Rename blind enums to represent their type

This commit prefixes the enums `BlindType` and `BlindState` with their
types for clarity
This commit is contained in:
Rickey Fehr
2025-09-20 11:36:23 -07:00
parent 7ee07bb34c
commit 3c2dd0edba
3 changed files with 75 additions and 61 deletions
+11 -9
View File
@@ -24,22 +24,24 @@
enum BlindType
{
SMALL_BLIND,
BIG_BLIND,
BOSS_BLIND,
MAX_BLINDS
BLIND_TYPE_SMALL,
BLIND_TYPE_BIG,
BLIND_TYPE_BOSS,
BLIND_TYPE_MAX,
};
enum BlindState
{
BLIND_CURRENT,
BLIND_UPCOMING,
BLIND_DEFEATED,
BLIND_SKIPPED
BLIND_STATE_CURRENT,
BLIND_STATE_UPCOMING,
BLIND_STATE_DEFEATED,
BLIND_STATE_SKIPPED,
BLIND_STATE_MAX,
};
// TODO: Move this to a common interface for other palettes
typedef struct {
typedef struct
{
const u16* palette;
u32 tid;
u32 pb;
+6 -7
View File
@@ -16,10 +16,10 @@ static const u16 small_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x7FFF, 0x34A
static const u16 big_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2527, 0x15F5, 0x36FC, 0x1E9C, 0x01B4, 0x0D0A, 0x010E};
static const u16 boss_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2CC9, 0x3D0D, 0x5E14, 0x5171, 0x4D0F, 0x2CC8, 0x3089}; // This variable is temporary, each boss blind will have its own unique palette
static const Blind blindMap[MAX_BLINDS] =
static const Blind blindMap[BLIND_TYPE_MAX] =
{
{
.type = SMALL_BLIND,
.type = BLIND_TYPE_SMALL,
.pal_info =
{
.palette = small_blind_token_palette,
@@ -30,7 +30,7 @@ static const Blind blindMap[MAX_BLINDS] =
.reward = SMALL_BLIND_REWARD,
},
{
.type = BIG_BLIND,
.type = BLIND_TYPE_BIG,
.pal_info =
{
.palette = big_blind_token_palette,
@@ -41,7 +41,7 @@ static const Blind blindMap[MAX_BLINDS] =
.reward = BIG_BLIND_REWARD,
},
{
.type = BOSS_BLIND,
.type = BLIND_TYPE_BOSS,
.pal_info =
{
.palette = boss_blind_token_palette,
@@ -58,9 +58,8 @@ void blind_init()
// Blind graphics (fighting grit every step of the way as usual)
GRIT_CPY(&tile_mem[4][SMALL_BLIND_TID], blinds_gfxTiles);
for(int i = 0; i < MAX_BLINDS; i++)
{
const u16* pal = blindMap[i].pal_info.palette;
for(int i = 0; i < BLIND_TYPE_MAX; i++)
{const u16* pal = blindMap[i].pal_info.palette;
u32 pb = blindMap[i].pal_info.pb;
u32 pal_offset = PAL_ROW_LEN * pb;
+58 -45
View File
@@ -78,10 +78,17 @@ static CardObject *main_menu_ace = NULL;
static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state
static Sprite *blind_select_tokens[MAX_BLINDS] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
static Sprite *blind_select_tokens[BLIND_TYPE_MAX] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
static int current_blind = SMALL_BLIND;
static enum BlindState blinds[MAX_BLINDS] = {BLIND_CURRENT, BLIND_UPCOMING, BLIND_UPCOMING}; // The current state of the blinds, this is used to determine what the game is doing at any given time
static int current_blind = BLIND_TYPE_SMALL;
// The current state of the blinds, this is used to determine what the game is doing at any given time
static enum BlindState blinds[BLIND_TYPE_MAX] =
{
BLIND_STATE_CURRENT,
BLIND_STATE_UPCOMING,
BLIND_STATE_UPCOMING
}; // The current state of the blinds, this is used to determine what the game is doing at any given time
// Red deck default (can later be moved to a deck.h file or something)
static int max_hands = 4;
@@ -583,15 +590,15 @@ void change_background(int id)
GRIT_CPY(&tile8_mem[MAIN_BG_CBB], background_gfxTiles);
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_gfxMap);
if (current_blind == BIG_BLIND) // Change text and palette depending on blind type
if (current_blind == BLIND_TYPE_BIG) // Change text and palette depending on blind type
{
main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
}
else if (current_blind == BOSS_BLIND)
else if (current_blind == BLIND_TYPE_BOSS)
{
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
affine_background_set_color(blind_get_color(BOSS_BLIND, BLIND_SHADOW_COLOR_INDEX));
affine_background_set_color(blind_get_color(BLIND_TYPE_BOSS, BLIND_SHADOW_COLOR_INDEX));
}
bg_copy_current_item_to_top_left_panel();
