Files
balatro-gba-chinese-jocker-…/source/joker.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

636 lines
18 KiB
C

#include "joker.h"
#include "card.h"
#include "game/round.h"
#include "game_variables.h"
#include "graphic_utils.h"
#include "layout.h"
#include "mgba_logger.h"
#include "pool.h"
#include "random.h"
#include "soundbank.h"
#include "util.h"
// Tiles and palettes
#include "card_rarity_pal_gfx.h"
#include "item.h"
#include "joker_gfx.h"
#include <maxmod.h>
#include <stdlib.h>
#include <string.h>
#include <tonc.h>
#define JOKER_SCORE_TEXT_Y 48
#define HELD_CARD_SCORE_TEXT_Y 108
#define MAX_CARD_SCORE_STR_LEN 2
// what it was before (MAX_DEFINEABLE_JOKERS / JOKERS_PER_SPRITESHEET)
#define MAX_NUM_JOKERS_SPRITESHEETS 75
static const unsigned int* joker_gfxTiles[] = {
#define DEF_JOKER_GFX(idx) joker_gfx##idx##Tiles,
#include "../include/def_joker_gfx_table.h"
#undef DEF_JOKER_GFX
};
static const unsigned short* joker_gfxPal[] = {
#define DEF_JOKER_GFX(idx) joker_gfx##idx##Pal,
#include "def_joker_gfx_table.h"
#undef DEF_JOKER_GFX
};
const static u8 edition_price_lut[MAX_EDITIONS] = {
0, // BASE_EDITION
2, // FOIL_EDITION
3, // HOLO_EDITION
5, // POLY_EDITION
5, // NEGATIVE_EDITION
};
/* So for the card objects, I needed them to be properly sorted
which is why they let you specify the layer index when creating a new card object.
Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look
like a mess. The joker objects are functionally identical to card objects, so they use the same
logic. But I'm going to use a simpler approach for the joker objects since I'm lazy and sorting
them wouldn't look good enough to warrant the effort.
*/
static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
// TODO: Refactor sorting into SpriteObject?
// Maps the spritesheet index to the palette bank index allocated to it.
// Spritesheets that were not allocated are
static int joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS];
static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0};
BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS)
// See linked issue for context of maps
// https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538
// clang-format off
// Map of Joker ID -> Spritesheet idx
static int joker_id_to_sprite_map[] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1,
2, 2,
3, 3, 3, 3, 3,
4, 4, 4, 4, 4,
5, 5, 5, 5,
6, 6, 6, 6,
7, 7,
8, 8,
9,
10,
11,
12,
13,
14,
15,
16,
17,
};
// Map of Spritesheet idx -> first Joker ID in sheet
// This is used to determine the sprite index of a Joker's sprite
// within its spritesheet by substracting its ID to this starting ID.
// Notice how spritesheets with only one Joker have sequential starting IDs.
static int spritesheet_idx_to_starting_joker_id[] = {
0, 18, 20, 22, 27, 32, 36, 40, 42, 44,
45, 46, 47, 48, 49, 50, 51, 52
};
// Lookup table of Joker Rarity strings. Used to display at the bottom of the description screen.
