Break up the played cards scoring loop into several functions (#224)
* rename PLAY_PLAYING state into PLAY_STARTING * make discarded_card and sound_played global variables * Broken up cards_score state update --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com> Co-authored-by: MeirGavish <meir.gavish@gmail.com>
This commit is contained in:
co-authored by
MathisMartin31
MeirGavish
parent
557e591c31
commit
1ac55692e9
+360
-294
@@ -168,7 +168,7 @@ static const SubStateActionFn round_end_state_actions[] =
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static enum GameState game_state = GAME_STATE_UNDEFINED; // The current game state, this is used to determine what the game is doing at any given time
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static enum HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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static enum PlayState play_state = PLAY_STARTING;
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static enum HandType hand_type = NONE;
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@@ -221,7 +221,10 @@ static int hand_selections = 0;
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// Keeping track of cards scored
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static int scored_card_index = 0;
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static int previous_scored_card_index = 0;
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// discarded cards specific
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static bool sound_played = false;
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static bool discarded_card = false;
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// Keeping track of what Jokers are scored at each step
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static ListItr _joker_scored_itr;
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@@ -574,6 +577,7 @@ static const BG_POINT CARD_DRAW_POS = {208, 110};
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static const BG_POINT CUR_BLIND_TOKEN_POS = {8, 18};
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static const BG_POINT CARD_DISCARD_PNT = {240, 70};
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static const BG_POINT HAND_START_POS = {120, 90};
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static const BG_POINT HAND_PLAY_POS = {120, 70};
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static const BG_POINT MAIN_MENU_ACE_T = {88, 26};
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// Pixel sizes
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@@ -1797,7 +1801,7 @@ static void game_playing_discarded_cards_loop()
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static const int HAND_SPACING_LUT[MAX_HAND_SIZE] = { 28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7 }; // This is a stupid way to do this but I don't care
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void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, bool* discarded_card, FIXED* hand_x, FIXED* hand_y, bool* sound_played, bool* break_loop)
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void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, FIXED* hand_x, FIXED* hand_y, bool* break_loop)
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{
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if (hand_state != HAND_DISCARD && hand_state != HAND_SHUFFLING)
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{
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@@ -1808,15 +1812,15 @@ void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, bool* discarde
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*break_loop = false;
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if (card_object_is_selected(hand[card_idx]) || hand_state == HAND_SHUFFLING)
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{
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if (!*discarded_card)
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if (!discarded_card)
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{
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*hand_x = int2fx(CARD_DISCARD_PNT.x);
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*hand_y = int2fx(CARD_DISCARD_PNT.y);
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if (!*sound_played)
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if (!sound_played)
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{
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play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX);
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*sound_played = true;
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sound_played = true;
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}
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if (hand[card_idx]->sprite_object->x >= *hand_x)
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@@ -1827,14 +1831,14 @@ void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, bool* discarde
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hand_top--;
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cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
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*sound_played = false;
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sound_played = false;
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timer = TM_ZERO;
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*hand_y = hand[card_idx]->sprite_object->y;
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*hand_x = hand[card_idx]->sprite_object->x;
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}
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*discarded_card = true;
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discarded_card = true;
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}
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else
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{
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@@ -1854,11 +1858,11 @@ void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, bool* discarde
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*hand_x = *hand_x + (int2fx(card_idx) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
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}
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if (card_idx == 0 && *discarded_card == false && timer % FRAMES(10) == 0)
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if (card_idx == 0 && discarded_card == false && timer % FRAMES(10) == 0)
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{
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// This is never reached in the case of HAND_SHUFFLING. // Not sure why but that's how it's supposed to be.
