Refactor shop code to use generic Item (#536)
* Turned SpriteObject into a member of JokerObject and CardObject and expiremented with casting * Extracted shop code to use generic `SpriteObject` * Extracted shop joker generation to a function * Renamed object -> item * Added setters and getters for `SpriteObject` members and updated all accesses to use them with casting (AI used for tedious work and reviewed - model Raptor mini) * Added sprite_object_set_vx() because sprite_object_set_vy() exists and reordered the function order to have x,y parameters first, then targets * Added Item object to act as a purchasable interface for the shop - AI used (model Raptor mini) * Added -fms-extensions and switched to anonymous inheritance * Fixed anonymous inheritance for joker and added direct access for that too * fix build error from previous commit + clang-format * Fixed build errors + clang-format for real this time (I hope...) * clang-format one last time, I don't understand it anymore * clang-format is annoying * Added uses of CHECK_NULL_ARG macros * Merged item_defs.h into item.h and fixed build error from previous commit * clang-format...? * Changed sprite_object_new() into sprite_object_init() and made it accept a parameter instead of returning one to make it less awkward * Updated sprite_object_init() documentation * Updated sprite_object_destroy documentation * More clang-format * Renamed add_to_inventory to acquire and updated documentation * Added function documentations * Update documentation + swap order of consumable and playing card types * Added documentation for new files (+ small addition to button.h) * clang-format * Used typedef * A bit more documentation * Changed sho pcode to use generic Item instead of SpriteObject * clang-format + fixed NULL-check error * Revert weird clang-format...? * clang-format for real * Fixed errors from rebase on log_function_name * Fixed build errors from rebase on main * Added some more documentation about first member struct inheritance * typo fix * typo fix for real * Removed SpriteObject field getters/setters (AI used - model Raptor mini) * Renamed item_acquire -> item_on_acquired * Added item_can_acquire() * clang-format * Fixed some sprite issues but not all... * Fixed some more issues * Cleanup JokerObject some more JokerObjects in the shop * Added `item_destroy()` * Added item_set_available_to_shop, CHECK_ITEM_TYPE macros + small documentation updates * Another small JokerObject->Item replacement * Removed item_set_available_to_shop and replaced with item_roll_new() and item_dispose(), also changed "available_to_shop" semantics to "rollable" * Re-applied changes from game.c to round.c after rebase on main * Added partial implementations of item functions for playing cards * Line endings fix... * Macro renames, function documentations * Updated documentations * Apply fixes from Copilot review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Fix card_object_get_buy_price type checking Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Avoid double pointer cast on dispose Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Apply suggestions from @ricfehr3's code review Co-authored-by: Rickey <ric@rf3.xyz> * Remove redundant comments * Moved error checking before joker_get_random_rarity Co-authored-by: Rickey <ric@rf3.xyz> * Fixed build error from rebase * clang-format * Added doxygen documentation for Item explaining inheritance * Removed unnecessary comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> Co-authored-by: Rickey <ric@rf3.xyz>
This commit is contained in:
@@ -46,6 +46,7 @@ GIT_C_FLAGS := -DGIT_HASH=\"$(GIT_HASH)\" -DGIT_DIRTY=\"$(GIT_DIRTY)\"
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CFLAGS := -g -O3 -Wall -Werror -std=gnu23 \
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-mcpu=arm7tdmi -mtune=arm7tdmi \
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-ffast-math -fomit-frame-pointer -funroll-loops \
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-fms-extensions \
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$(ARCH)
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CFLAGS += $(GIT_C_FLAGS)
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@@ -2,6 +2,7 @@
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* @file button.h
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*
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* @brief A button structure containing the common button functionalities
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* Including highlight and pressing functionalities.
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*/
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#ifndef BUTTON_H
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+5
-2
@@ -2,7 +2,7 @@
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#define CARD_H
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#include "deck_types.h"
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#include "sprite.h"
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#include "item.h"
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#include <maxmod.h>
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#include <tonc.h>
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@@ -54,8 +54,8 @@ typedef struct Card
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typedef struct CardObject
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{
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Item; // First member struct inheritance
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Card* card;
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SpriteObject* sprite_object;
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bool selected;
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} CardObject;
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@@ -83,4 +83,7 @@ void card_object_set_selected(CardObject* card_object, bool selected);
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bool card_object_is_selected(CardObject* card_object);
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Sprite* card_object_get_sprite(CardObject* card_object);
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int card_object_get_buy_price(Item* card_object);
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void card_object_dispose(Item** card_object);
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#endif // CARD_H
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@@ -4,7 +4,6 @@
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#include "sprite.h"
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POOL_ENTRY(Sprite, MAX_SPRITES);
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POOL_ENTRY(SpriteObject, MAX_SPRITE_OBJECTS);
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POOL_ENTRY(Joker, MAX_ACTIVE_JOKERS);
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POOL_ENTRY(JokerObject, MAX_ACTIVE_JOKERS);
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POOL_ENTRY(Card, MAX_CARDS);
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+3
-1
@@ -4,12 +4,13 @@
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#include "game/common_ui.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "item.h"
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#include <tonc.h>
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#define MAX_DECK_SIZE 52
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#define MAX_JOKERS_HELD_SIZE 5 // This doesn't account for negatives right now.
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#define MAX_SHOP_JOKERS 2 // TODO: Make this dynamic and allow for other items besides jokers
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#define MAX_SHOP_ITEMS 2 // TODO: Make this dynamic
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#define MAX_SELECTION_SIZE 5
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#define FRAMES(x) (((x) + (g_game_vars.game_speed) - 1) / (g_game_vars.game_speed))
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@@ -69,6 +70,7 @@ void game_change_state(enum GameState new_game_state);
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enum GameState game_get_state(void);
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bool is_joker_owned(int joker_id);
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bool joker_object_can_acquire(Item* item);
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bool card_is_face(Card* card);
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void add_joker(JokerObject* joker_object);
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void remove_owned_joker(int owned_joker_idx);
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@@ -23,14 +23,6 @@ void game_shop_reset(void);
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*/
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JokerObject* game_shop_get_description_card(void);
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/**
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* @brief Set whether a Joker can appear in the shop.
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*
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* @param avail - true to make it available to the shop to appear in
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* false to make it unavailable.
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*/
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void game_shop_set_joker_avail(int joker_id, bool avail);
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/**
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* @brief Change to the shop background
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*/
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+173
@@ -0,0 +1,173 @@
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/**
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* @file item.h
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*
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* @brief The core structure for items in the shop and inventory.
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* Provides a common API for the shop and inventory to handle all types of items.
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* Uses struct inheritance so all inherited items can implement an is-a relationship with Item.
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* This means that pointers to structs that inherit Item using first member struct inheritance
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* can and should be cast to Item* so code that expects an Item* can use them.
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*/
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#ifndef ITEM_H
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#define ITEM_H
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#include "mgba_logger.h"
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#include "sprite.h"
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// TODO: Merge these with GBAL_RETURN_IF_NULL macros?
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||||
/**
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||||
* @brief Checks if @p item is of type @p expected_type - logs error message and returns otherwise
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||||
*
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* This version is for a function that returns a value, while
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||||
* @ref ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID is for a void function.
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||||
*/
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||||
#define ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(item, expected_type, ret_val) \
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||||
do \
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||||
{ \
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||||
if ((item)->type != expected_type) \
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||||
{ \
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MGBA_FUNC_ERROR("Unexpected %s->type != %s", #item, #expected_type); \
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return (ret_val); \
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||||
} \
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} while (0)
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|
||||
/**
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||||
* @brief Checks if @p item is of type @p expected_type - logs error message and returns otherwise
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*
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* This version is for a void function, while @ref ITEM_RETURN_IF_UNEXPECTED_TYPE_RET is for one
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* with a return value.
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*/
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#define ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(item, expected_type) \
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do \
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{ \
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if ((item)->type != expected_type) \
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||||
{ \
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MGBA_FUNC_ERROR("Unexpected %s->type != %s", #item, #expected_type); \
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return; \
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} \
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} while (0)
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enum ItemType
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{
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ITEM_TYPE_JOKER,
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ITEM_TYPE_PLAYING_CARD,
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// Future planned item types
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// ITEM_TYPE_CONSUMABLE, // Expand to PLANET, TAROT, and SPECTRAL?
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// ITEM_TYPE_VOUCHER,
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// ITEM_TYPE_PACK
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ITEM_NUM_TYPES
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};
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/**
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* @brief A generic interface for all items that can appear in the shop or be in the inventory.
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* This uses first member struct inheritance - other structs are meant to inherit it by
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* making their first member field Item.
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* Then casts from inheriting structs to Item* are allowed and intentional and this allows for
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* generic code that uses polymorphism.
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||||
* The -fms-extensions compile flag allows for anonymous members making it behave fully
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* as inheritance. It makes all member fields be fully inherited so any struct
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* that inherits Item for example will have all its fields accessible directly,
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* e.g. `JokerObject joker_object; joker_object.type = ITEM_TYPE_JOKER`
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*/
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typedef struct Item
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{
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/**
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* @brief First member struct inheritance
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* all items that can appear in the shop are SpriteObjects.
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* Note that this is an anonymous member.
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||||
*/
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SpriteObject;
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/**
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* @brief The item type - used to dispatch the function implementations for inheriting types.
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*/
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enum ItemType type;
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} Item;
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/**
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* @brief The set of functions that each item type implements.
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*/
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typedef struct ItemFuncs
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{
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/**
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* All items must implement the following since they are called by the shop and all items
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* must be capable of appearing in the shop.
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*/
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Item* (*roll_new)(void);
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int (*get_buy_price)(Item* item);
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bool (*can_acquire)(Item* item);
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void (*acquire)(Item* item);
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void (*dispose)(Item** item);
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// TODO: void (*print_description)(Item* item); // or something of the form
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// Optional implementation functions will be added here
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} ItemFuncs;
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/**
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* @brief Rolls a random item of type @p item_type and returns a newly created one.
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* Manages rollable items set if necessary (i.e. not rolling items already in inventory)
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* To be used when rolling new items for the shop or packs.
