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:
+110
-222
@@ -17,6 +17,7 @@
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#include "joker.h"
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#include "layout.h"
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#include "list.h"
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#include "mgba_logger.h"
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#include "random.h"
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#include "save.h"
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#include "soundbank.h"
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@@ -87,8 +88,7 @@ static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 };
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static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED };
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// clang-format on
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static List s_shop_jokers_list = LIST_DEFAULT;
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BITSET_DEFINE(s_avail_jokers_bitset, MAX_DEFINABLE_JOKERS)
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static List s_shop_items_list = LIST_DEFAULT;
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enum GameShopStates
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{
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@@ -170,6 +170,8 @@ static int timer;
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static int reroll_cost = REROLL_BASE_COST;
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// Variables relative to the Card we are showing the description of
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// TODO: Change this to item once it has description printing API.
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static JokerObject* description_card = NULL;
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static FIXED description_card_original_x_pos = UNDEFINED;
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static FIXED description_card_original_y_pos = UNDEFINED;
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@@ -180,30 +182,11 @@ JokerObject* game_shop_get_description_card(void)
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return description_card;
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}
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static inline void reset_shop_jokers(void)
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{
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int num_jokers = get_joker_registry_size();
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bitset_clear(&s_avail_jokers_bitset);
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for (int i = 0; i < num_jokers; i++)
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{
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bitset_set_idx(&s_avail_jokers_bitset, i, true);
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}
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}
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void game_shop_reset(void)
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{
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list_clear(&s_shop_jokers_list);
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s_shop_jokers_list = list_init();
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reset_shop_jokers();
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}
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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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void game_shop_set_joker_avail(int joker_id, bool avail)
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{
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bitset_set_idx(&s_avail_jokers_bitset, joker_id, avail);
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list_clear(&s_shop_items_list);
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s_shop_items_list = list_init();
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joker_reset_rollable_jokers();
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}
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void game_shop_change_background(void)
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@@ -246,123 +229,51 @@ void game_shop_on_init(void)
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}
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/**
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* @brief Computes the number of Jokers we can currently roll in the Shop.
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* The Jokers we own is taken into account and can't be rolled again.
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* @brief Create a shop top row item - jokers, consumables, and possibly playing cards
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* Currently only jokers are implemented.
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*/
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static inline int get_num_shop_jokers_avail(void)
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static Item* game_shop_create_top_row_item(void)
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{
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return bitset_num_set_bits(&s_avail_jokers_bitset);
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// TODO: Randomize item type when consumables are implemented
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return item_roll_new(ITEM_TYPE_JOKER);
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}
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/**
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* @brief Rolls a random Joker among the available ones
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* @brief Setup for the lists of items we can purchase in the top row of the Shop.
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* i.e. Jokers and consumables and possibly playing cards.
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*/
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static inline int game_shop_get_rand_available_joker_id(void)
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{
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// Roll for what rarity the joker will be
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int joker_rarity = joker_get_random_rarity();
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// Now determine how many jokers are available based on the rarity
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int jokers_avail_size = get_num_shop_jokers_avail();
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if (jokers_avail_size == 0)
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return UNDEFINED;
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int matching_joker_ids[jokers_avail_size];
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int fallback_random_idx = rng_get_u32() % jokers_avail_size;
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int fallback_random_joker_id = UNDEFINED;
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int match_count = 0;
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BitsetItr itr = bitset_itr_create(&s_avail_jokers_bitset);
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int i = 0;
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int joker_id = UNDEFINED;
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while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
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{
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if (i++ == fallback_random_idx)
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fallback_random_joker_id = joker_id;
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const JokerInfo* info = get_joker_registry_entry(joker_id);
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if (info->rarity == joker_rarity)
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{
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matching_joker_ids[match_count++] = joker_id;
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}
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}
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int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
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: fallback_random_joker_id;
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return selected_joker_id;
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}
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/**
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* @brief Returns true if we can't roll any Joker
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*/
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static inline bool no_avail_jokers(void)
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{
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return bitset_is_empty(&s_avail_jokers_bitset);
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}
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GBAL_UNUSED
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static inline bool is_shop_joker_avail(int joker_id)
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{
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return bitset_get_idx(&s_avail_jokers_bitset, joker_id);
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}
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/**
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* @brief Setup for the lists of items we can purchase in the Shop.
