Refactor/shop (#475)
* initial commit, DOES NOT COMPILE * Rename joker interactions file to `joker_row` * IT'S WORKIIING (now to make it pretty lol) * fixed rebase issues * fix rebase + undo state machine changes * Document shop state functions * clang format * fix reroll cost not appearing on shop init * Move generic SpriteObject text/price printing functions to sprite.c + some minor fixes * Resolve weird defines/include order issue * clang format * Implement suggestions from @ricfehr3 * clang format * clang format * fix rebase * Implement sugegstions from @ricfehr3 * Refactored shop to use the Button struct * missed some memsets --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
This commit is contained in:
+2
-11
@@ -1,29 +1,20 @@
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#ifndef BLIND_H
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#ifndef BLIND_H
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#define BLIND_H
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#define BLIND_H
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#include "game.h"
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#include "sprite.h"
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#include "sprite.h"
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// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
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// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
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// simplicity's sake
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// simplicity's sake
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#define MAX_ANTE 8
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#define MAX_ANTE 8
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#define NORMAL_BLIND_PB 1
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// Sprite IDs of the various Blind Tokens used in the game, expressed as an offset
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#define BOSS_BLIND_PB 2
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// relative to `BLIND_BASE_LAYER`
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#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
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#define PLAYING_BLIND_TOKEN_LAYER 0
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#define PLAYING_BLIND_TOKEN_LAYER 0
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#define ROUND_END_BLIND_TOKEN_LAYER 1
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#define ROUND_END_BLIND_TOKEN_LAYER 1
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#define SMALL_BLIND_TOKEN_LAYER 2
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#define SMALL_BLIND_TOKEN_LAYER 2
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#define BIG_BLIND_TOKEN_LAYER 3
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#define BIG_BLIND_TOKEN_LAYER 3
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#define BOSS_BLIND_TOKEN_LAYER 4
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#define BOSS_BLIND_TOKEN_LAYER 4
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
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#define BLIND_TOKENS_PER_SPRITESHEET 2
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#define BLIND_TOKEN_PALETTE_SIZE 8
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// The sprites that display the blinds when in "GAME_BLIND_SELECT" state
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// The sprites that display the blinds when in "GAME_BLIND_SELECT" state
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// There are only 3 blinds per Ante, so we don't need more sprites than that
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// There are only 3 blinds per Ante, so we don't need more sprites than that
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enum BlindTokens
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enum BlindTokens
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@@ -6,7 +6,7 @@ DEF_STATE_INFO(GAME_STATE_OPTIONS_MENU, game_options_menu_on_init, game_options
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DEF_STATE_INFO(GAME_STATE_GAME_START, noop, game_start, noop )
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DEF_STATE_INFO(GAME_STATE_GAME_START, noop, game_start, noop )
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop )
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DEF_STATE_INFO(GAME_STATE_PLAYING, game_round_on_init, game_playing_on_update, noop )
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DEF_STATE_INFO(GAME_STATE_ROUND_END, game_round_end_on_init, game_round_end_on_update, game_round_end_on_exit )
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DEF_STATE_INFO(GAME_STATE_ROUND_END, game_round_end_on_init, game_round_end_on_update, game_round_end_on_exit )
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DEF_STATE_INFO(GAME_STATE_SHOP, noop, game_shop_on_update, game_shop_on_exit )
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DEF_STATE_INFO(GAME_STATE_SHOP, game_shop_on_init, game_shop_on_update, game_shop_on_exit )
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, game_blind_select_on_init, game_blind_select_on_update, game_blind_select_on_exit)
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DEF_STATE_INFO(GAME_STATE_BLIND_SELECT, game_blind_select_on_init, game_blind_select_on_update, game_blind_select_on_exit)
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_over_on_update, game_over_on_exit )
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DEF_STATE_INFO(GAME_STATE_LOSE, game_lose_on_init, game_over_on_update, game_over_on_exit )
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_over_on_update, game_over_on_exit )
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DEF_STATE_INFO(GAME_STATE_WIN, game_win_on_init, game_over_on_update, game_over_on_exit )
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+11
-12
@@ -1,7 +1,9 @@
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#ifndef GAME_H
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#ifndef GAME_H
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#define GAME_H
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#define GAME_H
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#include "bitset.h"
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#include "game/common_ui.h"
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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 "graphic_utils.h"
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#include <tonc.h>
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#include <tonc.h>
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@@ -39,6 +41,9 @@ typedef struct CardObject CardObject;
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typedef struct Card Card;
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typedef struct Card Card;
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typedef struct JokerObject JokerObject;
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typedef struct JokerObject JokerObject;
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typedef void (*GameStateCallback)(void);
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typedef void (*SubStateActionFn)(void);
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// Enum value names in ../include/def_state_info_table.h
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// Enum value names in ../include/def_state_info_table.h
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enum GameState
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enum GameState
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{
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{
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@@ -121,17 +126,6 @@ typedef struct ContainedHandTypes
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} ContainedHandTypes;
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} ContainedHandTypes;
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// clang-format on
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// clang-format on
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typedef void (*GameStateCallback)(void);
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typedef void (*SubStateActionFn)(void);
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typedef struct
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{
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int substate;
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GameStateCallback on_init;
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GameStateCallback on_update;
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GameStateCallback on_exit;
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} StateInfo;
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// Game functions
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// Game functions
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void game_init();
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void game_init();
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@@ -156,8 +150,14 @@ int get_played_top(void);
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int get_scored_card_index(void);
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int get_scored_card_index(void);
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bool is_joker_owned(int joker_id);
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bool is_joker_owned(int joker_id);
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bool card_is_face(Card* card);
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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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List* get_jokers_list(void);
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List* get_jokers_list(void);
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List* get_expired_jokers_list(void);
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List* get_expired_jokers_list(void);
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List* get_discarded_jokers_list(void);
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List* get_shop_jokers_list(void);
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Bitset* get_avail_jokers_bitset(void);
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void set_shop_joker_avail(int joker_id, bool avail);
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ContainedHandTypes* get_contained_hands(void);
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ContainedHandTypes* get_contained_hands(void);
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enum HandType* get_hand_type(void);
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enum HandType* get_hand_type(void);
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@@ -189,7 +189,6 @@ void game_start(void);
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void change_background_legacy(enum BackgroundId id);
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void change_background_legacy(enum BackgroundId id);
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void display_round(void);
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void display_round(void);
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void reset_top_left_panel_bottom_row(void);
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void reset_background(void);
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void reset_background(void);
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void display_hands(void);
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void display_hands(void);
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@@ -0,0 +1,47 @@
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/**
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* @file joker_row.h
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*
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* @brief All the functions used specifically to interact with Jokers.