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*
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* Matches @ref ItemFuncs.roll_new()
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*
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* @param item_type The type of the item to roll
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*
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* @return The newly created randomly rolled item
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||||
*/
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Item* item_roll_new(enum ItemType item_type);
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/**
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* @brief Returns the buy price of the item.
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*
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||||
* Matches @ref ItemFuncs.get_buy_price()
|
||||
*
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||||
* @param item The item whose price to return.
|
||||
*
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||||
* @return UNDEFINED in case of error, the item's buy price otherwise.
|
||||
*/
|
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int item_get_buy_price(Item* item);
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||||
|
||||
/**
|
||||
* @brief Acquires the item, adding to inventory if applicable.
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* Called when it is purchased from the shop, note that it does not
|
||||
* perform the purchase operation of decrementing the player's money,
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||||
* that should be handled by the shop code.
|
||||
* For packs this can be to just open the pack,
|
||||
* for vouchers, this will apply their effect.
|
||||
*
|
||||
* Matches @ref ItemFuncs.acquire()
|
||||
*
|
||||
* @param item The item to acquire
|
||||
*/
|
||||
void item_acquire(Item* item);
|
||||
|
||||
/**
|
||||
* @brief Returns true if the item can be acquired, i.e. added to inventory.
|
||||
* Does not check if the player has enough money to buy the item, that is the shop's job,
|
||||
* as this will be used both when purchasing and when selecting in a pack.
|
||||
*
|
||||
* Matches @ref ItemFuncs.can_acquire()
|
||||
*
|
||||
* @param item The item to check
|
||||
*/
|
||||
bool item_can_acquire(Item* item);
|
||||
|
||||
/**
|
||||
* @brief Destroys an item, freeing underlying resources, and manages rollable items sets if needed.
|
||||
* To be used when destroying items from the inventory, shop, or packs.
|
||||
*
|
||||
* @param item A pointer to an item for destruction.
|
||||
*/
|
||||
void item_dispose(Item** item);
|
||||
|
||||
/**
|
||||
* @brief Prints the buy price under the item
|
||||
* Relies on the fact item is a SpriteObject
|
||||
*
|
||||
* @param item The item to print under
|
||||
*/
|
||||
void item_print_buy_price_under(Item* item);
|
||||
|
||||
#endif // ITEM_H
|
||||
@@ -0,0 +1,26 @@
|
||||
/**
|
||||
* @file item_funcs.h
|
||||
*
|
||||
* @brief An API for the item functions defined in item.h
|
||||
* Separated module from item.c/.h so item_funcs.c can include joker.h and card.h etc.
|
||||
* so the item.h doesn't depend on implementations such as jokers and cards.
|
||||
*/
|
||||
|
||||
#ifndef ITEM_FUNCS_H
|
||||
#define ITEM_FUNCS_H
|
||||
|
||||
#include "item.h"
|
||||
|
||||
/**
|
||||
* @brief Returns the function table for a given item type.
|
||||
*
|
||||
* Looks up the @ref ItemFuncs dispatch table corresponding to @p type.
|
||||
*
|
||||
* @param type The item type whose function table to retrieve.
|
||||
*
|
||||
* @return Pointer to the @ref ItemFuncs table for @p type,
|
||||
* or NULL if @p type is invalid or has no implemented functions.
|
||||
*/
|
||||
ItemFuncs* get_item_type_funcs(enum ItemType type);
|
||||
|
||||
#endif // ITEM_FUNCS_H
|
||||
+47
-2
@@ -9,7 +9,7 @@
|
||||
#include "card.h"
|
||||
#include "game.h"
|
||||
#include "graphic_utils.h"
|
||||
#include "sprite.h"
|
||||
#include "item.h"
|
||||
|
||||
#include <maxmod.h>
|
||||
|
||||
@@ -112,8 +112,8 @@ typedef struct
|
||||
|
||||
typedef struct JokerObject
|
||||
{
|
||||
Item; // First member struct inheritance
|
||||
Joker* joker;
|
||||
SpriteObject* sprite_object;
|
||||
} JokerObject;
|
||||
|
||||
typedef struct // These jokers are triggered after the played hand has finished scoring.
|
||||
@@ -197,6 +197,51 @@ JokerObject* joker_object_new(Joker* joker);
|
||||
void joker_object_destroy(JokerObject** joker_object);
|
||||
// This doesn't actually score anything, it just performs an animation and plays a sound effect
|
||||
void joker_object_shake(JokerObject* joker_object, mm_word sound_id);
|
||||
|
||||
/**
|
||||
* @brief Returns the buy price of the joker object.
|
||||
*
|
||||
* @param joker_object the joker object whose price to return.
|
||||
*
|
||||
* @return UNDEFINED in case of error, the buy price of the joker otherwise.
|
||||
*/
|
||||
int joker_object_get_buy_price(Item* joker_object);
|
||||
|
||||
// TODO: Move to an owned_jokers.c/.h file?
|
||||
/**
|
||||
* @brief Add a Joker to the list of owned Jokers and place it in the joker row.
|
||||
*
|
||||
* @param joker_object The JokerObject to add cast to Item*
|
||||
*/
|
||||
void joker_object_add_to_owned(Item* joker_object);
|
||||
|
||||
/**
|
||||
* @brief Destroy a JokerObject item, free its resources, and make it available to be rolled.
|
||||
*
|
||||
* @param joker_object Pointer to the JokerObject Item* to destroy; set to NULL.
|
||||
*/
|
||||
void joker_object_dispose(Item** joker_object);
|
||||
|
||||
/**
|
||||
* @brief Set whether a Joker is available to be rolled for the shop, packs, etc.
|
||||
*
|
||||
* @param joker_id The ID of the joker whose availability to set.
|
||||
* @param rollable true to make it rollable, false otherwise.
|
||||
*/
|
||||
void joker_set_rollable(int joker_id, bool rollable);
|
||||
|
||||
/**
|
||||
* @brief Reset rollable jokers to include all jokers in the registry.
|
||||
*/
|
||||
void joker_reset_rollable_jokers(void);
|
||||
|
||||
/**
|
||||
* @brief Roll and create a new JokerObject item.
|
||||
*
|
||||
* @return Newly created `Item*` (JokerObject) or NULL if none available.
|
||||
*/
|
||||
Item* joker_object_roll_new(void);
|
||||
|
||||
// This scores the joker and returns true if it was scored successfully
|
||||
// card_object = NULL means the joker_event does not concern a particular Card, i.e. Independend or
|
||||
// On_Blind_Selected as opposed to events that concern a particular card, i.e. On_Card_Scored or
|
||||
|
||||
+9
-8
@@ -194,23 +194,24 @@ void sprite_init(void);
|
||||
void sprite_draw(void);
|
||||
|
||||
/**
|
||||
* @brief Allocate and retrieve a pointer to a valid SpriteObject
|
||||
* @brief Initialize a SpriteObject to a default state.
|
||||
* Must be called only once per SpriteObject when it is created.
|
||||
*
|
||||
* @return A valid pointer to an newly allocated SpriteObject
|
||||
* if successful, othewise return **NULL**.
|
||||
* @param sprite_object - The SpriteObject to initialize
|
||||
*/
|
||||
SpriteObject* sprite_object_new();
|
||||
void sprite_object_init(SpriteObject* sprite_object);
|
||||
|
||||
/**
|
||||
* @brief Destroy SpriteObject
|
||||
*
|
||||
* Destroy a SpriteObject by freeing it back to the pool and releasing its
|
||||
* associated resources
|
||||
* Destroy a SpriteObject by releasing its associated resources (e.g. the sprite).
|
||||
* This invalidates the SpriteObject and it should not be used after destroyed,
|
||||
* a new one should be created instead.
|
||||
*
|
||||
* @param sprite_object pointer to a pointer of SpriteObject to destroy.
|
||||
* @param sprite_object pointer to a SpriteObject to destroy.
|
||||
* Cannot be **NULL**.
|
||||
*/
|
||||
void sprite_object_destroy(SpriteObject** sprite_object);
|
||||
void sprite_object_destroy(SpriteObject* sprite_object);
|
||||
|
||||
/**
|
||||
* @brief Register a Sprite to an associated SpriteObject
|
||||
|
||||
+29
-7
@@ -1,6 +1,8 @@
|
||||
#include "card.h"
|
||||
|
||||
#include "graphic_utils.h"
|
||||
#include "item.h"
|
||||
#include "util.h"
|
||||
|
||||
#include <maxmod.h>
|
||||
#include <stdlib.h>
|
||||
@@ -101,9 +103,10 @@ u8 card_get_value(Card* card)
|
||||
CardObject* card_object_new(Card* card)
|
||||
{
|
||||
CardObject* card_object = POOL_GET(CardObject);
|
||||
|
||||
sprite_object_init((SpriteObject*)card_object);
|
||||
card_object->card = card;
|
||||
card_object->sprite_object = sprite_object_new();
|
||||
|
||||
card_object->type = ITEM_TYPE_PLAYING_CARD;
|
||||
card_object->selected = false;
|
||||
|
||||
return card_object;
|
||||
@@ -113,7 +116,7 @@ void card_object_destroy(CardObject** card_object)
|
||||
{
|
||||
if (*card_object == NULL)
|
||||
return;
|
||||
sprite_object_destroy(&((*card_object)->sprite_object));
|
||||
sprite_object_destroy((SpriteObject*)(*card_object));
|
||||
POOL_FREE(CardObject, *card_object);
|
||||
*card_object = NULL;
|
||||
}
|
||||
@@ -134,7 +137,7 @@ void card_object_set_sprite(CardObject* card_object, int layer)
|
||||
CARD_PB,
|
||||
layer + CARD_STARTING_LAYER
|
||||
);
|
||||
sprite_object_set_sprite(card_object->sprite_object, sprite);
|
||||
sprite_object_set_sprite((SpriteObject*)card_object, sprite);
|
||||
}
|
||||
|
||||
void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType deck, int layer)
|
||||
@@ -152,12 +155,12 @@ void card_object_set_sprite_face_down(CardObject* card_object, enum DeckType dec
|
||||
DECK_SPRITES_PB,
|
||||
layer + CARD_STARTING_LAYER
|
||||
);
|
||||
sprite_object_set_sprite(card_object->sprite_object, sprite);
|
||||
sprite_object_set_sprite((SpriteObject*)card_object, sprite);
|
||||
}
|
||||
|
||||
void card_object_shake(CardObject* card_object, mm_word sound_id)
|
||||
{
|
||||
sprite_object_shake(card_object->sprite_object, sound_id);
|
||||
sprite_object_shake((SpriteObject*)card_object, sound_id);
|
||||
}
|
||||
|
||||
void card_object_set_selected(CardObject* card_object, bool selected)
|
||||
@@ -178,5 +181,24 @@ Sprite* card_object_get_sprite(CardObject* card_object)
|
||||
{
|
||||
if (card_object == NULL)
|
||||
return NULL;
|
||||
return sprite_object_get_sprite(card_object->sprite_object);
|
||||
return sprite_object_get_sprite((SpriteObject*)card_object);
|
||||
}
|
||||
|
||||
int card_object_get_buy_price(Item* card_object)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(card_object, UNDEFINED);
|
||||
ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(card_object, ITEM_TYPE_PLAYING_CARD, UNDEFINED);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void card_object_dispose(Item** card_object_item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(card_object_item);
|
||||
GBAL_RETURN_IF_NULL_VOID(*card_object_item);
|
||||
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*card_object_item, ITEM_TYPE_PLAYING_CARD);
|
||||
|
||||
CardObject* card_object = (CardObject*)(*card_object_item);
|
||||
card_object_destroy(&card_object);
|
||||
*card_object_item = NULL;
|
||||
}
|
||||
|
||||
+11
-4
@@ -253,10 +253,10 @@ static inline void discarded_jokers_update_loop(void)
|
||||
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object->sprite_object->x == joker_object->sprite_object->tx &&
|
||||
joker_object->sprite_object->y == joker_object->sprite_object->ty)
|
||||
if (joker_object->x == joker_object->tx && joker_object->y == joker_object->ty)
|
||||
{
|
||||
list_itr_remove_current_node(&itr);
|
||||
// TODO: joker_object_dispose() instead?
