kind of fixed how game_speed behaves
This commit is contained in:
@@ -72,7 +72,7 @@ LIBDIRS := $(LIBGBA) $(LIBTONC)
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export OUTPUT := $(CURDIR)/$(BUILD)/$(TARGET)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir)) \
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+3
-3
@@ -87,12 +87,12 @@ typedef struct List List;
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// Utility functions for other files
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typedef struct CardObject CardObject; // forward declaration, actually declared in card.h
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typedef struct JokerObject JokerObject;
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CardObject **get_hand_array(void);
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CardObject** get_hand_array(void);
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int get_hand_top(void);
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int hand_get_size(void);
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CardObject **get_played_array(void);
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CardObject** get_played_array(void);
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int get_played_top(void);
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List *get_jokers(void);
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List* get_jokers(void);
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int get_deck_top(void);
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int get_num_discards_remaining(void);
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+128
-164
@@ -99,56 +99,48 @@ static int discard_top = -1;
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// Played stack
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static inline void played_push(CardObject *card_object)
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{
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if (played_top >= MAX_SELECTION_SIZE - 1)
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return;
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if (played_top >= MAX_SELECTION_SIZE - 1) return;
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played[++played_top] = card_object;
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}
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static inline CardObject *played_pop()
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{
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if (played_top < 0)
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return NULL;
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if (played_top < 0) return NULL;
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return played[played_top--];
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}
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// Deck stack
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static inline void deck_push(Card *card)
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{
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if (deck_top >= MAX_DECK_SIZE - 1)
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return;
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if (deck_top >= MAX_DECK_SIZE - 1) return;
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deck[++deck_top] = card;
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}
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static inline Card *deck_pop()
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{
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if (deck_top < 0)
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return NULL;
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if (deck_top < 0) return NULL;
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return deck[deck_top--];
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}
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// Discard stack
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static inline void discard_push(Card *card)
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{
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if (discard_top >= MAX_DECK_SIZE - 1)
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return;
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if (discard_top >= MAX_DECK_SIZE - 1) return;
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discard_pile[++discard_top] = card;
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}
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static inline Card *discard_pop()
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{
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if (discard_top < 0)
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return NULL;
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if (discard_top < 0) return NULL;
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return discard_pile[discard_top--];
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}
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// get-functions, for other files to view game state (mainly for jokers)
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CardObject **get_hand_array(void)
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{
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CardObject **get_hand_array(void) {
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return hand;
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}
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int get_hand_top(void)
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{
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int get_hand_top(void) {
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return hand_top;
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}
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@@ -157,18 +149,15 @@ int hand_get_size(void)
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return hand_top + 1;
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}
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CardObject **get_played_array(void)
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{
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CardObject **get_played_array(void) {
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return played;
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}
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int get_played_top(void)
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{
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int get_played_top(void) {
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return played_top;
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}
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List *get_jokers(void)
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{
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List *get_jokers(void) {
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return jokers;
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}
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@@ -182,46 +171,41 @@ void remove_held_joker(int joker_idx)
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list_remove_by_idx(jokers, joker_idx);
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}
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int get_deck_top(void)
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{
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int get_deck_top(void) {
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return deck_top;
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}
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int get_num_discards_remaining(void)
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{
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int get_num_discards_remaining(void) {
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return discards;
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}
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int get_money(void)
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{
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int get_money(void) {
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return money;
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}
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// Consts
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// Rects left top right bottom
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// Screenblock rects
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static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 20};
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static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 20 };
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static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31};
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static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31 };
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// The rect for popping menu animations (round end, shop, blinds)
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// - extends beyond the visible screen to the end of the screenblock
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// It includes both the target and source position rects.
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// This is because when popping, the target position is blank so we just animate
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// the whole rect so we don't have to track its position
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static const Rect SINGLE_BLIND_SELECT_RECT = {9, 7, 13, 32};
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static const Rect SINGLE_BLIND_SELECT_RECT = {9, 7, 13, 32 };
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static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17};
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static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17 };
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// TODO: Currently unused, remove?
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// static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 };
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//static const Rect HAND_BG_RECT_PLAYING = {9, 14, 24, 18 };
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static const Rect TOP_LEFT_ITEM_SRC_RECT = {0, 20, 8, 25};
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static const BG_POINT TOP_LEFT_PANEL_POINT = {
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0,
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0,
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};
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static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
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static const Rect TOP_LEFT_ITEM_SRC_RECT = {0, 20, 8, 25 };
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static const BG_POINT TOP_LEFT_PANEL_POINT = {0, 0, };
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static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4 };
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/* Contains the shop icon/current blind etc.