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hand_state = HAND_DRAW;
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*sound_played = false;
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sound_played = false;
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cards_drawn = 0;
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hand_selections = 0;
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timer = TM_ZERO;
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@@ -2053,7 +2057,7 @@ static void select_highcard_cards_in_played_hand()
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card_object_set_selected(played[highest_rank_index], true);
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}
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static void cards_in_hand_update_loop(bool* discarded_card, bool* sound_played)
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static void cards_in_hand_update_loop()
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{
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// TODO: Break this function up into smaller ones, Gods be good
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for (int i = hand_top + 1; i >= 0; i--) // Start from the end of the hand and work backwards because that's how Balatro does it
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@@ -2096,7 +2100,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, bool* sound_played)
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/* FALL THROUGH */
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case HAND_DISCARD: // TODO: Add sound
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bool break_loop;
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card_in_hand_loop_handle_discard_and_shuffling(i, discarded_card, &hand_x, &hand_y, sound_played, &break_loop);
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card_in_hand_loop_handle_discard_and_shuffling(i, &hand_x, &hand_y, &break_loop);
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if (break_loop) break;
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break;
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@@ -2104,7 +2108,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, bool* sound_played)
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hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -HAND_SPACING_LUT[hand_top];
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hand_y += int2fx(24);
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if (card_object_is_selected(hand[i]) && *discarded_card == false && timer % FRAMES(10) == 0)
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if (card_object_is_selected(hand[i]) && discarded_card == false && timer % FRAMES(10) == 0)
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{
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card_object_set_selected(hand[i], false);
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played_push(hand[i]);
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@@ -2118,10 +2122,10 @@ static void cards_in_hand_update_loop(bool* discarded_card, bool* sound_played)
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hand_selections--;
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cards_drawn++;
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*discarded_card = true;
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discarded_card = true;
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}
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if (i == 0 && *discarded_card == false && timer % FRAMES(10) == 0)
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if (i == 0 && discarded_card == false && timer % FRAMES(10) == 0)
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{
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hand_state = HAND_PLAYING;
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cards_drawn = 0;
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@@ -2203,287 +2207,350 @@ static bool check_and_score_joker_for_event(ListItr* starting_joker_itr, CardObj
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return false;
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}
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static void played_cards_update_loop(bool* discarded_card, bool* sound_played)
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{
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// TODO: Break this function up into smaller ones.
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static void play_starting_played_cards_update(int played_idx)
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{
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if (played_idx == played_top && (timer % FRAMES(10) == 0 || !card_object_is_selected(played[played_top - scored_card_index])) && timer > FRAMES(40))
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{
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scored_card_index--;
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if (scored_card_index == 0)
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{
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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timer = TM_ZERO;
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play_state = PLAY_BEFORE_SCORING;
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}
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}
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played[played_idx]->sprite_object->tx = int2fx(HAND_PLAY_POS.x) + (int2fx(played_top - played_idx) - int2fx(played_top) / 2) * -27;
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played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
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if (card_object_is_selected(played[played_idx]) && played_top - played_idx >= scored_card_index)
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{
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played[played_idx]->sprite_object->ty -= int2fx(10);
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}
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}
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// returns true if the scoring loop has returned early
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static bool play_before_scoring_cards_update()
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{
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// Activate Jokers with an effect just before the hand is scored
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if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_ON_HAND_PLAYED))
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{
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return true;
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}
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play_state = PLAY_SCORING_CARDS;
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return false;
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}
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// returns true if the scoring loop has returned early
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static bool play_scoring_cards_update()
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{
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if (timer % FRAMES(30) == 0 && timer > FRAMES(40))
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{
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// We are about to score played Cards.
