Merged "main"into "refactors" (manual conflict resolution)
This commit is contained in:
@@ -0,0 +1 @@
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-gB8 -mR8 -mLs -mRtf
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+14
-7
@@ -8,18 +8,25 @@
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// +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.
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static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
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enum BlindType
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#define MAX_BLINDS 3
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#define SMALL_BLIND 0
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#define BIG_BLIND 1
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#define BOSS_BLIND 2
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enum BlindState
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{
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SMALL_BLIND,
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BIG_BLIND,
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BOSS_BLIND // This is just for a testing and should be replaced when more blinds are added
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BLIND_CURRENT,
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BLIND_UPCOMING,
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BLIND_DEFEATED,
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BLIND_SKIPPED
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};
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void blinds_init();
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int blind_get_requirement(enum BlindType type, int ante);
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int blind_get_reward(enum BlindType type);
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int blind_get_requirement(int type, int ante);
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int blind_get_reward(int type);
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Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index);
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Sprite *blind_token_new(int type, int x, int y, int sprite_index);
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#endif // BLIND_H
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@@ -11,6 +11,7 @@
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#define BG_ID_CARD_PLAYING 2
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#define BG_ID_ROUND_END 3
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#define BG_ID_SHOP 4
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#define BG_ID_BLIND_SELECT 5
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enum GameState
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{
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+3
-3
@@ -14,7 +14,7 @@ void blinds_init()
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memcpy16(&pal_obj_mem[17], &small_blind_token_palette, sizeof(small_blind_token_palette) / 2);
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}
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int blind_get_requirement(enum BlindType type, int ante)
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int blind_get_requirement(int type, int ante)
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{
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if (ante < 0 || ante > MAX_ANTE)
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{
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@@ -34,7 +34,7 @@ int blind_get_requirement(enum BlindType type, int ante)
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}
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}
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int blind_get_reward(enum BlindType type)
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int blind_get_reward(int type)
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{
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switch (type)
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{
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@@ -49,7 +49,7 @@ int blind_get_reward(enum BlindType type)
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}
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}
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Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index)
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Sprite *blind_token_new(int type, int x, int y, int sprite_index)
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{
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Sprite *sprite = NULL;
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+345
-25
@@ -15,10 +15,11 @@
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#include "background_play_gfx.h"
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#include "background_round_end_gfx.h"
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#include "background_shop_gfx.h"
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#include "background_blind_select_gfx.h"
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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 timer = 0; // 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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@@ -31,7 +32,8 @@ static enum HandType hand_type = NONE;
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static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
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static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state
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static enum BlindType current_blind = SMALL_BLIND;
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static int current_blind = SMALL_BLIND;
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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
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static int hands = 4;
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static int discards = 4;
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@@ -388,15 +390,102 @@ void change_background(int id)
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// Set the outline colors for the shop background
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memset16(&pal_bg_mem[27], 0x213D, 1);
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memset16(&pal_bg_mem[7], 0x10B4, 1);
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memset16(&pal_bg_mem[6], 0x10B4, 1);
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memset16(&pal_bg_mem[14], 0x32BE, 1); // Reset the shop lights to correct colors
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memset16(&pal_bg_mem[17], 0x4B5F, 1);
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memset16(&pal_bg_mem[22], 0x5F9F, 1);
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memset16(&pal_bg_mem[8], 0xFFFF, 1);
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memcpy16(&pal_bg_mem[6], &pal_bg_mem[3], 1); // Disable the button highlight colors
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memcpy16(&pal_bg_mem[13], &pal_bg_mem[15], 1);
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memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1); // Disable the button highlight colors
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memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
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}
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else if (id == BG_ID_BLIND_SELECT)
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{
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memcpy(pal_bg_mem, background_blind_select_gfxPal, 64);
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GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_blind_select_gfxTiles);
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_blind_select_gfxMap);
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// Disable the button highlight colors
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// Select button PID is 15 and the outline is 18
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memcpy16(&pal_bg_mem[18], &pal_bg_mem[15], 1);
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// Skip button PID is 10 and the outline is 5
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memcpy16(&pal_bg_mem[10 ], &pal_bg_mem[5], 1);
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for (int i = 0; i < MAX_BLINDS; i++)
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{
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if (blinds[i] != BLIND_CURRENT && (i == SMALL_BLIND || i == BIG_BLIND)) // Make the skip button gray
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{
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int x_from = 0;
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int y_from = 24 + (i * 4);
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int x_to = 9 + (i * 5);
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int y_to = 29;
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for (int j = 0; j < 3; j++)
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{
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 5);
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y_from++;
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y_to++;
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}
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}
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if (blinds[i] == BLIND_CURRENT) // Raise the blind panel up a bit
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{
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int x_from = 0;
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int y_from = 27;
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int x_to = 9 + (i * 5);
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int y_to = 31;
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for (int y = 7; y < 40; y++)
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{
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x_to + 32 * y], 5);
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}
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if (i == BIG_BLIND)
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{
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y_from = 31;
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}
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else if (i == BOSS_BLIND)
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{
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x_from = x_to;
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y_from = 30;
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}
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 5);
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}
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else if (blinds[i] == BLIND_UPCOMING) // Change the select icon to "NEXT"
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{
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int x_from = 0;
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int y_from = 20;
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int x_to = 10 + (i * 5);
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int y_to = 20;
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
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}
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else if (blinds[i] == BLIND_SKIPPED) // Change the select icon to "SKIP"
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{
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int x_from = 3;
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int y_from = 20;
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int x_to = 10 + (i * 5);
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int y_to = 20;
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
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}
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else if (blinds[i] == BLIND_DEFEATED) // Change the select icon to "DEFEATED"
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{
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int x_from = 6;
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int y_from = 20;
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int x_to = 10 + (i * 5);
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int y_to = 20;
