Merge branch 'main' into graphic_changes
This commit is contained in:
@@ -4,6 +4,7 @@
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#define MAX_HAND_SIZE 16
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#define MAX_DECK_SIZE 52
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + game_speed - 1) / game_speed)
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// TODO: Turn into enum?
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#define BG_ID_CARD_SELECTING 1
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+11
-10
@@ -15,6 +15,7 @@
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#include "soundbank.h"
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static int timer = 1; // This might already exist in libtonc but idk so i'm just making my own
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static int game_speed = 1;
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static int background = 0;
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static enum GameState game_state = GAME_PLAYING;
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@@ -679,7 +680,7 @@ static void game_playing_process_card_draw()
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{
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if (hand_state == HAND_DRAW && cards_drawn < hand_size)
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{
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if (timer % 10 == 0) // Draw a card every 10 frames
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if (timer % FRAMES(10) == 0) // Draw a card every 10 frames
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{
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cards_drawn++;
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card_draw();
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@@ -695,7 +696,7 @@ static void game_playing_process_card_draw()
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static void game_playing_discarded_cards_loop()
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{
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if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer > 10)
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if (hand_get_size() == 0 && hand_state == HAND_SHUFFLING && discard_top >= -1 && timer > FRAMES(10))
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{
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// We take each discarded card and put it back into the deck with a short animation
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static CardObject* discarded_card_object = NULL;
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@@ -833,7 +834,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
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}
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if (i == 0 && *discarded_card == false && timer % 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_DRAW;
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*sound_played = false;
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@@ -848,7 +849,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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hand_x = hand_x + (int2fx(i) - int2fx(hand_top) / 2) * -spacing_lut[hand_top];
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hand_y += (24 << FIX_SHIFT);
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if (hand[i]->selected && timer % 10 == 0)
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if (hand[i]->selected && timer % FRAMES(10) == 0)
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{
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hand[i]->selected = false;
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played_push(hand[i]);
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@@ -867,7 +868,7 @@ static void cards_in_hand_update_loop(bool* discarded_card, int* played_selectio
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timer = 1;
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}
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if (i == 0 && timer % 10 == 0)
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if (i == 0 && 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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@@ -1056,7 +1057,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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switch (play_state)
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{
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case PLAY_PLAYING:
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if (i == 0 && (timer % 10 == 0 || played[played_top - *played_selections]->selected == false) && timer > 40)
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if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - *played_selections]->selected == false) && timer > FRAMES(40))
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{
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(*played_selections)--;
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@@ -1073,7 +1074,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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}
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break;
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case PLAY_SCORING:
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if (i == 0 && (timer % 30 == 0) && timer > 40)
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if (i == 0 && (timer % FRAMES(30) == 0) && timer > FRAMES(40))
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{
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// So pretend "played_selections" is now called "scored_cards" and it counts the number of cards that have been scored
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int scored_cards = 0;
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@@ -1125,7 +1126,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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}
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break;
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case PLAY_ENDING: // This is the reverse of PLAY_PLAYING. The cards get reset back to their neutral position sequentially
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if (i == 0 && (timer % 10 == 0 || played[played_top - *played_selections]->selected == false) && timer > 40)
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if (i == 0 && (timer % FRAMES(10) == 0 || played[played_top - *played_selections]->selected == false) && timer > FRAMES(40))
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{
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(*played_selections)--;
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@@ -1142,7 +1143,7 @@ static void played_cards_update_loop(bool* discarded_card, int* played_selection
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}
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break;
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case PLAY_ENDED: // Basically a copy of HAND_DISCARD
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if (!*discarded_card && played[i] != NULL && timer > 40)
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if (!*discarded_card && played[i] != NULL && timer > FRAMES(40))
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{
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played_x = int2fx(240);
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played_y = int2fx(70);
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@@ -1255,7 +1256,7 @@ void game_playing()
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void game_round_end()
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{
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const int timer_delay = 30; // 30 frames = 500ms
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const int timer_delay = FRAMES(30); // 30 frames = 500ms
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if (timer > timer_delay)
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{
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