* 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>
65 lines
1.9 KiB
C
65 lines
1.9 KiB
C
#include "item_funcs.h"
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#include "card.h"
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#include "game.h"
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#include "game/shop.h"
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#include "joker.h"
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#include "util.h"
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static Item* item_roll_new_unimplemented();
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static void item_acquire_unimplemented(Item* item);
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static bool item_always_can_acquire(Item* item);
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// clang-format off
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ItemFuncs item_func_table[] = {
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[ITEM_TYPE_JOKER] = {
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.roll_new = joker_object_roll_new,
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.get_buy_price = joker_object_get_buy_price,
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.acquire = joker_object_add_to_owned,
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.can_acquire = joker_object_can_acquire,
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.dispose = joker_object_dispose
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},
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/* Currently playing cards have partial implementations since Magic Trick is not implemented
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* and playing cards can't appear in the shop.
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* If the Magic Trick voucher is implemented, these need to be completed.
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* Playing cards must stay the only exception, the rest of the item types must implement
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* all the basic functions to appear in the shop.
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*/
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[ITEM_TYPE_PLAYING_CARD] = {
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.roll_new = item_roll_new_unimplemented,
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.get_buy_price = card_object_get_buy_price,
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.acquire = item_acquire_unimplemented,
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.can_acquire = item_always_can_acquire,
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.dispose = card_object_dispose
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}
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};
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// clang-format on
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ItemFuncs* get_item_type_funcs(enum ItemType type)
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{
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if ((int)type < 0 || type >= NUM_ELEM_IN_ARR(item_func_table))
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{
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MGBA_FUNC_ERROR("Invalid type %d", type);
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return NULL;
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}
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return &item_func_table[type];
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}
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static Item* item_roll_new_unimplemented()
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{
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MGBA_FUNC_ERROR("Unimplemented roll_new function called");
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return NULL;
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}
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static void item_acquire_unimplemented(Item* item)
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{
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GBAL_RETURN_IF_NULL_VOID(item);
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MGBA_FUNC_ERROR("Unimplemented acquire function called for item type type %d", (item)->type);
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}
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static bool item_always_can_acquire(Item* item)
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{
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return true;
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} |