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* The difference between TOP_LEFT_PANEL_ANIM_RECT and TOP_LEFT_PANEL_RECT
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* is due to an overlap between the bottom of the top left panel
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@@ -229,47 +213,44 @@ static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
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* TOP_LEFT_PANEL_ANIM_RECT should be used for animations,
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* TOP_LEFT_PANEL_RECT for copies etc. but mind the overlap
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*/
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {
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0,
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21,
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};
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static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26};
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static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27};
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {0, 21, };
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static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26 };
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static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27 };
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static const BG_POINT GAME_OVER_SRC_RECT_3X3_POS = {25, 29};
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static const Rect GAME_OVER_DIALOG_DEST_RECT = {11, 21, 23, 26};
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static const Rect GAME_OVER_DIALOG_DEST_RECT= {11, 21, 23, 26};
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static const Rect GAME_OVER_ANIM_RECT = {11, 8, 23, 26};
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// Rects for TTE (in pixels)
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static const Rect HAND_SIZE_RECT = {128, 128, 152, 160}; // Seems to include both SELECT and PLAYING
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static const Rect HAND_SIZE_RECT_SELECT = {128, 128, 152, 136};
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static const Rect HAND_SIZE_RECT_PLAYING = {128, 152, 152, 160};
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static const Rect HAND_TYPE_RECT = {8, 64, 64, 72};
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static const Rect HAND_SIZE_RECT = {128, 128, 152, 160 }; // Seems to include both SELECT and PLAYING
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static const Rect HAND_SIZE_RECT_SELECT = {128, 128, 152, 136 };
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static const Rect HAND_SIZE_RECT_PLAYING = {128, 152, 152, 160 };
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static const Rect HAND_TYPE_RECT = {8, 64, 64, 72 };
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// Score displayed in the same place as the hand type
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static const Rect TEMP_SCORE_RECT = {8, 64, 64, 72};
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static const Rect SCORE_RECT = {32, 48, 64, 56};
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static const Rect TEMP_SCORE_RECT = {8, 64, 64, 72 };
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static const Rect SCORE_RECT = {32, 48, 64, 56 };
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static const Rect PLAYED_CARDS_SCORES_RECT = {72, 48, 240, 56};
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static const Rect BLIND_TOKEN_TEXT_RECT = {80, 72, 200, 160};
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static const Rect MONEY_TEXT_RECT = {8, 120, 64, 128};
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static const Rect CHIPS_TEXT_RECT = {8, 80, 32, 88};
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static const Rect MULT_TEXT_RECT = {40, 80, 64, 88};
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static const Rect BLIND_REWARD_RECT = {40, 32, 64, 40};
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static const Rect BLIND_REQ_TEXT_RECT = {32, 24, 64, 32};
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static const Rect SHOP_PRICES_TEXT_RECT = {72, 56, 192, 160};
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static const Rect PLAYED_CARDS_SCORES_RECT = {72, 48, 240, 56 };
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static const Rect BLIND_TOKEN_TEXT_RECT = {80, 72, 200, 160 };
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static const Rect MONEY_TEXT_RECT = {8, 120, 64, 128 };
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static const Rect CHIPS_TEXT_RECT = {8, 80, 32, 88 };
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static const Rect MULT_TEXT_RECT = {40, 80, 64, 88 };
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static const Rect BLIND_REWARD_RECT = {40, 32, 64, 40 };
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static const Rect BLIND_REQ_TEXT_RECT = {32, 24, 64, 32 };
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static const Rect SHOP_PRICES_TEXT_RECT = {72, 56, 192, 160 };
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// Rects with UNDEFINED are only used in tte_printf, they need to be fully defined
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// to be used with tte_erase_rect_wrapper()
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static const Rect HANDS_TEXT_RECT = {16, 104, UNDEFINED, UNDEFINED};
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static const Rect DISCARDS_TEXT_RECT = {48, 104, UNDEFINED, UNDEFINED};
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static const Rect DECK_SIZE_RECT = {200, 152, UNDEFINED, UNDEFINED};
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static const Rect ROUND_TEXT_RECT = {48, 144, UNDEFINED, UNDEFINED};
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static const Rect ANTE_TEXT_RECT = {8, 144, UNDEFINED, UNDEFINED};
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static const Rect ROUND_END_BLIND_REQ_RECT = {104, 96, 136, UNDEFINED};
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static const Rect ROUND_END_BLIND_REWARD_RECT = {168, 96, UNDEFINED, UNDEFINED};
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static const Rect ROUND_END_NUM_HANDS_RECT = {88, 116, UNDEFINED, UNDEFINED};
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static const Rect HAND_REWARD_RECT = {168, UNDEFINED, UNDEFINED, UNDEFINED};
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static const Rect CASHOUT_RECT = {88, 72, UNDEFINED, UNDEFINED};
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static const Rect SHOP_REROLL_RECT = {88, 96, UNDEFINED, UNDEFINED};
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static const Rect HANDS_TEXT_RECT = {16, 104, UNDEFINED, UNDEFINED };
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static const Rect DISCARDS_TEXT_RECT = {48, 104, UNDEFINED, UNDEFINED };
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static const Rect DECK_SIZE_RECT = {200, 152, UNDEFINED, UNDEFINED };
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static const Rect ROUND_TEXT_RECT = {48, 144, UNDEFINED, UNDEFINED };
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static const Rect ANTE_TEXT_RECT = {8, 144, UNDEFINED, UNDEFINED };
