Refactored shop_jokers to use list so purchased jokers can't be selected
This commit is contained in:
+89
-57
@@ -2137,7 +2137,7 @@ void game_round_end()
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}
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// Shop
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static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
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static List *shop_jokers = NULL;
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#define REROLL_BASE_COST 5 // Base cost for rerolling the shop items
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static int reroll_cost = REROLL_BASE_COST;
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@@ -2148,7 +2148,7 @@ static int reroll_cost = REROLL_BASE_COST;
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#define REROLL_BTN_FRAME_PAL_IDX 7
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#define REROLL_BTN_PAL_IDX 3
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static void game_shop_create_items(JokerObject *shop_jokers[])
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static void game_shop_create_items()
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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if (list_get_size(jokers_available_to_shop) == 0)
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@@ -2157,6 +2157,8 @@ static void game_shop_create_items(JokerObject *shop_jokers[])
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return;
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}
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shop_jokers = list_new(MAX_SHOP_JOKERS);
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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// TODO: weight the random choice by joker rarity
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@@ -2164,28 +2166,30 @@ static void game_shop_create_items(JokerObject *shop_jokers[])
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intptr_t joker_id = int_list_get(jokers_available_to_shop, joker_idx);
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list_remove_by_idx(jokers_available_to_shop, joker_idx);
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shop_jokers[i] = joker_object_new(joker_new(joker_id));
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shop_jokers[i]->sprite_object->x = int2fx(120 + i * CARD_SPRITE_SIZE);
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shop_jokers[i]->sprite_object->y = int2fx(160);
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shop_jokers[i]->sprite_object->tx = shop_jokers[i]->sprite_object->x;
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shop_jokers[i]->sprite_object->ty = int2fx(ITEM_SHOP_Y);
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JokerObject *joker_object = joker_object_new(joker_new(joker_id));
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int x = fx2int(shop_jokers[i]->sprite_object->tx) + TILE_SIZE - (get_digits_even(shop_jokers[i]->joker->value) - 1) * TILE_SIZE;
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int y = fx2int(shop_jokers[i]->sprite_object->ty) + CARD_SPRITE_SIZE + TILE_SIZE;
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tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, shop_jokers[i]->joker->value);
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joker_object->sprite_object->x = int2fx(120 + i * CARD_SPRITE_SIZE);
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joker_object->sprite_object->y = int2fx(160);
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joker_object->sprite_object->tx = joker_object->sprite_object->x;
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joker_object->sprite_object->ty = int2fx(ITEM_SHOP_Y);
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sprite_position(joker_object_get_sprite(shop_jokers[i]), fx2int(shop_jokers[i]->sprite_object->x), fx2int(shop_jokers[i]->sprite_object->y));
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int x = fx2int(joker_object->sprite_object->tx) + TILE_SIZE - (get_digits_even(joker_object->joker->value) - 1) * TILE_SIZE;
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int y = fx2int(joker_object->sprite_object->ty) + CARD_SPRITE_SIZE + TILE_SIZE;
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tte_printf("#{P:%d,%d; cx:0xC000}$%d", x, y, joker_object->joker->value);
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sprite_position(joker_object_get_sprite(joker_object), fx2int(joker_object->sprite_object->x), fx2int(joker_object->sprite_object->y));
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list_append(shop_jokers, joker_object);
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}
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}
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// Intro sequence (menu and shop icon coming into frame)
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static void game_shop_intro(JokerObject* shop_jokers[])
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static void game_shop_intro()
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
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if (timer == 1)
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{
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game_shop_create_items(shop_jokers);
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game_shop_create_items();
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}
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if (timer >= 7) // Shift the shop icon
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@@ -2212,27 +2216,31 @@ static void game_shop_intro(JokerObject* shop_jokers[])
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}
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}
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static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
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static void game_shop_reroll(int *reroll_cost)
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{
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money -= *reroll_cost;
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display_money(money); // Update the money display
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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for (int i = 0; i < list_get_size(shop_jokers); i++)
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{
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if (shop_jokers[i] != NULL)
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JokerObject *joker_object = list_get(shop_jokers, i);
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if (joker_object != NULL)
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{
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int_list_append(jokers_available_to_shop, (intptr_t)shop_jokers[i]->joker->id);
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joker_object_destroy(&shop_jokers[i]); // Destroy the joker object if it exists
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int_list_append(jokers_available_to_shop, joker_object->joker->id);
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joker_object_destroy(&joker_object); // Destroy the joker object if it exists
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}
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}
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game_shop_create_items(shop_jokers);
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list_destroy(&shop_jokers);
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game_shop_create_items();