|
||||
joker_object_destroy(&joker_object);
|
||||
}
|
||||
}
|
||||
@@ -282,11 +282,17 @@ static inline void held_jokers_update_loop(void)
|
||||
{
|
||||
// Let the Shop handle the position of this Joker
|
||||
if (joker != game_shop_get_description_card())
|
||||
joker->sprite_object->tx = hand_x - int2fx(spacing_lut[jokers_top][i]);
|
||||
joker->tx = hand_x - int2fx(spacing_lut[jokers_top][i]);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
bool joker_object_can_acquire(Item* joker_object)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(joker_object, false);
|
||||
return (list_get_len(get_jokers_list()) < MAX_JOKERS_HELD_SIZE);
|
||||
}
|
||||
|
||||
static inline void expired_jokers_update_loop(void)
|
||||
{
|
||||
if (list_is_empty(&_expired_jokers_list))
|
||||
@@ -429,7 +435,8 @@ void remove_owned_joker(int owned_joker_idx)
|
||||
shortcut_joker_count--;
|
||||
}
|
||||
|
||||
game_shop_set_joker_avail(joker_object->joker->id, true);
|
||||
// TODO: Move to site of joker_destroy()?
|
||||
joker_set_rollable(joker_object->joker->id, true);
|
||||
list_remove_at_idx(&_owned_jokers_list, owned_joker_idx);
|
||||
}
|
||||
|
||||
|
||||
@@ -143,7 +143,7 @@ static void game_over_common_init(enum EndCondition init_condition)
|
||||
ListItr itr = list_itr_create(get_jokers_list());
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
obj_hide(joker_object->sprite_object->sprite->obj);
|
||||
obj_hide(joker_object->sprite->obj);
|
||||
}
|
||||
|
||||
// Destroy any preexisting cards in the deck, which will be present if we restart a run
|
||||
|
||||
@@ -33,8 +33,8 @@ bool jokers_sel_row_on_selection_changed(
|
||||
// Don't change focus from current Joker if swapping
|
||||
if (joker_object != NULL && !swapping)
|
||||
{
|
||||
sprite_object_erase_text_under(joker_object->sprite_object);
|
||||
sprite_object_set_focus(joker_object->sprite_object, false);
|
||||
sprite_object_erase_text_under((SpriteObject*)joker_object);
|
||||
sprite_object_set_focus((SpriteObject*)joker_object, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +46,7 @@ bool jokers_sel_row_on_selection_changed(
|
||||
{
|
||||
if (!swapping)
|
||||
{
|
||||
sprite_object_set_focus(joker_object->sprite_object, true);
|
||||
sprite_object_set_focus((SpriteObject*)joker_object, true);
|
||||
}
|
||||
// If we land on this row while the A button is being held, we are in swapping mode
|
||||
// This means that we need to hide the price, whether we were already
|
||||
@@ -54,7 +54,7 @@ bool jokers_sel_row_on_selection_changed(
|
||||
if (!key_is_down(SELECT_CARD))
|
||||
{
|
||||
sprite_object_print_price_under(
|
||||
joker_object->sprite_object,
|
||||
(SpriteObject*)joker_object,
|
||||
joker_get_sell_value(joker_object->joker)
|
||||
);
|
||||
}
|
||||
@@ -75,8 +75,8 @@ bool jokers_sel_row_on_selection_changed(
|
||||
|
||||
static inline void joker_start_discard_animation(JokerObject* joker_object)
|
||||
{
|
||||
joker_object->sprite_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
|
||||
joker_object->sprite_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
|
||||
joker_object->tx = int2fx(JOKER_DISCARD_TARGET.x);
|
||||
joker_object->ty = int2fx(JOKER_DISCARD_TARGET.y);
|
||||
list_push_back(get_discarded_jokers_list(), joker_object);
|
||||
}
|
||||
|
||||
@@ -90,7 +90,7 @@ static inline void game_sell_joker(int joker_idx)
|
||||
JokerObject* joker_object = (JokerObject*)list_get_at_idx(owned_jokers_list, joker_idx);
|
||||
g_game_vars.money += joker_get_sell_value(joker_object->joker);
|
||||
display_money();
|
||||
sprite_object_erase_text_under(joker_object->sprite_object);
|
||||
sprite_object_erase_text_under((SpriteObject*)joker_object);
|
||||
|
||||
remove_owned_joker(joker_idx);
|
||||
|
||||
@@ -104,12 +104,12 @@ void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* sel
|
||||
{
|
||||
if (key_hit(SELECT_CARD))
|
||||
{
|
||||
sprite_object_erase_text_under(joker_object->sprite_object);
|
||||
sprite_object_erase_text_under((SpriteObject*)joker_object);
|
||||
}
|
||||
else if (key_released(SELECT_CARD))
|
||||
{
|
||||
sprite_object_print_price_under(
|
||||
joker_object->sprite_object,
|
||||
(SpriteObject*)joker_object,
|
||||
joker_get_sell_value(joker_object->joker)
|
||||
);
|
||||
}
|
||||
|
||||
@@ -105,9 +105,10 @@ void game_main_menu_on_init(void)
|
||||
change_background(BG_MAIN_MENU, true);
|
||||
main_menu_ace = card_object_new(card_new(SPADES, ACE));
|
||||
card_object_set_sprite(main_menu_ace, 0);
|
||||
main_menu_ace->sprite_object->sprite->obj->attr0 |= ATTR0_AFF_DBL;
|
||||
main_menu_ace->sprite_object->tscale = float2fx(0.8f);
|
||||
sprite_object_position(main_menu_ace->sprite_object, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
|
||||
// TODO: NULL-check sprite
|
||||
main_menu_ace->sprite->obj->attr0 |= ATTR0_AFF_DBL;
|
||||
main_menu_ace->tscale = float2fx(0.8f);
|
||||
sprite_object_position((SpriteObject*)main_menu_ace, MAIN_MENU_ACE_T_X, MAIN_MENU_ACE_T_Y);
|
||||
|
||||
// Select last highlighted button, Play button by default.
|
||||
// e.g. if we return from the options menu, we want the Options button to be highlighted.
|
||||
@@ -120,7 +121,7 @@ void game_main_menu_on_init(void)
|
||||
|
||||
void game_main_menu_on_update(void)
|
||||
{
|
||||
main_menu_ace->sprite_object->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
|
||||
main_menu_ace->trotation = lu_sin((g_game_vars.timer << 8) / 2) / 3;
|
||||
|
||||
selection_grid_process_input(&main_menu_selection_grid);
|
||||
}
|
||||
|
||||
+26
-29
@@ -783,7 +783,7 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
|
||||
sound_played = true;
|
||||
}
|
||||
|
||||
if (hand[card_idx]->sprite_object->x >= *hand_x)
|
||||
if (hand[card_idx]->x >= *hand_x)
|
||||
{
|
||||
discard_push(hand[card_idx]->card);
|
||||
|
||||
@@ -801,8 +801,8 @@ static inline void card_in_hand_loop_handle_discard_and_shuffling(
|
||||
// and we end up with an element at `card_idx` that is still NULL.