static const char* joker_rarity_strings_lut[MAX_RARITIES] = {
"Common", "Uncommon", "Rare", "Legendary"
};
// clang-format on
static int s_get_num_spritesheets(void);
static int s_joker_get_spritesheet_idx(u8 joker_id);
static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx);
static void s_joker_pb_add_sprite_user(int pb);
static void s_joker_pb_remove_sprite_user(int pb);
static int s_joker_pb_get_num_sprite_users(int joker_pb);
static int s_get_unused_joker_pb(void);
static int s_allocate_pb_if_needed(u8 joker_id);
void joker_init()
{
// This should init once only so no need to free
int num_spritesheets = s_get_num_spritesheets();
for (int i = 0; i < num_spritesheets; i++)
{
joker_spritesheet_pb_map[i] = UNDEFINED;
}
}
Joker* joker_new(u8 id)
{
if (id >= get_joker_registry_size())
return NULL;
Joker* joker = POOL_GET(Joker);
const JokerInfo* jinfo = get_joker_registry_entry(id);
joker->id = id;
joker->modifier = BASE_EDITION; // TODO: Make this a parameter
joker->value = jinfo->base_value + edition_price_lut[joker->modifier];
joker->rarity = jinfo->rarity;
joker->scoring_state = 0;
joker->persistent_state = 0;
// initialize persistent Joker data if needed
JokerEffect* joker_effect = NULL;
jinfo->joker_effect_func(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED, &joker_effect);
return joker;
}
void joker_destroy(Joker** joker)
{
POOL_FREE(Joker, *joker);
*joker = NULL;
}
u32 joker_get_score_effect(
Joker* joker,
Card* scored_card,
enum JokerEvent joker_event,
JokerEffect** joker_effect
)
{
const JokerInfo* jinfo = get_joker_registry_entry(joker->id);
if (!jinfo)
return JOKER_EFFECT_FLAG_NONE;
return jinfo->joker_effect_func(joker, scored_card, joker_event, joker_effect);
}
const char* joker_get_rarity_string(u8 rarity)
{
if (rarity >= MAX_RARITIES)
return NULL;
return joker_rarity_strings_lut[rarity];
}
u16 joker_get_rarity_color(u8 rarity, bool main_color)
{
if (rarity >= MAX_RARITIES)
return 0x0;
// +1 to account for the transparency
// odd indices are the main colors, even ones are the shadows
return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)];
}
int joker_get_buy_price(const Joker* joker)
{
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
return joker->value;
}
int joker_get_sell_value(const Joker* joker)
{
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
return joker->value / 2;
}
// JokerObject methods
JokerObject* joker_object_new(Joker* joker)
{
JokerObject* joker_object = POOL_GET(JokerObject);
sprite_object_init((SpriteObject*)joker_object);
int layer = 0;
for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
{
if (!used_layers[i])
{
layer = i;
used_layers[i] = true; // Mark this layer as used
break;
}
}
joker_object->joker = joker;
joker_object->type = ITEM_TYPE_JOKER;
int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id);
int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx);
int joker_pb = s_allocate_pb_if_needed(joker->id);
s_joker_pb_add_sprite_user(joker_pb);
memcpy32(
&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
&joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET],
TILE_SIZE * JOKER_SPRITE_OFFSET
);
sprite_object_set_sprite(
(SpriteObject*)joker_object,
sprite_new(
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
ATTR1_SIZE_32,
tile_index,
joker_pb,
JOKER_STARTING_LAYER + layer
)
);
return joker_object;
}
void joker_object_destroy(JokerObject** joker_object)
{
if (joker_object == NULL || *joker_object == NULL)
return;
int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
used_layers[layer] = false;
s_joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object)));
if (s_joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) ==
0)
{
joker_spritesheet_pb_map[s_joker_get_spritesheet_idx((*joker_object)->joker->id)] =
UNDEFINED;
}
sprite_object_destroy((SpriteObject*)(*joker_object));
joker_destroy(&(*joker_object)->joker);
POOL_FREE(JokerObject, *joker_object);
*joker_object = NULL;
}
void joker_object_dispose(Item** joker_object_item)
{
GBAL_RETURN_IF_NULL_VOID(joker_object_item);
GBAL_RETURN_IF_NULL_VOID(*joker_object_item);
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*joker_object_item, ITEM_TYPE_JOKER);
JokerObject* joker_object = (JokerObject*)(*joker_object_item);
GBAL_RETURN_IF_NULL_VOID(joker_object->joker);
joker_set_rollable(joker_object->joker->id, true);
joker_object_destroy(&joker_object);
*joker_object_item = NULL;
}
void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
{
sprite_object_shake((SpriteObject*)joker_object, sound_id);
}
int joker_object_get_buy_price(Item* joker_object)
{
GBAL_RETURN_IF_NULL_RET(joker_object, UNDEFINED);
ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(joker_object, ITEM_TYPE_JOKER, UNDEFINED);
return ((JokerObject*)joker_object)->joker->value;
}
void joker_object_add_to_owned(Item* joker_object)
{
GBAL_RETURN_IF_NULL_VOID(joker_object);
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(joker_object, ITEM_TYPE_JOKER);
joker_object->ty = int2fx(HELD_JOKERS_POS.y);
add_joker((JokerObject*)joker_object);
}
void joker_set_rollable(int joker_id, bool rollable)
{
bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable);
}
/**
* @brief Computes the number of Jokers we can currently roll in the Shop.
* The Jokers we own is taken into account and can't be rolled again.
