* Turned SpriteObject into a member of JokerObject and CardObject and expiremented with casting * Extracted shop code to use generic `SpriteObject` * Extracted shop joker generation to a function * Renamed object -> item * Added setters and getters for `SpriteObject` members and updated all accesses to use them with casting (AI used for tedious work and reviewed - model Raptor mini) * Added sprite_object_set_vx() because sprite_object_set_vy() exists and reordered the function order to have x,y parameters first, then targets * Added Item object to act as a purchasable interface for the shop - AI used (model Raptor mini) * Added -fms-extensions and switched to anonymous inheritance * Fixed anonymous inheritance for joker and added direct access for that too * fix build error from previous commit + clang-format * Fixed build errors + clang-format for real this time (I hope...) * clang-format one last time, I don't understand it anymore * clang-format is annoying * Added uses of CHECK_NULL_ARG macros * Merged item_defs.h into item.h and fixed build error from previous commit * clang-format...? * Changed sprite_object_new() into sprite_object_init() and made it accept a parameter instead of returning one to make it less awkward * Updated sprite_object_init() documentation * Updated sprite_object_destroy documentation * More clang-format * Renamed add_to_inventory to acquire and updated documentation * Added function documentations * Update documentation + swap order of consumable and playing card types * Added documentation for new files (+ small addition to button.h) * clang-format * Used typedef * A bit more documentation * Changed sho pcode to use generic Item instead of SpriteObject * clang-format + fixed NULL-check error * Revert weird clang-format...? * clang-format for real * Fixed errors from rebase on log_function_name * Fixed build errors from rebase on main * Added some more documentation about first member struct inheritance * typo fix * typo fix for real * Removed SpriteObject field getters/setters (AI used - model Raptor mini) * Renamed item_acquire -> item_on_acquired * Added item_can_acquire() * clang-format * Fixed some sprite issues but not all... * Fixed some more issues * Cleanup JokerObject some more JokerObjects in the shop * Added `item_destroy()` * Added item_set_available_to_shop, CHECK_ITEM_TYPE macros + small documentation updates * Another small JokerObject->Item replacement * Removed item_set_available_to_shop and replaced with item_roll_new() and item_dispose(), also changed "available_to_shop" semantics to "rollable" * Re-applied changes from game.c to round.c after rebase on main * Added partial implementations of item functions for playing cards * Line endings fix... * Macro renames, function documentations * Updated documentations * Apply fixes from Copilot review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Fix card_object_get_buy_price type checking Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Avoid double pointer cast on dispose Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Apply suggestions from @ricfehr3's code review Co-authored-by: Rickey <ric@rf3.xyz> * Remove redundant comments * Moved error checking before joker_get_random_rarity Co-authored-by: Rickey <ric@rf3.xyz> * Fixed build error from rebase * clang-format * Added doxygen documentation for Item explaining inheritance * Removed unnecessary comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> Co-authored-by: Rickey <ric@rf3.xyz>
205 lines
5.2 KiB
C
205 lines
5.2 KiB
C
#include "card.h"
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#include "graphic_utils.h"
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#include "item.h"
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#include "util.h"
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#include <maxmod.h>
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#include <stdlib.h>
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// Audio
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#include "pool.h"
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#include "soundbank.h"
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// Card Sprites and Palettes
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#include "deck_big_gfx.h"
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#include "deck_gfx.h"
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#include "decks_face_down_gfx.h"
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#include "high_contrast_deck_pal_gfx.h"
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// Card sprites lookup table. First index is the suit, second index is the rank. The value is the
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// tile index.
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const static u16 _card_sprite_lut[NUM_SUITS][NUM_RANKS] = {
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{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
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{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
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{416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608},
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{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
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};
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// Deck sprites lookup table. Index is the deck Id. The value is the tile index.