|
||||
if (hand[card_idx] != NULL)
|
||||
{
|
||||
*hand_y = hand[card_idx]->sprite_object->y;
|
||||
*hand_x = hand[card_idx]->sprite_object->x;
|
||||
*hand_y = hand[card_idx]->y;
|
||||
*hand_x = hand[card_idx]->x;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1138,8 +1138,8 @@ static inline void card_draw(void)
|
||||
const FIXED deck_x = int2fx(CARD_DRAW_POS.x);
|
||||
const FIXED deck_y = int2fx(CARD_DRAW_POS.y);
|
||||
|
||||
card_object->sprite_object->x = deck_x;
|
||||
card_object->sprite_object->y = deck_y;
|
||||
card_object->x = deck_x;
|
||||
card_object->y = deck_y;
|
||||
|
||||
set_hand_top(get_hand_top() + 1);
|
||||
get_hand_array()[get_hand_top()] = card_object;
|
||||
@@ -1190,16 +1190,16 @@ static inline void game_round_discarded_cards_loop(void)
|
||||
|
||||
// Set the sprite for the discarded card object
|
||||
card_object_set_sprite(discarded_card_object, 0);
|
||||
sprite_object_reset_transform(discarded_card_object->sprite_object);
|
||||
sprite_object_reset_transform((SpriteObject*)discarded_card_object);
|
||||
|
||||
discarded_card_object->sprite_object->tx = int2fx(204);
|
||||
discarded_card_object->sprite_object->ty = int2fx(112);
|
||||
discarded_card_object->sprite_object->x = int2fx(240);
|
||||
discarded_card_object->sprite_object->y = int2fx(80);
|
||||
discarded_card_object->tx = int2fx(204);
|
||||
discarded_card_object->ty = int2fx(112);
|
||||
discarded_card_object->x = int2fx(240);
|
||||
discarded_card_object->y = int2fx(80);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (discarded_card_object->sprite_object->y >= discarded_card_object->sprite_object->ty)
|
||||
if (discarded_card_object->y >= discarded_card_object->ty)
|
||||
{
|
||||
deck_push(discarded_card_object->card); // Put the card back into the deck
|
||||
card_object_destroy(&discarded_card_object);
|
||||
@@ -1301,13 +1301,13 @@ static inline void cards_in_hand_update_loop(void)
|
||||
{
|
||||
hand_y -= int2fx(CARD_FOCUSED_SEL_Y);
|
||||
}
|
||||
if (i != selected_card_idx && hand[i]->sprite_object->y > hand_y)
|
||||
if (i != selected_card_idx && hand[i]->y > hand_y)
|
||||
{
|
||||
hand[i]->sprite_object->y = hand_y;
|
||||
hand[i]->y = hand_y;
|
||||
// Set target y to match y. Ensures target is updated even when vy becomes
|
||||
// 0, preventing immediate snap back.
|
||||
hand[i]->sprite_object->ty = hand_y;
|
||||
hand[i]->sprite_object->vy = 0;
|
||||
hand[i]->ty = hand_y;
|
||||
hand[i]->vy = 0;
|
||||
}
|
||||
|
||||
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
|
||||
@@ -1339,7 +1339,7 @@ static inline void cards_in_hand_update_loop(void)
|
||||
{
|
||||
card_object_set_selected(hand[i], false);
|
||||
played_push(hand[i]);
|
||||
sprite_destroy(&hand[i]->sprite_object->sprite);
|
||||
sprite_destroy(&hand[i]->sprite);
|
||||
hand[i] = NULL;
|
||||
reorder_card_sprites_layers();
|
||||
|
||||
@@ -1376,8 +1376,8 @@ static inline void cards_in_hand_update_loop(void)
|
||||
break;
|
||||
}
|
||||
|
||||
hand[i]->sprite_object->tx = hand_x;
|
||||
hand[i]->sprite_object->ty = hand_y;
|
||||
hand[i]->tx = hand_x;
|
||||
hand[i]->ty = hand_y;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1526,14 +1526,14 @@ static inline void play_starting_played_cards_update(int played_idx)
|
||||
}
|
||||
}
|
||||
|
||||
played[played_idx]->sprite_object->tx =
|
||||
played[played_idx]->tx =
|
||||
int2fx(HAND_PLAY_POS.x) + (int2fx(played_top - played_idx) - int2fx(played_top) / 2) * -27;
|
||||
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
|
||||
played[played_idx]->ty = int2fx(HAND_PLAY_POS.y);
|
||||
|
||||
card_selected = card_object_is_selected(played[played_idx]);
|
||||
if (card_selected && played_top - played_idx >= scored_card_index)
|
||||
{
|
||||
played[played_idx]->sprite_object->ty -= int2fx(10);
|
||||
played[played_idx]->ty -= int2fx(10);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1593,10 +1593,7 @@ static inline bool play_scoring_cards_update(void)
|
||||
if (card_object_is_selected(scored_card_object))
|
||||
{
|
||||
// Offset of 1 tile to keep the text on the card
|
||||
tte_set_pos(
|
||||
fx2int(scored_card_object->sprite_object->x) + TILE_SIZE,
|
||||
SCORED_CARD_TEXT_Y
|
||||
);
|
||||
tte_set_pos(fx2int(scored_card_object->x) + TILE_SIZE, SCORED_CARD_TEXT_Y);
|
||||
|
||||
// Set text color to blue from background memory
|
||||
tte_set_special(TTE_BLUE_PB * TTE_SPECIAL_PB_MULT_OFFSET);
|
||||
@@ -1809,7 +1806,7 @@ static inline void play_ending_played_cards_update(int played_idx)
|
||||
|
||||
if (card_object_is_selected(played[played_idx]) && played_top - played_idx >= scored_card_index)
|
||||
{
|
||||
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
|
||||
played[played_idx]->ty = int2fx(HAND_PLAY_POS.y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1837,7 +1834,7 @@ static bool play_ended_played_cards_update(int played_idx)
|
||||
}
|
||||
|
||||
// card has exited the screen, now discard it and set it to NULL
|
||||
if (played[played_idx]->sprite_object->x >= int2fx(CARD_DISCARD_PNT.x))
|
||||
if (played[played_idx]->x >= int2fx(CARD_DISCARD_PNT.x))
|
||||
{
|
||||
discard_push(played[played_idx]->card); // Push the card to the discard pile
|
||||
card_object_destroy(&played[played_idx]);
|
||||
@@ -1870,7 +1867,7 @@ static bool play_ended_played_cards_update(int played_idx)
|
||||
}
|
||||
|
||||
// put target X position off screen to the right
|
||||
played[played_idx]->sprite_object->tx = int2fx(CARD_DISCARD_PNT.x);
|
||||
played[played_idx]->tx = int2fx(CARD_DISCARD_PNT.x);
|
||||
discarded_card = true;
|
||||
}
|
||||
|
||||
@@ -1968,7 +1965,7 @@ static inline void played_cards_update_loop(void)
|
||||
break;
|
||||
}
|
||||
|
||||
played[played_idx]->sprite_object->tscale = FIX_ONE;
|
||||
played[played_idx]->tscale = FIX_ONE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+22
-4
@@ -602,7 +602,7 @@ void game_run_setup_on_init(void)
|
||||
card_object_set_sprite_face_down(run_setup_deck, g_game_vars.deck, 0);
|
||||
|
||||
sprite_object_position(
|
||||
run_setup_deck->sprite_object,
|
||||
(SpriteObject*)run_setup_deck,
|
||||
RUN_SETUP_DECK_SPRITE_T_X,
|
||||
RUN_SETUP_DECK_SPRITE_T_Y
|
||||
);
|
||||
@@ -650,7 +650,13 @@ void game_run_setup_on_exit(void)
|
||||
static void choose_deck_substate_init(void)
|
||||
{
|
||||
// Show Deck sprite, name and TODO: description
|
||||
obj_unhide(run_setup_deck->sprite_object->sprite->obj, ATTR0_AFF);
|
||||
{
|
||||
Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
|
||||
if (deck_sprite != NULL)
|
||||
{
|
||||
obj_unhide(deck_sprite->obj, ATTR0_AFF);
|
||||
}
|
||||
}
|
||||
print_deck_name(g_game_vars.deck, RUN_SETUP_DECK_NAME_TEXT_POS);
|
||||
print_deck_description(g_game_vars.deck, RUN_SETUP_DECK_DESC_TEXT_POS);
|
||||
|
||||
@@ -815,7 +821,13 @@ static void seed_keyboard_substate_init(void)
|
||||
tte_erase_rect_wrapper(RUN_SETUP_DECK_NAME_DESC_RECT);
|
||||
|
||||
// Hide Deck card sprite
|
||||
obj_hide(run_setup_deck->sprite_object->sprite->obj);
|
||||
{
|
||||
Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
|
||||
if (deck_sprite != NULL)
|
||||
{
|
||||
obj_hide(deck_sprite->obj);
|
||||
}
|
||||
}
|
||||
|
||||
// Clean deck swap screen with frame BG color
|
||||
main_bg_se_copy_expand_tile(
|
||||
@@ -1110,7 +1122,13 @@ static void resume_substate_init(void)
|
||||
tab_set_highlight(RUN_SETUP_TAB_RESUME);
|
||||
|
||||
// Show Deck card sprite
|
||||
obj_unhide(run_setup_deck->sprite_object->sprite->obj, ATTR0_AFF);
|
||||
{
|
||||
Sprite* deck_sprite = sprite_object_get_sprite((SpriteObject*)run_setup_deck);
|
||||
if (deck_sprite != NULL)
|
||||
{
|
||||
obj_unhide(deck_sprite->obj, ATTR0_AFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// COMMON BUTTONS
|
||||
|
||||
+110
-222
@@ -17,6 +17,7 @@
|
||||
#include "joker.h"
|
||||
#include "layout.h"
|
||||
#include "list.h"
|
||||
#include "mgba_logger.h"
|
||||
#include "random.h"
|
||||
#include "save.h"
|
||||
#include "soundbank.h"
|
||||
@@ -87,8 +88,7 @@ static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 };
|
||||
static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED };
|
||||
// clang-format on
|
||||
|
||||
static List s_shop_jokers_list = LIST_DEFAULT;
|
||||
BITSET_DEFINE(s_avail_jokers_bitset, MAX_DEFINABLE_JOKERS)
|
||||
static List s_shop_items_list = LIST_DEFAULT;
|
||||
|
||||
enum GameShopStates
|
||||
{
|
||||
@@ -170,6 +170,8 @@ static int timer;
|
||||
static int reroll_cost = REROLL_BASE_COST;
|
||||
|
||||
// Variables relative to the Card we are showing the description of
|
||||
|
||||
// TODO: Change this to item once it has description printing API.
|
||||
static JokerObject* description_card = NULL;
|
||||
static FIXED description_card_original_x_pos = UNDEFINED;
|
||||
static FIXED description_card_original_y_pos = UNDEFINED;
|
||||
@@ -180,30 +182,11 @@ JokerObject* game_shop_get_description_card(void)
|
||||
return description_card;
|
||||
}
|
||||
|
||||
static inline void reset_shop_jokers(void)
|
||||
{
|
||||
int num_jokers = get_joker_registry_size();
|
||||
|
||||
bitset_clear(&s_avail_jokers_bitset);
|
||||
for (int i = 0; i < num_jokers; i++)
|
||||
{
|
||||
bitset_set_idx(&s_avail_jokers_bitset, i, true);
|
||||
}
|
||||
}
|
||||
|
||||
void game_shop_reset(void)
|
||||
{
|
||||
list_clear(&s_shop_jokers_list);
|
||||
s_shop_jokers_list = list_init();
|
||||
reset_shop_jokers();
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Set whether a Joker can appear in the shop.
