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balatro-gba-chinese-jocker-…/source/joker_effects.c
T
2025-11-12 14:11:16 +02:00

1092 lines
30 KiB
C

#include "game.h"
#include "joker.h"
#include "util.h"
#include "hand_analysis.h"
#include "list.h"
#include "pool.h"
#include <stdlib.h>
#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 == JOKER_STENCIL_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->data);
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->data);
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);
*p_remaining_retriggers -= 1;
if (effect.retrigger)
{
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 __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
__attribute__((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 += 13;
}
return effect;
}
__attribute__((unused))
static JokerEffect photograph_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s32* p_first_face_index = &(joker->data);
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
__attribute__((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->data);
switch (joker_event)
{
case JOKER_EVENT_ON_HAND_PLAYED:
*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_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
List* jokers = get_jokers_list();
ListItr itr = list_itr_create(jokers);
JokerObject* curr_joker_object;
while((curr_joker_object = list_itr_next(&itr)))
{
if (curr_joker_object->joker == joker)
{
JokerObject* next_joker_object = list_itr_next(&itr);
effect = joker_get_score_effect(next_joker_object->joker, scored_card, joker_event);
break;
}
}
return effect;
}
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
static bool in_brainstorm = false;
if (in_brainstorm)
{
return effect;
}
List* jokers = get_jokers_list();
JokerObject* first_joker = list_get_at_idx(jokers, 0);
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID)
{
// Static var to avoid infinite blueprint + brainstorm loops
in_brainstorm = true;
effect = joker_get_score_effect(first_joker->joker, scored_card, joker_event);
in_brainstorm = false;
}
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->data);
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.
__attribute__((unused))
static JokerEffect seltzer_joker_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event)
{
JokerEffect effect = {0};
s16* p_last_retriggered_idx = &(joker->halves.data0);
s16* p_hands_left_until_exp = &(joker->halves.data1);
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_HAND_SCORED_END:
*p_hands_left_until_exp -= 1;
if (*p_hands_left_until_exp <= 0)
{
effect.expire = true;
effect.message = "Drank!";
}
else
{
effect.message = "-1";
}
break;
case JOKER_EVENT_ON_CARD_SCORED_END:
// Works the same way as Dusk, but 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;
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->data);
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_joker_effect }, // 39
{ RARE_JOKER, 10, brainstorm_joker_effect }, // 40
{ 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;
}