@@ -659,14 +666,16 @@ void change_background(int id)
}
else if (id == BG_ID_BLIND_SELECT)
{
obj_unhide(blind_select_tokens[SMALL_BLIND]->obj, 0);
obj_unhide(blind_select_tokens[BIG_BLIND]->obj, 0);
obj_unhide(blind_select_tokens[BOSS_BLIND]->obj, 0);
for(int i = 0; i < BLIND_TYPE_MAX; i++)
{
obj_unhide(blind_select_tokens[i]->obj, 0);
}
const int default_y = 89 + (TILE_SIZE * 12); // Default y position for the blind select tokens. 12 is the amound of tiles the background is shifted down by
sprite_position(blind_select_tokens[SMALL_BLIND], 80, default_y);
sprite_position(blind_select_tokens[BIG_BLIND], 120, default_y);
sprite_position(blind_select_tokens[BOSS_BLIND], 160, default_y);
// TODO refactor magic numbers '80/120/160' into a map to loop with
sprite_position(blind_select_tokens[BLIND_TYPE_SMALL], 80, default_y);
sprite_position(blind_select_tokens[BLIND_TYPE_BOSS], 120, default_y);
sprite_position(blind_select_tokens[BLIND_TYPE_BIG], 160, default_y);
toggle_windows(false, true);
@@ -675,8 +684,8 @@ void change_background(int id)
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_blind_select_gfxMap);
// Copy boss blind colors to blind select palette
memset16(&pal_bg_mem[BOSS_BLIND_PRIMARY_PID], blind_get_color(BOSS_BLIND, BLIND_BACKGROUND_MAIN_COLOR_INDEX), 1);
memset16(&pal_bg_mem[BOSS_BLIND_SHADOW_PID], blind_get_color(BOSS_BLIND, BLIND_BACKGROUND_SHADOW_COLOR_INDEX), 1);
memset16(&pal_bg_mem[1], blind_get_color(BLIND_TYPE_BOSS, BLIND_BACKGROUND_MAIN_COLOR_INDEX), 1);
memset16(&pal_bg_mem[7], blind_get_color(BLIND_TYPE_BOSS, BLIND_BACKGROUND_SHADOW_COLOR_INDEX), 1);
// Disable the button highlight colors
// Select button PID is 15 and the outline is 18
@@ -687,9 +696,13 @@ void change_background(int id)
// effect.
memcpy16(&pal_bg_mem[BLIND_SKIP_BTN_SELECTED_BORDER_PID], &pal_bg_mem[BLIND_SKIP_BTN_PID], 1);
for (int i = 0; i < MAX_BLINDS; i++)
// TODO: This should have it's data mapped with all these x,y constants
// and it should operate in a loop without the if/else blocks on those
// constants associated with each blind type
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
if (blinds[i] != BLIND_CURRENT && (i == SMALL_BLIND || i == BIG_BLIND)) // Make the skip button gray
if (blinds[i] != BLIND_STATE_CURRENT &&
(i == BLIND_TYPE_SMALL || i == BLIND_TYPE_BIG)) // Make the skip button gray
{
// TODO: Switch all the copies here to use main_bg_se_copy_rect()
int x_from = 0;
@@ -706,7 +719,7 @@ void change_background(int id)
}
}
if (blinds[i] == BLIND_CURRENT) // Raise the blind panel up a bit
if (blinds[i] == BLIND_STATE_CURRENT) // Raise the blind panel up a bit
{
int x_from = 0;
int y_from = 27;
@@ -721,11 +734,11 @@ void change_background(int id)
int x_to = blind_rect.left;
int y_to = 31;
if (i == BIG_BLIND)
if (i == BLIND_TYPE_BIG)
{
y_from = 31;
}
else if (i == BOSS_BLIND)
else if (i == BLIND_TYPE_BOSS)
{
x_from = x_to;
y_from = 30;
@@ -738,7 +751,7 @@ void change_background(int id)
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - TILE_SIZE); // Move token up by a tile
}
else if (blinds[i] == BLIND_UPCOMING) // Change the select icon to "NEXT"
else if (blinds[i] == BLIND_STATE_UPCOMING) // Change the select icon to "NEXT"
{
int x_from = 0;
int y_from = 20;
@@ -748,7 +761,7 @@ void change_background(int id)
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
}
else if (blinds[i] == BLIND_SKIPPED) // Change the select icon to "SKIP"
else if (blinds[i] == BLIND_STATE_SKIPPED) // Change the select icon to "SKIP"
{
int x_from = 3;
int y_from = 20;
@@ -758,7 +771,7 @@ void change_background(int id)
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
}
else if (blinds[i] == BLIND_DEFEATED) // Change the select icon to "DEFEATED"
else if (blinds[i] == BLIND_STATE_DEFEATED) // Change the select icon to "DEFEATED"
{
int x_from = 6;
int y_from = 20;
@@ -1083,17 +1096,17 @@ void deck_shuffle()
void increment_blind(enum BlindState increment_reason)
{
current_blind++;
if (current_blind >= MAX_BLINDS)