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* This includes browsing, swapping, selling, etc.
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*/
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#ifndef GAME_JOKER_ROW_H
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#define GAME_JOKER_ROW_H
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#include "selection_grid.h"
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/**
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* @brief Returns the size of the Jokers' row at the top of the game screen.
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* Is equal to the number of Jokers owned.
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*
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* @return int
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*/
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int jokers_sel_row_get_size(void);
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/**
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* @brief Handle directional inputs on the Jokers' row at the top of the game screen.
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*
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* @param selection_grid pointer to the SelectionGrid the row is a part of.
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* @param row_idx index of the row this function is called on.
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* @param prev_selection pointer to the coordinates of the previously selected button
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* in `selection_grid`
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* @param new_selection pointer to the coordinates of the newly selected button in
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* `selection_grid`
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* @return bool
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*/
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bool jokers_sel_row_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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);
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/**
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* @brief Handle button inputs on the Jokers' row at the top of the game screen.
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*
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* @param selection_grid pointer to the SelectionGrid the row is a part of.
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* @param selection pointer to the coordinates of the currently selected button in
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* `selection_grid`
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*/
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void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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#endif // GAME_JOKER_ROW_H
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@@ -0,0 +1,29 @@
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/**
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* @file shop.h
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*
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* @brief Shop state functions.
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*/
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#ifndef GAME_SHOP_H
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#define GAME_SHOP_H
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/**
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* @brief Change to the shop background
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*/
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void game_shop_change_background(void);
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/**
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* @brief Shop state initialization
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*/
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void game_shop_on_init(void);
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/**
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* @brief Shop state update
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*/
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void game_shop_on_update(void);
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/**
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* @brief Shop cleanup
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*/
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void game_shop_on_exit(void);
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#endif // GAME_SHOP_H
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@@ -13,6 +13,8 @@
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static const BG_POINT CUR_BLIND_TOKEN_POS = {8, 18};
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static const BG_POINT CUR_BLIND_TOKEN_POS = {8, 18};
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static const BG_POINT TOP_LEFT_PANEL_POINT = {0, 0};
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static const BG_POINT TOP_LEFT_PANEL_POINT = {0, 0};
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static const BG_POINT ROUND_END_REWARDS_ELLIPSIS_POS = {10, 13};
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static const BG_POINT ROUND_END_REWARDS_ELLIPSIS_POS = {10, 13};
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static const BG_POINT JOKER_DISCARD_TARGET = {240, 30};
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static const BG_POINT HELD_JOKERS_POS = {108, 10};
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// Rects left top right bottom
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// Rects left top right bottom
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static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
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static const Rect TOP_LEFT_PANEL_ANIM_RECT = {0, 0, 8, 4};
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static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31};
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static const Rect POP_MENU_ANIM_RECT = {9, 7, 24, 31};
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@@ -317,6 +317,37 @@ bool sprite_object_get_width(SpriteObject* sprite_object, int* width);
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*/
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*/
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bool sprite_object_is_focused(SpriteObject* sprite_object);
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bool sprite_object_is_focused(SpriteObject* sprite_object);
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/**
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* @brief Print the given string directly beneath a SpriteObject.
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* This is used only for Cards for now.
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*
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* @param sprite_object valid pointer to SpriteObject to check
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* @param text the string to be printed below the sprite
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*/
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void sprite_object_print_text_under(SpriteObject* sprite_object, const char text[]);
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/**
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* @brief Print the price string directly beneath a SpriteObject.
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* More specialized version of sprite_object_print_text_under,
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* automatically formats the price to `$%d`.
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*
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* @param sprite_object valid pointer to SpriteObject to check
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* @param price the price of the card to be printed
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*
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* @sa sprite_object_print_text_under
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*/
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void sprite_object_print_price_under(SpriteObject* sprite_object, int price);
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/**
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* @brief Erase the text within the Rect directly beneath a SpriteObject.
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* This is used only for Cards for now.