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* Only Jokers are available for now, but this is where consumables and
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* booster packs will be rolled when they are implemented.
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*/
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static void game_shop_create_items(void)
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static void game_shop_create_top_row_items(void)
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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if (no_avail_jokers())
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return;
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List* shop_items_list = &s_shop_items_list;
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List* shop_jokers_list = &s_shop_jokers_list;
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list_clear(shop_items_list);
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*shop_items_list = list_init();
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list_clear(shop_jokers_list);
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*shop_jokers_list = list_init();
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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for (int i = 0; i < MAX_SHOP_ITEMS; i++)
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{
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int joker_id = 0;
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#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
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if (is_shop_joker_avail(TEST_JOKER_ID0))
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Item* item = game_shop_create_top_row_item();
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if (item == NULL)
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{
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joker_id = TEST_JOKER_ID0;
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}
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else
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#endif
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#ifdef TEST_JOKER_ID1
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if (is_shop_joker_avail(TEST_JOKER_ID1))
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{
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joker_id = TEST_JOKER_ID1;
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}
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else
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#endif
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{
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joker_id = game_shop_get_rand_available_joker_id();
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MGBA_FUNC_WARN("Could not create shop item");
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// TODO: Decide how to handle this case gracefully
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// If the issue for example is that we can't generate any more jokers,
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// because for example the user owns all of them,
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// maybe we need to generate consumables instead.
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return;
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}
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// If for some reason only no joker is left, don't make another
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if (joker_id == UNDEFINED)
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break;
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item->x = int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
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item->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
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item->tx = item->x;
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item->ty = int2fx(ITEM_SHOP_Y);
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game_shop_set_joker_avail(joker_id, false);
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item_print_buy_price_under(item);
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JokerObject* joker_object = joker_object_new(joker_new(joker_id));
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joker_object->sprite_object->x =
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int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
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joker_object->sprite_object->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
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joker_object->sprite_object->tx = joker_object->sprite_object->x;
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joker_object->sprite_object->ty = int2fx(ITEM_SHOP_Y);
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sprite_object_print_price_under(joker_object->sprite_object, joker_object->joker->value);
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list_push_back(shop_jokers_list, joker_object);
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list_push_back(shop_items_list, item);
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}
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}
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@@ -375,7 +286,7 @@ static void game_shop_intro()
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if (timer == TM_CREATE_SHOP_ITEMS_WAIT)
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{
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game_shop_create_items();
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game_shop_create_top_row_items();
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}
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if (timer >= TM_SHIFT_SHOP_ICON_WAIT) // Shift the shop icon
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@@ -419,32 +330,23 @@ static void game_shop_intro()
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static int shop_top_row_get_size(void)
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{
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// + 1 to account for next round button
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return list_get_len(&s_shop_jokers_list) + 1;
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}
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/**
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* @brief Add a newly purchased Joker to the list of owned Jokers.
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*/
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static inline void add_to_held_jokers(JokerObject* joker_object)
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{
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joker_object->sprite_object->ty = int2fx(HELD_JOKERS_POS.y);
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add_joker(joker_object);
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return list_get_len(&s_shop_items_list) + 1;
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}
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/**
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* @brief Called when pressing A on a Shop Joker to buy it.