if (current_blind >= BLIND_TYPE_MAX)
{
current_blind = 0;
blinds[0] = BLIND_CURRENT; // Reset the blinds to the first one
blinds[1] = BLIND_UPCOMING; // Set the next blind to upcoming
blinds[2] = BLIND_UPCOMING; // Set the next blind to upcoming
blinds[0] = BLIND_STATE_CURRENT; // Reset the blinds to the first one
blinds[1] = BLIND_STATE_UPCOMING; // Set the next blind to upcoming
blinds[2] = BLIND_STATE_UPCOMING; // Set the next blind to upcoming
}
else
{
blinds[current_blind] = BLIND_CURRENT;
blinds[current_blind - 1] = increment_reason;
blinds[current_blind] = BLIND_STATE_CURRENT;
blinds[current_blind - 1] = increment_reason;
}
}
@@ -1246,13 +1259,13 @@ void game_init()
hands = max_hands;
discards = max_discards;
blind_select_tokens[SMALL_BLIND] = blind_token_new(SMALL_BLIND, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 3);
blind_select_tokens[BIG_BLIND] = blind_token_new(BIG_BLIND, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
blind_select_tokens[BOSS_BLIND] = blind_token_new(BOSS_BLIND, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 5);
blind_select_tokens[BLIND_TYPE_SMALL] = blind_token_new(BLIND_TYPE_SMALL, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 3);
blind_select_tokens[BLIND_TYPE_BIG] = blind_token_new(BLIND_TYPE_BIG, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 4);
blind_select_tokens[BLIND_TYPE_BOSS] = blind_token_new(BLIND_TYPE_BOSS, CUR_BLIND_TOKEN_POS.x, CUR_BLIND_TOKEN_POS.y, MAX_SELECTION_SIZE + MAX_HAND_SIZE + 5);
obj_hide(blind_select_tokens[SMALL_BLIND]->obj);
obj_hide(blind_select_tokens[BIG_BLIND]->obj);
obj_hide(blind_select_tokens[BOSS_BLIND]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_SMALL]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_BIG]->obj);
obj_hide(blind_select_tokens[BLIND_TYPE_BOSS]->obj);
game_set_state(game_state);
}
@@ -1481,7 +1494,7 @@ static void game_playing_handle_round_over()
if (score >= blind_get_requirement(current_blind, ante))
{
if (current_blind == BOSS_BLIND)
if (current_blind == BLIND_TYPE_BOSS)
{
if (ante < MAX_ANTE)
{
@@ -2171,7 +2184,7 @@ 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 == BLIND_TYPE_BOSS) 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);
@@ -2867,7 +2880,7 @@ void game_shop()
list_destroy(&shop_jokers);
increment_blind(BLIND_DEFEATED); // TODO: Move to game_round_end()?
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
game_set_state(GAME_BLIND_SELECT); // If we reach here, we should go to the blind select state
break;
@@ -2883,7 +2896,7 @@ void game_blind_select()
change_background(BG_ID_BLIND_SELECT);
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - TILE_SIZE);
}
@@ -2898,7 +2911,7 @@ void game_blind_select()
}
case BLIND_SELECT: // Blind select input and selection
{
if (timer == TM_BLIND_SELECT_START && current_blind == BOSS_BLIND)
if (timer == TM_BLIND_SELECT_START && current_blind == BLIND_TYPE_BOSS)
{
selection_y = 0;
}
@@ -2908,7 +2921,7 @@ void game_blind_select()
{
selection_y = 0;
}
else if (key_hit(KEY_DOWN) && current_blind != BOSS_BLIND)
else if (key_hit(KEY_DOWN) && current_blind != BLIND_TYPE_BOSS)
{
selection_y = 1;
}
@@ -2920,9 +2933,9 @@ void game_blind_select()
timer = TM_ZERO;
display_round(++round);
}
else if (current_blind != BOSS_BLIND)
else if (current_blind != BLIND_TYPE_BOSS)
{
increment_blind(BLIND_SKIPPED);
increment_blind(BLIND_STATE_SKIPPED);
background = UNDEFINED; // Force refresh of the background
change_background(BG_ID_BLIND_SELECT);
@@ -2933,7 +2946,7 @@ void game_blind_select()
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
}
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - (TILE_SIZE * 12));
}
@@ -2964,14 +2977,14 @@ void game_blind_select()
blinds_rect.top -= 1; // Because of the raised blind
main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y + TILE_SIZE);
}
}
else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
{
for (int i = 0; i < MAX_BLINDS; i++)
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
obj_hide(blind_select_tokens[i]->obj);
}