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*
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* @param sprite_object valid pointer to SpriteObject to check
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*
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* @sa sprite_object_print_text_under
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*/
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void sprite_object_erase_text_under(SpriteObject* sprite_object);
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/**
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/**
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* @brief Set sprite position. Inlined for efficiency
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* @brief Set sprite position. Inlined for efficiency
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*
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*
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@@ -1,6 +1,7 @@
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#include "blind.h"
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#include "blind.h"
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#include "blind_gfx.h"
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#include "blind_gfx.h"
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#include "game.h"
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#include "graphic_utils.h"
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#include "graphic_utils.h"
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#include "list.h"
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#include "list.h"
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#include "stdbool.h"
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#include "stdbool.h"
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@@ -9,6 +10,17 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <tonc.h>
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#include <tonc.h>
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#define NORMAL_BLIND_PB 1
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#define BOSS_BLIND_PB 2
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#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
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#define BLIND_SPRITE_OFFSET 16
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#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
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#define BLIND_TOKENS_PER_SPRITESHEET 2
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#define BLIND_TOKEN_PALETTE_SIZE 8
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static const unsigned int* blind_gfxTiles[] = {
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static const unsigned int* blind_gfxTiles[] = {
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#define DEF_BLIND_GFX(idx) blind_gfx##idx##Tiles,
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#define DEF_BLIND_GFX(idx) blind_gfx##idx##Tiles,
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#include "../include/def_blind_gfx_table.h"
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#include "../include/def_blind_gfx_table.h"
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+59
-821
File diff suppressed because it is too large
Load Diff
@@ -5,6 +5,7 @@
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#include "game/main_menu.h"
|
#include "game/main_menu.h"
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#include "game/options_menu.h"
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#include "game/options_menu.h"
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#include "game/round_end.h"
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#include "game/round_end.h"
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#include "game/shop.h"
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typedef void (*BackgroundRenderCallback)(void);
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typedef void (*BackgroundRenderCallback)(void);
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@@ -16,7 +17,7 @@ static const BackgroundRenderCallback bgCallbacks[] = {
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[BG_CARD_SELECTING] = NULL,
|
[BG_CARD_SELECTING] = NULL,
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[BG_CARD_PLAYING] = NULL,
|
[BG_CARD_PLAYING] = NULL,
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[BG_ROUND_END] = game_round_end_change_background,
|
[BG_ROUND_END] = game_round_end_change_background,
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[BG_SHOP] = NULL,
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[BG_SHOP] = game_shop_change_background,
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[BG_BLIND_SELECT] = game_blind_select_change_background,
|
[BG_BLIND_SELECT] = game_blind_select_change_background,
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[BG_OPTIONS_MENU] = game_options_menu_change_background,
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[BG_OPTIONS_MENU] = game_options_menu_change_background,
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[BG_MAIN_MENU] = game_main_menu_change_background,
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[BG_MAIN_MENU] = game_main_menu_change_background,
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@@ -0,0 +1,128 @@
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|
#include "game/joker_row.h"
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|
|
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|
#include "game.h"
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||||||
|
#include "game_variables.h"
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||||||
|
#include "joker.h"
|
||||||
|
#include "layout.h"
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||||||
|
#include "list.h"
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||||||
|
#include "sprite.h"
|
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|
#include "util.h"
|
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|
|
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|
int jokers_sel_row_get_size(void)
|
||||||
|
{
|
||||||
|
return list_get_len(get_jokers_list());
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|
}
|
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|
|
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|
bool jokers_sel_row_on_selection_changed(
|
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|
SelectionGrid* selection_grid,
