kind of fixed how game_speed behaves

This commit is contained in:
alex
2025-09-21 23:49:24 -07:00
parent 6e60cf5970
commit 301f5a2a53
8 changed files with 782 additions and 822 deletions
+1 -1
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@@ -72,7 +72,7 @@ LIBDIRS := $(LIBGBA) $(LIBTONC)
ifneq ($(BUILD),$(notdir $(CURDIR)))
#---------------------------------------------------------------------------------
export OUTPUT := $(CURDIR)/$(TARGET)
export OUTPUT := $(CURDIR)/$(BUILD)/$(TARGET)
export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
BIN
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+51 -87
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@@ -99,56 +99,48 @@ static int discard_top = -1;
// Played stack
static inline void played_push(CardObject *card_object)
{
if (played_top >= MAX_SELECTION_SIZE - 1)
return;
if (played_top >= MAX_SELECTION_SIZE - 1) return;
played[++played_top] = card_object;
}
static inline CardObject *played_pop()
{
if (played_top < 0)
return NULL;
if (played_top < 0) return NULL;
return played[played_top--];
}
// Deck stack
static inline void deck_push(Card *card)
{
if (deck_top >= MAX_DECK_SIZE - 1)
return;
if (deck_top >= MAX_DECK_SIZE - 1) return;
deck[++deck_top] = card;
}
static inline Card *deck_pop()
{
if (deck_top < 0)
return NULL;
if (deck_top < 0) return NULL;
return deck[deck_top--];
}
// Discard stack
static inline void discard_push(Card *card)
{
if (discard_top >= MAX_DECK_SIZE - 1)
return;
if (discard_top >= MAX_DECK_SIZE - 1) return;
discard_pile[++discard_top] = card;
}
static inline Card *discard_pop()
{
if (discard_top < 0)
return NULL;
if (discard_top < 0) return NULL;
return discard_pile[discard_top--];
}
// get-functions, for other files to view game state (mainly for jokers)
CardObject **get_hand_array(void)
{
CardObject **get_hand_array(void) {
return hand;
}
int get_hand_top(void)
{
int get_hand_top(void) {
return hand_top;
}
@@ -157,18 +149,15 @@ int hand_get_size(void)
return hand_top + 1;
}
CardObject **get_played_array(void)
{
CardObject **get_played_array(void) {
return played;
}
int get_played_top(void)
{
int get_played_top(void) {
return played_top;
}
List *get_jokers(void)
{
List *get_jokers(void) {
return jokers;
}
@@ -182,21 +171,19 @@ void remove_held_joker(int joker_idx)
list_remove_by_idx(jokers, joker_idx);
}
int get_deck_top(void)
{
int get_deck_top(void) {
return deck_top;
}
int get_num_discards_remaining(void)
{
int get_num_discards_remaining(void) {
return discards;
}
int get_money(void)
{
int get_money(void) {
return money;
}
// Consts
// Rects left top right bottom
@@ -217,10 +204,7 @@ static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17};
//static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 };
static const Rect TOP_LEFT_ITEM_SRC_RECT = {0, 20, 8, 25 };
static const BG_POINT TOP_LEFT_PANEL_POINT = {
0,
0,
};
static const BG_POINT TOP_LEFT_PANEL_POINT = {0, 0, };
static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4 };
/* Contains the shop icon/current blind etc.