*/
static inline int get_num_rollable_jokers(void)
{
return bitset_num_set_bits(&s_rollable_jokers_bitset);
}
/**
* @brief Returns true if we can't roll any Joker
*/
static inline bool no_rollable_jokers(void)
{
return bitset_is_empty(&s_rollable_jokers_bitset);
}
GBAL_UNUSED
static inline bool joker_is_rollable(int joker_id)
{
return bitset_get_idx(&s_rollable_jokers_bitset, joker_id);
}
void joker_reset_rollable_jokers(void)
{
int num_jokers = get_joker_registry_size();
bitset_clear(&s_rollable_jokers_bitset);
for (int i = 0; i < num_jokers; i++)
{
bitset_set_idx(&s_rollable_jokers_bitset, i, true);
}
}
/**
* @brief Rolls a random Joker among the available ones
*/
static int joker_roll_id(void)
{
// Now determine how many jokers are available based on the rarity
int jokers_avail_size = get_num_rollable_jokers();
if (jokers_avail_size == 0)
return UNDEFINED;
// Roll for what rarity the joker will be
int joker_rarity = joker_get_random_rarity();
int matching_joker_ids[jokers_avail_size];
int fallback_random_idx = rng_get_u32() % jokers_avail_size;
int fallback_random_joker_id = UNDEFINED;
int match_count = 0;
BitsetItr itr = bitset_itr_create(&s_rollable_jokers_bitset);
int i = 0;
int joker_id = UNDEFINED;
while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
{
if (i++ == fallback_random_idx)
fallback_random_joker_id = joker_id;
const JokerInfo* info = get_joker_registry_entry(joker_id);
if (info->rarity == joker_rarity)
{
matching_joker_ids[match_count++] = joker_id;
}
}
int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
: fallback_random_joker_id;
return selected_joker_id;
}
Item* joker_object_roll_new(void)
{
if (no_rollable_jokers())
return NULL;
int joker_id = 0;
#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
if (joker_is_rollable(TEST_JOKER_ID0))
{
joker_id = TEST_JOKER_ID0;
}
else
#endif
#ifdef TEST_JOKER_ID1
if (joker_is_rollable(TEST_JOKER_ID1))
{
joker_id = TEST_JOKER_ID1;
}
else
#endif
{
joker_id = joker_roll_id();
}
// If for some reason only no joker is left, don't make another
if (joker_id == UNDEFINED)
return NULL;
joker_set_rollable(joker_id, false);
return (Item*)joker_object_new(joker_new(joker_id));
}
static void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
{
tte_set_pos(*cursor_pos_x, *cursor_pos_y);
tte_set_special(color_pb * TTE_SPECIAL_PB_MULT_OFFSET);
tte_write(str);
// + 1 For space
const int joker_score_display_offset_px = (MAX_CARD_SCORE_STR_LEN + 1) * TTE_CHAR_SIZE;
*cursor_pos_x += joker_score_display_offset_px;
}
bool joker_object_score(
JokerObject* joker_object,
CardObject* card_object,
enum JokerEvent joker_event
)
{
if (joker_object == NULL)
{
return false;
}
JokerEffect* joker_effect = NULL;
u32 effect_flags_ret =
joker_get_score_effect(joker_object->joker, card_object->card, joker_event, &joker_effect);
if (effect_flags_ret == JOKER_EFFECT_FLAG_NONE)
{
return false;
}
if (effect_flags_ret & JOKER_EFFECT_FLAG_RETRIGGER)
{
set_retrigger(joker_effect->retrigger);
}
// joker_effect.message will have been set if the Joker had anything custom to say
int cursorPosX = TILE_SIZE; // Offset of one tile to better center the text on the card
int cursorPosY = 0;
if (joker_event == JOKER_EVENT_ON_CARD_HELD)
{
// display the text on top of the card instead of below the Joker for Held Cards effects
// scored_card cannot be NULL here because of the joker event
cursorPosX += fx2int(card_object->x);
cursorPosY = HELD_CARD_SCORE_TEXT_Y;
}
else
{
cursorPosX += fx2int(joker_object->x);
cursorPosY = JOKER_SCORE_TEXT_Y;
}
mm_word sfx_id;
if (effect_flags_ret & JOKER_EFFECT_FLAG_CHIPS)
{
g_game_vars.chips = u32_protected_add(g_game_vars.chips, joker_effect->chips);
char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator
snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->chips);
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_BLUE_PB);
sfx_id = SFX_CHIPS_GENERIC; // The joker chips effect is "generic"
}
if (effect_flags_ret & JOKER_EFFECT_FLAG_MULT)
{
g_game_vars.mult = u32_protected_add(g_game_vars.mult, joker_effect->mult);
char score_buffer[INT_MAX_DIGITS + 2];
snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->mult);
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
sfx_id = SFX_MULT;
}
// if xmult is zero, DO NOT multiply by it
if (effect_flags_ret & JOKER_EFFECT_FLAG_XMULT && joker_effect->xmult > 0)
{
g_game_vars.mult = u32_protected_mult(g_game_vars.mult, joker_effect->xmult);
char score_buffer[INT_MAX_DIGITS + 2];
snprintf(score_buffer, sizeof(score_buffer), "X%lu", joker_effect->xmult);
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
sfx_id = SFX_XMULT;
}
if (effect_flags_ret & JOKER_EFFECT_FLAG_MONEY)
{
g_game_vars.money += joker_effect->money;
char score_buffer[INT_MAX_DIGITS + 2];
snprintf(score_buffer, sizeof(score_buffer), "%d$", joker_effect->money);
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_YELLOW_PB);
// TODO: Money sound effect
}
// custom message for Jokers (including retriggers where Jokers will say "Again!")
