Files
balatro-gba-chinese-jocker-…/source/joker_effects.c
T
2025-10-08 18:52:10 +02:00

699 lines
21 KiB
C

#include "game.h"
#include "joker.h"
#include "util.h"
#include "hand_analysis.h"
#include "list.h"
#include <stdlib.h>
static JokerEffect default_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL) effect.mult = 4;
return effect;
}
static JokerEffect sinful_joker_effect(Card *scored_card, u8 sinful_suit) {
JokerEffect effect = {0};
if (scored_card != NULL && scored_card->suit == sinful_suit)
effect.mult = 3;
return effect;
}
static JokerEffect greedy_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, DIAMONDS);
}
static JokerEffect lusty_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, HEARTS);
}
static JokerEffect wrathful_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, SPADES);
}
static JokerEffect gluttonous_joker_effect(Joker *joker, Card *scored_card) {
return sinful_joker_effect(scored_card, CLUBS);
}
static JokerEffect jolly_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// 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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
List* jokers = get_jokers();
// +1 xmult per empty joker slot...
int num_jokers = list_get_size(jokers);
effect.xmult = (MAX_JOKERS_HELD_SIZE) - num_jokers;
// ...and also each stencil_joker adds +1 xmult
for (int i = 0; i < num_jokers; i++ )
{
JokerObject* joker_object = list_get(jokers, i);
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.mult = random() % (MISPRINT_MAX_MULT + 1);
return effect;
}
static JokerEffect walkie_talkie_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return 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) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case ACE: case TWO: case THREE: case FIVE: case EIGHT:
effect.mult = 8;
default:
break;
}
return effect;
}
static JokerEffect banner_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.chips = 30 * get_num_discards_remaining();
return effect;
}
static JokerEffect mystic_summit_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
if (get_num_discards_remaining() == 0)
effect.mult = 15;
return effect;
}
static JokerEffect blackboard_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.chips = (get_deck_top() + 1) * 2;
return effect;
}
static JokerEffect raised_fist_joker_effect(Joker *joker, Card *scored_card)
{
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// Find the lowest rank card in hand
// Aces are always considered high value, even in an ace-low straight
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)
lowest_value = value;
}
if (lowest_value != IMPOSSIBLY_HIGH_CARD_VALUE)
effect.mult = lowest_value * 2;
return effect;
}
static JokerEffect reserved_parking_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
CardObject** hand = get_hand_array();
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++ )
{
switch (hand[i]->card->rank) {
case KING: case QUEEN: case JACK:
if (random() % 2 == 0)
effect.money += 1;
default:
break;
}
}
return effect;
};
static JokerEffect business_card_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case KING: case QUEEN: case JACK:
if (random() % 2 == 0)
effect.money = 2;
default:
break;
}
return effect;
}
static JokerEffect scholar_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return 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) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case KING: case QUEEN: case JACK:
effect.chips = 30;
default:
break;
}
return effect;
}
static JokerEffect abstract_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// +1 xmult per occupied joker slot
int num_jokers = list_get_size(get_jokers());
effect.mult = num_jokers * 3;
return effect;
}
static JokerEffect bull_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.chips = get_money() * 2;
return effect;
}
static JokerEffect smiley_face_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case KING: case QUEEN: case JACK:
effect.mult = 5;
default:
break;
}
return effect;
}
static JokerEffect even_steven_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
if (card_get_value(scored_card) % 2 == 0) {
switch (scored_card->rank) {
case KING: case QUEEN: case JACK:
break;
default:
effect.mult = 4;
}
}
return effect;
}
static JokerEffect odd_todd_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
if (card_get_value(scored_card) % 2 == 1) // todo test ace
effect.chips = 31;
return effect;
}
static JokerEffect the_duo_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// 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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// 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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
// 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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
u8 suits[NUM_SUITS];
u8 ranks[NUM_RANKS];
get_played_distribution(ranks, suits);
if (hand_contains_flush(suits))
effect.xmult = 2;
return effect;
}
// Using __attribute__((unused)) for jokers with no sprites yet to avoid warning
// Remove the attribute once they have sprites
// graphics available from @MathisMartin31
__attribute__((unused))
static JokerEffect bootstraps_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
effect.mult = (get_money() / 5) * 2;
return effect;
}
// 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) {
JokerEffect effect = {0};
if (scored_card != NULL)
return effect; // if card != null, we are not at the end-phase of scoring yet
CardObject** hand = get_hand_array();
int hand_size = hand_get_size();
for (int i = 0; i < hand_size; i++ )
{
if (hand[i]->card->rank == QUEEN)
{
effect.mult += 13;
}
}
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) {
JokerEffect effect = {0};
if (scored_card == NULL)
return effect;
switch (scored_card->rank) {
case KING: case QUEEN:
effect.xmult = 2;
default:
break;
}
return effect;
}
__attribute__((unused))
static JokerEffect blueprint_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
List* jokers = get_jokers();
bool trigger_next_joker = false;
for (int i = 0; i < list_get_size(jokers); i++ ) {
JokerObject* curr_joker_object = list_get(jokers, i);
if (trigger_next_joker) {
effect = joker_get_score_effect(curr_joker_object->joker, scored_card);
break;
}
// JOKER_BLUEPRINT_ID (joker.h) will need to be updated
if (curr_joker_object->joker == joker)
trigger_next_joker = true;
}
return effect;
}
__attribute__((unused))
static JokerEffect brainstorm_joker_effect(Joker *joker, Card *scored_card) {
JokerEffect effect = {0};
static bool in_brainstorm = false;
if (in_brainstorm)
return effect;
List* jokers = get_jokers();
JokerObject* first_joker = list_get(jokers, 0);
// JOKER_BRAINSTORM_ID (joker.h) will need to be updated
if (first_joker != NULL && first_joker->joker->id != JOKER_BRAINSTORM_ID) {
// manually flip this to avoid infinite blueprint + brainstorm loops
in_brainstorm = true;
effect = joker_get_score_effect(first_joker->joker, scored_card);
in_brainstorm = false;
}
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, banner_joker_effect }, // 17
{ COMMON_JOKER, 4, walkie_talkie_joker_effect }, // 18
{ UNCOMMON_JOKER, 8, fibonnaci_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
{ COMMON_JOKER, 4, scholar_joker_effect }, // 26
{ COMMON_JOKER, 4, business_card_joker_effect }, // 27
// Business card should be paired with Shortcut for palette optimization when it's added
{ COMMON_JOKER, 4, scary_face_joker_effect }, // 28
{ COMMON_JOKER, 4, smiley_face_joker_effect }, // 29
{ COMMON_JOKER, 5, raised_fist_joker_effect }, // 30
{ 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
// The following jokers don't have sprites yet,
// uncomment them when their sprites are added.
#if 0
{ RARE_JOKER, 10, blueprint_joker_effect },
{ RARE_JOKER, 10, brainstorm_joker_effect },
{ UNCOMMON_JOKER, 7, bootstraps_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;
}