Refactored background change logic and removed unused static state variables in game functions
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+4
-10
@@ -423,12 +423,13 @@ void change_background(int id)
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}
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else if (id == BG_ID_CARD_SELECTING)
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{
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tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
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REG_WIN0V = (REG_WIN0V << 8) | 0x80; // Set window 0 top to 128
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if (background == BG_ID_CARD_PLAYING)
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{
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int offset = 11;
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memcpy16(&se_mem[MAIN_BG_SBB][SE_ROW_LEN * offset], &background_gfxMap[SE_ROW_LEN * offset], SE_ROW_LEN * 8);
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tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
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REG_WIN0V = (REG_WIN0V << 8) | 0x80;
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}
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else
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{
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@@ -439,8 +440,6 @@ void change_background(int id)
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GRIT_CPY(&tile8_mem[MAIN_BG_CBB], background_gfxTiles); // Deadass i have no clue how any of these memory things work but I just messed with them until stuff worked
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_gfxMap);
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tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
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if (current_blind == BIG_BLIND) // Change text and palette depending on blind type
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{
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main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
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@@ -470,7 +469,7 @@ void change_background(int id)
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background = BG_ID_CARD_PLAYING;
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}
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REG_WIN0V = (REG_WIN0V << 8) | 0xA0;
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REG_WIN0V = (REG_WIN0V << 8) | 0xA0; // Set window 0 bottom to 160
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for (int i = 0; i <= 2; i++)
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{
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@@ -2126,9 +2125,6 @@ void game_round_end()
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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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static JokerObject *shop_jokers[MAX_SHOP_JOKERS] = {NULL};
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@@ -2391,8 +2387,6 @@ void game_shop()
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void game_blind_select()
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{
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static int state = 0;
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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
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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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