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|
int row_idx,
|
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|
const Selection* prev_selection,
|
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|
const Selection* new_selection
|
||||||
|
)
|
||||||
|
{
|
||||||
|
List* owned_jokers_list = get_jokers_list();
|
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|
|
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|
// swap Jokers if the A button is held down and all Jokers are on the same row
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|
bool swapping =
|
||||||
|
key_is_down(SELECT_CARD) && new_selection->y == row_idx && prev_selection->y == row_idx;
|
||||||
|
|
||||||
|
if (prev_selection->y == row_idx)
|
||||||
|
{
|
||||||
|
JokerObject* joker_object =
|
||||||
|
(JokerObject*)list_get_at_idx(owned_jokers_list, prev_selection->x);
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||||||
|
// 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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (new_selection->y == row_idx)
|
||||||
|
{
|
||||||
|
JokerObject* joker_object =
|
||||||
|
(JokerObject*)list_get_at_idx(owned_jokers_list, new_selection->x);
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
if (!swapping)
|
||||||
|
{
|
||||||
|
sprite_object_set_focus(joker_object->sprite_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
|
||||||
|
// on this row or if we come from another
|
||||||
|
if (!key_is_down(SELECT_CARD))
|
||||||
|
{
|
||||||
|
sprite_object_print_price_under(
|
||||||
|
joker_object->sprite_object,
|
||||||
|
joker_object->joker->value
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (swapping)
|
||||||
|
{
|
||||||
|
list_swap(
|
||||||
|
owned_jokers_list,
|
||||||
|
(unsigned int)prev_selection->x,
|
||||||
|
(unsigned int)new_selection->x
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
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);
|
||||||
|
list_push_back(get_discarded_jokers_list(), joker_object);
|
||||||
|
}
|
||||||
|
|
||||||
|
static inline void game_sell_joker(int joker_idx)
|
||||||
|
{
|
||||||
|
List* owned_jokers_list = get_jokers_list();
|
||||||
|
|
||||||
|
if (joker_idx < 0 || joker_idx >= list_get_len(owned_jokers_list))
|
||||||
|
return;
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
remove_owned_joker(joker_idx);
|
||||||
|
|
||||||
|
joker_start_discard_animation(joker_object);
|
||||||
|
}
|
||||||
|
|
||||||
|
void jokers_sel_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
|
||||||
|
{
|
||||||
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(get_jokers_list(), selection->x);
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
if (key_hit(SELECT_CARD))
|
||||||
|
{
|
||||||
|
sprite_object_erase_text_under(joker_object->sprite_object);
|
||||||
|
}
|
||||||
|
else if (key_released(SELECT_CARD))
|
||||||
|
{
|
||||||
|
sprite_object_print_price_under(
|
||||||
|
joker_object->sprite_object,
|
||||||
|
joker_object->joker->value
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (key_hit(SELL_KEY))
|
||||||
|
{
|
||||||
|
int sold_joker_idx = selection->x;
|
||||||
|
|
||||||
|
// Move the selection away from the jokers so it doesn't point to an invalid place
|
||||||
|
// Do this before selling the joker so valid row sizes are used
|
||||||
|
selection_grid_move_selection_vert(selection_grid, SCREEN_DOWN);
|
||||||
|
|
||||||
|
game_sell_joker(sold_joker_idx);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include "affine_background.h"
|
#include "affine_background.h"
|
||||||
#include "affine_background_gfx.h"
|
#include "affine_background_gfx.h"
|
||||||
|
#include "game.h"
|
||||||
#include "game_variables.h"
|
#include "game_variables.h"
|
||||||
#include "layout.h"
|
#include "layout.h"
|
||||||
#include "timer.h"
|
#include "timer.h"
|
||||||
|
|||||||
@@ -0,0 +1,714 @@
|
|||||||
|
/**
|
||||||
|
* @file shop.c
|
||||||
|
*
|
||||||
|
* @brief Shop state functions implementation.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "game/shop.h"
|
||||||
|
|
||||||
|
#include "audio_utils.h"
|
||||||
|
#include "background_shop_gfx.h"
|
||||||
|
#include "bitset.h"
|
||||||
|
#include "button.h"
|
||||||
|
#include "game.h"
|
||||||
|
#include "game/blind_select.h"
|
||||||
|
#include "game/joker_row.h"
|
||||||
|
#include "game_variables.h"
|
||||||
|
#include "joker.h"
|
||||||
|
#include "layout.h"
|
||||||
|
#include "list.h"
|
||||||
|
#include "save.h"
|
||||||
|
#include "soundbank.h"
|
||||||
|
#include "timer.h"
|
||||||
|
#include "util.h"
|
||||||
|
|
||||||
|
// Timer defs
|
||||||
|
#define TM_END_GAME_SHOP_INTRO 12
|
||||||
|
#define TM_CREATE_SHOP_ITEMS_WAIT 1
|
||||||
|
#define TM_SHIFT_SHOP_ICON_WAIT 7
|
||||||
|
|
||||||
|
// Pixel sized
|
||||||
|
#define ITEM_SHOP_Y 71
|
||||||
|
|
||||||
|
// Shop
|
||||||
|
#define REROLL_BASE_COST 5 // Base cost for rerolling the shop items
|
||||||
|
#define NEXT_ROUND_BTN_SEL_X 0
|
||||||
|
|
||||||
|
// Palette IDs
|
||||||
|
#define REROLL_BTN_PAL_IDX 3
|
||||||
|
#define NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX 5
|
||||||
|
#define SHOP_PANEL_SHADOW_PAL_IDX 6
|
||||||
|
#define REROLL_BTN_SELECTED_BORDER_PAL_IDX 7
|
||||||
|
#define SHOP_LIGHTS_1_PAL_IDX 8
|
||||||
|
#define SHOP_LIGHTS_2_PAL_IDX 14
|
||||||
|
#define NEXT_ROUND_BTN_PAL_IDX 16
|
||||||
|
#define SHOP_LIGHTS_3_PAL_IDX 17
|
||||||
|
#define SHOP_LIGHTS_4_PAL_IDX 22
|
||||||
|
#define SHOP_BOTTOM_PANEL_BORDER_PAL_IDX 26
|
||||||
|
|
||||||
|
#define SHOP_LIGHTS_1_CLR 0xFFFF
|
||||||
|
#define SHOP_LIGHTS_2_CLR 0x32BE
|
||||||
|
#define SHOP_LIGHTS_3_CLR 0x4B5F
|
||||||
|
#define SHOP_LIGHTS_4_CLR 0x5F9F
|
||||||
|
|
||||||
|
// clang-format off
|
||||||
|
static const Rect SHOP_ICON_FROM_RECT = { 0, 26, 8, 26 };
|
||||||
|
static const BG_POINT SHOP_ICON_TO_POS = { 0, 0 };
|
||||||
|
static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 };
|
||||||
|
static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED };
|
||||||
|
|
||||||
|
// Positions in pixels
|
||||||
|
static const BG_POINT SHOP_JOKER_SPRITES_INIT_POS = {120, 160};
|
||||||
|
// clang-format on
|
||||||
|
|
||||||
|
// Shop Substates
|
||||||
|
|
||||||
|
enum GameShopStates
|
||||||
|
{
|
||||||
|
GAME_SHOP_INTRO,
|
||||||
|
GAME_SHOP_ACTIVE,
|
||||||
|
GAME_SHOP_EXIT,
|
||||||
|
GAME_SHOP_MAX
|
||||||
|
};
|
||||||
|
|
||||||
|
static void game_shop_intro();
|
||||||
|
static void game_shop_process_user_input();
|
||||||
|
static void game_shop_outro();
|
||||||
|
|
||||||
|
static const SubStateActionFn shop_state_actions[] = {
|
||||||
|