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// Start from the current card index
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// and seek the next scoring card
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while (scored_card_index <= played_top && !card_object_is_selected(played[scored_card_index]))
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{
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scored_card_index++;
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}
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// go to the next state if there are no cards left to score
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if (scored_card_index > played_top)
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{
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// reuse these variables for held cards
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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scored_card_index = hand_top;
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play_state = PLAY_SCORING_HELD_CARDS;
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return false;
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}
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tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
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CardObject* scored_card_object = played[scored_card_index];
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if (card_object_is_selected(scored_card_object))
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{
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tte_set_pos(fx2int(scored_card_object->sprite_object->x) + TILE_SIZE, SCORED_CARD_TEXT_Y); // Offset of 1 tile to keep the text on the card
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tte_set_special(TTE_BLUE_PB * TTE_SPECIAL_PB_MULT_OFFSET); // Set text color to blue from background memory
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// Write the score to a character buffer variable
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char score_buffer[INT_MAX_DIGITS + 2]; // for '+' and null terminator
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snprintf(score_buffer, sizeof(score_buffer), "+%d", card_get_value(scored_card_object->card));
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tte_write(score_buffer);
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card_object_shake(scored_card_object, SFX_CARD_SELECT);
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// Relocated card scoring logic here
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chips += card_get_value(scored_card_object->card);
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display_chips();
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// Allow Joker scoring
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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_joker_card_scored_end_itr = list_itr_create(&_owned_jokers_list);
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}
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play_state = PLAY_SCORING_CARD_JOKERS;
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return true;
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}
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return false;
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}
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// Activate "on scored" Jokers for the previous scored card if any
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// returns true if the scoring loop has returned early
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static bool play_scoring_card_jokers_update()
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{
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if (timer % FRAMES(30) == 0 && timer > FRAMES(40))
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{
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tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
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// since we sought the next scoring card index in the previous state,
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// scored_card_index is guaranteed to be a scoring card
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if (check_and_score_joker_for_event(&_joker_scored_itr, played[scored_card_index], JOKER_EVENT_ON_CARD_SCORED))
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{
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return true;
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}
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// Trigger all Jokers that have an effect when a card finishes scoring
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// (e.g. retriggers) after activating all the other scored_card Jokers normally
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if (check_and_score_joker_for_event(&_joker_card_scored_end_itr, played[scored_card_index], JOKER_EVENT_ON_CARD_SCORED_END))
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{
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// If we just scored a retrigger, return early and go back to the
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// previous state score the same card again without incrementing
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// scored_card_index to score the current card again
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if (retrigger)
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{
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retrigger = false;
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play_state = PLAY_SCORING_CARDS;
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}
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return true;
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}
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// increment index to start seeking the next scoring card from the next card
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scored_card_index++;
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play_state = PLAY_SCORING_CARDS;
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return false;
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}
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return false;
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}
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// returns true if the scoring loop has returned early
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static bool play_scoring_held_cards_update(int played_idx)
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{
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if (played_idx == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
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{
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tte_erase_rect_wrapper(HELD_CARDS_SCORES_RECT);
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// Go through all held cards and see if they activate Jokers
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for ( ; scored_card_index >= 0; scored_card_index--)
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{
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if (check_and_score_joker_for_event(&_joker_scored_itr, hand[scored_card_index], JOKER_EVENT_ON_CARD_HELD))
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{
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card_object_shake(hand[scored_card_index], SFX_CARD_SELECT);
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return true;
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}
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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}
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scored_card_index = 0;
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play_state = PLAY_SCORING_INDEPENDENT_JOKERS;
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}
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return false;
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}
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// Score Jokers normally (independent)
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// returns true if the scoring loop has returned early
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static bool play_scoring_independent_jokers_update(int played_idx)
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{
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if (played_idx == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
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{
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tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
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if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_INDEPENDENT))
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{
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return true;
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}
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// Trigger hand end effect for all jokers once they are done scoring
