* 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>
71 lines
1.8 KiB
C
71 lines
1.8 KiB
C
#include "item.h"
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#include "item_funcs.h"
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#include "mgba_logger.h"
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#include "util.h"
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#include <tonc.h>
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Item* item_roll_new(enum ItemType item_type)
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{
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if ((int)item_type < 0 || item_type >= ITEM_NUM_TYPES)
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{
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MGBA_FUNC_ERROR("Undefined type %d", item_type);
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return NULL;
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}
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ItemFuncs* item_funcs = get_item_type_funcs(item_type);
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GBAL_RETURN_IF_NULL_RET(item_funcs, NULL);
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GBAL_RETURN_IF_NULL_RET(item_funcs->roll_new, NULL);
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return item_funcs->roll_new();
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}
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int item_get_buy_price(Item* item)
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{
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GBAL_RETURN_IF_NULL_RET(item, UNDEFINED);
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ItemFuncs* item_funcs = get_item_type_funcs(item->type);
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GBAL_RETURN_IF_NULL_RET(item_funcs, UNDEFINED);
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GBAL_RETURN_IF_NULL_RET(item_funcs->get_buy_price, UNDEFINED);
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return item_funcs->get_buy_price(item);
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}
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void item_acquire(Item* item)
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{
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GBAL_RETURN_IF_NULL_VOID(item);
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ItemFuncs* item_funcs = get_item_type_funcs(item->type);
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GBAL_RETURN_IF_NULL_VOID(item_funcs);
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GBAL_RETURN_IF_NULL_VOID(item_funcs->acquire);
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item_funcs->acquire(item);
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}
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bool item_can_acquire(Item* item)
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{
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GBAL_RETURN_IF_NULL_RET(item, false);
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ItemFuncs* item_funcs = get_item_type_funcs(item->type);
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GBAL_RETURN_IF_NULL_RET(item_funcs, false);
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GBAL_RETURN_IF_NULL_RET(item_funcs->can_acquire, false);
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return item_funcs->can_acquire(item);
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}
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void item_dispose(Item** item)
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{
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GBAL_RETURN_IF_NULL_VOID(item);
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GBAL_RETURN_IF_NULL_VOID(*item);
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ItemFuncs* item_funcs = get_item_type_funcs((*item)->type);
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GBAL_RETURN_IF_NULL_VOID(item_funcs);
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GBAL_RETURN_IF_NULL_VOID(item_funcs->dispose);
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item_funcs->dispose(item);
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}
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void item_print_buy_price_under(Item* item)
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{
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GBAL_RETURN_IF_NULL_VOID(item);
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sprite_object_print_price_under((SpriteObject*)item, item_get_buy_price(item));
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} |