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static const Rect ROUND_END_BLIND_REQ_RECT = {104, 96, 136, UNDEFINED };
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static const Rect ROUND_END_BLIND_REWARD_RECT = { 168, 96, UNDEFINED, UNDEFINED };
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static const Rect ROUND_END_NUM_HANDS_RECT = {88, 116, UNDEFINED, UNDEFINED };
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static const Rect HAND_REWARD_RECT = {168, UNDEFINED, UNDEFINED, UNDEFINED };
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static const Rect CASHOUT_RECT = {88, 72, UNDEFINED, UNDEFINED };
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static const Rect SHOP_REROLL_RECT = {88, 96, UNDEFINED, UNDEFINED };
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static const Rect GAME_LOSE_MSG_TEXT_RECT = {104, 72, UNDEFINED, UNDEFINED};
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// 1 character to the right oF GAME_LOSE
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static const Rect GAME_WIN_MSG_TEXT_RECT = {112, 72, UNDEFINED, UNDEFINED};
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@@ -284,7 +265,7 @@ static const BG_POINT JOKER_DISCARD_TARGET = {240, 30};
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#define MAIN_MENU_PLAY_BUTTON_MAIN_COLOR_PID 5
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#define MAIN_MENU_PLAY_BUTTON_OUTLINE_COLOR_PID 2
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// TODO: Properly define and use
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//TODO: Properly define and use
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#define MENU_POP_OUT_ANIM_FRAMES 20
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#define GAME_OVER_ANIM_FRAMES 15
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@@ -294,7 +275,7 @@ static const BG_POINT JOKER_DISCARD_TARGET = {240, 30};
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#define PITCH_STEP_DISCARD_SFX (-64)
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#define PITCH_STEP_DRAW_SFX 24
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#define PITCH_STEP_UNDISCARD_SFX 2 * PITCH_STEP_DRAW_SFX
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#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
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// Naming the stage where cards return from the discard pile to the deck "undiscard"
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// General functions
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@@ -312,7 +293,7 @@ void sort_hand_by_suit()
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{
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if (hand[a] == NULL || (hand[b] != NULL && (hand[a]->card->suit > hand[b]->card->suit || (hand[a]->card->suit == hand[b]->card->suit && hand[a]->card->rank > hand[b]->card->rank))))
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{
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CardObject *temp = hand[a];
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CardObject* temp = hand[a];
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hand[a] = hand[b];
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hand[b] = temp;
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}
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@@ -328,7 +309,7 @@ void sort_hand_by_rank()
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{
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if (hand[a] == NULL || (hand[b] != NULL && hand[a]->card->rank > hand[b]->card->rank))
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{
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CardObject *temp = hand[a];
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CardObject* temp = hand[a];
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hand[a] = hand[b];
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hand[b] = temp;
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}
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@@ -362,7 +343,7 @@ void sort_cards()
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{
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if (hand[i] != NULL)
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{
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// hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i);
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//hand[i]->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[hand[i]->card->suit][hand[i]->card->rank], 0, i);
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card_object_set_sprite(hand[i], i); // Set the sprite for the card object
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sprite_position(card_object_get_sprite(hand[i]), fx2int(hand[i]->sprite_object->x), fx2int(hand[i]->sprite_object->y));
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}
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@@ -391,8 +372,7 @@ enum HandType hand_get_type()
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res_hand_type = FLUSH;
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// Check for straight
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if (hand_contains_straight(ranks))
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{
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if (hand_contains_straight(ranks)) {
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if (res_hand_type == FLUSH)
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res_hand_type = STRAIGHT_FLUSH;
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else
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@@ -400,8 +380,7 @@ enum HandType hand_get_type()
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}
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// Check for royal flush vs regular straight flush
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if (res_hand_type == STRAIGHT_FLUSH)
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{
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if (res_hand_type == STRAIGHT_FLUSH) {
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if (ranks[TEN] && ranks[JACK] && ranks[QUEEN] && ranks[KING] && ranks[ACE])
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return ROYAL_FLUSH;
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return STRAIGHT_FLUSH;
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@@ -410,40 +389,32 @@ enum HandType hand_get_type()
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// The following can be optimized better but not sure how much it matters
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u8 n_of_a_kind = hand_contains_n_of_a_kind(ranks);
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if (n_of_a_kind >= 5)
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{
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if (res_hand_type == FLUSH)
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{
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if (n_of_a_kind >= 5) {
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if (res_hand_type == FLUSH) {
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return FLUSH_FIVE;
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}
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return FIVE_OF_A_KIND;
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}