* The difference between TOP_LEFT_PANEL_ANIM_RECT and TOP_LEFT_PANEL_RECT
@@ -229,10 +213,7 @@ static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
* TOP_LEFT_PANEL_ANIM_RECT should be used for animations,
* TOP_LEFT_PANEL_RECT for copies etc. but mind the overlap
*/
static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {
0,
21,
};
static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {0, 21, };
static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26 };
static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27 };
static const BG_POINT GAME_OVER_SRC_RECT_3X3_POS = {25, 29};
@@ -391,8 +372,7 @@ enum HandType hand_get_type()
res_hand_type = FLUSH;
// Check for straight
if (hand_contains_straight(ranks))
{
if (hand_contains_straight(ranks)) {
if (res_hand_type == FLUSH)
res_hand_type = STRAIGHT_FLUSH;
else
@@ -400,8 +380,7 @@ enum HandType hand_get_type()
}
// Check for royal flush vs regular straight flush
if (res_hand_type == STRAIGHT_FLUSH)
{
if (res_hand_type == STRAIGHT_FLUSH) {
if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
return ROYAL_FLUSH;
return STRAIGHT_FLUSH;
@@ -410,40 +389,32 @@ enum HandType hand_get_type()
// The following can be optimized better but not sure how much it matters
u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
if (n_of_a_kind >= 5)
{
if (res_hand_type == FLUSH)
{
if (n_of_a_kind >= 5) {
if (res_hand_type == FLUSH) {
return FLUSH_FIVE;
}
return FIVE_OF_A_KIND;
}
if (n_of_a_kind == 4)
{
if (n_of_a_kind == 4) {
return FOUR_OF_A_KIND;
}
if (n_of_a_kind == 3 && hand_contains_full_house(ranks))
{
if (n_of_a_kind == 3 && hand_contains_full_house(ranks)) {
return FULL_HOUSE;
}
// Flush is more valuable than the remaining hand types, so return now
if (res_hand_type == FLUSH)
{
if (res_hand_type == FLUSH) {
return FLUSH;
}
if (n_of_a_kind == 3)
{
if (n_of_a_kind == 3) {
return THREE_OF_A_KIND;
}
if (n_of_a_kind == 2)
{
if (hand_contains_two_pair(ranks))
{
if (n_of_a_kind == 2) {
if (hand_contains_two_pair(ranks)) {
return TWO_PAIR;
}
return PAIR;
@@ -860,8 +831,7 @@ void set_hand()
void card_draw()
{
if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1)
return;
if (deck_top < 0 || hand_top >= hand_size - 1 || hand_top >= MAX_HAND_SIZE - 1) return;
CardObject *card_object = card_object_new(deck_pop());
@@ -881,8 +851,7 @@ void card_draw()
void hand_set_focus(int index)
{
if (index < 0 || index > hand_top || hand_state != HAND_SELECT)
return;
if (index < 0 || index > hand_top || hand_state != HAND_SELECT) return;
selection_x = index;
play_sfx(SFX_CARD_FOCUS, MM_BASE_PITCH_RATE + rand() % 512);
@@ -890,8 +859,7 @@ void hand_set_focus(int index)
void hand_toggle_card_selection()
{
if (hand_state != HAND_SELECT || hand[selection_x] == NULL)
return;
if (hand_state != HAND_SELECT || hand[selection_x] == NULL) return;
if (card_object_is_selected(hand[selection_x]))
{
@@ -939,15 +907,13 @@ int hand_get_max_size()
bool hand_discard()
{
if (hand_state != HAND_SELECT || hand_selections == 0)
return false;
if (hand_state != HAND_SELECT || hand_selections == 0) return false;
return true;
}
bool hand_play()
{
if (hand_state != HAND_SELECT || hand_selections == 0)
return false;
if (hand_state != HAND_SELECT || hand_selections == 0) return false;
return true;
}
@@ -1064,6 +1030,7 @@ static void game_lose_init()
game_over_init();
// Using the text color to match the "Game Over" text
affine_background_set_color(TEXT_CLR_RED);
}
static void game_win_init()
@@ -1128,12 +1095,10 @@ void game_init()
jokers_available_to_shop_init();
// Initialize jokers list
if (jokers)
list_destroy(&jokers);
if (jokers) list_destroy(&jokers);
jokers = list_new(MAX_JOKERS_HELD_SIZE);
if (discarded_jokers != NULL)
list_destroy(&discarded_jokers);
if (discarded_jokers != NULL) list_destroy(&discarded_jokers);
discarded_jokers = list_new(MAX_JOKERS_HELD_SIZE);
hands = max_hands;
@@ -1304,7 +1269,7 @@ static void game_playing_process_input_and_state()
if (mult > 0)
{
temp_score = chips * mult;
lerped_temp_score = (float)(1.0f / game_speed) * int2fx(temp_score);
lerped_temp_score = (float)(1.0f / game_speed) * int2fx(temp_score); // game speed affects how fast the score text increases.