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if (check_and_score_joker_for_event(&_joker_round_end_itr, NULL, JOKER_EVENT_ON_HAND_SCORED_END))
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{
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return true;
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}
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play_state = PLAY_ENDING;
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timer = TM_ZERO;
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scored_card_index = played_top + 1; // Reset the scored card index to the top of the played stack
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}
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return false;
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}
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// This is the reverse of PLAY_STARTING. The cards get reset back to their neutral position sequentially
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static void play_ending_played_cards_update(int played_idx)
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{
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if (played_idx == played_top && (timer % FRAMES(10) == 0 || !card_object_is_selected(played[played_top - scored_card_index])) && timer > FRAMES(40))
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{
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scored_card_index--;
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if (scored_card_index == 0)
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{
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timer = TM_ZERO;
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play_state = PLAY_ENDED;
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}
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}
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if (card_object_is_selected(played[played_idx]) && played_top - played_idx >= scored_card_index)
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{
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played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
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}
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}
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// Basically a copy of HAND_DISCARD
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// returns true if the current card has been discarded
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static bool play_ended_played_cards_update(int played_idx)
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{
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if (!discarded_card && timer > FRAMES(40))
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{
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// play the sound only once per card, when it is pushed off-screen to the right
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if (!sound_played)
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{
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play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn*PITCH_STEP_DISCARD_SFX);
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sound_played = true;
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}
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// card has exited the screen, now discard it and set it to NULL
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if (played[played_idx]->sprite_object->x >= int2fx(CARD_DISCARD_PNT.x))
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{
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discard_push(played[played_idx]->card); // Push the card to the discard pile
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card_object_destroy(&played[played_idx]);
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//played_top--;
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cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
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sound_played = false; // Allow for the sound for the next card to be played
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// we reached hand_top, all cards have been discarded
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if (played_idx == played_top)
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{
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if (game_round_is_over())
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{
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hand_state = HAND_SHUFFLING;
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}
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else
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{
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hand_state = HAND_DRAW;
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}
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play_state = PLAY_STARTING;
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cards_drawn = 0;
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hand_selections = 0;
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played_top = -1; // Reset the played stack
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scored_card_index = 0;
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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timer = TM_ZERO;
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}
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return true; // return early to avoid accessing played[played_idx] == NULL
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}
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// put target X position off screen to the right
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played[played_idx]->sprite_object->tx = int2fx(CARD_DISCARD_PNT.x);
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discarded_card = true;
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}
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return false;
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}
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static void played_cards_update_loop()
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{
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// So this one is a bit fucking weird because I have to work kinda backwards for everything because of the order of the pushed cards from the hand to the play stack
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// (also crazy that the company that published Balatro is called "Playstack" and this is a play stack, but I digress)
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for (int i = 0; i <= played_top; i++)
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for (int played_idx = 0; played_idx <= played_top; played_idx++)
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{
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if (played[i] != NULL)
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if (played[played_idx] == NULL)
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{
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if (card_object_get_sprite(played[i]) == NULL)
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{
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//played[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[played[i]->card->suit][played[i]->card->rank], 0, i + MAX_HAND_SIZE);
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card_object_set_sprite(played[i], i + MAX_HAND_SIZE); // Set the sprite for the played card object
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}
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FIXED played_x = int2fx(120);
|
||||
FIXED played_y = int2fx(70);
|
||||
FIXED played_scale = FIX_ONE;
|
||||
|
||||
played_x = played_x + (int2fx(played_top - i) - int2fx(played_top) / 2) * -27;
|
||||
|
||||
switch (play_state)
|
||||
{
|
||||
case PLAY_PLAYING:
|
||||
|
||||
if (i == 0 && (timer % FRAMES(10) == 0 || !card_object_is_selected(played[played_top - scored_card_index])) && timer > FRAMES(40))
|
||||
{
|
||||
scored_card_index--;
|
||||
|
||||
if (scored_card_index == 0)
|
||||
{
|
||||
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
||||
timer = TM_ZERO;
|
||||
play_state = PLAY_BEFORE_SCORING;
|
||||
}
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]) && played_top - i >= scored_card_index)
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_BEFORE_SCORING:
|
||||
|
||||
// Activate Jokers with an effect just before the hand is scored
|
||||
if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_ON_HAND_PLAYED))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]) && played_top - i >= scored_card_index)
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
|
||||
play_state = PLAY_SCORING_CARDS;
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_CARDS:
|
||||
|
||||
if (i == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
|
||||
{
|
||||
// We are about to score played Cards, then Jokers. If we
|
||||
// need to retrigger, then we have scored a card previously
|
||||
// and thus have incremented scored_card_index until we found a scoring card.
