221b6d77c0
* Options menu revamp * Implement readable card sprites * redraw characters to fix the original style * clang format * remove usage of UNDEFINED (-1) for unsigned values * typo * change save fix for something cleaner * remove dependency to game_variables.h from card.c * Make the palette look less silly ^^' * Address @ricfehr3's comments * clang format * quick rename * clang format --------- Co-authored-by: Geralt <84459734+MathisMartin31@users.noreply.github.com> Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com> Co-authored-by: Turro75 <valerio.turrini@gmail.com>
84 lines
1.9 KiB
C
84 lines
1.9 KiB
C
#ifndef CARD_H
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#define CARD_H
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#include "sprite.h"
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#include <maxmod.h>
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#include <tonc.h>
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#define MAX_CARDS (NUM_SUITS * NUM_RANKS)
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#define MAX_CARDS_ON_SCREEN 16
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#define CARD_TID 0
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#define CARD_SPRITE_OFFSET 16
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#define CARD_PB 0
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#define CARD_STARTING_LAYER 0
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// Card suits
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#define DIAMONDS 0
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#define CLUBS 1
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#define HEARTS 2
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#define SPADES 3
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#define NUM_SUITS 4
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// Card ranks
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#define TWO 0
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#define THREE 1
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#define FOUR 2
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#define FIVE 3
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#define SIX 4
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#define SEVEN 5
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#define EIGHT 6
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#define NINE 7
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#define TEN 8
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#define JACK 9
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#define QUEEN 10
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#define KING 11
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#define ACE 12
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#define NUM_RANKS 13
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#define RANK_OFFSET 2 // Because the first rank is 2 and ranks start at 0
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#define IMPOSSIBLY_HIGH_CARD_VALUE 100
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// Card sprites
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#define DEFAULT_HIGH_CONTRAST false
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#define DEFAULT_MORE_READABLE false
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// Card types
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typedef struct Card
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{
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u8 suit;
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u8 rank;
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} Card;
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typedef struct CardObject
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{
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Card* card;
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SpriteObject* sprite_object;
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bool selected;
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} CardObject;
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// Card sprites accessibility functions
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void set_cards_high_contrast(bool enable);
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void set_cards_more_readable(bool enable);
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bool get_cards_high_contrast(void);
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bool get_cards_more_readable(void);
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// Card methods
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Card* card_new(u8 suit, u8 rank);
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void card_destroy(Card** card);
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u8 card_get_value(Card* card);
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// CardObject methods
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CardObject* card_object_new(Card* card);
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void card_object_destroy(CardObject** card_object);
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void card_object_update(CardObject* card_object); // Update the card object position and scale
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void card_object_set_sprite(CardObject* card_object, int layer);
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void card_object_shake(CardObject* card_object, mm_word sound_id);
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void card_object_set_selected(CardObject* card_object, bool selected);
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bool card_object_is_selected(CardObject* card_object);
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Sprite* card_object_get_sprite(CardObject* card_object);
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#endif // CARD_H
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