|
||||
*/
|
||||
void game_shop_set_joker_avail(int joker_id, bool avail)
|
||||
{
|
||||
bitset_set_idx(&s_avail_jokers_bitset, joker_id, avail);
|
||||
list_clear(&s_shop_items_list);
|
||||
s_shop_items_list = list_init();
|
||||
joker_reset_rollable_jokers();
|
||||
}
|
||||
|
||||
void game_shop_change_background(void)
|
||||
@@ -246,123 +229,51 @@ void game_shop_on_init(void)
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Computes the number of Jokers we can currently roll in the Shop.
|
||||
* The Jokers we own is taken into account and can't be rolled again.
|
||||
* @brief Create a shop top row item - jokers, consumables, and possibly playing cards
|
||||
* Currently only jokers are implemented.
|
||||
*/
|
||||
static inline int get_num_shop_jokers_avail(void)
|
||||
static Item* game_shop_create_top_row_item(void)
|
||||
{
|
||||
return bitset_num_set_bits(&s_avail_jokers_bitset);
|
||||
// TODO: Randomize item type when consumables are implemented
|
||||
return item_roll_new(ITEM_TYPE_JOKER);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Rolls a random Joker among the available ones
|
||||
* @brief Setup for the lists of items we can purchase in the top row of the Shop.
|
||||
* i.e. Jokers and consumables and possibly playing cards.
|
||||
*/
|
||||
static inline int game_shop_get_rand_available_joker_id(void)
|
||||
{
|
||||
// Roll for what rarity the joker will be
|
||||
int joker_rarity = joker_get_random_rarity();
|
||||
|
||||
// Now determine how many jokers are available based on the rarity
|
||||
int jokers_avail_size = get_num_shop_jokers_avail();
|
||||
|
||||
if (jokers_avail_size == 0)
|
||||
return UNDEFINED;
|
||||
|
||||
int matching_joker_ids[jokers_avail_size];
|
||||
int fallback_random_idx = rng_get_u32() % jokers_avail_size;
|
||||
int fallback_random_joker_id = UNDEFINED;
|
||||
int match_count = 0;
|
||||
|
||||
BitsetItr itr = bitset_itr_create(&s_avail_jokers_bitset);
|
||||
|
||||
int i = 0;
|
||||
int joker_id = UNDEFINED;
|
||||
while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
|
||||
{
|
||||
if (i++ == fallback_random_idx)
|
||||
fallback_random_joker_id = joker_id;
|
||||
const JokerInfo* info = get_joker_registry_entry(joker_id);
|
||||
if (info->rarity == joker_rarity)
|
||||
{
|
||||
matching_joker_ids[match_count++] = joker_id;
|
||||
}
|
||||
}
|
||||
|
||||
int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
|
||||
: fallback_random_joker_id;
|
||||
|
||||
return selected_joker_id;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns true if we can't roll any Joker
|
||||
*/
|
||||
static inline bool no_avail_jokers(void)
|
||||
{
|
||||
return bitset_is_empty(&s_avail_jokers_bitset);
|
||||
}
|
||||
|
||||
GBAL_UNUSED
|
||||
static inline bool is_shop_joker_avail(int joker_id)
|
||||
{
|
||||
return bitset_get_idx(&s_avail_jokers_bitset, joker_id);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Setup for the lists of items we can purchase in the Shop.
|
||||
* Only Jokers are available for now, but this is where consumables and
|
||||
* booster packs will be rolled when they are implemented.
|
||||
*/
|
||||
static void game_shop_create_items(void)
|
||||
static void game_shop_create_top_row_items(void)
|
||||
{
|
||||
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
|
||||
|
||||
if (no_avail_jokers())
|
||||
return;
|
||||
List* shop_items_list = &s_shop_items_list;
|
||||
|
||||
List* shop_jokers_list = &s_shop_jokers_list;
|
||||
list_clear(shop_items_list);
|
||||
*shop_items_list = list_init();
|
||||
|
||||
list_clear(shop_jokers_list);
|
||||
*shop_jokers_list = list_init();
|
||||
|
||||
for (int i = 0; i < MAX_SHOP_JOKERS; i++)
|
||||
for (int i = 0; i < MAX_SHOP_ITEMS; i++)
|
||||
{
|
||||
int joker_id = 0;
|
||||
#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
|
||||
if (is_shop_joker_avail(TEST_JOKER_ID0))
|
||||
Item* item = game_shop_create_top_row_item();
|
||||
|
||||
if (item == NULL)
|
||||
{
|
||||
joker_id = TEST_JOKER_ID0;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
#ifdef TEST_JOKER_ID1
|
||||
if (is_shop_joker_avail(TEST_JOKER_ID1))
|
||||
{
|
||||
joker_id = TEST_JOKER_ID1;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
joker_id = game_shop_get_rand_available_joker_id();
|
||||
MGBA_FUNC_WARN("Could not create shop item");
|
||||
|
||||
// TODO: Decide how to handle this case gracefully
|
||||
// If the issue for example is that we can't generate any more jokers,
|
||||
// because for example the user owns all of them,
|
||||
// maybe we need to generate consumables instead.
|
||||
return;
|
||||
}
|
||||
|
||||
// If for some reason only no joker is left, don't make another
|
||||
if (joker_id == UNDEFINED)
|
||||
break;
|
||||
item->x = int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
|
||||
item->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
|
||||
item->tx = item->x;
|
||||
item->ty = int2fx(ITEM_SHOP_Y);
|
||||
|
||||
game_shop_set_joker_avail(joker_id, false);
|
||||
item_print_buy_price_under(item);
|
||||
|
||||
JokerObject* joker_object = joker_object_new(joker_new(joker_id));
|
||||
|
||||
joker_object->sprite_object->x =
|
||||
int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
|
||||
joker_object->sprite_object->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
|
||||
joker_object->sprite_object->tx = joker_object->sprite_object->x;
|
||||
joker_object->sprite_object->ty = int2fx(ITEM_SHOP_Y);
|
||||
|
||||
sprite_object_print_price_under(joker_object->sprite_object, joker_object->joker->value);
|
||||
|
||||
list_push_back(shop_jokers_list, joker_object);
|
||||
list_push_back(shop_items_list, item);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -375,7 +286,7 @@ static void game_shop_intro()
|
||||
|
||||
if (timer == TM_CREATE_SHOP_ITEMS_WAIT)
|
||||
{
|
||||
game_shop_create_items();
|
||||
game_shop_create_top_row_items();
|
||||
}
|
||||
|
||||
if (timer >= TM_SHIFT_SHOP_ICON_WAIT) // Shift the shop icon
|
||||
@@ -419,32 +330,23 @@ static void game_shop_intro()
|
||||
static int shop_top_row_get_size(void)
|
||||
{
|
||||
// + 1 to account for next round button
|
||||
return list_get_len(&s_shop_jokers_list) + 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Add a newly purchased Joker to the list of owned Jokers.
|
||||
*/
|
||||
static inline void add_to_held_jokers(JokerObject* joker_object)
|
||||
{
|
||||
joker_object->sprite_object->ty = int2fx(HELD_JOKERS_POS.y);
|
||||
add_joker(joker_object);
|
||||
return list_get_len(&s_shop_items_list) + 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Called when pressing A on a Shop Joker to buy it.
