Files
balatro-gba-chinese-jocker-…/include/joker.h
T
Geralt c706a387a9 Implement a global SpriteObject update loop (#553)
* Implement `sprite_object_update_all`

* clang format

* Change update order

* tmp

* make it crash

* Fix bad address crash

* Address @MeirGavish's comments

* Tweaked card draw position further

* Tweaked card draw position further, again

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
2026-06-17 19:26:53 -07:00

214 lines
7.7 KiB
C

/**
* @file joker.h
*
* @brief Functions relative to the handling of Jokers
*/
#ifndef JOKER_H
#define JOKER_H
#include "card.h"
#include "game.h"
#include "graphic_utils.h"
#include "sprite.h"
#include <maxmod.h>
// This won't be more than the number of jokers in your current deck
// plus the amount that can fit in the shop, 8 should be fine. For now...
#define MAX_ACTIVE_JOKERS 8
#define MAX_DEFINABLE_JOKERS 150
#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
#define JOKER_STARTING_LAYER 26
// Tile ID for the starting index in the tile memory
#define JOKER_TID (JOKER_STARTING_LAYER * JOKER_SPRITE_OFFSET)
#define JOKER_BASE_PB 4 // The starting palette index for the jokers, after the boss blind tokens
#define JOKER_LAST_PB (NUM_PALETTES - 1)
// Currently allocating the rest of the palettes for the jokers.
// This number needs to be decreased once we need to allocated palettes for other sprites
// such as planet cards etc.
#define BASE_EDITION 0
#define FOIL_EDITION 1
#define HOLO_EDITION 2
#define POLY_EDITION 3
#define NEGATIVE_EDITION 4
#define MAX_EDITIONS 5
#define COMMON_JOKER 0
#define UNCOMMON_JOKER 1
#define RARE_JOKER 2
#define LEGENDARY_JOKER 3
#define MAX_RARITIES (LEGENDARY_JOKER + 1)
// Percent chance to get a joker of each rarity
// Note that this deviates slightly from the Balatro wiki to allow legendary
// jokers to appear without spectral cards implemented
#define COMMON_JOKER_CHANCE 70
#define UNCOMMON_JOKER_CHANCE 25
#define RARE_JOKER_CHANCE 5
#define LEGENDARY_JOKER_CHANCE 0
// These are the common Joker Events. Special Joker behaviour will be checked on a
// Joker per Joker basis (see if it's there, then do something, e.g. Pareidolia, Baseball Card)
enum JokerEvent
{
JOKER_EVENT_ON_JOKER_CREATED, // Triggers only once when the Joker is created, mainly used for
// data initialization
JOKER_EVENT_ON_HAND_PLAYED, // Triggers only once when the hand is played and before the cards
// are scored
JOKER_EVENT_ON_CARD_SCORED, // Triggers when a played card scores (e.g. Walkie Talkie,
// Fibonnacci...)
JOKER_EVENT_ON_CARD_SCORED_END, // Triggers after the card has finishd scoring (e.g. retrigger
// Jokers)
JOKER_EVENT_ON_CARD_HELD, // Triggers when going through held cards
JOKER_EVENT_INDEPENDENT, // Joker will trigger normally, when Jokers are scored (e.g. base
// Joker)
JOKER_EVENT_ON_HAND_SCORED_END, // Triggers when entire hand has finished scoring (e.g. food
// Jokers)
JOKER_EVENT_ON_HAND_DISCARDED, // Triggers when discarding a hand
JOKER_EVENT_ON_ROUND_END, // Triggers at the end of the round (e.g. Rocket)
JOKER_EVENT_ON_BLIND_SELECTED, // Triggers when selecting a blind (e.g. Dagger, Riff Raff,
// Madness..)
};
// These are flags that can be combined into a single u32 and returned by
// JokerEffect functions to indicate which fields of the output JokerEffect are valid
#define JOKER_EFFECT_FLAG_NONE 0
#define JOKER_EFFECT_FLAG_CHIPS (1 << 0)
#define JOKER_EFFECT_FLAG_MULT (1 << 1)
#define JOKER_EFFECT_FLAG_XMULT (1 << 2)
#define JOKER_EFFECT_FLAG_MONEY (1 << 3)
#define JOKER_EFFECT_FLAG_RETRIGGER (1 << 4)
#define JOKER_EFFECT_FLAG_EXPIRE (1 << 5)
#define JOKER_EFFECT_FLAG_MESSAGE (1 << 6)
#define MAX_JOKER_OBJECTS 32 // The maximum number of joker objects that can be created at once
// Jokers in the game
#define STENCIL_JOKER_ID 15
#define SHORTCUT_JOKER_ID 48