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if (n_of_a_kind == 4)
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{
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if (n_of_a_kind == 4) {
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return FOUR_OF_A_KIND;
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}
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if (n_of_a_kind == 3 && hand_contains_full_house(ranks))
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{
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if (n_of_a_kind == 3 && hand_contains_full_house(ranks)) {
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return FULL_HOUSE;
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}
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// Flush is more valuable than the remaining hand types, so return now
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if (res_hand_type == FLUSH)
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{
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if (res_hand_type == FLUSH) {
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return FLUSH;
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}
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if (n_of_a_kind == 3)
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{
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if (n_of_a_kind == 3) {
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return THREE_OF_A_KIND;
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}
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if (n_of_a_kind == 2)
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{
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if (hand_contains_two_pair(ranks))
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{
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if (n_of_a_kind == 2) {
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if (hand_contains_two_pair(ranks)) {
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return TWO_PAIR;
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}
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return PAIR;
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@@ -705,7 +676,7 @@ void display_score(int value)
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char score_suffix = ' ';
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int display_value = value;
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if (value >= 10000)
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if(value >= 10000)
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{
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score_suffix = 'k';
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display_value = value / 1000; // 12,986 = 12k
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@@ -714,7 +685,7 @@ void display_score(int value)
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// Calculate text width: digits + suffix character (if 'k')
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int num_digits = get_digits(display_value);
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int text_width = num_digits * TILE_SIZE;
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if (score_suffix == 'k')
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if(score_suffix == 'k')
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{
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text_width += TILE_SIZE; // Add width for 'k' suffix
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}
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@@ -749,7 +720,7 @@ void display_mult(int value)
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void display_round(int value)
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{
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// tte_erase_rect_wrapper(ROUND_TEXT_RECT);
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//tte_erase_rect_wrapper(ROUND_TEXT_RECT);
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tte_printf("#{P:%d,%d; cx:0x%X000}%d", ROUND_TEXT_RECT.left, ROUND_TEXT_RECT.top, TTE_YELLOW_PB, round);
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}
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@@ -760,17 +731,17 @@ void display_ante(int value)
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void display_hands(int value)
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{
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// tte_erase_rect_wrapper(HANDS_TEXT_RECT);
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||||
//tte_erase_rect_wrapper(HANDS_TEXT_RECT);
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tte_printf("#{P:%d,%d; cx:0xD000}%d", HANDS_TEXT_RECT.left, HANDS_TEXT_RECT.top, hands); // Hand
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}
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void display_discards(int value)
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||||
{
|
||||
// tte_erase_rect_wrapper(DISCARDS_TEXT_RECT);
|
||||
//tte_erase_rect_wrapper(DISCARDS_TEXT_RECT);
|
||||
tte_printf("#{P:%d,%d; cx:0xE000}%d", DISCARDS_TEXT_RECT.left, DISCARDS_TEXT_RECT.top, discards); // Discard
|
||||
}
|
||||
|
||||
static void print_hand_type(const char *hand_type_str)
|
||||
static void print_hand_type(const char* hand_type_str)
|
||||
{
|
||||
if (hand_type_str == NULL)
|
||||
return; // NULL-checking paranoia
|
||||
@@ -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());
|
||||
|
||||
@@ -876,13 +846,12 @@ void card_draw()
|
||||
// Sort the hand after drawing a card
|
||||
sort_cards();
|
||||
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DRAW_SFX);
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn*PITCH_STEP_DRAW_SFX);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -997,7 +963,7 @@ static void game_round_init()
|
||||
|
||||
playing_blind_token = blind_token_new(current_blind, 8, 18, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 1); // Create the blind token sprite at the top left corner
|
||||
// TODO: Hide blind token and display it after sliding blind rect animation
|
||||
// if (playing_blind_token != NULL)
|
||||
//if (playing_blind_token != NULL)
|
||||
//{
|
||||
// obj_hide(playing_blind_token->obj); // Hide the blind token sprite for now
|
||||
//}
|
||||
@@ -1014,7 +980,7 @@ static void game_round_init()
|
||||
// TODO: Address Copilot review at
|
||||
// https://github.com/cellos51/balatro-gba/pull/46#pullrequestreview-3045772903
|
||||
char score_suffix = ' ';
|
||||
if (blind_requirement >= 10000)
|
||||
if(blind_requirement >= 10000)
|
||||
{
|
||||
// clear existing text
|
||||
tte_erase_rect_wrapper(blind_req_text_rect);
|
||||
@@ -1027,7 +993,7 @@ static void game_round_init()
|
||||
update_text_rect_to_right_align_num(&blind_req_text_rect, blind_requirement, OVERFLOW_RIGHT);
|
||||
|
||||
// If we added a suffix, adjust position to account for the extra character
|
||||
if (score_suffix == 'k')
|
||||
if(score_suffix == 'k')
|
||||
{
|
||||
blind_req_text_rect.left -= TILE_SIZE; // Move left by one character width to make room for 'k'
|
||||
}
|
||||
@@ -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);
|
||||
@@ -1403,11 +1368,11 @@ static void game_playing_discarded_cards_loop()
|
||||
change_background(BG_ID_ROUND_END); // Change the background to the round end background. This is how it works in Balatro, so I'm doing it this way too.