game_shop_intro,
|
||||||
|
game_shop_process_user_input,
|
||||||
|
game_shop_outro
|
||||||
|
};
|
||||||
|
|
||||||
|
// Shop SelectionGrid
|
||||||
|
|
||||||
|
static int shop_top_row_get_size(void);
|
||||||
|
static bool shop_top_row_on_selection_changed(
|
||||||
|
SelectionGrid* selection_grid,
|
||||||
|
int row_idx,
|
||||||
|
const Selection* prev_selection,
|
||||||
|
const Selection* new_selection
|
||||||
|
);
|
||||||
|
static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
|
||||||
|
static int shop_reroll_row_get_size(void);
|
||||||
|
static bool shop_reroll_row_on_selection_changed(
|
||||||
|
SelectionGrid* selection_grid,
|
||||||
|
int row_idx,
|
||||||
|
const Selection* prev_selection,
|
||||||
|
const Selection* new_selection
|
||||||
|
);
|
||||||
|
static void shop_reroll_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
|
||||||
|
|
||||||
|
static SelectionGridRow shop_selection_rows[] = {
|
||||||
|
{0, jokers_sel_row_get_size, jokers_sel_row_on_selection_changed, jokers_sel_row_on_key_transit, {.wrap = false, .has_h_exit_idx = false, .h_exit_idx = 0}},
|
||||||
|
{1, shop_top_row_get_size, shop_top_row_on_selection_changed, shop_top_row_on_key_transit, {.wrap = false, .has_h_exit_idx = false, .h_exit_idx = 0}},
|
||||||
|
{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_transit, {.wrap = false, .has_h_exit_idx = true, .h_exit_idx = 1} },
|
||||||
|
};
|
||||||
|
|
||||||
|
static const Selection SHOP_INIT_SEL = {-1, 1};
|
||||||
|
|
||||||
|
static SelectionGrid shop_selection_grid = {
|
||||||
|
shop_selection_rows,
|
||||||
|
NUM_ELEM_IN_ARR(shop_selection_rows),
|
||||||
|
SHOP_INIT_SEL
|
||||||
|
};
|
||||||
|
|
||||||
|
// Shop Buttons
|
||||||
|
|
||||||
|
static void next_round_on_pressed(void);
|
||||||
|
static void reroll_on_pressed(void);
|
||||||
|
static bool reroll_can_be_pressed(void);
|
||||||
|
static Button next_round_button =
|
||||||
|
{NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX, NEXT_ROUND_BTN_PAL_IDX, next_round_on_pressed, NULL};
|
||||||
|
static Button reroll_button = {
|
||||||
|
REROLL_BTN_SELECTED_BORDER_PAL_IDX,
|
||||||
|
REROLL_BTN_PAL_IDX,
|
||||||
|
reroll_on_pressed,
|
||||||
|
reroll_can_be_pressed
|
||||||
|
};
|
||||||
|
|
||||||
|
// Shop internal variables
|
||||||
|
|
||||||
|
static int timer;
|
||||||
|
static enum GameShopStates substate;
|
||||||
|
|
||||||
|
static int reroll_cost = REROLL_BASE_COST;
|
||||||
|
|
||||||
|
void game_shop_change_background(void)
|
||||||
|
{
|
||||||
|
toggle_windows(false, true);
|
||||||
|
|
||||||
|
GRIT_CPY(pal_bg_mem, background_shop_gfxPal);
|
||||||
|
GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_shop_gfxTiles);
|
||||||
|
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_shop_gfxMap);
|
||||||
|
|
||||||
|
// Set the outline colors for the shop background. This is used for the alternate shop
|
||||||
|
// palettes when opening packs
|
||||||
|
pal_bg_mem[SHOP_BOTTOM_PANEL_BORDER_PAL_IDX] = 0x213D;
|
||||||
|
pal_bg_mem[SHOP_PANEL_SHADOW_PAL_IDX] = 0x10B4;
|
||||||
|
|
||||||
|
// Reset the shop lights to correct colors
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX] = SHOP_LIGHTS_2_CLR;
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX] = SHOP_LIGHTS_3_CLR;
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX] = SHOP_LIGHTS_4_CLR;
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX] = SHOP_LIGHTS_1_CLR;
|
||||||
|
|
||||||
|
// Disable the button highlight colors
|
||||||
|
pal_bg_mem[REROLL_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[REROLL_BTN_PAL_IDX];
|
||||||
|
pal_bg_mem[NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[NEXT_ROUND_BTN_PAL_IDX];
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_shop_on_init(void)
|
||||||
|
{
|
||||||
|
game_shop_change_background();
|
||||||
|
|
||||||
|
timer = TM_ZERO;
|
||||||
|
substate = GAME_SHOP_INTRO;
|
||||||
|
|
||||||
|
// The selection grid is initialized outside of bounds and moved
|
||||||
|
// to trigger the selection change so the initial selection is visible
|
||||||
|
shop_selection_grid.selection = SHOP_INIT_SEL;
|
||||||
|
selection_grid_move_selection_horz(&shop_selection_grid, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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_shop_jokers_avail(void)
|
||||||
|
{
|
||||||
|
return bitset_num_set_bits(get_avail_jokers_bitset());
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Rolls a random Joker among the available ones
|
||||||
|
*/
|
||||||
|
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 = get_rand() % jokers_avail_size;
|
||||||
|
int fallback_random_joker_id = UNDEFINED;
|
||||||
|
int match_count = 0;
|
||||||
|
|
||||||
|
BitsetItr itr = bitset_itr_create(get_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[get_rand() % 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(get_avail_jokers_bitset());
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @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)
|
||||||
|
{
|
||||||
|
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
|
||||||
|
|
||||||
|
if (no_avail_jokers())
|
||||||
|
return;
|
||||||
|
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
|
||||||
|
list_clear(shop_jokers_list);
|
||||||
|
*shop_jokers_list = list_create();
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_SHOP_JOKERS; 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))
|
||||||
|
{
|
||||||
|
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();
|
||||||
|
}
|
||||||
|
|
||||||
|
// If for some reason only no joker is left, don't make another
|
||||||
|
if (joker_id == UNDEFINED)
|
||||||
|
break;
|
||||||
|
|
||||||
|
set_shop_joker_avail(joker_id, false);
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
sprite_position(
|
||||||
|
joker_object_get_sprite(joker_object),
|
||||||
|
fx2int(joker_object->sprite_object->x),
|
||||||
|
fx2int(joker_object->sprite_object->y)
|
||||||
|
);
|
||||||
|
|
||||||
|
list_push_back(shop_jokers_list, joker_object);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Intro sequence (menu and shop icon coming into frame)
|
||||||
|
*/
|
||||||
|
static void game_shop_intro()
|
||||||
|
{
|
||||||
|
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
|
||||||
|
|
||||||
|
if (timer == TM_CREATE_SHOP_ITEMS_WAIT)
|
||||||
|
{
|
||||||
|
game_shop_create_items();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (timer >= TM_SHIFT_SHOP_ICON_WAIT) // Shift the shop icon
|
||||||
|
{
|
||||||
|
int timer_offset = timer - 6;
|
||||||
|
|
||||||
|
// TODO: Extract to generic function?
