Files
balatro-gba-chinese-jocker-…/include/game.h
T
Rickey 291edaf4f2 Clang format and refactor game.h/c + update Bracket Alignment to BlockIndent (#259)
* Refactor and clang-format game.h/c

* Updated clang-format AlignAfterOpenBracket: BlockIndent and ColumnLimit: 100 and refactored all files accordingly

---------

Co-authored-by: MeirGavish <meir.gavish@gmail.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
2025-12-03 13:49:31 +02:00

145 lines
3.1 KiB
C

#ifndef GAME_H
#define GAME_H
#include <tonc.h>
#define MAX_HAND_SIZE 16
#define MAX_DECK_SIZE 52
#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
#define MAX_SELECTION_SIZE 5
#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
// TODO: Can make these dynamic to support interest-related jokers and vouchers
#define MAX_INTEREST 5
#define INTEREST_PER_5 1
// Input bindings
#define SELECT_CARD KEY_A
#define DESELECT_CARDS KEY_B
#define PEEK_DECK KEY_L // Not implemented
#define SORT_HAND KEY_R
#define PAUSE_GAME KEY_START // Not implemented
#define SELL_KEY KEY_L
struct List;
typedef struct List List;
// Utility functions for other files
typedef struct CardObject CardObject;
typedef struct Card Card;
typedef struct JokerObject JokerObject;
enum BackgroundId
{
BG_NONE,
BG_CARD_SELECTING,
BG_CARD_PLAYING,
BG_ROUND_END,
BG_SHOP,
BG_BLIND_SELECT,
BG_MAIN_MENU
};
// Enum value names in ../include/def_state_info_table.h
enum GameState
{
#define DEF_STATE_INFO(stateEnum, on_init, on_update, on_exit) stateEnum,
#include "def_state_info_table.h"
#undef DEF_STATE_INFO
GAME_STATE_MAX,
GAME_STATE_UNDEFINED
};
enum HandState
{
HAND_DRAW,
HAND_SELECT,
// This is actually a misnomer because it's used for the deck
// but it mechanically makes sense to be a state of the hand
HAND_SHUFFLING,
HAND_DISCARD,
HAND_PLAY,
HAND_PLAYING
};
enum PlayState
{
PLAY_STARTING,
PLAY_BEFORE_SCORING,
PLAY_SCORING_CARDS,
PLAY_SCORING_CARD_JOKERS,
PLAY_SCORING_HELD_CARDS,
PLAY_SCORING_INDEPENDENT_JOKERS,
PLAY_SCORING_HAND_SCORED_END,
PLAY_ENDING,
PLAY_ENDED
};
// Hand types
enum HandType
{
NONE,
HIGH_CARD,
PAIR,
TWO_PAIR,
THREE_OF_A_KIND,
FOUR_OF_A_KIND,
STRAIGHT,
FLUSH,
FULL_HOUSE,
STRAIGHT_FLUSH,
ROYAL_FLUSH,
FIVE_OF_A_KIND,
FLUSH_HOUSE,
FLUSH_FIVE
};
typedef struct
{
int substate;
void (*on_init)();
void (*on_update)();
void (*on_exit)();
} StateInfo;
// Game functions
void game_init();
void game_update();
void game_change_state(enum GameState new_game_state);
CardObject** get_hand_array(void);
int get_hand_top(void);
int hand_get_size(void);
CardObject** get_played_array(void);
int get_played_top(void);
int get_scored_card_index(void);
bool is_joker_owned(int joker_id);
bool card_is_face(Card* card);
List* get_jokers_list(void);
List* get_expired_jokers_list(void);
int get_deck_top(void);
int get_num_discards_remaining(void);
int get_num_hands_remaining(void);
u32 get_chips(void);
void set_chips(u32 new_chips);
void display_chips();
u32 get_mult(void);
void set_mult(u32 new_mult);
void display_mult();
int get_money(void);
void set_money(int new_money);
void display_money();
void set_retrigger(bool new_retrigger);
int get_game_speed(void);
void set_game_speed(int new_game_speed);
// joker specific functions
bool is_shortcut_joker_active(void);
int get_straight_and_flush_size(void);
#endif // GAME_H