#include "joker.h" #include "util.h" #include "hand_analysis.h" static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) effect.mult = 4; return effect; } static JokerEffect sinful_joker_effect(Card *scored_card, u8 sinful_suit) { JokerEffect effect = {0}; if (scored_card != NULL && scored_card->suit == sinful_suit) effect.mult = 3; return effect; } static JokerEffect greedy_joker_effect(Joker *joker, Card *scored_card) { return sinful_joker_effect(scored_card, DIAMONDS); } static JokerEffect lusty_joker_effect(Joker *joker, Card *scored_card) { return sinful_joker_effect(scored_card, HEARTS); } static JokerEffect wrathful_joker_effect(Joker *joker, Card *scored_card) { return sinful_joker_effect(scored_card, SPADES); } static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card) { return sinful_joker_effect(scored_card, CLUBS); } static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet // 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet if (get_played_top() + 1 <= 3) // game.c has hand_get_size() but it's not accesible here effect.mult = 20; return effect; } 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... { COMMON_JOKER, 5, wrathful_joker_effect }, { COMMON_JOKER, 5, gluttonous_joker_effect }, { COMMON_JOKER, 3, jolly_joker_effect }, { COMMON_JOKER, 4, zany_joker_effect }, { COMMON_JOKER, 4, mad_joker_effect }, { COMMON_JOKER, 4, crazy_joker_effect }, { COMMON_JOKER, 4, droll_joker_effect }, { COMMON_JOKER, 3, sly_joker_effect }, { COMMON_JOKER, 4, wily_joker_effect }, { COMMON_JOKER, 4, clever_joker_effect }, { COMMON_JOKER, 4, devious_joker_effect }, { COMMON_JOKER, 4, crafty_joker_effect }, { COMMON_JOKER, 5, half_joker_effect }, }; 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; }