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memcpy16(&se_mem[MAIN_BG_SBB][x_to + 32 * y_to], &se_mem[MAIN_BG_SBB][x_from + 32 * y_from], 3);
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}
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}
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}
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else
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{
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@@ -634,6 +723,23 @@ void deck_shuffle()
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card_focused = 0;
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}
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void increment_blind(enum BlindState increment_reason)
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{
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current_blind++;
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if (current_blind >= MAX_BLINDS)
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{
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current_blind = 0;
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blinds[0] = BLIND_CURRENT; // Reset the blinds to the first one
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blinds[1] = BLIND_UPCOMING; // Set the next blind to upcoming
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blinds[2] = BLIND_UPCOMING; // Set the next blind to upcoming
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}
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else
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{
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blinds[current_blind] = BLIND_CURRENT;
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blinds[current_blind - 1] = increment_reason;
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}
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}
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// Game functions
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void game_init()
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{
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@@ -1706,8 +1812,8 @@ void game_round_end() // Writing this kind a made me want to kms. If somewone wa
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timer = 0;
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state = 9;
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}
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}
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break;
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}
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default:
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timer = 0;
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sequence_step = 0;
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@@ -1724,6 +1830,17 @@ void game_shop()
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{
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change_background(BG_ID_SHOP);
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// TODO: Later move these static variables somewhere else so they can be reused for each game state
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static int state = 0;
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// these are for controlling the shop menu
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static bool top_row = true;
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static ushort selection_x = 0;
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// temp variables for future implementation
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const ushort max_items_top = 0;
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const ushort max_items_bottom = 0;
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if (timer % 20 == 0) // Shift palette around the border of the shop icon
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{
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unsigned short shifted_palette[4];
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@@ -1745,31 +1862,234 @@ void game_shop()
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memcpy16(&pal_bg_mem[17], &shifted_palette[1], 1);
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memcpy16(&pal_bg_mem[22], &shifted_palette[2], 1);
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memcpy16(&pal_bg_mem[8], &shifted_palette[3], 1);
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}
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if (timer < 13)
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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
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{
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main_bg_se_copy_rect_1_tile_up(POP_MENU_ANIM_RECT);
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if (timer >= 7)
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case 0: // Intro sequence (menu and shop icon coming into frame)
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{
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int timer_offset = timer - 6;
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for (int y = 0; y < timer_offset; y++)
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for (int y = 7; y < 40; y++) // Shift the shop panel
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{
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int y_from = 26 + y - timer_offset;
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int y_to = 0 + y;
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memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9);
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int x = 9;
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memcpy16(&se_mem[MAIN_BG_SBB][x + 32 * (y - 1)], &se_mem[MAIN_BG_SBB][x + 32 * y], 16);
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}
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}
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// if (timer == 8)
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// {
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// int y_from = 26;
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// int y_to = 0;
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// memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9);
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// }
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if (timer >= 7) // Shift the shop icon
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{
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int timer_offset = timer - 6;
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for (int y = 0; y < timer_offset; y++)
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{
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int y_from = 26 + y - timer_offset;
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int y_to = 0 + y;
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memcpy16(&se_mem[MAIN_BG_SBB][32 * y_to], &se_mem[MAIN_BG_SBB][32 * y_from], 9);
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}
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}
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if (timer == 12)
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{
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state = 1;
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timer = 0; // Reset the timer
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}
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break;
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}
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case 1: // Shop menu input and selection
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{
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// Shop input logic
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if (key_hit(KEY_UP))
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{
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top_row = true;
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if (selection_x > max_items_top)
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{
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selection_x = max_items_top;
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}
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}
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else if (key_hit(KEY_DOWN))
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{
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top_row = false;
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if (selection_x > max_items_bottom)
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{
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selection_x = max_items_bottom;
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}
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}
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else if (key_hit(KEY_LEFT))
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{
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if (selection_x > 0)
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{
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selection_x--;
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}
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}
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else if (key_hit(KEY_RIGHT))
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{
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if (top_row && selection_x < max_items_top)
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{
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selection_x++;
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}
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else if (!top_row && selection_x < max_items_bottom)
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{
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selection_x++;
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}
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}
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// Shop selection logic
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if (selection_x == 0 && top_row)
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{
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memcpy16(&pal_bg_mem[7], &pal_bg_mem[3], 1);
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memset16(&pal_bg_mem[5], 0xFFFF, 1);
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|
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if (key_hit(KEY_A))
|
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{
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// Go to next blind selection game state
|
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state = 2; // Go to the outro sequence state
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timer = 0; // Reset the timer
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|
||||
memcpy16(&pal_bg_mem[5], &pal_bg_mem[6], 1);
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|
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// memcpy16(&pal_bg_mem[16], &pal_bg_mem[6], 1);
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// This changes the color of the button to a dark red.
|
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// However, it shares a palette with the shop icon, so it will change the color of the shop icon as well.
|
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// And I don't care enough to fix it right now.
|
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}
|
||||
}
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else if (selection_x == 0 && !top_row)
|
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{
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memset16(&pal_bg_mem[7], 0xFFFF, 1);
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memcpy16(&pal_bg_mem[5], &pal_bg_mem[16], 1);
|
||||
|
||||
if (key_hit(KEY_A))
|
||||
{
|
||||
// Do shop re-roll for money
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
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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);
|
||||
}
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||||
else if (timer == 2)
|
||||
{
|
||||
int y = 5;
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||||
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
|
||||
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
|
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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
|
||||
|
||||
Reference in New Issue
Block a user