|
||||
// Go back to the last scored card to score it again
|
||||
if (retrigger)
|
||||
{
|
||||
retrigger = false;
|
||||
scored_card_index = previous_scored_card_index;
|
||||
}
|
||||
|
||||
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
||||
|
||||
// Activate Jokers for the previous scored card if any
|
||||
|
||||
if (scored_card_index > 0 && card_object_is_selected(played[previous_scored_card_index]))
|
||||
{
|
||||
if (check_and_score_joker_for_event(&_joker_scored_itr, played[previous_scored_card_index], JOKER_EVENT_ON_CARD_SCORED))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Trigger all Jokers that have an effect when a card finishes scoring
|
||||
// (e.g. retriggers) after activating all the other scored_card Jokers normally
|
||||
if (check_and_score_joker_for_event(&_joker_card_scored_end_itr, played[previous_scored_card_index], JOKER_EVENT_ON_CARD_SCORED_END))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Score card
|
||||
|
||||
if (scored_card_index <= played_top)
|
||||
{
|
||||
CardObject* scored_card_object = played[scored_card_index];
|
||||
|
||||
if (card_object_is_selected(scored_card_object))
|
||||
{
|
||||
tte_set_pos(fx2int(scored_card_object->sprite_object->x) + TILE_SIZE, SCORED_CARD_TEXT_Y); // Offset of 1 tile to keep the text on the card
|
||||
tte_set_special(TTE_BLUE_PB * TTE_SPECIAL_PB_MULT_OFFSET); // Set text color to blue from background memory
|
||||
|
||||
// Write the score to a character buffer variable
|
||||
char score_buffer[INT_MAX_DIGITS + 2]; // for '+' and null terminator
|
||||
snprintf(score_buffer, sizeof(score_buffer), "+%d", card_get_value(scored_card_object->card));
|
||||
tte_write(score_buffer);
|
||||
|
||||
card_object_shake(scored_card_object, SFX_CARD_SELECT);
|
||||
|
||||
// Relocated card scoring logic here
|
||||
chips += card_get_value(scored_card_object->card);
|
||||
display_chips();
|
||||
|
||||
// Allow Joker scoring
|
||||
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
||||
_joker_card_scored_end_itr = list_itr_create(&_owned_jokers_list);
|
||||
}
|
||||
|
||||
// store last played card for next Jokers and possible retriggers
|
||||
// and search the next scoring card
|
||||
previous_scored_card_index = scored_card_index;
|
||||
do
|
||||
{
|
||||
scored_card_index++;
|
||||
if (scored_card_index > played_top)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
while (!card_object_is_selected(played[scored_card_index]));
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
play_state = PLAY_SCORING_HELD;
|
||||
// reuse these variables for held cards
|
||||
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
||||
scored_card_index = hand_top;
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]))
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_HELD:
|
||||
|
||||
if (i == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
|
||||
{
|
||||
tte_erase_rect_wrapper(HELD_CARDS_SCORES_RECT);
|
||||
|
||||
// Go through all held cards and see if they activate Jokers
|
||||
for ( ; scored_card_index >= 0; scored_card_index--)
|
||||
{
|
||||
|
||||
if (check_and_score_joker_for_event(&_joker_scored_itr, hand[scored_card_index], JOKER_EVENT_ON_CARD_HELD))
|
||||
{
|
||||
card_object_shake(hand[scored_card_index], SFX_CARD_SELECT);
|
||||
return;
|
||||
}
|
||||
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
||||
}
|
||||
scored_card_index = 0;
|
||||
|
||||
play_state = PLAY_SCORING_JOKERS;
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]))
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
break;
|
||||
|
||||
// Score Jokers normally
|
||||
case PLAY_SCORING_JOKERS:
|
||||
|
||||
if (i == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
|
||||
{
|
||||
|
||||
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
||||
|
||||
if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_INDEPENDENT))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Trigger hand end effect for all jokers once they are done scoring
|
||||
if (check_and_score_joker_for_event(&_joker_round_end_itr, NULL, JOKER_EVENT_ON_HAND_SCORED_END))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
play_state = PLAY_ENDING;
|
||||
timer = TM_ZERO;
|
||||
scored_card_index = played_top + 1; // Reset the scored card index to the top of the played stack
|
||||
break;
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]))