|
||||||
|
for (int y = 0; y < timer_offset; y++)
|
||||||
|
{
|
||||||
|
Rect from = SHOP_ICON_FROM_RECT;
|
||||||
|
from.top += y - timer_offset;
|
||||||
|
from.bottom += y - timer_offset;
|
||||||
|
|
||||||
|
BG_POINT to = SHOP_ICON_TO_POS;
|
||||||
|
to.y = y;
|
||||||
|
|
||||||
|
main_bg_se_copy_rect(from, to);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (timer == TM_END_GAME_SHOP_INTRO)
|
||||||
|
{
|
||||||
|
substate = GAME_SHOP_ACTIVE;
|
||||||
|
timer = TM_ZERO; // Reset the timer
|
||||||
|
|
||||||
|
// print initial reroll cost only when the panel is in place
|
||||||
|
tte_printf(
|
||||||
|
"#{P:%d,%d; cx:0x%X000}$%d",
|
||||||
|
SHOP_REROLL_RECT.left,
|
||||||
|
SHOP_REROLL_RECT.top,
|
||||||
|
TTE_WHITE_PB,
|
||||||
|
reroll_cost
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Computes the number of Jokers up for sale, aka the number of
|
||||||
|
* "buttons" there are on the top row of the Shop.
|
||||||
|
*/
|
||||||
|
static int shop_top_row_get_size(void)
|
||||||
|
{
|
||||||
|
// + 1 to account for next round button
|
||||||
|
return list_get_len(get_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);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Called when pressing A on a Shop Joker to buy it.
|
||||||
|
*/
|
||||||
|
static inline void game_shop_buy_joker(int shop_joker_idx)
|
||||||
|
{
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, shop_joker_idx);
|
||||||
|
|
||||||
|
g_game_vars.money -= joker_object->joker->value;
|
||||||
|
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
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Handle button inputs for the "Next Round" button and shop Jokers.
|
||||||
|
*/
|
||||||
|
static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
|
||||||
|
{
|
||||||
|
if (!key_hit(SELECT_CARD))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (selection->x == NEXT_ROUND_BTN_SEL_X)
|
||||||
|
{
|
||||||
|
button_press(&next_round_button);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
|
||||||
|
JokerObject* joker_object =
|
||||||
|
(JokerObject*)list_get_at_idx(get_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)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
game_shop_buy_joker(shop_joker_idx);
|
||||||
|
selection_grid_move_selection_horz(selection_grid, -1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Handle d-pad inputs for the "Next Round" button and shop Jokers' row.
|
||||||
|
*/
|
||||||
|
static bool shop_top_row_on_selection_changed(
|
||||||
|
SelectionGrid* selection_grid,
|
||||||
|
int row_idx,
|
||||||
|
const Selection* prev_selection,
|
||||||
|
const Selection* new_selection
|
||||||
|
)
|
||||||
|
{
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
// Guard if we move down while on jokers
|
||||||
|
if (new_selection->y > row_idx && prev_selection->x > 0)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// The selection grid system only guarantees that the new selection is within bounds
|
||||||
|
// but not the previous one...
|
||||||
|
// This allows using INIT_SEL = {-1, 1} and move to set the initial selection in a hacky way...
|
||||||
|
if (prev_selection->y == row_idx && prev_selection->x >= 0 &&
|
||||||
|
prev_selection->x < shop_top_row_get_size())
|
||||||
|
{
|
||||||
|
if (prev_selection->x == NEXT_ROUND_BTN_SEL_X)
|
||||||
|
{
|
||||||
|
button_set_highlight(&next_round_button, false);
|
||||||
|
}
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (new_selection->y == row_idx)
|
||||||
|
{
|
||||||
|
if (new_selection->x == NEXT_ROUND_BTN_SEL_X)
|
||||||
|
{
|
||||||
|
button_set_highlight(&next_round_button, true);
|
||||||
|
}
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Get size of the row with the "Reroll" button
|
||||||
|
*
|
||||||
|
* @returns Always 1, because there is only the "Reroll" button on that row.
|
||||||
|
*/
|
||||||
|
static int shop_reroll_row_get_size()
|
||||||
|
{
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Handle d-pad inputs for the "Reroll" button's row.
|
||||||
|
*/
|
||||||
|
static bool shop_reroll_row_on_selection_changed(
|
||||||
|
SelectionGrid* selection_grid,
|
||||||
|
int row_idx,
|
||||||
|
const Selection* prev_selection,
|
||||||
|
const Selection* new_selection
|
||||||
|
)
|
||||||
|
{
|
||||||
|
if (row_idx == prev_selection->y)
|
||||||
|
{
|
||||||
|
button_set_highlight(&reroll_button, false);
|
||||||
|
|
||||||
|
if (new_selection->x != NEXT_ROUND_BTN_SEL_X)
|
||||||
|
{
|
||||||
|
int idx = new_selection->x - 1;
|
||||||
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(get_shop_jokers_list(), idx);
|
||||||
|
sprite_object_set_focus(joker_object->sprite_object, true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (row_idx == new_selection->y)
|
||||||
|
{
|
||||||
|
button_set_highlight(&reroll_button, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Reroll items up for sale in the Shop.