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*/
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static inline void game_shop_buy_joker(int shop_joker_idx)
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static inline void game_shop_buy_item(int shop_item_idx)
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{
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List* shop_jokers_list = &s_shop_jokers_list;
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, shop_joker_idx);
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List* shop_items_list = &s_shop_items_list;
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Item* item = (Item*)list_get_at_idx(shop_items_list, shop_item_idx);
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g_game_vars.money -= joker_object->joker->value;
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g_game_vars.money -= item_get_buy_price(item);
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display_money();
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sprite_object_erase_text_under(joker_object->sprite_object);
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sprite_object_set_focus(joker_object->sprite_object, false);
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add_to_held_jokers(joker_object);
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list_remove_at_idx(shop_jokers_list, shop_joker_idx); // Remove the joker from the shop
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sprite_object_erase_text_under((SpriteObject*)item);
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sprite_object_set_focus((SpriteObject*)item, false);
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item_acquire(item);
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list_remove_at_idx(shop_items_list, shop_item_idx); // Remove the joker from the shop
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}
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/**
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@@ -461,16 +363,14 @@ static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection
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}
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else
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{
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int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
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JokerObject* joker_object =
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(JokerObject*)list_get_at_idx(&s_shop_jokers_list, shop_joker_idx);
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if (joker_object == NULL || list_get_len(get_jokers_list()) >= MAX_JOKERS_HELD_SIZE ||
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g_game_vars.money < joker_object->joker->value)
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int shop_item_idx = selection->x - 1; // - 1 to account for next round button
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Item* item = (Item*)list_get_at_idx(&s_shop_items_list, shop_item_idx);
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if (!item_can_acquire(item) || g_game_vars.money < item_get_buy_price(item))
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{
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return;
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}
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game_shop_buy_joker(shop_joker_idx);
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game_shop_buy_item(shop_item_idx);
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selection_grid_move_selection_horz(selection_grid, -1);
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}
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}
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@@ -485,7 +385,7 @@ static bool shop_top_row_on_selection_changed(
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const Selection* new_selection
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)
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{
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List* shop_jokers_list = &s_shop_jokers_list;
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List* shop_items_list = &s_shop_items_list;
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// Guard if we move down while on jokers
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if (new_selection->y > row_idx && prev_selection->x > 0)
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return false;
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@@ -503,8 +403,8 @@ static bool shop_top_row_on_selection_changed(
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else
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{
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int idx = prev_selection->x - 1; // -1 to account for next round button
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
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sprite_object_set_focus(joker_object->sprite_object, false);
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SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
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sprite_object_set_focus(sprite_object, false);
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}
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}
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@@ -517,8 +417,8 @@ static bool shop_top_row_on_selection_changed(
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else
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{
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int idx = new_selection->x - 1; // -1 to account for next round button
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
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sprite_object_set_focus(joker_object->sprite_object, true);
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SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
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sprite_object_set_focus(sprite_object, true);
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}
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}
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@@ -552,8 +452,8 @@ static bool shop_reroll_row_on_selection_changed(
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if (new_selection->x != NEXT_ROUND_BTN_SEL_X)
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{
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int idx = new_selection->x - 1;
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(&s_shop_jokers_list, idx);
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sprite_object_set_focus(joker_object->sprite_object, true);
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SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(&s_shop_items_list, idx);
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sprite_object_set_focus(sprite_object, true);
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}
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}
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else if (row_idx == new_selection->y)
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@@ -573,35 +473,33 @@ static inline void game_shop_reroll(void)
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g_game_vars.money -= reroll_cost;
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display_money(); // Update the money display
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List* shop_jokers_list = &s_shop_jokers_list;
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ListItr itr = list_itr_create(shop_jokers_list);
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JokerObject* joker_object;
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List* shop_items_list = &s_shop_items_list;
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ListItr itr = list_itr_create(shop_items_list);
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Item* item;
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while ((joker_object = list_itr_next(&itr)))
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while ((item = list_itr_next(&itr)))
|
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{
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if (joker_object != NULL)
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if (item != NULL && item->type == ITEM_TYPE_JOKER)
|
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{
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game_shop_set_joker_avail(joker_object->joker->id, true);
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joker_object_destroy(&joker_object); // Destroy the joker object if it exists
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item_dispose(&item);
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}
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}
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list_clear(shop_jokers_list);
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*shop_jokers_list = list_init();
|
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list_clear(shop_items_list);
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*shop_items_list = list_init();
|
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game_shop_create_items();
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game_shop_create_top_row_items();
|
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itr = list_itr_create(shop_jokers_list);
|
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itr = list_itr_create(shop_items_list);
|
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|
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while ((joker_object = list_itr_next(&itr)))
|
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SpriteObject* item_sprite_object;
|
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while ((item_sprite_object = list_itr_next(&itr)))
|
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{
|
||||
if (joker_object != NULL)
|
||||
if (item_sprite_object != NULL)
|
||||
{
|
||||
// Set the y position to the target position
|
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joker_object->sprite_object->y = joker_object->sprite_object->ty;
|
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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()?
|
||||
|
||||
|
||||
Reference in New Issue
Block a user