|
||||
*/
|
||||
static inline void game_shop_buy_joker(int shop_joker_idx)
|
||||
static inline void game_shop_buy_item(int shop_item_idx)
|
||||
{
|
||||
List* shop_jokers_list = &s_shop_jokers_list;
|
||||
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, shop_joker_idx);
|
||||
List* shop_items_list = &s_shop_items_list;
|
||||
Item* item = (Item*)list_get_at_idx(shop_items_list, shop_item_idx);
|
||||
|
||||
g_game_vars.money -= joker_object->joker->value;
|
||||
g_game_vars.money -= item_get_buy_price(item);
|
||||
display_money();
|
||||
sprite_object_erase_text_under(joker_object->sprite_object);
|
||||
sprite_object_set_focus(joker_object->sprite_object, false);
|
||||
add_to_held_jokers(joker_object);
|
||||
list_remove_at_idx(shop_jokers_list, shop_joker_idx); // Remove the joker from the shop
|
||||
sprite_object_erase_text_under((SpriteObject*)item);
|
||||
sprite_object_set_focus((SpriteObject*)item, false);
|
||||
item_acquire(item);
|
||||
list_remove_at_idx(shop_items_list, shop_item_idx); // Remove the joker from the shop
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -461,16 +363,14 @@ static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection
|
||||
}
|
||||
else
|
||||
{
|
||||
int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
|
||||
JokerObject* joker_object =
|
||||
(JokerObject*)list_get_at_idx(&s_shop_jokers_list, shop_joker_idx);
|
||||
if (joker_object == NULL || list_get_len(get_jokers_list()) >= MAX_JOKERS_HELD_SIZE ||
|
||||
g_game_vars.money < joker_object->joker->value)
|
||||
int shop_item_idx = selection->x - 1; // - 1 to account for next round button
|
||||
Item* item = (Item*)list_get_at_idx(&s_shop_items_list, shop_item_idx);
|
||||
if (!item_can_acquire(item) || g_game_vars.money < item_get_buy_price(item))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
game_shop_buy_joker(shop_joker_idx);
|
||||
game_shop_buy_item(shop_item_idx);
|
||||
selection_grid_move_selection_horz(selection_grid, -1);
|
||||
}
|
||||
}
|
||||
@@ -485,7 +385,7 @@ static bool shop_top_row_on_selection_changed(
|
||||
const Selection* new_selection
|
||||
)
|
||||
{
|
||||
List* shop_jokers_list = &s_shop_jokers_list;
|
||||
List* shop_items_list = &s_shop_items_list;
|
||||
// Guard if we move down while on jokers
|
||||
if (new_selection->y > row_idx && prev_selection->x > 0)
|
||||
return false;
|
||||
@@ -503,8 +403,8 @@ static bool shop_top_row_on_selection_changed(
|
||||
else
|
||||
{
|
||||
int idx = prev_selection->x - 1; // -1 to account for next round button
|
||||
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
|
||||
sprite_object_set_focus(joker_object->sprite_object, false);
|
||||
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
|
||||
sprite_object_set_focus(sprite_object, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -517,8 +417,8 @@ static bool shop_top_row_on_selection_changed(
|
||||
else
|
||||
{
|
||||
int idx = new_selection->x - 1; // -1 to account for next round button
|
||||
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
|
||||
sprite_object_set_focus(joker_object->sprite_object, true);
|
||||
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
|
||||
sprite_object_set_focus(sprite_object, true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -552,8 +452,8 @@ static bool shop_reroll_row_on_selection_changed(
|
||||
if (new_selection->x != NEXT_ROUND_BTN_SEL_X)
|
||||
{
|
||||
int idx = new_selection->x - 1;
|
||||
JokerObject* joker_object = (JokerObject*)list_get_at_idx(&s_shop_jokers_list, idx);
|
||||
sprite_object_set_focus(joker_object->sprite_object, true);
|
||||
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(&s_shop_items_list, idx);
|
||||
sprite_object_set_focus(sprite_object, true);
|
||||
}
|
||||
}
|
||||
else if (row_idx == new_selection->y)
|
||||
@@ -573,35 +473,33 @@ static inline void game_shop_reroll(void)
|
||||
g_game_vars.money -= reroll_cost;
|
||||
display_money(); // Update the money display
|
||||
|
||||
List* shop_jokers_list = &s_shop_jokers_list;
|
||||
ListItr itr = list_itr_create(shop_jokers_list);
|
||||
JokerObject* joker_object;
|
||||
List* shop_items_list = &s_shop_items_list;
|
||||
ListItr itr = list_itr_create(shop_items_list);
|
||||
Item* item;
|
||||
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
while ((item = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != NULL)
|
||||
if (item != NULL && item->type == ITEM_TYPE_JOKER)
|
||||
{
|
||||
game_shop_set_joker_avail(joker_object->joker->id, true);
|
||||
joker_object_destroy(&joker_object); // Destroy the joker object if it exists
|
||||
item_dispose(&item);
|
||||
}
|
||||
}
|
||||
|
||||
list_clear(shop_jokers_list);
|
||||
*shop_jokers_list = list_init();
|
||||
list_clear(shop_items_list);
|
||||
*shop_items_list = list_init();
|
||||
|
||||
game_shop_create_items();
|
||||
game_shop_create_top_row_items();
|
||||
|
||||
itr = list_itr_create(shop_jokers_list);
|
||||
itr = list_itr_create(shop_items_list);
|
||||
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
SpriteObject* item_sprite_object;
|
||||
while ((item_sprite_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != NULL)
|
||||
if (item_sprite_object != NULL)
|
||||
{
|
||||
// Set the y position to the target position
|
||||
joker_object->sprite_object->y = joker_object->sprite_object->ty;
|
||||
item_sprite_object->y = item_sprite_object->ty;
|
||||
|
||||
// Give the joker a little wiggle animation
|
||||
joker_object_shake(joker_object, UNDEFINED);
|
||||
sprite_object_shake(item_sprite_object, UNDEFINED);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -672,9 +570,9 @@ static void game_shop_process_user_input(void)
|
||||
// Jokers for sale
|
||||
case 1:
|
||||
{
|
||||
description_card_original_list = &s_shop_jokers_list;
|
||||
description_card_original_list = &s_shop_items_list;
|
||||
tmp_card = (shop_selection_grid.selection.x > 0)
|
||||
? list_get_at_idx(&s_shop_jokers_list, shop_selection_grid.selection.x - 1)
|
||||
? list_get_at_idx(&s_shop_items_list, shop_selection_grid.selection.x - 1)
|
||||
: NULL;
|
||||
break;
|
||||
}
|
||||
@@ -692,12 +590,11 @@ static void game_shop_process_user_input(void)
|
||||
// Show description of selected card when pressing B.
|
||||
// Always wait for the card in question to be immobile to avoid accumulating
|
||||
// errors when pressing and releasing B in quick succession.
|
||||
if (tmp_card != NULL && tmp_card->sprite_object->vx == 0 && tmp_card->sprite_object->vy == 0 &&
|
||||
key_held(DESELECT_CARDS))
|
||||
if (tmp_card != NULL && tmp_card->vx == 0 && tmp_card->vy == 0 && key_held(DESELECT_CARDS))
|
||||
{
|
||||
description_card = tmp_card;
|
||||
description_card_original_x_pos = description_card->sprite_object->x;
|
||||
description_card_original_y_pos = description_card->sprite_object->y;
|
||||
description_card_original_x_pos = description_card->x;
|
||||
description_card_original_y_pos = description_card->y;
|
||||
|
||||
timer = TM_ZERO;
|
||||
state_machine_change_state(&shop_sm, GAME_SHOP_SHOW_CARD_DESC);
|
||||
@@ -723,21 +620,21 @@ static void game_shop_show_card_desc(void)
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != description_card)
|
||||
joker_object->sprite_object->ty -= int2fx(OWNED_CARDS_HIDE_Y_OFFSET);
|
||||
joker_object->ty -= int2fx(OWNED_CARDS_HIDE_Y_OFFSET);
|
||||
}
|
||||
|
||||
// Shop Jokers
|
||||
itr = list_itr_create(&s_shop_jokers_list);
|
||||
itr = list_itr_create(&s_shop_items_list);
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != description_card)
|
||||
joker_object->sprite_object->ty = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y + TILE_SIZE);
|
||||
joker_object->ty = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y + TILE_SIZE);
|
||||
}
|
||||
|
||||
// Set description_card new target position
|
||||
|
||||
description_card->sprite_object->tx = int2fx(CARD_DESCRIPTION_SPRITE_POS.x);
|
||||
description_card->sprite_object->ty = int2fx(CARD_DESCRIPTION_SPRITE_POS.y);
|
||||
description_card->tx = int2fx(CARD_DESCRIPTION_SPRITE_POS.x);
|
||||
description_card->ty = int2fx(CARD_DESCRIPTION_SPRITE_POS.y);
|
||||
}
|
||||
|
||||
// First 12 anim frames
|
||||
@@ -795,8 +692,7 @@ static void game_shop_show_card_desc(void)
|
||||
|
||||
// Actively wait for the B button to be released, but only if the described card has stopped
|
||||
// moving
|
||||
else if (description_card->sprite_object->vx == 0 && description_card->sprite_object->vy == 0 &&
|
||||
!key_held(DESELECT_CARDS))
|
||||
else if (description_card->vx == 0 && description_card->vy == 0 && !key_held(DESELECT_CARDS))
|
||||
{
|
||||
timer = TM_ZERO;
|
||||
state_machine_change_state(&shop_sm, GAME_SHOP_HIDE_CARD_DESC);
|
||||
@@ -833,19 +729,19 @@ static void game_shop_hide_card_desc(void)
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != description_card)
|
||||
joker_object->sprite_object->ty = int2fx(HELD_JOKERS_POS.y);
|
||||
joker_object->ty = int2fx(HELD_JOKERS_POS.y);
|
||||
}
|
||||
|
||||
// Shop Jokers
|
||||
itr = list_itr_create(&s_shop_jokers_list);
|
||||
itr = list_itr_create(&s_shop_items_list);
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != description_card)
|
||||
joker_object->sprite_object->ty = int2fx(ITEM_SHOP_Y);
|
||||
joker_object->ty = int2fx(ITEM_SHOP_Y);
|
||||
}
|
||||
|
||||
description_card->sprite_object->tx = description_card_original_x_pos;
|
||||
description_card->sprite_object->ty = description_card_original_y_pos;
|
||||
description_card->tx = description_card_original_x_pos;
|
||||
description_card->ty = description_card_original_y_pos;
|
||||
}
|
||||
|
||||
// First 12 anim frames
|
||||
@@ -862,22 +758,19 @@ static void game_shop_hide_card_desc(void)
|
||||
else if (timer == TM_SHOW_CARD_DESC_WAIT + 1)
|
||||
{
|
||||
// Need to account for the description_card being selected if it came from the shop.
|
||||
if (description_card_original_list == &s_shop_jokers_list)
|
||||
description_card->sprite_object->ty += int2fx(TILE_SIZE);
|
||||
if (description_card_original_list == &s_shop_items_list)
|
||||
description_card->ty += int2fx(TILE_SIZE);
|
||||
|
||||
// Print price under shop Jokers
|
||||
JokerObject* joker_object = NULL;
|
||||
ListItr itr = list_itr_create(&s_shop_jokers_list);
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
Item* item = NULL;
|
||||
ListItr itr = list_itr_create(&s_shop_items_list);
|
||||
while ((item = list_itr_next(&itr)))
|
||||
{
|
||||
sprite_object_print_price_under(
|
||||
joker_object->sprite_object,
|
||||
joker_object->joker->value
|
||||
);
|
||||
item_print_buy_price_under(item);
|
||||
}
|
||||
|
||||
if (description_card_original_list == &s_shop_jokers_list)
|
||||
description_card->sprite_object->ty -= int2fx(TILE_SIZE);
|
||||
if (description_card_original_list == &s_shop_items_list)
|
||||
description_card->ty -= int2fx(TILE_SIZE);
|
||||
|
||||
// Print Reroll prince
|
||||
tte_printf(
|
||||
@@ -893,7 +786,7 @@ static void game_shop_hide_card_desc(void)
|
||||
}
|
||||
|
||||
// Cleanup and change state
|
||||
else if (description_card->sprite_object->vx == 0 && description_card->sprite_object->vy == 0)
|
||||
else if (description_card->vx == 0 && description_card->vy == 0)
|
||||
{
|
||||
owned_joker_price_printed = false;
|
||||
description_card = NULL;
|
||||
@@ -908,7 +801,7 @@ static void game_shop_hide_card_desc(void)
|
||||
{
|
||||
owned_joker_price_printed = true;
|
||||
sprite_object_print_price_under(
|
||||
description_card->sprite_object,
|
||||
(SpriteObject*)description_card,
|
||||
joker_get_sell_value(description_card->joker)
|
||||
);
|
||||
}
|
||||
@@ -925,19 +818,17 @@ static void game_shop_outro(void)
|
||||
|
||||
main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SCREEN_UP);
|
||||
|
||||
// TODO: make heads or tails of what's going on here and replace
|
||||
// magic numbers.