#define BRAINSTORM_JOKER_ID 41
#define PAREIDOLIA_JOKER_ID 46
#define FOUR_FINGERS_JOKER_ID 50
#define BLUEPRINT_JOKER_ID 52
typedef struct
{
u8 id; // Unique ID for the joker, used to identify different jokers
u8 modifier; // base, foil, holo, poly, negative
u8 value;
u8 rarity;
// General purpose values that are interpreted differently for each Joker (scaling, last
// retriggered card, etc...)
s32 scoring_state;
s32 persistent_state;
} Joker;
typedef struct JokerObject
{
Joker* joker;
SpriteObject* sprite_object;
} JokerObject;
typedef struct // These jokers are triggered after the played hand has finished scoring.
{
u32 chips;
u32 mult;
u32 xmult;
int money;
bool retrigger; // Retrigger played hand (e.g. "Dusk" joker, even though on the wiki it says "On
// Scored" it makes more sense to have it here)
bool expire; // Will make the Joker expire/destry itself if true (i.e. Bananas and fully
// consumed Food Jokers)
char* message; // Used to send custom messages e.g. "Extinct!" or "Again!"
} JokerEffect;
// JokerEffectFuncs take in a joker that will be scored, a scored_card that is not NULL when related
// to the given joker_event, and output a joker_effect storing the effects of the scored joker They
// return a set of flags indicating what fields of the joker_effect are valid to access
typedef u32 (*JokerEffectFunc)(
Joker* joker,
Card* scored_card,
enum JokerEvent joker_event,
JokerEffect** joker_effect
);
typedef int (*JokerDescFunc)(Joker* joker, Rect dest_rect);
typedef struct
{
const char* name;
u8 rarity;
u8 base_value;
bool is_desc_dynamic; // Is the little variable description at the bottom dynamic?
// Only used by the Misprint joker for now
JokerDescFunc joker_print_desc;
JokerEffectFunc joker_effect_func;
} JokerInfo;
const JokerInfo* get_joker_registry_entry(int joker_id);
size_t get_joker_registry_size(void);
void joker_init();
Joker* joker_new(u8 id);
void joker_destroy(Joker** joker);
// Unique effects like "Four Fingers" or "Credit Card" will be hard coded into game.c with a
// conditional check for the joker ID from the players owned jokers game.c should probably be
// restructured so most of the variables in it are moved to some sort of global variable header file
// so they can be easily accessed and modified for the jokers
u32 joker_get_score_effect(
Joker* joker,
Card* scored_card,
enum JokerEvent joker_event,
JokerEffect** joker_effect
);
const char* joker_get_rarity_string(u8 rarity);
/**
* @brief Get Joker rarity panel color.
*
* The colors are organized in the `card_rarity_pal_gfx.png` file which is organized like this:
* - 0 -> transparency
* - 1,2 -> Common Joker
* - 3,4 -> Uncommon Joker
* - 5,6 -> Rare Joker
* - 7,8 -> Legendary Joker / Tarot Card
* - 9,10 -> Planet Card
* - 11,12 -> Spectral Card
* - 13,14 -> Voucher
*
* @param rarity Value of the rarity (Common, Rare...)
* @param main_color Whether we want the main or shadow color
* @return u16 value of the color, not a pointer
*/
u16 joker_get_rarity_color(u8 rarity, bool main_color);
int joker_get_sell_value(const Joker* joker);
JokerObject* joker_object_new(Joker* joker);
void joker_object_destroy(JokerObject** joker_object);
// This doesn't actually score anything, it just performs an animation and plays a sound effect
void joker_object_shake(JokerObject* joker_object, mm_word sound_id);
// This scores the joker and returns true if it was scored successfully
// card_object = NULL means the joker_event does not concern a particular Card, i.e. Independend or
// On_Blind_Selected as opposed to events that concern a particular card, i.e. On_Card_Scored or
// On_Card_Held
bool joker_object_score(
JokerObject* joker_object,
CardObject* card_object,
enum JokerEvent joker_event
);
Sprite* joker_object_get_sprite(JokerObject* joker_object);
int joker_get_random_rarity();
#endif // JOKER_H