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_ENDING: // This is the reverse of PLAY_PLAYING. The cards get reset back to their neutral position sequentially
|
||||
|
||||
if (i == 0 && (timer % FRAMES(10) == 0 || !card_object_is_selected(played[played_top - scored_card_index])) && timer > FRAMES(40))
|
||||
{
|
||||
scored_card_index--;
|
||||
|
||||
if (scored_card_index == 0)
|
||||
{
|
||||
play_state = PLAY_ENDED;
|
||||
timer = TM_ZERO;
|
||||
}
|
||||
}
|
||||
|
||||
if (card_object_is_selected(played[i]) && played_top - i <= scored_card_index - 1)
|
||||
{
|
||||
played_y -= int2fx(10);
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_ENDED: // Basically a copy of HAND_DISCARD
|
||||
|
||||
if (!*discarded_card && played[i] != NULL && timer > FRAMES(40))
|
||||
{
|
||||
played_x = int2fx(240);
|
||||
played_y = int2fx(70);
|
||||
|
||||
if (!*sound_played)
|
||||
{
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn*PITCH_STEP_DISCARD_SFX);
|
||||
*sound_played = true;
|
||||
}
|
||||
|
||||
if (played[i]->sprite_object->x >= played_x)
|
||||
{
|
||||
discard_push(played[i]->card); // Push the card to the discard pile
|
||||
card_object_destroy(&played[i]);
|
||||
|
||||
//played_top--;
|
||||
cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
|
||||
*sound_played = false;
|
||||
|
||||
if (i == played_top)
|
||||
{
|
||||
if (game_round_is_over())
|
||||
{
|
||||
hand_state = HAND_SHUFFLING;
|
||||
}
|
||||
else
|
||||
{
|
||||
hand_state = HAND_DRAW;
|
||||
}
|
||||
|
||||
play_state = PLAY_PLAYING;
|
||||
cards_drawn = 0;
|
||||
hand_selections = 0;
|
||||
played_top = -1; // Reset the played stack
|
||||
scored_card_index = 0;
|
||||
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
||||
timer = TM_ZERO;
|
||||
break; // Break out of the loop to avoid accessing an invalid index
|
||||
}
|
||||
}
|
||||
|
||||
*discarded_card = true;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
played[i]->sprite_object->tx = played_x;
|
||||
played[i]->sprite_object->ty = played_y;
|
||||
played[i]->sprite_object->tscale = played_scale;
|
||||
card_object_update(played[i]);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (card_object_get_sprite(played[played_idx]) == NULL)
|
||||
{
|
||||
card_object_set_sprite(played[played_idx], played_idx + MAX_HAND_SIZE); // Set the sprite for the played card object
|
||||
}
|
||||
|
||||
switch (play_state)
|
||||
{
|
||||
case PLAY_STARTING:
|
||||
|
||||
play_starting_played_cards_update(played_idx);
|
||||
break;
|
||||
|
||||
case PLAY_BEFORE_SCORING:
|
||||
|
||||
if (play_before_scoring_cards_update())
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_CARDS:
|
||||
|
||||
if (play_scoring_cards_update())
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_CARD_JOKERS:
|
||||
|
||||
if (play_scoring_card_jokers_update())
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_HELD_CARDS:
|
||||
|
||||
if (play_scoring_held_cards_update(played_idx))
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_SCORING_INDEPENDENT_JOKERS:
|
||||
|
||||
if (play_scoring_independent_jokers_update(played_idx))
|
||||
{
|
||||
return;
|
||||
}
|
||||
break;
|
||||
|
||||
case PLAY_ENDING:
|
||||
|
||||
play_ending_played_cards_update(played_idx);
|
||||
break;
|
||||
|
||||
case PLAY_ENDED:
|
||||
|
||||
if (play_ended_played_cards_update(played_idx))
|
||||
{
|
||||
// we continue here instead of returning for performance
|
||||
// to instantly go to the next card to discard at played_idx+1,
|
||||
// instead of starting over from index 0 and going up
|
||||
// to that card again
|
||||
continue;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
played[played_idx]->sprite_object->tscale = FIX_ONE;
|
||||
card_object_update(played[played_idx]);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2554,11 +2621,10 @@ static void game_playing_on_update()
|
||||
|
||||
game_playing_discarded_cards_loop();
|
||||
|
||||
static bool sound_played = false;
|
||||
bool discarded_card = false;
|
||||
discarded_card = false;
|
||||
|
||||
cards_in_hand_update_loop(&discarded_card, &sound_played);
|
||||
played_cards_update_loop(&discarded_card, &sound_played);
|
||||
cards_in_hand_update_loop();
|
||||
played_cards_update_loop();
|
||||
|
||||
game_playing_ui_text_update();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user