOKER_EVENT_ON_HAND_PLAYED: *p_first_face_index = UNDEFINED; break; case JOKER_EVENT_ON_CARD_SCORED: // has a face card been encountered already, and if not, is the current scoring card a face card? if (*p_first_face_index == UNDEFINED && card_is_face(scored_card)) { *p_first_face_index = get_scored_card_index(); } // if we have a face card index saved, check against it and give mult accordingly // Doing this now will trigger the effect the first time we encounter the face card, // and we will catch potential retriggers if (*p_first_face_index == get_scored_card_index()) { effect.xmult = 2; } break; default: break; } return effect; } // no graphics available but ready to be used if wanted when graphics available GBLA_UNUSED static JokerEffect triboulet_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; SCORE_ON_EVENT_ONLY_WITH_CARD(scored_card, JOKER_EVENT_ON_CARD_SCORED, joker_event, effect) switch (scored_card->rank) { case KING: case QUEEN: effect.xmult = 2; default: break; } return effect; } static JokerEffect dusk_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_last_retriggered_index = &(joker->scoring_state); switch (joker_event) { case JOKER_EVENT_ON_HAND_PLAYED: // start at -1 so that a first index of 0 can satisfy the retrigger condition below *p_last_retriggered_index = UNDEFINED; break; case JOKER_EVENT_ON_CARD_SCORED_END: // Only retrigger current card if it's strictly after the last one we retriggered if (get_num_hands_remaining() == 0) { effect.retrigger = (*p_last_retriggered_index < get_scored_card_index()); if (effect.retrigger) { *p_last_retriggered_index = get_scored_card_index(); effect.message = "Again!"; } } break; default: break; } return effect; } static JokerEffect blueprint_brainstorm_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; // No need for this kind of init since these Jokers // will have their data copied when needed if (joker_event == JOKER_EVENT_ON_JOKER_CREATED || joker_event == JOKER_EVENT_ON_ROUND_END) { return effect; } // find ourselves in the Jokers list List* jokers = get_jokers_list(); ListItr itr = list_itr_create(jokers); JokerObject* copied_joker_object; while((copied_joker_object = list_itr_next(&itr))) { if (copied_joker_object->joker == joker) { break; } } // This shouldn't happen since if we are a scoring Joker, we should always // be part of the Jokers list, but being extra careful doesn't cost much if (copied_joker_object == NULL) { return effect; } // find the copied Joker, may need to bounce around Blueprints and a Brainstorm // If we encounter NULL, we have a Blueprint at the end of the list that can't copy anything. // If we go through a Brainstorms twice, we will be in a loop and need to exit u8 brainstorm_counter = 0; do { switch (copied_joker_object->joker->id) { // get the next Joker for Blueprint case BLUEPRINT_JOKER_ID: copied_joker_object = list_itr_next(&itr); break; // Get the first (leftmost) Joker for Brainstorm case BRAINSTORM_JOKER_ID: brainstorm_counter++; itr = list_itr_create(jokers); copied_joker_object = list_itr_next(&itr); break; // We encountered a Joker that isn't a Copying Joker and copy it now // but how we copy it depends on this Joker's ID because they don't // all handle data the same way. default: u8 copied_joker_id = copied_joker_object->joker->id; const JokerInfo* copied_joker_info = get_joker_registry_entry(copied_joker_id); // Copy the persistent data joker->persistent_state = copied_joker_object->joker->persistent_state; // Then regardless of if we copied the data above, apply the // copied JokerEffect function to the local data effect = copied_joker_info->joker_effect(joker, scored_card, joker_event); // make also sure we don't expire effect.expire = false; // exit the loop copied_joker_object = NULL; break; } } while(copied_joker_object != NULL && brainstorm_counter < 2); return effect; } static JokerEffect hack_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_last_retriggered_index = &(joker->scoring_state); switch (joker_event) { case JOKER_EVENT_ON_HAND_PLAYED: *p_last_retriggered_index = UNDEFINED; break; case JOKER_EVENT_ON_CARD_SCORED_END: // Works the same way as Dusk, but check what rank the card is switch (scored_card->rank) { case TWO: case THREE: case FOUR: case FIVE: effect.retrigger = (*p_last_retriggered_index < get_scored_card_index()); if (effect.retrigger) { *p_last_retriggered_index = get_scored_card_index(); effect.message = "Again!"; } break; } break; default: break; } return effect; } // Note: Joker expiration is not yet implemented so Seltzer cannot be made active before it does. GBLA_UNUSED static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_last_retriggered_idx = &(joker->scoring_state); s32* p_hands_left_until_exp = &(joker->persistent_state); switch (joker_event) { case JOKER_EVENT_ON_JOKER_CREATED: *p_hands_left_until_exp = 10; // remaining retriggered hands break; case JOKER_EVENT_ON_HAND_PLAYED: *p_last_retriggered_idx = UNDEFINED; break; case JOKER_EVENT_ON_CARD_SCORED_END: // Works the same way as Dusk, but checks if it can still trigger if (*p_hands_left_until_exp > 0) { effect.retrigger = (*p_last_retriggered_idx < get_scored_card_index()); if (effect.retrigger) { *p_last_retriggered_idx = get_scored_card_index(); effect.message = "Again!"; } } break; case JOKER_EVENT_ON_HAND_SCORED_END: if (*p_hands_left_until_exp > 0) { (*p_hands_left_until_exp)--; effect.message = "-1"; } else { effect.expire = true; effect.message = "Drank!"; } break; default: break; } return effect; } static JokerEffect sock_and_buskin_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { JokerEffect effect = {0}; s32* p_last_retriggered_face_index = &(joker->scoring_state); switch (joker_event) { case JOKER_EVENT_ON_HAND_PLAYED: *p_last_retriggered_face_index = UNDEFINED; break; case JOKER_EVENT_ON_CARD_SCORED_END: // Works the same way as Dusk, but for face cards effect.retrigger = ((*p_last_retriggered_face_index < get_scored_card_index()) && card_is_face(scored_card)); if (effect.retrigger) { *p_last_retriggered_face_index = get_scored_card_index(); effect.message = "Again!"; } break; default: break; } return effect; } /* The index of a joker in the registry matches its ID. * The joker sprites are matched by ID so the position in the registry * determines the joker's sprite. * Each consecutive NUM_JOKERS_PER_SPRITESHEET (defined in joker.c) jokers * share a spritesheet and thus a color palette. * To make better use of color palettes jokers may be rearranged here * (and put together in the matching spritesheet) to share a color palette. * Otherwise the order is similar to the wiki. */ const JokerInfo joker_registry[] = { { COMMON_JOKER, 2, default_joker_effect }, // DEFAULT_JOKER_ID = 0 { COMMON_JOKER, 5, greedy_joker_effect }, // GREEDY_JOKER_ID = 1 { COMMON_JOKER, 5, lusty_joker_effect }, // etc... 2 { COMMON_JOKER, 5, wrathful_joker_effect }, // 3 { COMMON_JOKER, 5, gluttonous_joker_effect }, // 4 { COMMON_JOKER, 3, jolly_joker_effect }, // 5 { COMMON_JOKER, 4, zany_joker_effect }, // 6 { COMMON_JOKER, 4, mad_joker_effect }, // 7 { COMMON_JOKER, 4, crazy_joker_effect }, // 8 { COMMON_JOKER, 4, droll_joker_effect }, // 9 { COMMON_JOKER, 3, sly_joker_effect }, // 10 { COMMON_JOKER, 4, wily_joker_effect }, // 11 { COMMON_JOKER, 4, clever_joker_effect }, // 12 { COMMON_JOKER, 4, devious_joker_effect }, // 13 { COMMON_JOKER, 4, crafty_joker_effect }, // 14 { COMMON_JOKER, 5, half_joker_effect }, // 15 { UNCOMMON_JOKER, 8, joker_stencil_effect }, // 16 { COMMON_JOKER, 5, photograph_joker_effect, }, // 17 { COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18 { COMMON_JOKER, 5, banner_joker_effect }, // 19 { UNCOMMON_JOKER, 6, blackboard_joker_effect }, // 20 { COMMON_JOKER, 5, mystic_summit_joker_effect }, // 21 { COMMON_JOKER, 4, misprint_joker_effect }, // 22 { COMMON_JOKER, 4, even_steven_joker_effect }, // 23 { COMMON_JOKER, 5, blue_joker_effect }, // 24 { COMMON_JOKER, 4, odd_todd_joker_effect }, // 25 { UNCOMMON_JOKER, 7, joker_effect_noop, }, // 26 Shortcut { COMMON_JOKER, 4, business_card_joker_effect }, // 27 { COMMON_JOKER, 4, scary_face_joker_effect }, // 28 { UNCOMMON_JOKER, 7, bootstraps_joker_effect }, // 29 { UNCOMMON_JOKER, 5, joker_effect_noop }, // 30 Pareidolia { COMMON_JOKER, 6, reserved_parking_joker_effect }, // 31 { COMMON_JOKER, 4, abstract_joker_effect }, // 32 { UNCOMMON_JOKER, 6, bull_joker_effect }, // 33 { RARE_JOKER, 8, the_duo_joker_effect }, // 34 { RARE_JOKER, 8, the_trio_joker_effect }, // 35 { RARE_JOKER, 8, the_family_joker_effect }, // 36 { RARE_JOKER, 8, the_order_joker_effect }, // 37 { RARE_JOKER, 8, the_tribe_joker_effect }, // 38 { RARE_JOKER, 10, blueprint_brainstorm_joker_effect }, // 39 Blueprint { RARE_JOKER, 10, blueprint_brainstorm_joker_effect }, // 40 Brainstorm { COMMON_JOKER, 5, raised_fist_joker_effect }, // 41 { COMMON_JOKER, 4, smiley_face_joker_effect }, // 42 { UNCOMMON_JOKER, 6, acrobat_joker_effect }, // 43 { UNCOMMON_JOKER, 5, dusk_joker_effect }, // 44 { UNCOMMON_JOKER, 6, sock_and_buskin_joker_effect }, // 45 { UNCOMMON_JOKER, 6, hack_joker_effect }, // 46 { COMMON_JOKER, 4, hanging_chad_joker_effect }, // 47 { UNCOMMON_JOKER, 7, joker_effect_noop, }, // 48 Four Fingers { COMMON_JOKER, 4, scholar_joker_effect }, // 49 { UNCOMMON_JOKER, 8, fibonnaci_joker_effect }, // 50 // The following jokers don't have sprites yet, // uncomment them when their sprites are added. #if 0 { UNCOMMON_JOKER, 6, seltzer_joker_effect, }, { COMMON_JOKER, 5, shoot_the_moon_joker_effect, }, #endif }; static const size_t joker_registry_size = NUM_ELEM_IN_ARR(joker_registry); const JokerInfo* get_joker_registry_entry(int joker_id) { if (joker_id < 0 || (size_t)joker_id >= joker_registry_size) { return NULL; } return &joker_registry[joker_id]; } size_t get_joker_registry_size(void) { return joker_registry_size; }