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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for (int i = 0; i < list_get_size(shop_jokers); i++)
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{
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if (shop_jokers[i] != NULL)
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JokerObject *joker_object = list_get(shop_jokers, i);
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if (joker_object != NULL)
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{
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shop_jokers[i]->sprite_object->y = shop_jokers[i]->sprite_object->ty; // Set the y position to the target position
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joker_object_shake(shop_jokers[i], UNDEFINED); // Give the joker a little wiggle animation
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joker_object->sprite_object->y = joker_object->sprite_object->ty; // Set the y position to the target position
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joker_object_shake(joker_object, UNDEFINED); // Give the joker a little wiggle animation
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}
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}
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@@ -2244,7 +2252,26 @@ static void game_shop_reroll(JokerObject** shop_jokers, int *reroll_cost)
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static int shop_top_row_get_size()
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{
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// TODO: Make dynamic to not allow selecting sold items
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return MAX_SHOP_JOKERS + 1; // + 1 to account for next round button
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return list_get_size(shop_jokers) + 1; // + 1 to account for next round button
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}
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static void game_shop_buy_joker(int shop_joker_idx)
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{
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JokerObject *joker_object = list_get(shop_jokers, shop_joker_idx);
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joker_push(joker_object);
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money -= joker_object->joker->value; // Deduct the money spent on the joker
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display_money(money); // Update the money display
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Rect joker_price_rect;
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joker_price_rect.left = fx2int(joker_object->sprite_object->tx);
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// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
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joker_price_rect.top = fx2int(joker_object->sprite_object->ty) + CARD_SPRITE_SIZE + 2 * TILE_SIZE;
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joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
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joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
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tte_erase_rect_wrapper(joker_price_rect);
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list_remove_by_idx(shop_jokers, shop_joker_idx); // Remove the joker from the shop
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}
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static void shop_top_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
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@@ -2269,33 +2296,26 @@ static void shop_top_row_on_key_hit(SelectionGrid* selection_grid, Selection* se
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else
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{
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int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
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if (shop_jokers[shop_joker_idx] == NULL
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JokerObject *joker_object = list_get(shop_jokers, shop_joker_idx);
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if (joker_object == NULL
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|| jokers_top >= MAX_JOKERS_HELD_SIZE - 1
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|| money < shop_jokers[shop_joker_idx]->joker->value)
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|| money < joker_object->joker->value)
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{
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return;
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}
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joker_push(shop_jokers[shop_joker_idx]);
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money -= shop_jokers[shop_joker_idx]->joker->value; // Deduct the money spent on the joker
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display_money(money); // Update the money display
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Rect joker_price_rect;
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joker_price_rect.left = fx2int(shop_jokers[shop_joker_idx]->sprite_object->tx);
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// 2*TILE_SIZE because the item is highlighted and raised by 1 additional tile
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joker_price_rect.top = fx2int(shop_jokers[shop_joker_idx]->sprite_object->ty) + CARD_SPRITE_SIZE + 2*TILE_SIZE;
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joker_price_rect.right = joker_price_rect.left + TILE_SIZE * 3;
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joker_price_rect.bottom = joker_price_rect.top + TILE_SIZE;
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tte_erase_rect_wrapper(joker_price_rect);
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shop_jokers[shop_joker_idx] = NULL; // Remove the joker from the shop
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game_shop_buy_joker(shop_joker_idx);
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// In Balatro the selection actually stays on the purchased joker it's easier to just move it left
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selection_grid_move_selection_horz(selection_grid, -1);
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}
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}
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static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx, const Selection* prev_selection, const Selection* new_selection)
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static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection)
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{
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if (prev_selection->y == row_idx)
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{
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@@ -2306,7 +2326,8 @@ static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int
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}
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else
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{
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sprite_object_set_focus(shop_jokers[prev_selection->x - 1]->sprite_object, false);
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JokerObject *joker = list_get(shop_jokers, prev_selection->x - 1);
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sprite_object_set_focus(joker->sprite_object, false);