|
||||
|
||||
// We take each discarded card and put it back into the deck with a short animation
|
||||
static CardObject *discarded_card_object = NULL;
|
||||
static CardObject* discarded_card_object = NULL;
|
||||
if (discarded_card_object == NULL)
|
||||
{
|
||||
discarded_card_object = card_object_new(discard_pop());
|
||||
// discarded_card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[discarded_card_object->card->suit][discarded_card_object->card->rank], 0, 0);
|
||||
//discarded_card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, card_sprite_lut[discarded_card_object->card->suit][discarded_card_object->card->rank], 0, 0);
|
||||
card_object_set_sprite(discarded_card_object, 0); // Set the sprite for the discarded card object
|
||||
sprite_object_reset_transform(discarded_card_object->sprite_object);
|
||||
|
||||
@@ -1439,9 +1404,9 @@ static void game_playing_discarded_cards_loop()
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
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)
|
||||
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)
|
||||
{
|
||||
if (hand_state != HAND_DISCARD && hand_state != HAND_SHUFFLING)
|
||||
{
|
||||
@@ -1511,7 +1476,7 @@ void card_in_hand_loop_handle_discard_and_shuffling(int card_idx, bool *discarde
|
||||
};
|
||||
}
|
||||
|
||||
static void cards_in_hand_update_loop(bool *discarded_card, int *played_selections, bool *sound_played)
|
||||
static void cards_in_hand_update_loop(bool* discarded_card, int* played_selections, bool* sound_played)
|
||||
{
|
||||
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
|
||||
{
|
||||
@@ -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:
|
||||
@@ -1570,7 +1534,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
|
||||
hand[i] = NULL;
|
||||
sort_cards();
|
||||
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX);
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn*PITCH_STEP_DISCARD_SFX);
|
||||
|
||||
hand_top--;
|
||||
hand_selections--;
|
||||
@@ -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)
|
||||
@@ -1748,7 +1709,7 @@ static void cards_in_hand_update_loop(bool *discarded_card, int *played_selectio
|
||||
}
|
||||
}
|
||||
|
||||
static void played_cards_update_loop(bool *discarded_card, int *played_selections, bool *sound_played)
|
||||
static void played_cards_update_loop(bool* discarded_card, int* played_selections, bool* sound_played)
|
||||
{
|
||||
// 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
|
||||
// (also crazy that the company that published Balatro is called "Playstack" and this is a play stack, but I digress)
|
||||
@@ -1758,7 +1719,7 @@ static void played_cards_update_loop(bool *discarded_card, int *played_selection
|
||||
{
|
||||
if (card_object_get_sprite(played[i]) == NULL)
|
||||
{
|
||||
// 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);
|
||||
//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);
|
||||
card_object_set_sprite(played[i], i + MAX_HAND_SIZE); // Set the sprite for the played card object
|
||||
}
|
||||
|
||||
@@ -1909,7 +1870,7 @@ static void played_cards_update_loop(bool *discarded_card, int *played_selection
|
||||
|
||||
if (!*sound_played)
|
||||
{
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX);
|
||||
play_sfx(SFX_CARD_DRAW, MM_BASE_PITCH_RATE + cards_drawn*PITCH_STEP_DISCARD_SFX);
|
||||
*sound_played = true;
|
||||
}
|
||||
|
||||
@@ -1918,7 +1879,7 @@ static void played_cards_update_loop(bool *discarded_card, int *played_selection
|
||||
discard_push(played[i]->card); // Push the card to the discard pile
|
||||
card_object_destroy(&played[i]);
|
||||
|
||||
// played_top--;
|
||||
