Files
balatro-gba-chinese-jocker-…/source/game/joker_row.c
T
MeirGavish 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

128 lines
3.8 KiB
C

#include "game/joker_row.h"
#include "game.h"
#include "game_variables.h"
#include "joker.h"
#include "layout.h"
#include "list.h"
#include "sprite.h"
#include "util.h"
int jokers_sel_row_get_size(void)
{
return list_get_len(get_jokers_list());
}
bool jokers_sel_row_on_selection_changed(
SelectionGrid* selection_grid,
int row_idx,
const Selection* prev_selection,
const Selection* new_selection
)
{
List* owned_jokers_list = get_jokers_list();
// swap Jokers if the A button is held down and all Jokers are on the same row
bool swapping =
key_is_down(SELECT_CARD) && new_selection->y == row_idx && prev_selection->y == row_idx;
if (prev_selection->y == row_idx)
{
JokerObject* joker_object =
(JokerObject*)list_get_at_idx(owned_jokers_list, prev_selection->x);
// Don't change focus from current Joker if swapping
if (joker_object != NULL && !swapping)
{
sprite_object_erase_text_under((SpriteObject*)joker_object);
sprite_object_set_focus((SpriteObject*)joker_object, false);
}
}
if (new_selection->y == row_idx)
{
JokerObject* joker_object =
(JokerObject*)list_get_at_idx(owned_jokers_list, new_selection->x);
if (joker_object != NULL)
{
if (!swapping)
{
sprite_object_set_focus((SpriteObject*)joker_object, true);
}
// If we land on this row while the A button is being held, we are in swapping mode
// This means that we need to hide the price, whether we were already
// on this row or if we come from another
if (!key_is_down(SELECT_CARD))
{
sprite_object_print_price_under(
(SpriteObject*)joker_object,
joker_get_sell_value(joker_object->joker)
);
}
}
}
if (swapping)
{
list_swap(
owned_jokers_list,
(unsigned int)prev_selection->x,
(unsigned int)new_selection->x
);
}
return true;
}
static inline void joker_start_discard_animation(JokerObject* joker_object)
{
joker_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
joker_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
list_push_back(get_discarded_jokers_list(), joker_object);
}
static inline void game_sell_joker(int joker_idx)
{
List* owned_jokers_list = get_jokers_list();
if (joker_idx < 0 || joker_idx >= list_get_len(owned_jokers_list))
return;
JokerObject* joker_object = (JokerObject*)list_get_at_idx(owned_jokers_list, joker_idx);
g_game_vars.money += joker_get_sell_value(joker_object->joker);
display_money();
sprite_object_erase_text_under((SpriteObject*)joker_object);
remove_owned_joker(joker_idx);
joker_start_discard_animation(joker_object);
}
void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
{
JokerObject* joker_object = (JokerObject*)list_get_at_idx(get_jokers_list(), selection->x);
if (joker_object != NULL)
{
if (key_hit(SELECT_CARD))
{
sprite_object_erase_text_under((SpriteObject*)joker_object);
}
else if (key_released(SELECT_CARD))
{
sprite_object_print_price_under(
(SpriteObject*)joker_object,
joker_get_sell_value(joker_object->joker)
);
}
}
if (key_hit(SELL_KEY))
{
int sold_joker_idx = selection->x;
// Move the selection away from the jokers so it doesn't point to an invalid place
// Do this before selling the joker so valid row sizes are used
selection_grid_move_selection_vert(selection_grid, SCREEN_DOWN);
game_sell_joker(sold_joker_idx);
}
}