Files
balatro-gba-chinese-jocker-…/source/item.c
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

71 lines
1.8 KiB
C

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