|
||||
if (timer == 1)
|
||||
{
|
||||
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); // Erase the shop prices text
|
||||
|
||||
ListItr itr = list_itr_create(&s_shop_jokers_list);
|
||||
JokerObject* joker_object;
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
ListItr itr = list_itr_create(&s_shop_items_list);
|
||||
SpriteObject* shop_item;
|
||||
while ((shop_item = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != NULL)
|
||||
if (shop_item != NULL)
|
||||
{
|
||||
joker_object->sprite_object->ty = int2fx(160);
|
||||
shop_item->ty = int2fx(160);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -945,6 +836,8 @@ static void game_shop_outro(void)
|
||||
}
|
||||
else if (timer == 2)
|
||||
{
|
||||
// TODO: make heads or tails of what's going on here and replace
|
||||
// magic numbers.
|
||||
int y = 5;
|
||||
memset16(&se_mat[MAIN_BG_SBB][y - 1][0], 0x0001, 1);
|
||||
memset16(&se_mat[MAIN_BG_SBB][y - 1][1], 0x0002, 7);
|
||||
@@ -998,21 +891,16 @@ void game_shop_on_update(void)
|
||||
|
||||
void game_shop_on_exit(void)
|
||||
{
|
||||
List* shop_jokers_list = &s_shop_jokers_list;
|
||||
ListItr itr = list_itr_create(shop_jokers_list);
|
||||
JokerObject* joker_object;
|
||||
List* shop_items_list = &s_shop_items_list;
|
||||
ListItr itr = list_itr_create(shop_items_list);
|
||||
Item* item;
|
||||
|
||||
while ((joker_object = list_itr_next(&itr)))
|
||||
while ((item = list_itr_next(&itr)))
|
||||
{
|
||||
if (joker_object != NULL)
|
||||
{
|
||||
// Make the joker available back to shop
|
||||
game_shop_set_joker_avail(joker_object->joker->id, true);
|
||||
}
|
||||
joker_object_destroy(&joker_object); // Destroy the joker objects
|
||||
item_dispose(&item);
|
||||
}
|
||||
|
||||
list_clear(shop_jokers_list);
|
||||
list_clear(shop_items_list);
|
||||
|
||||
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
|
||||
|
||||
|
||||
+3
-3
@@ -258,7 +258,7 @@ void reorder_card_sprites_layers(void)
|
||||
}
|
||||
|
||||
// card_object_get_sprite() will not work here since we need the address
|
||||
sprite_destroy(&(hand.cards[i]->sprite_object->sprite));
|
||||
sprite_destroy(&(hand.cards[i]->sprite));
|
||||
}
|
||||
|
||||
// Recreate the sprites for the remaining non NULL cards, in order
|
||||
@@ -270,8 +270,8 @@ void reorder_card_sprites_layers(void)
|
||||
card_object_set_sprite(hand.cards[i], i);
|
||||
sprite_position(
|
||||
card_object_get_sprite(hand.cards[i]),
|
||||
fx2int(hand.cards[i]->sprite_object->x),
|
||||
fx2int(hand.cards[i]->sprite_object->y)
|
||||
fx2int(hand.cards[i]->x),
|
||||
fx2int(hand.cards[i]->y)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
#include "item.h"
|
||||
|
||||
#include "item_funcs.h"
|
||||
#include "mgba_logger.h"
|
||||
#include "util.h"
|
||||
|
||||
#include <tonc.h>
|
||||
|
||||
Item* item_roll_new(enum ItemType item_type)
|
||||
{
|
||||
if ((int)item_type < 0 || item_type >= ITEM_NUM_TYPES)
|
||||
{
|
||||
MGBA_FUNC_ERROR("Undefined type %d", item_type);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
ItemFuncs* item_funcs = get_item_type_funcs(item_type);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs, NULL);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs->roll_new, NULL);
|
||||
|
||||
return item_funcs->roll_new();
|
||||
}
|
||||
|
||||
int item_get_buy_price(Item* item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(item, UNDEFINED);
|
||||
|
||||
ItemFuncs* item_funcs = get_item_type_funcs(item->type);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs, UNDEFINED);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs->get_buy_price, UNDEFINED);
|
||||
|
||||
return item_funcs->get_buy_price(item);
|
||||
}
|
||||
|
||||
void item_acquire(Item* item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(item);
|
||||
|
||||
ItemFuncs* item_funcs = get_item_type_funcs(item->type);
|
||||
GBAL_RETURN_IF_NULL_VOID(item_funcs);
|
||||
GBAL_RETURN_IF_NULL_VOID(item_funcs->acquire);
|
||||
|
||||
item_funcs->acquire(item);
|
||||
}
|
||||
|
||||
bool item_can_acquire(Item* item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(item, false);
|
||||
ItemFuncs* item_funcs = get_item_type_funcs(item->type);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs, false);
|
||||
GBAL_RETURN_IF_NULL_RET(item_funcs->can_acquire, false);
|
||||
|
||||
return item_funcs->can_acquire(item);
|
||||
}
|
||||
|
||||
void item_dispose(Item** item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(item);
|
||||
GBAL_RETURN_IF_NULL_VOID(*item);
|
||||
ItemFuncs* item_funcs = get_item_type_funcs((*item)->type);
|
||||
GBAL_RETURN_IF_NULL_VOID(item_funcs);
|
||||
GBAL_RETURN_IF_NULL_VOID(item_funcs->dispose);
|
||||
|
||||
item_funcs->dispose(item);
|
||||
}
|
||||
|
||||
void item_print_buy_price_under(Item* item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(item);
|
||||
sprite_object_print_price_under((SpriteObject*)item, item_get_buy_price(item));
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
#include "item_funcs.h"
|
||||
|
||||
#include "card.h"
|
||||
#include "game.h"
|
||||
#include "game/shop.h"
|
||||
#include "joker.h"
|
||||
#include "util.h"
|
||||
|
||||
static Item* item_roll_new_unimplemented();
|
||||
static void item_acquire_unimplemented(Item* item);
|
||||
static bool item_always_can_acquire(Item* item);
|
||||
|
||||
// clang-format off
|
||||
ItemFuncs item_func_table[] = {
|
||||
[ITEM_TYPE_JOKER] = {
|
||||
.roll_new = joker_object_roll_new,
|
||||
.get_buy_price = joker_object_get_buy_price,
|
||||
.acquire = joker_object_add_to_owned,
|
||||
.can_acquire = joker_object_can_acquire,
|
||||
.dispose = joker_object_dispose
|
||||
},
|
||||
|
||||
/* Currently playing cards have partial implementations since Magic Trick is not implemented
|
||||
* and playing cards can't appear in the shop.
|
||||
* If the Magic Trick voucher is implemented, these need to be completed.
|
||||
* Playing cards must stay the only exception, the rest of the item types must implement
|
||||
* all the basic functions to appear in the shop.