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// -1 to account for next round button
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}
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}
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@@ -2320,7 +2341,8 @@ static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int
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}
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else
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{
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sprite_object_set_focus(shop_jokers[new_selection->x - 1]->sprite_object, true);
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JokerObject *joker = list_get(shop_jokers, new_selection->x - 1);
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sprite_object_set_focus(joker->sprite_object, true);
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// -1 to account for next round button
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}
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}
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@@ -2348,7 +2370,7 @@ static void shop_bottom_row_on_key_hit(SelectionGrid* selection_grid, Selection*
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{
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if (money >= reroll_cost)
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{
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game_shop_reroll(shop_jokers, &reroll_cost);
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game_shop_reroll(&reroll_cost);
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}
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}
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@@ -2362,7 +2384,7 @@ SelectionGridRow shop_selection_rows[] =
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SelectionGrid shop_selection_grid = {shop_selection_rows, NUM_ELEM_IN_ARR(shop_selection_rows), {0, 0}};
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// Shop menu input and selection
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static void game_shop_process_user_input(JokerObject** shop_jokers)
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static void game_shop_process_user_input()
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{
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if (timer == 1)
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@@ -2403,13 +2425,18 @@ void game_shop()
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{
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change_background(BG_ID_SHOP);
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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if (shop_jokers != NULL)
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{
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if (shop_jokers[i] != NULL)
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for (int i = 0; i < list_get_size(shop_jokers); i++)
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{
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joker_object_update(shop_jokers[i]);
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JokerObject *joker_object = list_get(shop_jokers, i);
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if (joker_object != NULL)
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{
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joker_object_update(joker_object);
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}
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}
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}
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if (timer % 20 == 0)
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{
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@@ -2420,12 +2447,12 @@ void game_shop()
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{
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case 0:
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{
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game_shop_intro(shop_jokers);
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game_shop_intro();
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break;
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}
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case 1:
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{
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game_shop_process_user_input(shop_jokers);
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game_shop_process_user_input();
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break;
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}
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case 2: // Outro sequence (menu and shop icon going out of frame)
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@@ -2439,11 +2466,12 @@ void game_shop()
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); // Erase the shop prices text
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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for (int i = 0; i < list_get_size(shop_jokers); i++)
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{
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if (shop_jokers[i] != NULL)
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JokerObject *joker_object = list_get(shop_jokers, i);
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if (joker_object != NULL)
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{
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shop_jokers[i]->sprite_object->ty = int2fx(160);
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joker_object->sprite_object->ty = int2fx(160);
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}
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}
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@@ -2477,16 +2505,20 @@ void game_shop()
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selection_x = 0; // Reset the selection
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selection_y = 0; // Reset the selection
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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for (int i = 0; i < list_get_size(shop_jokers); i++)
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{
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if (shop_jokers[i] != NULL)
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JokerObject* joker_object = list_get(shop_jokers, i);
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if (joker_object != NULL)
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{
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// Make the joker available back to shop
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int_list_append(jokers_available_to_shop, (intptr_t)shop_jokers[i]->joker->id);
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int_list_append(jokers_available_to_shop, (intptr_t)joker_object->joker->id);
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}
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joker_object_destroy(&shop_jokers[i]); // Destroy the joker objects
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joker_object_destroy(&joker_object); // Destroy the joker objects
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}
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list_destroy(&shop_jokers);
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increment_blind(BLIND_DEFEATED); // TODO: Move to game_round_end()?
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game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
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