Merged "main"into "refactors" (manual conflict resolution)

This commit is contained in:
MeirGavish
2025-07-10 16:47:53 +03:00
7 changed files with 367 additions and 38 deletions
@@ -0,0 +1 @@
-gB8 -mR8 -mLs -mRtf
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+14 -7
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@@ -8,18 +8,25 @@
// +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there.
static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
enum BlindType
#define MAX_BLINDS 3
#define SMALL_BLIND 0
#define BIG_BLIND 1
#define BOSS_BLIND 2
enum BlindState
{
SMALL_BLIND,
BIG_BLIND,
BOSS_BLIND // This is just for a testing and should be replaced when more blinds are added
BLIND_CURRENT,
BLIND_UPCOMING,
BLIND_DEFEATED,
BLIND_SKIPPED
};
void blinds_init();
int blind_get_requirement(enum BlindType type, int ante);
int blind_get_reward(enum BlindType type);
int blind_get_requirement(int type, int ante);
int blind_get_reward(int type);
Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index);
Sprite *blind_token_new(int type, int x, int y, int sprite_index);
#endif // BLIND_H
+1
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@@ -11,6 +11,7 @@
#define BG_ID_CARD_PLAYING 2
#define BG_ID_ROUND_END 3
#define BG_ID_SHOP 4
#define BG_ID_BLIND_SELECT 5
enum GameState
{
+3 -3
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@@ -14,7 +14,7 @@ void blinds_init()
memcpy16(&pal_obj_mem[17], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
}
int blind_get_requirement(enum BlindType type, int ante)
int blind_get_requirement(int type, int ante)
{
if (ante < 0 || ante > MAX_ANTE)
{
@@ -34,7 +34,7 @@ int blind_get_requirement(enum BlindType type, int ante)
}
}
int blind_get_reward(enum BlindType type)
int blind_get_reward(int type)
{
switch (type)
{
@@ -49,7 +49,7 @@ int blind_get_reward(enum BlindType type)
}
}
Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index)
Sprite *blind_token_new(int type, int x, int y, int sprite_index)
{
Sprite *sprite = NULL;
+337 -17
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@@ -15,10 +15,11 @@
#include "background_play_gfx.h"
#include "background_round_end_gfx.h"
#include "background_shop_gfx.h"
#include "background_blind_select_gfx.h"
#include "soundbank.h"
static int timer = 1; // This might already exist in libtonc but idk so i'm just making my own
static int timer = 0; // This might already exist in libtonc but idk so i'm just making my own
static int game_speed = 1;
static int background = 0;
@@ -31,7 +32,8 @@ static enum HandType hand_type = NONE;
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 enum BlindType current_blind = SMALL_BLIND;
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 hands = 4;
static int discards = 4;
@@ -388,15 +390,102 @@ void change_background(int id)
// Set the outline colors for the shop background
memset16(&pal_bg_mem[27], 0x213D, 1);
memset16(&pal_bg_mem[7], 0x10B4, 1);
memset16(&pal_bg_mem[6], 0x10B4, 1);
memset16(&pal_bg_mem[14], 0x32BE, 1); // Reset the shop lights to correct colors
memset16(&pal_bg_mem[17], 0x4B5F, 1);
memset16(&pal_bg_mem[22], 0x5F9F, 1);
memset16(&pal_bg_mem[8], 0xFFFF, 1);
memcpy16(&pal_bg_mem[6], &pal_bg_mem[3], 1); // Disable the button highlight colors
memcpy16(&pal_bg_mem[13], &pal_bg_mem[15], 1);
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1); // Disable the button highlight colors
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
}
else if (id == BG_ID_BLIND_SELECT)
{
memcpy(pal_bg_mem, background_blind_select_gfxPal, 64);
GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_blind_select_gfxTiles);
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_blind_select_gfxMap);
// Disable the button highlight colors
// Select button PID is 15 and the outline is 18
memcpy16(&pal_bg_mem[18], &pal_bg_mem[15], 1);
// Skip button PID is 10 and the outline is 5
memcpy16(&pal_bg_mem[10 ], &pal_bg_mem[5], 1);