|
||||
*/
|
||||
[ITEM_TYPE_PLAYING_CARD] = {
|
||||
.roll_new = item_roll_new_unimplemented,
|
||||
.get_buy_price = card_object_get_buy_price,
|
||||
.acquire = item_acquire_unimplemented,
|
||||
.can_acquire = item_always_can_acquire,
|
||||
.dispose = card_object_dispose
|
||||
}
|
||||
};
|
||||
// clang-format on
|
||||
|
||||
ItemFuncs* get_item_type_funcs(enum ItemType type)
|
||||
{
|
||||
if ((int)type < 0 || type >= NUM_ELEM_IN_ARR(item_func_table))
|
||||
{
|
||||
MGBA_FUNC_ERROR("Invalid type %d", type);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return &item_func_table[type];
|
||||
}
|
||||
|
||||
static Item* item_roll_new_unimplemented()
|
||||
{
|
||||
MGBA_FUNC_ERROR("Unimplemented roll_new function called");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static void item_acquire_unimplemented(Item* item)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(item);
|
||||
MGBA_FUNC_ERROR("Unimplemented acquire function called for item type type %d", (item)->type);
|
||||
}
|
||||
|
||||
static bool item_always_can_acquire(Item* item)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
+170
-14
@@ -4,6 +4,8 @@
|
||||
#include "game/round.h"
|
||||
#include "game_variables.h"
|
||||
#include "graphic_utils.h"
|
||||
#include "layout.h"
|
||||
#include "mgba_logger.h"
|
||||
#include "pool.h"
|
||||
#include "random.h"
|
||||
#include "soundbank.h"
|
||||
@@ -11,6 +13,7 @@
|
||||
|
||||
// Tiles and palettes
|
||||
#include "card_rarity_pal_gfx.h"
|
||||
#include "item.h"
|
||||
#include "joker_gfx.h"
|
||||
|
||||
#include <maxmod.h>
|
||||
@@ -58,6 +61,8 @@ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for j
|
||||
static int joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS];
|
||||
static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0};
|
||||
|
||||
BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS)
|
||||
|
||||
// See linked issue for context of maps
|
||||
// https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538
|
||||
|
||||
@@ -179,12 +184,16 @@ u16 joker_get_rarity_color(u8 rarity, bool main_color)
|
||||
return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)];
|
||||
}
|
||||
|
||||
int joker_get_buy_price(const Joker* joker)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
|
||||
|
||||
return joker->value;
|
||||
}
|
||||
|
||||
int joker_get_sell_value(const Joker* joker)
|
||||
{
|
||||
if (joker == NULL)
|
||||
{
|
||||
return UNDEFINED;
|
||||
}
|
||||
GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
|
||||
|
||||
return joker->value / 2;
|
||||
}
|
||||
@@ -194,6 +203,8 @@ JokerObject* joker_object_new(Joker* joker)
|
||||
{
|
||||
JokerObject* joker_object = POOL_GET(JokerObject);
|
||||
|
||||
sprite_object_init((SpriteObject*)joker_object);
|
||||
|
||||
int layer = 0;
|
||||
for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
|
||||
{
|
||||
@@ -206,7 +217,8 @@ JokerObject* joker_object_new(Joker* joker)
|
||||
}
|
||||
|
||||
joker_object->joker = joker;
|
||||
joker_object->sprite_object = sprite_object_new();
|
||||
|
||||
joker_object->type = ITEM_TYPE_JOKER;
|
||||
|
||||
int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
|
||||
|
||||
@@ -222,7 +234,7 @@ JokerObject* joker_object_new(Joker* joker)
|
||||
);
|
||||
|
||||
sprite_object_set_sprite(
|
||||
joker_object->sprite_object,
|
||||
(SpriteObject*)joker_object,
|
||||
sprite_new(
|
||||
ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
|
||||
ATTR1_SIZE_32,
|
||||
@@ -250,18 +262,162 @@ void joker_object_destroy(JokerObject** joker_object)
|
||||
UNDEFINED;
|
||||
}
|
||||
|
||||
sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
|
||||
joker_destroy(&(*joker_object)->joker); // Destroy the joker
|
||||
sprite_object_destroy((SpriteObject*)(*joker_object));
|
||||
joker_destroy(&(*joker_object)->joker);
|
||||
POOL_FREE(JokerObject, *joker_object);
|
||||
*joker_object = NULL;
|
||||
}
|
||||
|
||||
void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
|
||||
void joker_object_dispose(Item** joker_object_item)
|
||||
{
|
||||
sprite_object_shake(joker_object->sprite_object, sound_id);
|
||||
GBAL_RETURN_IF_NULL_VOID(joker_object_item);
|
||||
GBAL_RETURN_IF_NULL_VOID(*joker_object_item);
|
||||
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*joker_object_item, ITEM_TYPE_JOKER);
|
||||
|
||||
JokerObject* joker_object = (JokerObject*)(*joker_object_item);
|
||||
GBAL_RETURN_IF_NULL_VOID(joker_object->joker);
|
||||
|
||||
joker_set_rollable(joker_object->joker->id, true);
|
||||
|
||||
joker_object_destroy(&joker_object);
|
||||
*joker_object_item = NULL;
|
||||
}
|
||||
|
||||
void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
|
||||
void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
|
||||
{
|
||||
sprite_object_shake((SpriteObject*)joker_object, sound_id);
|
||||
}
|
||||
|
||||
int joker_object_get_buy_price(Item* joker_object)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_RET(joker_object, UNDEFINED);
|
||||
ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(joker_object, ITEM_TYPE_JOKER, UNDEFINED);
|
||||
|
||||
return ((JokerObject*)joker_object)->joker->value;
|
||||
}
|
||||
|
||||
void joker_object_add_to_owned(Item* joker_object)
|
||||
{
|
||||
GBAL_RETURN_IF_NULL_VOID(joker_object);
|
||||
ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(joker_object, ITEM_TYPE_JOKER);
|
||||
|
||||
joker_object->ty = int2fx(HELD_JOKERS_POS.y);
|
||||
add_joker((JokerObject*)joker_object);
|
||||
}
|
||||
|
||||
void joker_set_rollable(int joker_id, bool rollable)
|
||||
{
|
||||
bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Computes the number of Jokers we can currently roll in the Shop.
|
||||
* The Jokers we own is taken into account and can't be rolled again.
|
||||
*/
|
||||
static inline int get_num_rollable_jokers(void)
|
||||
{
|
||||
return bitset_num_set_bits(&s_rollable_jokers_bitset);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Returns true if we can't roll any Joker
|
||||
*/
|
||||
static inline bool no_rollable_jokers(void)
|
||||
{
|
||||
return bitset_is_empty(&s_rollable_jokers_bitset);
|
||||
}
|
||||
|
||||
GBAL_UNUSED
|
||||
static inline bool joker_is_rollable(int joker_id)
|
||||
{
|
||||
return bitset_get_idx(&s_rollable_jokers_bitset, joker_id);
|
||||
}
|
||||
|
||||
void joker_reset_rollable_jokers(void)
|
||||
{
|
||||
int num_jokers = get_joker_registry_size();
|
||||
|
||||
bitset_clear(&s_rollable_jokers_bitset);
|
||||
for (int i = 0; i < num_jokers; i++)
|
||||
{
|
||||
bitset_set_idx(&s_rollable_jokers_bitset, i, true);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Rolls a random Joker among the available ones
|
||||
*/
|
||||
static int joker_roll_id(void)
|
||||
{
|
||||
// Now determine how many jokers are available based on the rarity
|
||||
int jokers_avail_size = get_num_rollable_jokers();
|
||||
|
||||
if (jokers_avail_size == 0)
|
||||
return UNDEFINED;
|
||||
|
||||
// Roll for what rarity the joker will be
|
||||
int joker_rarity = joker_get_random_rarity();
|
||||
|
||||
int matching_joker_ids[jokers_avail_size];
|
||||
int fallback_random_idx = rng_get_u32() % jokers_avail_size;
|
||||
int fallback_random_joker_id = UNDEFINED;
|
||||
int match_count = 0;
|
||||
|
||||
BitsetItr itr = bitset_itr_create(&s_rollable_jokers_bitset);
|
||||
|
||||
int i = 0;
|
||||
int joker_id = UNDEFINED;
|
||||
while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
|
||||
{
|
||||
if (i++ == fallback_random_idx)
|
||||
fallback_random_joker_id = joker_id;
|
||||
const JokerInfo* info = get_joker_registry_entry(joker_id);
|
||||
if (info->rarity == joker_rarity)
|
||||
{
|
||||
matching_joker_ids[match_count++] = joker_id;
|
||||
}
|
||||
}
|
||||
|
||||
int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
|
||||
: fallback_random_joker_id;
|
||||
|
||||
return selected_joker_id;
|
||||
}
|
||||
|
||||
Item* joker_object_roll_new(void)
|
||||
{
|
||||
if (no_rollable_jokers())
|
||||
return NULL;
|
||||
|
||||
int joker_id = 0;
|
||||
#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
|
||||
if (joker_is_rollable(TEST_JOKER_ID0))
|
||||
{
|
||||
joker_id = TEST_JOKER_ID0;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
#ifdef TEST_JOKER_ID1
|
||||
if (joker_is_rollable(TEST_JOKER_ID1))
|
||||
{
|
||||
joker_id = TEST_JOKER_ID1;
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
joker_id = joker_roll_id();
|
||||
}
|
||||
|
||||
// If for some reason only no joker is left, don't make another
|
||||
if (joker_id == UNDEFINED)
|
||||
return NULL;
|
||||
|
||||
joker_set_rollable(joker_id, false);
|
||||
|
||||
return (Item*)joker_object_new(joker_new(joker_id));
|
||||
}
|
||||
|
||||
static void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
|
||||
{
|
||||
tte_set_pos(*cursor_pos_x, *cursor_pos_y);
|
||||
tte_set_special(color_pb * TTE_SPECIAL_PB_MULT_OFFSET);
|
||||
@@ -305,12 +461,12 @@ bool joker_object_score(
|
||||
{
|
||||
// display the text on top of the card instead of below the Joker for Held Cards effects
|
||||
// scored_card cannot be NULL here because of the joker event
|
||||
cursorPosX += fx2int(card_object->sprite_object->x);
|
||||
cursorPosX += fx2int(card_object->x);
|
||||
cursorPosY = HELD_CARD_SCORE_TEXT_Y;
|
||||
}
|
||||
else
|
||||
{
|
||||
cursorPosX += fx2int(joker_object->sprite_object->x);
|
||||
cursorPosX += fx2int(joker_object->x);
|
||||
cursorPosY = JOKER_SCORE_TEXT_Y;
|
||||
}
|
||||
|
||||
@@ -375,7 +531,7 @@ Sprite* joker_object_get_sprite(JokerObject* joker_object)
|
||||
{
|
||||
if (joker_object == NULL)
|
||||
return NULL;
|
||||
return sprite_object_get_sprite(joker_object->sprite_object);
|
||||
return sprite_object_get_sprite((SpriteObject*)joker_object);
|
||||
}
|
||||
|
||||
int joker_get_random_rarity()
|
||||
|
||||
+9
-10
@@ -4,6 +4,8 @@
|
||||
#include "game.h"
|
||||
#include "game_variables.h"
|
||||
#include "graphic_utils.h"
|
||||
#include "item.h"
|
||||
#include "mgba_logger.h"
|
||||
#include "pool.h"
|
||||
#include "random.h"
|
||||
#include "soundbank.h"
|
||||
@@ -169,28 +171,25 @@ int sprite_get_pb(const Sprite* sprite)
|
||||
}
|
||||
|
||||
// SpriteObject methods
|
||||
SpriteObject* sprite_object_new()
|
||||
void sprite_object_init(SpriteObject* sprite_object)
|
||||
{
|
||||
SpriteObject* sprite_object = POOL_GET(SpriteObject);
|
||||
GBAL_RETURN_IF_NULL_VOID(sprite_object);
|
||||
|
||||
sprite_object->sprite = NULL;
|
||||
sprite_object_reset_transform(sprite_object);
|
||||
sprite_object->focused = false;
|
||||
|
||||
list_push_back(&sprite_objects_list, sprite_object);
|
||||
|
||||
return sprite_object;
|
||||
}
|
||||
|
||||
void sprite_object_destroy(SpriteObject** sprite_object)
|
||||
void sprite_object_destroy(SpriteObject* sprite_object)
|
||||
{
|
||||
if (*sprite_object == NULL)
|
||||
if (sprite_object == NULL)
|
||||
return;
|
||||
|
||||
list_remove_data(&sprite_objects_list, *sprite_object);
|
||||
list_remove_data(&sprite_objects_list, sprite_object);
|
||||
|
||||
sprite_destroy(&(*sprite_object)->sprite);
|
||||
POOL_FREE(SpriteObject, *sprite_object);
|
||||
*sprite_object = NULL;
|
||||
sprite_destroy(&sprite_object->sprite);
|
||||
}
|
||||
|
||||
void sprite_object_set_sprite(SpriteObject* sprite_object, Sprite* sprite)
|
||||
|
||||
Reference in New Issue
Block a user