//played_top--;
|
||||
cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
|
||||
*sound_played = false;
|
||||
|
||||
@@ -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);
|
||||
@@ -2114,15 +2074,14 @@ 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
|
||||
|
||||
if (blind_reward > 0)
|
||||
{
|
||||
blind_reward--;
|
||||
tte_printf("#{P:%d,%d; cx:0x%X000}$%d", BLIND_REWARD_RECT.left, BLIND_REWARD_RECT.top, TTE_YELLOW_PB, blind_reward);
|
||||
tte_printf("#{P:%d,%d; cx:0x%X000}$%d", BLIND_REWARD_RECT.left , BLIND_REWARD_RECT.top, TTE_YELLOW_PB, blind_reward);
|
||||
tte_printf("#{P:%d,%d; cx:0x%X000}$%d", ROUND_END_BLIND_REWARD_RECT.left, ROUND_END_BLIND_REWARD_RECT.top, TTE_YELLOW_PB, blind_get_reward(current_blind) - blind_reward);
|
||||
}
|
||||
else if (timer > FRAMES(20))
|
||||
@@ -2173,7 +2132,7 @@ void game_round_end()
|
||||
int hand_y = 0;
|
||||
|
||||
// TODO: Implement interest
|
||||
// int interest_y = 0;
|
||||
//int interest_y = 0;
|
||||
|
||||
if (hands > 0)
|
||||
{
|
||||
@@ -2318,7 +2277,7 @@ void erase_price_under_sprite_object(SpriteObject *sprite_object)
|
||||
// TODO: Should probably extract the size from the sprite
|
||||
|
||||
price_rect.right = price_rect.left + TILE_SIZE * 3;
|
||||
price_rect.bottom = price_rect.top + 2 * TILE_SIZE; // Taking 2 tiles down so the highlighted case is also covered
|
||||
price_rect.bottom = price_rect.top + 2*TILE_SIZE; // Taking 2 tiles down so the highlighted case is also covered
|
||||
tte_erase_rect_wrapper(price_rect);
|
||||
}
|
||||
|
||||
@@ -2374,8 +2333,8 @@ static void game_shop_intro()
|
||||
int y_from = 26 + y - timer_offset;
|
||||
int y_to = 0 + y;
|
||||
|
||||
Rect from = {0, y_from, 8, y_from};
|
||||
BG_POINT to = {0, y_to};
|
||||
Rect from = { 0, y_from, 8, y_from };
|
||||
BG_POINT to = { 0, y_to };
|
||||
|
||||
main_bg_se_copy_rect(from, to);
|
||||
}
|
||||
@@ -2432,14 +2391,14 @@ static void jokers_sel_row_on_selection_changed(SelectionGrid *selection_grid,
|
||||
{
|
||||
if (prev_selection->y == row_idx)
|
||||
{
|
||||
JokerObject *joker_object = list_get(jokers, prev_selection->x);
|
||||
JokerObject* joker_object = list_get(jokers, prev_selection->x);
|
||||
erase_price_under_sprite_object(joker_object->sprite_object);
|
||||
sprite_object_set_focus(joker_object->sprite_object, false);
|
||||
}
|
||||
|
||||
if (new_selection->y == row_idx)
|
||||
{
|
||||
JokerObject *joker_object = list_get(jokers, new_selection->x);
|
||||
JokerObject* joker_object = list_get(jokers, new_selection->x);
|
||||
sprite_object_set_focus(joker_object->sprite_object, true);
|
||||
print_price_under_sprite_object(joker_object->sprite_object, joker_get_sell_value(joker_object->joker));
|
||||
}
|
||||
@@ -2468,7 +2427,7 @@ void game_sell_joker(int joker_idx)
|
||||
joker_start_discard_animation(joker_object);
|
||||
}
|
||||
|
||||
static void jokers_sel_row_on_key_hit(SelectionGrid *selection_grid, Selection *selection)
|
||||
static void jokers_sel_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
|
||||
{
|
||||
if (!key_hit(SELL_KEY))
|
||||
return;
|
||||
@@ -2502,7 +2461,7 @@ static void game_shop_buy_joker(int shop_joker_idx)
|
||||
list_remove_by_idx(shop_jokers, shop_joker_idx); // Remove the joker from the shop
|
||||
}
|
||||
|
||||
static void shop_top_row_on_key_hit(SelectionGrid *selection_grid, Selection *selection)
|
||||
static void shop_top_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
|
||||
{
|
||||
if (!key_hit(SELECT_CARD))
|
||||
return;
|
||||
@@ -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;
|
||||
}
|
||||
@@ -2537,9 +2498,9 @@ static void shop_top_row_on_key_hit(SelectionGrid *selection_grid, Selection *se
