Updated joker palette swapping system to reuse palettes when jokers are removed
This commit is contained in:
+7
-1
@@ -6,10 +6,16 @@
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#include "sprite.h"
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#include "sprite.h"
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#include "card.h"
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#include "card.h"
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#include "game.h"
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#include "game.h"
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#include "graphic_utils.h"
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#define JOKER_TID (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET // Tile ID for the starting index in the tile memory
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#define JOKER_TID (MAX_HAND_SIZE + MAX_SELECTION_SIZE) * JOKER_SPRITE_OFFSET // Tile ID for the starting index in the tile memory
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_SPRITE_OFFSET 16 // Offset for the joker sprites
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#define JOKER_BASE_PB 4 // Palette bank for the default jokers
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#define JOKER_BASE_PB 4 // The starting palette index for the jokers
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#define JOKER_LAST_PB (NUM_PALETTES - 1)
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// Currently allocating the rest of the palettes for the jokers.
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// This number needs to be decreased once we need to allocated palettes for other sprites
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// such as planet cards etc.
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#define JOKER_STARTING_LAYER 27
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#define JOKER_STARTING_LAYER 27
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#define BASE_EDITION 0
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#define BASE_EDITION 0
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+1
-1
@@ -8,7 +8,6 @@ typedef struct
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{
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{
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OBJ_ATTR *obj;
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OBJ_ATTR *obj;
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OBJ_AFFINE *aff;
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OBJ_AFFINE *aff;
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u32 tid, pb;
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POINT pos;
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POINT pos;
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} Sprite;
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} Sprite;
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@@ -44,6 +43,7 @@ INLINE void sprite_position(Sprite *sprite, int x, int y)
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// Sprite functions
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// Sprite functions
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void sprite_init();
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void sprite_init();
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void sprite_draw();
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void sprite_draw();
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int sprite_get_pb(const Sprite* sprite);
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// SpriteObject methods
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// SpriteObject methods
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SpriteObject *sprite_object_new();
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SpriteObject *sprite_object_new();
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+1
-1
@@ -29,7 +29,7 @@ static uint timer = 0; // This might already exist in libtonc but idk so i'm jus
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static int game_speed = 1;
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static int game_speed = 1;
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static int background = 0;
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static int background = 0;
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static enum GameState game_state = GAME_BLIND_SELECT; // The current game state, this is used to determine what the game is doing at any given time
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static enum GameState game_state = GAME_SHOP; // The current game state, this is used to determine what the game is doing at any given time
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static enum HandState hand_state = HAND_DRAW;
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static enum HandState hand_state = HAND_DRAW;
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static enum PlayState play_state = PLAY_PLAYING;
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static enum PlayState play_state = PLAY_PLAYING;
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static int state = 0; // General state variable, used for switch statements in each game state related function
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static int state = 0; // General state variable, used for switch statements in each game state related function
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+49
-20
@@ -39,16 +39,52 @@ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for j
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// Maps the spritesheet index to the palette bank index allocated to it.
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// Maps the spritesheet index to the palette bank index allocated to it.
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// Spritesheets that were not allocated are
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// Spritesheets that were not allocated are
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static int* joker_spritesheet_pb_map;
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static int* joker_spritesheet_pb_map;
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static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = { 0 };
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static int get_num_spritesheets()
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static int get_num_spritesheets()
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{
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{
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return (get_joker_registry_size() + NUM_JOKERS_PER_SPRITESHEET - 1) / NUM_JOKERS_PER_SPRITESHEET;
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return (get_joker_registry_size() + NUM_JOKERS_PER_SPRITESHEET - 1) / NUM_JOKERS_PER_SPRITESHEET;
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}
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}
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static int joker_get_spritesheet_idx(u8 joker_id)
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{
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return joker_id / NUM_JOKERS_PER_SPRITESHEET;
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}
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// TODO: This should be generalized so any sprite can have dynamic swapping
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// TODO: This should be generalized so any sprite can have dynamic swapping
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static void joker_pb_add_sprite_user(int pb)
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{
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joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++;
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}
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static void joker_pb_remove_sprite_user(int pb)
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{
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int num_sprite_users = joker_pb_num_sprite_users[pb - JOKER_BASE_PB];
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joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1);
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}
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static int joker_pb_get_num_sprite_users(int joker_pb)
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{
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return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB];
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}
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static int get_unused_joker_pb()
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{
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for (int i = 0; i < NUM_ELEM_IN_ARR(joker_pb_num_sprite_users); i++)
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{
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if (joker_pb_num_sprite_users[i] == 0)
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{
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return (i + JOKER_BASE_PB);
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}
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}
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return UNDEFINED;
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}
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static int allocate_pb_if_needed(u8 joker_id)