|
||||||
|
* Reroll cost will go up by a rate that increases by 1 each reroll.
|
||||||
|
*/
|
||||||
|
static inline void game_shop_reroll(int* reroll_cost)
|
||||||
|
{
|
||||||
|
g_game_vars.money -= *reroll_cost;
|
||||||
|
display_money(); // Update the money display
|
||||||
|
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
ListItr itr = list_itr_create(shop_jokers_list);
|
||||||
|
JokerObject* joker_object;
|
||||||
|
|
||||||
|
while ((joker_object = list_itr_next(&itr)))
|
||||||
|
{
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
set_shop_joker_avail(joker_object->joker->id, true);
|
||||||
|
joker_object_destroy(&joker_object); // Destroy the joker object if it exists
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
list_clear(shop_jokers_list);
|
||||||
|
*shop_jokers_list = list_create();
|
||||||
|
|
||||||
|
game_shop_create_items();
|
||||||
|
|
||||||
|
itr = list_itr_create(shop_jokers_list);
|
||||||
|
|
||||||
|
while ((joker_object = list_itr_next(&itr)))
|
||||||
|
{
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
// Set the y position to the target position
|
||||||
|
joker_object->sprite_object->y = joker_object->sprite_object->ty;
|
||||||
|
|
||||||
|
// Give the joker a little wiggle animation
|
||||||
|
joker_object_shake(joker_object, UNDEFINED);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
(*reroll_cost)++;
|
||||||
|
tte_printf(
|
||||||
|
"#{P:%d,%d; cx:0x%X000}$%d",
|
||||||
|
SHOP_REROLL_RECT.left,
|
||||||
|
SHOP_REROLL_RECT.top,
|
||||||
|
TTE_WHITE_PB,
|
||||||
|
*reroll_cost
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Handle button inputs for the "Reroll" button's row.
|
||||||
|
*/
|
||||||
|
static void shop_reroll_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
|
||||||
|
{
|
||||||
|
if (!key_hit(SELECT_CARD))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
button_press(&reroll_button);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void next_round_on_pressed(void)
|
||||||
|
{
|
||||||
|
// Go to next blind selection game state
|
||||||
|
substate = GAME_SHOP_EXIT; // Go to the outro sequence state
|
||||||
|
timer = TM_ZERO;
|
||||||
|
reroll_cost = REROLL_BASE_COST;
|
||||||
|
|
||||||
|
pal_bg_mem[NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[SHOP_PANEL_SHADOW_PAL_IDX];
|
||||||
|
}
|
||||||
|
|
||||||
|
static void reroll_on_pressed(void)
|
||||||
|
{
|
||||||
|
// TODO: Add money sound effect
|
||||||
|
game_shop_reroll(&reroll_cost);
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool reroll_can_be_pressed(void)
|
||||||
|
{
|
||||||
|
return g_game_vars.money >= reroll_cost;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Handle user inputs logic in the Shop though a SelectionGrid.
|
||||||
|
*/
|
||||||
|
static void game_shop_process_user_input()
|
||||||
|
{
|
||||||
|
selection_grid_process_input(&shop_selection_grid);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Outro sequence substate update.
|
||||||
|
* This makes the menu and shop icon go out of frame.
|
||||||
|
*/
|
||||||
|
static void game_shop_outro()
|
||||||
|
{
|
||||||
|
// Shift the shop panel
|
||||||
|
main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_DOWN);
|
||||||
|
|
||||||
|
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(get_shop_jokers_list());
|
||||||
|
JokerObject* joker_object;
|
||||||
|
while ((joker_object = list_itr_next(&itr)))
|
||||||
|
{
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
joker_object->sprite_object->ty = int2fx(160);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
reset_top_left_panel_bottom_row();
|
||||||
|
}
|
||||||
|
else if (timer == 2)
|
||||||
|
{
|
||||||
|
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);
|
||||||
|
memset16(&se_mat[MAIN_BG_SBB][y - 1][8], SE_HFLIP | 0x0001, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (timer >= MENU_POP_OUT_ANIM_FRAMES)
|
||||||
|
{
|
||||||
|
substate = GAME_SHOP_MAX; // Go to the next state
|
||||||
|
timer = TM_ZERO; // Reset the timer
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Cycling shop lights animation substate update.