|
||||
}
|
||||
}
|
||||
|
||||
static void shop_top_row_on_selection_changed(SelectionGrid *selection_grid, int row_idx,
|
||||
const Selection *prev_selection,
|
||||
const Selection *new_selection)
|
||||
static void shop_top_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx,
|
||||
const Selection* prev_selection,
|
||||
const Selection* new_selection)
|
||||
{
|
||||
// The selection grid system only guarantees that the new selection is within bounds
|
||||
if (prev_selection->y == row_idx && prev_selection->x >= 0 && prev_selection->x < shop_top_row_get_size())
|
||||
@@ -2578,7 +2539,7 @@ static int shop_reroll_row_get_size()
|
||||
return 1; // Only the reroll button
|
||||
}
|
||||
|
||||
static void shop_reroll_row_on_selection_changed(SelectionGrid *selection_grid, int row_idx, const Selection *prev_selection, const Selection *new_selection)
|
||||
static void shop_reroll_row_on_selection_changed(SelectionGrid* selection_grid, int row_idx, const Selection* prev_selection, const Selection* new_selection)
|
||||
{
|
||||
if (row_idx == prev_selection->y)
|
||||
{
|
||||
@@ -2591,7 +2552,7 @@ static void shop_reroll_row_on_selection_changed(SelectionGrid *selection_grid,
|
||||
}
|
||||
}
|
||||
|
||||
static void shop_reroll_row_on_key_hit(SelectionGrid *selection_grid, Selection *selection)
|
||||
static void shop_reroll_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
|
||||
{
|
||||
if (money >= reroll_cost)
|
||||
{
|
||||
@@ -2600,10 +2561,11 @@ static void shop_reroll_row_on_key_hit(SelectionGrid *selection_grid, Selection
|
||||
}
|
||||
|
||||
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};
|
||||
|
||||
@@ -2737,7 +2699,7 @@ void game_shop()
|
||||
|
||||
for (int i = 0; i < list_get_size(shop_jokers); i++)
|
||||
{
|
||||
JokerObject *joker_object = list_get(shop_jokers, i);
|
||||
JokerObject* joker_object = list_get(shop_jokers, i);
|
||||
if (joker_object != NULL)
|
||||
{
|
||||
// Make the joker available back to shop
|
||||
@@ -2975,9 +2937,10 @@ static void discarded_jokers_update_loop()
|
||||
// Iterating backwards because of removal within loop
|
||||
for (int i = list_get_size(discarded_jokers) - 1; i >= 0; i--)
|
||||
{
|
||||
JokerObject *joker_object = list_get(discarded_jokers, i);
|
||||
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);
|
||||
|
||||
|
||||
+22
-26
@@ -13,7 +13,7 @@
|
||||
#define SPRITE_FOCUS_RAISE_PX 10
|
||||
|
||||
OBJ_ATTR obj_buffer[MAX_SPRITES];
|
||||
OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE *)obj_buffer;
|
||||
OBJ_AFFINE *obj_aff_buffer = (OBJ_AFFINE*)obj_buffer;
|
||||
|
||||
static Sprite *free_sprites[MAX_SPRITES] = {NULL};
|
||||
static bool free_affines[MAX_AFFINES] = {false};
|
||||
@@ -26,7 +26,7 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
|
||||
sprite->obj = NULL;
|
||||
sprite->aff = NULL;
|
||||
|
||||
if (!free_sprites[sprite_index])
|
||||
if(!free_sprites[sprite_index])
|
||||
{
|
||||
free_sprites[sprite_index] = sprite;
|
||||
}
|
||||
@@ -40,9 +40,9 @@ Sprite *sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
|
||||
{
|
||||
int aff_index = MAX_AFFINES;
|
||||
|
||||
for (int i = 0; i < MAX_AFFINES; i++)
|
||||
for(int i = 0; i < MAX_AFFINES; i++)
|
||||
{
|
||||
if (!free_affines[i])
|
||||
if(!free_affines[i])
|
||||
{
|
||||
free_affines[i] = true;
|
||||
aff_index = i;
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -115,9 +113,9 @@ int sprite_get_pb(const Sprite *sprite)
|
||||
}
|
||||
|
||||
// SpriteObject methods
|
||||
SpriteObject *sprite_object_new()
|
||||
SpriteObject* sprite_object_new()
|
||||
