#include "game.h" #include "joker.h" #include "util.h" #include "hand_analysis.h" #include "list.h" #include 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 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet List* jokers = get_jokers(); // +1 xmult per empty joker slot... int num_jokers = list_get_size(jokers); effect.xmult = (MAX_JOKERS_HELD_SIZE) - num_jokers; // ...and also each stencil_joker adds +1 xmult for (int i = 0; i < num_jokers; i++ ) { JokerObject* joker_object = list_get(jokers, i); if (joker_object->joker->id == JOKER_STENCIL_ID) effect.xmult++; } return effect; } #define MISPRINT_MAX_MULT 23 static JokerEffect misprint_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 effect.mult = random() % (MISPRINT_MAX_MULT + 1); return effect; } static JokerEffect walkie_talkie_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return 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) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; switch (scored_card->rank) { case ACE: case TWO: case THREE: case FIVE: case EIGHT: effect.mult = 8; default: break; } return effect; } static JokerEffect banner_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 effect.chips = 30 * get_num_discards_remaining(); return effect; } static JokerEffect mystic_summit_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_num_discards_remaining() == 0) effect.mult = 15; return effect; } static JokerEffect blackboard_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 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) { JokerEffect effect = {0}; if (scored_card != NULL) return effect; // if card != null, we are not at the end-phase of scoring yet effect.chips = (get_deck_top() + 1) * 2; return effect; } // Using __attribute__((unused)) for jokers with no sprites yet to avoid warning // Remove the attribute once they have sprites __attribute__((unused)) static JokerEffect raised_fist_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 // Find the lowest rank card in hand // Aces are always considered high value, even in an ace-low straight 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) lowest_value = value; } if (lowest_value != IMPOSSIBLY_HIGH_CARD_VALUE) effect.mult = lowest_value * 2; return effect; } __attribute__((unused)) static JokerEffect reserved_parking_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 CardObject** hand = get_hand_array(); int hand_size = hand_get_size(); for (int i = 0; i < hand_size; i++ ) { switch (hand[i]->card->rank) { case KING: case QUEEN: case JACK: if (random() % 2 == 0) effect.money += 1; default: break; } } return effect; }; static JokerEffect business_card_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; switch (scored_card->rank) { case KING: case QUEEN: case JACK: if (random() % 2 == 0) effect.money = 2; default: break; } return effect; } static JokerEffect scholar_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; if (scored_card->rank == ACE) { effect.chips = 20; effect.mult = 4; } return effect; } __attribute__((unused)) static JokerEffect scary_face_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; switch (scored_card->rank) { case KING: case QUEEN: case JACK: effect.chips = 30; default: break; } return effect; } __attribute__((unused)) static JokerEffect abstract_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 // +1 xmult per occupied joker slot int num_jokers = list_get_size(get_jokers()); effect.mult = num_jokers * 3; return effect; } __attribute__((unused)) static JokerEffect bull_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 effect.chips = get_money() * 2; return effect; } __attribute__((unused)) static JokerEffect smiley_face_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; switch (scored_card->rank) { case KING: case QUEEN: case JACK: effect.mult = 5; default: break; } return effect; } static JokerEffect even_steven_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; if (card_get_value(scored_card) % 2 == 0) { switch (scored_card->rank) { case KING: case QUEEN: case JACK: break; default: effect.mult = 4; } } return effect; } static JokerEffect odd_todd_joker_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; if (scored_card == NULL) return effect; if (card_get_value(scored_card) % 2 == 1) // todo test ace effect.chips = 31; 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, banner_joker_effect }, // 17 { COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18 { UNCOMMON_JOKER, 8, fibonnaci_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 { COMMON_JOKER, 4, scholar_joker_effect }, // 26 { COMMON_JOKER, 4, business_card_joker_effect }, // 27 // Business card should be paired with Shortcut for palette optimization when it's added // The following jokers don't have sprites yet, // uncomment them when their sprites are added. #if 0 { COMMON_JOKER, 5, raised_fist_joker_effect }, { COMMON_JOKER, 6, reserved_parking_joker_effect }, { COMMON_JOKER, 4, scary_face_joker_effect }, { COMMON_JOKER, 4, abstract_joker_effect }, { UNCOMMON_JOKER, 6, bull_joker_effect}, { COMMON_JOKER, 4, smiley_face_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; }