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static int allocate_pb_if_needed(u8 joker_id)
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{
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{
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int joker_spritesheet_idx = joker_id / NUM_JOKERS_PER_SPRITESHEET;
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int joker_spritesheet_idx = joker_get_spritesheet_idx(joker_id);
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int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
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int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
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if (joker_pb != UNDEFINED)
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if (joker_pb != UNDEFINED)
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{
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{
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@@ -57,23 +93,9 @@ static int allocate_pb_if_needed(u8 joker_id)
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}
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}
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// Allocate a new palette
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// Allocate a new palette
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joker_pb = int_arr_max(joker_spritesheet_pb_map, get_num_spritesheets());
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joker_pb = get_unused_joker_pb();
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if (joker_pb == UNDEFINED)
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if (joker_pb == UNDEFINED)
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{
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// This is the first palette loaded
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joker_pb = JOKER_BASE_PB;
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}
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else
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{
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// The new palette bank is a 1 increment of the last allocated one
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/* TODO: This doesn't account for removal, we need to address that,
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* track sprite usage and remove palettes for unused sprites
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*/
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joker_pb = joker_pb + 1;
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}
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if (joker_pb == NUM_PALETTES)
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{
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{
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// Ran out of palettes, default to base and pray
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// Ran out of palettes, default to base and pray
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joker_pb = JOKER_BASE_PB;
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joker_pb = JOKER_BASE_PB;
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@@ -129,7 +151,7 @@ Joker *joker_new(u8 id)
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joker->id = id;
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joker->id = id;
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joker->modifier = BASE_EDITION; // TODO: Make this a parameter
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joker->modifier = BASE_EDITION; // TODO: Make this a parameter
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joker->value = jinfo->base_value + edition_price_lut[joker->modifier]; // Base value + edition price
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joker->value = jinfo->base_value + edition_price_lut[joker->modifier];
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joker->rarity = jinfo->rarity;
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joker->rarity = jinfo->rarity;
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joker->processed = false;
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joker->processed = false;
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@@ -172,12 +194,13 @@ JokerObject *joker_object_new(Joker *joker)
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int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
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int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET);
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int joker_spritesheet_idx = joker->id / NUM_JOKERS_PER_SPRITESHEET;
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int joker_spritesheet_idx = joker_get_spritesheet_idx(joker->id);
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int joker_idx = joker->id % NUM_JOKERS_PER_SPRITESHEET;
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int joker_idx = joker->id % NUM_JOKERS_PER_SPRITESHEET;
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int joker_pb = allocate_pb_if_needed(joker->id);
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int joker_pb = allocate_pb_if_needed(joker->id);
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joker_pb_add_sprite_user(joker_pb);
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memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET);
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memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET);
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sprite_object_set_sprite
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sprite_object_set_sprite
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(
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(
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joker_object->sprite_object,
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joker_object->sprite_object,
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@@ -198,10 +221,16 @@ JokerObject *joker_object_new(Joker *joker)
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void joker_object_destroy(JokerObject **joker_object)
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void joker_object_destroy(JokerObject **joker_object)
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{
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{
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if (*joker_object == NULL) return;
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if (joker_object == NULL || *joker_object == NULL) return;
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int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
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int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
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used_layers[layer] = false;
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used_layers[layer] = false;
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joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object)));
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if (joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) == 0)
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{
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joker_spritesheet_pb_map[joker_get_spritesheet_idx((*joker_object)->joker->id)] = UNDEFINED;
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}
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sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
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sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
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joker_destroy(&(*joker_object)->joker); // Destroy the joker
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joker_destroy(&(*joker_object)->joker); // Destroy the joker
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free(*joker_object);
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free(*joker_object);
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@@ -100,6 +100,15 @@ void sprite_draw()
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oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
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oam_copy(oam_mem, obj_buffer, MAX_SPRITES);
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}
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}
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int sprite_get_pb(const Sprite *sprite)
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{
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if (sprite == NULL)
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{
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return UNDEFINED;
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}
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return (sprite->obj->attr2 & ATTR2_PALBANK_MASK) >> ATTR2_PALBANK_SHIFT;
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}
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// SpriteObject methods
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// SpriteObject methods
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SpriteObject* sprite_object_new()
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SpriteObject* sprite_object_new()
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{
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{
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