// joker_effect->message will have been set if the Joker had anything custom to say
if (effect_flags_ret & JOKER_EFFECT_FLAG_MESSAGE)
{
set_and_shift_text(joker_effect->message, &cursorPosX, &cursorPosY, TTE_WHITE_PB);
}
// this will start the Joker expire animation
if (effect_flags_ret & JOKER_EFFECT_FLAG_EXPIRE && joker_effect->expire)
{
joker_object_shake(joker_object, UNDEFINED);
list_push_back(get_expired_jokers_list(), joker_object);
}
// Update displays
display_chips();
display_mult();
display_money();
joker_object_shake(joker_object, sfx_id);
return true;
}
Sprite* joker_object_get_sprite(JokerObject* joker_object)
{
if (joker_object == NULL)
return NULL;
return sprite_object_get_sprite((SpriteObject*)joker_object);
}
int joker_get_random_rarity()
{
int joker_rarity = 0;
int rarity_roll = rng_get_u32() % 100;
if (rarity_roll < COMMON_JOKER_CHANCE)
{
joker_rarity = COMMON_JOKER;
}
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE)
{
joker_rarity = UNCOMMON_JOKER;
}
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE)
{
joker_rarity = RARE_JOKER;
}
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE +
LEGENDARY_JOKER_CHANCE)
{
joker_rarity = LEGENDARY_JOKER;
}
return joker_rarity;
}
static int s_get_num_spritesheets()
{
return MAX_NUM_JOKERS_SPRITESHEETS;
}
static int s_joker_get_spritesheet_idx(u8 joker_id)
{
return joker_id_to_sprite_map[joker_id];
}
static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx)
{
return joker_id - spritesheet_idx_to_starting_joker_id[joker_id_to_sprite_map[joker_id]];
}
static void s_joker_pb_add_sprite_user(int pb)
{
joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++;
}
static void s_joker_pb_remove_sprite_user(int pb)
{
int num_sprite_users = joker_pb_num_sprite_users[pb - JOKER_BASE_PB];
joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1);
}
static int s_joker_pb_get_num_sprite_users(int joker_pb)
{
return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB];
}
static int s_get_unused_joker_pb()
{
for (int i = 0; i < NUM_ELEM_IN_ARR(joker_pb_num_sprite_users); i++)
{
if (joker_pb_num_sprite_users[i] == 0)
{
return (i + JOKER_BASE_PB);
}
}
return UNDEFINED;
}
static int s_allocate_pb_if_needed(u8 joker_id)
{
int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker_id);
int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
if (joker_pb != UNDEFINED)
{
// Already allocated
return joker_pb;
}
// Allocate a new palette
joker_pb = s_get_unused_joker_pb();
if (joker_pb == UNDEFINED)
{
// Ran out of palettes, default to base and pray
joker_pb = JOKER_BASE_PB;
}
else
{
joker_spritesheet_pb_map[joker_spritesheet_idx] = joker_pb;
memcpy16(
&pal_obj_mem[PAL_ROW_LEN * joker_pb],
joker_gfxPal[joker_spritesheet_idx],
NUM_ELEM_IN_ARR(joker_gfx0Pal)
);
}
return joker_pb;
}