|
||||||
|
*/
|
||||||
|
static inline void game_shop_lights_anim_frame(void)
|
||||||
|
{
|
||||||
|
// Shift palette around the border of the shop icon
|
||||||
|
COLOR shifted_palette[4];
|
||||||
|
shifted_palette[0] = pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX];
|
||||||
|
shifted_palette[1] = pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX];
|
||||||
|
shifted_palette[2] = pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX];
|
||||||
|
shifted_palette[3] = pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX];
|
||||||
|
|
||||||
|
// Circularly shift the palette
|
||||||
|
int last = shifted_palette[3];
|
||||||
|
|
||||||
|
for (int i = 3; i > 0; --i)
|
||||||
|
{
|
||||||
|
shifted_palette[i] = shifted_palette[i - 1];
|
||||||
|
}
|
||||||
|
|
||||||
|
shifted_palette[0] = last;
|
||||||
|
|
||||||
|
// Copy the shifted palette to the next 4 slots
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX] = shifted_palette[0];
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX] = shifted_palette[1];
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX] = shifted_palette[2];
|
||||||
|
pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX] = shifted_palette[3];
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_shop_on_update(void)
|
||||||
|
{
|
||||||
|
timer++;
|
||||||
|
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
|
||||||
|
if (!list_is_empty(shop_jokers_list))
|
||||||
|
{
|
||||||
|
ListItr itr = list_itr_create(shop_jokers_list);
|
||||||
|
JokerObject* joker_object;
|
||||||
|
while ((joker_object = list_itr_next(&itr)))
|
||||||
|
{
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
joker_object_update(joker_object);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (timer % 20 == 0)
|
||||||
|
{
|
||||||
|
game_shop_lights_anim_frame();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (substate == GAME_SHOP_MAX)
|
||||||
|
{
|
||||||
|
game_change_state(GAME_STATE_BLIND_SELECT);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
shop_state_actions[substate]();
|
||||||
|
}
|
||||||
|
|
||||||
|
void game_shop_on_exit(void)
|
||||||
|
{
|
||||||
|
List* shop_jokers_list = get_shop_jokers_list();
|
||||||
|
ListItr itr = list_itr_create(shop_jokers_list);
|
||||||
|
JokerObject* joker_object;
|
||||||
|
|
||||||
|
while ((joker_object = list_itr_next(&itr)))
|
||||||
|
{
|
||||||
|
if (joker_object != NULL)
|
||||||
|
{
|
||||||
|
// Make the joker available back to shop
|
||||||
|
set_shop_joker_avail(joker_object->joker->id, true);
|
||||||
|
}
|
||||||
|
joker_object_destroy(&joker_object); // Destroy the joker objects
|
||||||
|
}
|
||||||
|
|
||||||
|
list_clear(shop_jokers_list);
|
||||||
|
|
||||||
|
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
|
||||||
|
|
||||||
|
save_game();
|
||||||
|
}
|
||||||
@@ -412,7 +412,7 @@ void main_bg_se_clear_rect(Rect se_rect)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void reset_top_left_panel_bottom_row()
|
void reset_top_left_panel_bottom_row(void)
|
||||||
{
|
{
|
||||||
BG_POINT top_left_panel_bottom_row_pos = TOP_LEFT_PANEL_POINT;
|
BG_POINT top_left_panel_bottom_row_pos = TOP_LEFT_PANEL_POINT;
|
||||||
// Use the source rect height to offset to the bottom row point
|
// Use the source rect height to offset to the bottom row point
|
||||||
|
|||||||
@@ -3,6 +3,7 @@
|
|||||||
#include "audio_utils.h"
|
#include "audio_utils.h"
|
||||||
#include "game.h"
|
#include "game.h"
|
||||||
#include "game_variables.h"
|
#include "game_variables.h"
|
||||||
|
#include "graphic_utils.h"
|
||||||
#include "pool.h"
|
#include "pool.h"
|
||||||
#include "soundbank.h"
|
#include "soundbank.h"
|
||||||
#include "util.h"
|
#include "util.h"
|
||||||
@@ -351,3 +352,52 @@ bool sprite_object_is_focused(SpriteObject* sprite_object)
|
|||||||
{
|
{
|
||||||
return sprite_object->focused;
|
return sprite_object->focused;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static Rect sprite_object_get_text_rect_under(SpriteObject* sprite_object)
|
||||||
|
{
|
||||||
|
int height = 0;
|
||||||
|
int width = 0;
|
||||||
|
|
||||||
|
if (sprite_object_get_dimensions(sprite_object, &width, &height) == false)
|
||||||
|
{
|
||||||
|
// fallback
|
||||||
|
height = CARD_SPRITE_SIZE;
|
||||||
|
width = CARD_SPRITE_SIZE;
|
||||||
|
}
|
||||||
|
|
||||||
|
Rect ret_rect = {0};
|
||||||
|
|
||||||
|
ret_rect.left = fx2int(sprite_object->tx);
|
||||||
|
ret_rect.top = fx2int(sprite_object->ty) + height + TILE_SIZE;
|
||||||
|
ret_rect.right = ret_rect.left + width;
|
||||||
|
ret_rect.bottom = ret_rect.top + TTE_CHAR_SIZE;
|
||||||
|
|
||||||
|
return ret_rect;
|
||||||
|
}
|
||||||
|
|
||||||
|
void sprite_object_print_text_under(SpriteObject* sprite_object, const char text[])
|
||||||
|
{
|
||||||
|
Rect text_rect = sprite_object_get_text_rect_under(sprite_object);
|
||||||
|
|
||||||
|
update_text_rect_to_center_str(&text_rect, text, SCREEN_LEFT);
|
||||||
|
|
||||||
|
tte_printf("#{P:%d,%d; cx:0x%X000}%s", text_rect.left, text_rect.top, TTE_YELLOW_PB, text);
|
||||||
|
}
|
||||||
|
|
||||||
|
void sprite_object_print_price_under(SpriteObject* sprite_object, int price)
|
||||||
|
{
|
||||||
|
// + 2 for null-terminator and "$"
|
||||||
|
char price_str_buff[INT_MAX_DIGITS + 2];
|
||||||
|
snprintf(price_str_buff, sizeof(price_str_buff), "$%d", price);
|
||||||
|
sprite_object_print_text_under(sprite_object, price_str_buff);
|
||||||
|
}
|
||||||
|
|
||||||
|
void sprite_object_erase_text_under(SpriteObject* sprite_object)
|
||||||
|
{
|
||||||
|
Rect text_rect = sprite_object_get_text_rect_under(sprite_object);
|
||||||
|
|
||||||
|
// Add SPRITE_FOCUS_RAISE_PX to cover the focused case
|
||||||
|
text_rect.bottom = text_rect.bottom + SPRITE_FOCUS_RAISE_PX;
|
||||||
|
|
||||||
|
tte_erase_rect_wrapper(text_rect);
|
||||||
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user