for (int i = 0; i < MAX_BLINDS; i++)
{
if (blinds[i] != BLIND_CURRENT && (i == SMALL_BLIND || i == BIG_BLIND)) // Make the skip button gray
{
int x_from = 0;
int y_from = 24 + (i * 4);
int x_to = 9 + (i * 5);
int y_to = 29;
for (int j = 0; j < 3; j++)
{
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 5);
y_from++;
y_to++;
}
}
if (blinds[i] == BLIND_CURRENT) // Raise the blind panel up a bit
{
int x_from = 0;
int y_from = 27;
int x_to = 9 + (i * 5);
int y_to = 31;
for (int y = 7; y < 40; y++)
{
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x_to + 32 * y], 5);
}
if (i == BIG_BLIND)
{
y_from = 31;
}
else if (i == BOSS_BLIND)
{
x_from = x_to;
y_from = 30;
}
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 5);
}
else if (blinds[i] == BLIND_UPCOMING) // Change the select icon to "NEXT"
{
int x_from = 0;
int y_from = 20;
int x_to = 10 + (i * 5);
int y_to = 20;
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"
{
int x_from = 3;
int y_from = 20;
int x_to = 10 + (i * 5);
int y_to = 20;
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"
{
int x_from = 6;
int y_from = 20;
int x_to = 10 + (i * 5);
int y_to = 20;
memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
}
}
}
else
{
@@ -634,6 +723,23 @@ void deck_shuffle()
card_focused = 0;
}
void increment_blind(enum BlindState increment_reason)
{
current_blind++;
if (current_blind >= MAX_BLINDS)
{
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
}
else
{
blinds[current_blind] = BLIND_CURRENT;
blinds[current_blind - 1] = increment_reason;
}
}
// Game functions
void game_init()
{
@@ -1706,8 +1812,8 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
timer = 0;
state = 9;
}
}
break;
}
default:
timer = 0;
sequence_step = 0;
@@ -1724,6 +1830,17 @@ void game_shop()
{
change_background(BG_ID_SHOP);
// TODO: Later move these static variables somewhere else so they can be reused for each game state
static int state = 0;
// these are for controlling the shop menu
static bool top_row = true;
static ushort selection_x = 0;
// temp variables for future implementation
const ushort max_items_top = 0;
const ushort max_items_bottom = 0;
if (timer % 20 == 0) // Shift palette around the border of the shop icon
{
unsigned short shifted_palette[4];
@@ -1745,14 +1862,19 @@ void game_shop()
memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
}
if (timer < 13)
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer
{
main_bg_se_copy_rect_1_tile_up(POP_MENU_ANIM_RECT);
case 0: // Intro sequence (menu and shop icon coming into frame)
{
for (int y = 7; y < 40; y++) // Shift the shop panel
{
int x = 9;
memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16);
}
if (timer >= 7)
if (timer >= 7) // Shift the shop icon
{
int timer_offset = timer - 6;
@@ -1764,12 +1886,210 @@ void game_shop()
}
}
// if (timer == 8)
// {
// int y_from = 26;
// int y_to = 0;
// memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9);
// }
if (timer == 12)
{
state = 1;
timer = 0; // Reset the timer
}
break;
}
case 1: // Shop menu input and selection
{
// Shop input logic
if (key_hit(KEY_UP))
{
top_row = true;
if (selection_x > max_items_top)
{
selection_x = max_items_top;
}
}
else if (key_hit(KEY_DOWN))
{
top_row = false;
if (selection_x > max_items_bottom)
{
selection_x = max_items_bottom;
}
}
else if (key_hit(KEY_LEFT))
{
if (selection_x > 0)
{
selection_x--;
}
}
else if (key_hit(KEY_RIGHT))
{
if (top_row && selection_x < max_items_top)
{
selection_x++;
}
else if (!top_row && selection_x < max_items_bottom)
{
selection_x++;
}
}
// Shop selection logic
if (selection_x == 0 && top_row)
{
memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
memset16(&pal_bg_mem[5], 0xFFFF, 1);
if (key_hit(KEY_A))
{
// Go to next blind selection game state
state = 2; // Go to the outro sequence state
timer = 0; // Reset the timer
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
// This changes the color of the button to a dark red.
// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
// And I don't care enough to fix it right now.
}
}
else if (selection_x == 0 && !top_row)
{
memset16(&pal_bg_mem[7], 0xFFFF, 1);
memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
if (key_hit(KEY_A))
{
// Do shop re-roll for money
}
}
break;
}
case 2: // Outro sequence (menu and shop icon going out of frame)
{
// This is reused from game_round_end()
// Shift the shop panel
int x = 9;
for (int y = 19; y > 5; y--)
{
memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y + 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16);
}
// Shift the shop icon
for (int y = 0; y < 5; y++)
{
memcpy16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], &se_mem[MAIN_BG_SBB][32 * y], 9);
}
if (timer == 1)
{
int y = 6;
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0006, 1);
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0007, 2);
memset16(&se_mem[MAIN_BG_SBB][3 + 32 * (y - 1)], 0x0008, 1);
memset16(&se_mem[MAIN_BG_SBB][4 + 32 * (y - 1)], 0x0009, 4);
memset16(&se_mem[MAIN_BG_SBB][7 + 32 * (y - 1)], 0x000A, 1);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0406, 1);
}
else if (timer == 2)
{
int y = 5;
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
}
if (timer >= 20)
{
state = 3; // Go to the next state
timer = 0; // Reset the timer
}
break;
}
default:
game_state = GAME_BLIND_SELECT; // If we reach here, we should go to the blind select state
state = 0; // Reset the state
timer = 0; // Reset the timer
selection_x = 0; // Reset the selection
top_row = true; // Reset the top row selection
increment_blind(BLIND_DEFEATED);
break;
}
}
void game_blind_select()
{
change_background(BG_ID_BLIND_SELECT);
static int state = 0;
static bool top_row = true; // There's only one row in this game state, but this is here for consistency with the shop state if we make these variables global or something
switch (state) // I'm only using magic numbers here for the sake of simplicity since it's just sequential, but you can replace them with named constants or enums if it makes it clearer
{
case 0: // Intro sequence (menu and shop icon coming into frame)
{
for (int y = 7; y < 40; y++)
{
int x = 9;
memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16);
}
if (timer == 12)
{
state = 1;
timer = 0; // Reset the timer
}
break;
}
case 1: // Blind select input and selection
{
// Blind select input logic
if (key_hit(KEY_UP))
{
top_row = true;
}
else if (key_hit(KEY_DOWN))
{
top_row = false;
}
else if (key_hit(KEY_A))
{
if (top_row)
{
state = 2;
}
else if (current_blind != BOSS_BLIND)
{
increment_blind(BLIND_SKIPPED);
state = 0;
background = -1; // Force refresh of the background
timer = 0;
}
}
if (top_row)
{
memset16(&pal_bg_mem[18], 0xFFFF, 1);
memcpy16(&pal_bg_mem[10], &pal_bg_mem[5], 1);
}
else
{
memcpy16(&pal_bg_mem[18], &pal_bg_mem[15], 1);
memset16(&pal_bg_mem[10], 0xFFFF, 1);
}
break;
}
default:
break;
}
}
@@ -1789,7 +2109,7 @@ void game_update()
game_shop();
break;
case GAME_BLIND_SELECT:
// Handle blind select logic here
game_blind_select();
break;
case GAME_LOSE:
// Handle lose logic here