Files
balatro-gba-chinese-jocker-…/include/card.h
T
d24b0b5619 Refactor shop code to use generic Item (#536)
* 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>
2026-07-09 09:13:51 +03:00

90 lines
2.1 KiB
C

#ifndef CARD_H
#define CARD_H
#include "deck_types.h"
#include "item.h"
#include <maxmod.h>
#include <tonc.h>
#define MAX_CARDS 128 // Arbitrary high value so we don't have issues
#define MAX_CARDS_ON_SCREEN 16
#define CARD_TID 0
#define CARD_SPRITE_OFFSET 16
#define CARD_PB 0
#define CARD_STARTING_LAYER 0
// Card suits
#define DIAMONDS 0
#define CLUBS 1
#define HEARTS 2
#define SPADES 3
#define NUM_SUITS 4
// Card ranks
#define TWO 0
#define THREE 1
#define FOUR 2
#define FIVE 3
#define SIX 4
#define SEVEN 5
#define EIGHT 6
#define NINE 7
#define TEN 8
#define JACK 9
#define QUEEN 10
#define KING 11
#define ACE 12
#define NUM_RANKS 13
#define RANK_OFFSET 2 // Because the first rank is 2 and ranks start at 0
#define IMPOSSIBLY_HIGH_CARD_VALUE 100
// Card sprites
#define DEFAULT_HIGH_CONTRAST false
#define DEFAULT_MORE_READABLE false
// Card types
typedef struct Card
{
u8 suit;
u8 rank;
} Card;
typedef struct CardObject
{
Item; // First member struct inheritance
Card* card;
bool selected;
} CardObject;
void card_init(void);
// Card sprites accessibility functions
void set_cards_high_contrast(bool enable);
void set_cards_more_readable(bool enable);
bool get_cards_high_contrast(void);
bool get_cards_more_readable(void);
// Card methods
Card* card_new(u8 suit, u8 rank);
void card_destroy(Card** card);
u8 card_get_value(Card* card);
// CardObject methods
CardObject* card_object_new(Card* card);
void card_object_destroy(CardObject** card_object);
void card_object_set_sprite(CardObject* card_object, int layer);
void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer);
void card_object_shake(CardObject* card_object, mm_word sound_id);
void card_object_set_selected(CardObject* card_object, bool selected);
bool card_object_is_selected(CardObject* card_object);
Sprite* card_object_get_sprite(CardObject* card_object);
int card_object_get_buy_price(Item* card_object);
void card_object_dispose(Item** card_object);
#endif // CARD_H