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const static u16 _deck_sprite_lut[DECK_TYPE_MAX] = {0, 16, 32, 48, 64, 80};
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bool high_contrast = DEFAULT_HIGH_CONTRAST;
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bool more_readable = DEFAULT_MORE_READABLE;
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void card_init()
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{
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GRIT_CPY(&pal_obj_mem[DECK_SPRITES_PB * PAL_ROW_LEN], decks_face_down_gfxPal);
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}
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void set_cards_high_contrast(bool enable)
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{
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high_contrast = enable;
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if (high_contrast)
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{
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GRIT_CPY(&pal_obj_mem[CARD_PB * PAL_ROW_LEN], high_contrast_deck_pal_gfxPal);
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}
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else
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{
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GRIT_CPY(&pal_obj_mem[CARD_PB * PAL_ROW_LEN], deck_gfxPal);
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}
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}
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void set_cards_more_readable(bool enable)
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{
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more_readable = enable;
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}
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bool get_cards_high_contrast(void)
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{
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return high_contrast;
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}
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bool get_cards_more_readable(void)
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{
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return more_readable;
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}
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// Card methods
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Card* card_new(u8 suit, u8 rank)
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{
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Card* card = POOL_GET(Card);
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card->suit = suit;
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card->rank = rank;
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return card;
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}
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void card_destroy(Card** card)
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{
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POOL_FREE(Card, *card);
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*card = NULL;
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}
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u8 card_get_value(Card* card)
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{
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if (card->rank == JACK || card->rank == QUEEN || card->rank == KING)
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{
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return 10; // Face cards are worth 10
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}
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else if (card->rank == ACE)
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{
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return 11; // Ace is worth 11
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}
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else
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{
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return card->rank + RANK_OFFSET; // 2-10 are worth their rank + RANK_OFFSET
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}
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return 0; // Should never reach here, but just in case
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}
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// CardObject methods
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CardObject* card_object_new(Card* card)
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{
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CardObject* card_object = POOL_GET(CardObject);
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sprite_object_init((SpriteObject*)card_object);
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card_object->card = card;
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card_object->type = ITEM_TYPE_PLAYING_CARD;
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card_object->selected = false;
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return card_object;
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}
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void card_object_destroy(CardObject** card_object)
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{
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if (*card_object == NULL)
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return;
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sprite_object_destroy((SpriteObject*)(*card_object));
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POOL_FREE(CardObject, *card_object);
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*card_object = NULL;
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}
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void card_object_set_sprite(CardObject* card_object, int layer)
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{
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int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
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const unsigned int* card_tiles = more_readable ? deck_big_gfxTiles : deck_gfxTiles;
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memcpy32(
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&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
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&card_tiles[_card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE],
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TILE_SIZE * CARD_SPRITE_OFFSET
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);
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Sprite* sprite = sprite_new(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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tile_index,
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CARD_PB,
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layer + CARD_STARTING_LAYER
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);
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sprite_object_set_sprite((SpriteObject*)card_object, sprite);
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}
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void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer)
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{
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int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
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memcpy32(
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&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
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&decks_face_down_gfxTiles[_deck_sprite_lut[deck] * TILE_SIZE],
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TILE_SIZE * CARD_SPRITE_OFFSET
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);
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Sprite* sprite = sprite_new(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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tile_index,
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DECK_SPRITES_PB,
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layer + CARD_STARTING_LAYER
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);
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sprite_object_set_sprite((SpriteObject*)card_object, sprite);
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}
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void card_object_shake(CardObject* card_object, mm_word sound_id)
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{
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sprite_object_shake((SpriteObject*)card_object, sound_id);
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}
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void card_object_set_selected(CardObject* card_object, bool selected)
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{
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if (card_object == NULL)
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return;
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card_object->selected = selected;
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}
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bool card_object_is_selected(CardObject* card_object)
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{
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if (card_object == NULL)
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return false;
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return card_object->selected;
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}
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Sprite* card_object_get_sprite(CardObject* card_object)
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{
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if (card_object == NULL)
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return NULL;
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return sprite_object_get_sprite((SpriteObject*)card_object);
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}
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int card_object_get_buy_price(Item* card_object)
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{
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GBAL_RETURN_IF_NULL_RET(card_object, UNDEFINED);
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ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(card_object, ITEM_TYPE_PLAYING_CARD, UNDEFINED);
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return 1;
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}
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void card_object_dispose(Item** card_object_item)
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{
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GBAL_RETURN_IF_NULL_VOID(card_object_item);
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GBAL_RETURN_IF_NULL_VOID(*card_object_item);
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ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*card_object_item, ITEM_TYPE_PLAYING_CARD);
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CardObject* card_object = (CardObject*)(*card_object_item);
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card_object_destroy(&card_object);
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*card_object_item = NULL;
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}
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