lerped_score = int2fx(score);
display_temp_score(temp_score);
@@ -1554,8 +1519,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
case HAND_DISCARD: // TODO: Add sound
bool break_loop;
card_in_hand_loop_handle_discard_and_shuffling(i, discarded_card, &hand_x, &hand_y, sound_played, &break_loop);
if (break_loop)
break;
if (break_loop) break;
break;
case HAND_PLAY:
@@ -1617,8 +1581,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
}
}
if (card_object_is_selected(played[i]))
break;
if (card_object_is_selected(played[i])) break;
}
break;
case TWO_PAIR: // find two pairs of cards with the same rank (Requires recursion)
@@ -1637,8 +1600,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
}
}
if (card_object_is_selected(played[i]))
break;
if (card_object_is_selected(played[i])) break;
}
for (; i <= played_top - 1; i++) // Find second pair
@@ -1677,8 +1639,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
}
}
if (card_object_is_selected(played[i]))
break;
if (card_object_is_selected(played[i])) break;
}
break;
case FOUR_OF_A_KIND: // find four cards with the same rank (requires recursion)
@@ -2069,8 +2030,7 @@ void game_round_end()
obj_unhide(round_end_blind_token->obj, 0);
int current_ante = ante;
if (current_blind == BOSS_BLIND)
current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
if (current_blind == BOSS_BLIND) current_ante--; // Beating the boss blind increases the ante, so we need to display the previous ante value
Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
int blind_req = blind_get_requirement(current_blind, current_ante);
@@ -2114,8 +2074,7 @@ void game_round_end()
}
case 4: // Every 20 frames, display the blind reward and update the text until it reaches 0
{
if (timer % FRAMES(20) != 0)
break;
if (timer % FRAMES(20) != 0) break;
// TODO: Add sound effect here
@@ -2525,7 +2484,9 @@ static void shop_top_row_on_key_hit(SelectionGrid *selection_grid, Selection *se
{
int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
JokerObject *joker_object = list_get(shop_jokers, shop_joker_idx);
if (joker_object == NULL || list_get_size(jokers) >= MAX_JOKERS_HELD_SIZE || money < joker_object->joker->value)
if (joker_object == NULL
|| list_get_size(jokers) >= MAX_JOKERS_HELD_SIZE
|| money < joker_object->joker->value)
{
return;
}
@@ -2603,7 +2564,8 @@ SelectionGridRow shop_selection_rows[] =
{
{0, jokers_sel_row_get_size, jokers_sel_row_on_selection_changed, jokers_sel_row_on_key_hit},
{1, shop_top_row_get_size, shop_top_row_on_selection_changed, shop_top_row_on_key_hit},
{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_hit}};
{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_hit}
};
static const Selection SHOP_INIT_SEL = {-1, 1};
@@ -2977,7 +2939,8 @@ static void discarded_jokers_update_loop()
{
JokerObject* joker_object = list_get(discarded_jokers, i);
joker_object_update(joker_object);
if (joker_object->sprite_object->x == joker_object->sprite_object->tx && joker_object->sprite_object->y == joker_object->sprite_object->ty)
if (joker_object->sprite_object->x == joker_object->sprite_object->tx
&& joker_object->sprite_object->y == joker_object->sprite_object->ty)
{
list_remove_by_idx(discarded_jokers, i);
joker_object_destroy(&joker_object);
@@ -2993,7 +2956,8 @@ static void held_jokers_update_loop()
{13, -13, 0, 0, 0},
{26, 0, -26, 0, 0},
{39, 13, -13, -39, 0},
{40, 20, 0, -20, -40}};
{40, 20, 0, -20, -40}
};
FIXED hand_x = int2fx(HELD_JOKERS_POS.x);
+4 -8
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@@ -74,8 +74,7 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
void sprite_destroy(Sprite **sprite)
{
if (*sprite == NULL)
return;
if (*sprite == NULL) return;
obj_hide((*sprite)->obj);
free_sprites[(*sprite)->obj - obj_buffer] = NULL;
if ((*sprite)->aff != NULL)
@@ -88,8 +87,7 @@ void sprite_destroy(Sprite **sprite)
int sprite_get_layer(Sprite *sprite)
{
if (sprite == NULL || sprite->obj == NULL)
return -1;
if (sprite == NULL || sprite->obj == NULL) return -1;
return sprite->obj - obj_buffer;
}
@@ -128,8 +126,7 @@ SpriteObject *sprite_object_new()
void sprite_object_destroy(SpriteObject** sprite_object)
{
if (*sprite_object == NULL)
return;
if (*sprite_object == NULL) return;
sprite_destroy(&((*sprite_object)->sprite));
free(*sprite_object);
*sprite_object = NULL;
@@ -220,8 +217,7 @@ void sprite_object_shake(SpriteObject *sprite_object, mm_word sound_id)
sprite_object->vscale = float2fx(0.3f);
sprite_object->vrotation = float2fx(8.0f); //Rotate the card when it's scored
if (sound_id == UNDEFINED)
return; // If no sound ID is provided, do nothing
if (sound_id == UNDEFINED) return; // If no sound ID is provided, do nothing
play_sfx(sound_id, MM_BASE_PITCH_RATE);
}