{
|
||||
SpriteObject *sprite_object = (SpriteObject *)malloc(sizeof(SpriteObject));
|
||||
SpriteObject* sprite_object = (SpriteObject*)malloc(sizeof(SpriteObject));
|
||||
sprite_object->sprite = NULL;
|
||||
sprite_object_reset_transform(sprite_object);
|
||||
sprite_object->selected = false;
|
||||
@@ -126,16 +124,15 @@ SpriteObject *sprite_object_new()
|
||||
return sprite_object;
|
||||
}
|
||||
|
||||
void sprite_object_destroy(SpriteObject **sprite_object)
|
||||
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;
|
||||
}
|
||||
|
||||
void sprite_object_set_sprite(SpriteObject *sprite_object, Sprite *sprite)
|
||||
void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
|
||||
{
|
||||
if (sprite_object == NULL)
|
||||
return;
|
||||
@@ -143,7 +140,7 @@ void sprite_object_set_sprite(SpriteObject *sprite_object, Sprite *sprite)
|
||||
sprite_object->sprite = sprite;
|
||||
}
|
||||
|
||||
void sprite_object_reset_transform(SpriteObject *sprite_object)
|
||||
void sprite_object_reset_transform(SpriteObject* sprite_object)
|
||||
{
|
||||
sprite_object->tx = 0; // Target position
|
||||
sprite_object->ty = 0;
|
||||
@@ -159,7 +156,7 @@ void sprite_object_reset_transform(SpriteObject *sprite_object)
|
||||
sprite_object->vrotation = 0;
|
||||
}
|
||||
|
||||
void sprite_object_update(SpriteObject *sprite_object)
|
||||
void sprite_object_update(SpriteObject* sprite_object)
|
||||
{
|
||||
sprite_object->vx += (sprite_object->tx - sprite_object->x) / (8 / game_speed); // SPEED
|
||||
sprite_object->vy += (sprite_object->ty - sprite_object->y) / (8 / game_speed);
|
||||
@@ -215,39 +212,38 @@ void sprite_object_update(SpriteObject *sprite_object)
|
||||
sprite_position(sprite_object->sprite, fx2int(sprite_object->x), fx2int(sprite_object->y));
|
||||
}
|
||||
|
||||
void sprite_object_shake(SpriteObject *sprite_object, mm_word sound_id)
|
||||
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
|
||||
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);
|
||||
}
|
||||
|
||||
void sprite_object_set_selected(SpriteObject *sprite_object, bool selected)
|
||||
void sprite_object_set_selected(SpriteObject* sprite_object, bool selected)
|
||||
{
|
||||
if (sprite_object == NULL)
|
||||
return;
|
||||
sprite_object->selected = selected;
|
||||
}
|
||||
|
||||
bool sprite_object_is_selected(SpriteObject *sprite_object)
|
||||
bool sprite_object_is_selected(SpriteObject* sprite_object)
|
||||
{
|
||||
if (sprite_object == NULL)
|
||||
return false;
|
||||
return sprite_object->selected;
|
||||
}
|
||||
|
||||
Sprite *sprite_object_get_sprite(SpriteObject *sprite_object)
|
||||
Sprite* sprite_object_get_sprite(SpriteObject* sprite_object)
|
||||
{
|
||||
if (sprite_object == NULL)
|
||||
return NULL;
|
||||
return sprite_object->sprite;
|
||||
}
|
||||
|
||||
void sprite_object_set_focus(SpriteObject *sprite_object, bool focus)
|
||||
void sprite_object_set_focus(SpriteObject* sprite_object, bool focus)
|
||||
{
|
||||
if (sprite_object->focused == focus)
|
||||
{
|
||||
@@ -255,11 +251,11 @@ void sprite_object_set_focus(SpriteObject *sprite_object, bool focus)
|
||||
}
|
||||
sprite_object->focused = focus;
|
||||
|
||||
play_sfx(SFX_CARD_FOCUS, MM_BASE_PITCH_RATE + rand() % 512);
|
||||
play_sfx(SFX_CARD_FOCUS , MM_BASE_PITCH_RATE + rand() % 512);
|
||||
sprite_object->ty = sprite_object->ty + int2fx((focus ? -1 : 1) * SPRITE_FOCUS_RAISE_PX);
|
||||
}
|
||||
|
||||
bool sprite_object_is_focused(SpriteObject *sprite_object)
|
||||
bool sprite_object_is_focused(SpriteObject* sprite_object)
|
||||
{
|
||||
return sprite_object->focused;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user