Fix Iterating over every blind instead of 3 max
This commit is contained in:
+7
-5
@@ -5,6 +5,8 @@
|
||||
|
||||
#define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake
|
||||
|
||||
#define BLIND_COUNT 3
|
||||
|
||||
#define SMALL_BLIND_PB 1
|
||||
#define BIG_BLIND_PB 2
|
||||
#define BOSS_BLIND_PB 3
|
||||
@@ -25,14 +27,14 @@ enum BlindColorIndex
|
||||
BLIND_BACKGROUND_SHADOW_COLOR_INDEX = 7,
|
||||
};
|
||||
|
||||
#define BLIND_INFO_TABLE \
|
||||
BLIND_INFO(SMALL, small, FIX_ONE) \
|
||||
BLIND_INFO(BIG, big, FIX_ONE) \
|
||||
BLIND_INFO(BOSS, boss, FIX_ONE)
|
||||
#define BLIND_INFO_TABLE \
|
||||
BLIND_INFO(SMALL, small, FIX_ONE, 3) \
|
||||
BLIND_INFO(BIG, big, (FIX_ONE * 3) / 2, 4) \
|
||||
BLIND_INFO(BOSS, boss, FIX_ONE * 2, 5)
|
||||
|
||||
enum BlindType
|
||||
{
|
||||
#define BLIND_INFO(NAME, name, multi) \
|
||||
#define BLIND_INFO(NAME, name, multi, reward) \
|
||||
BLIND_TYPE_##NAME ,
|
||||
BLIND_INFO_TABLE
|
||||
BLIND_TYPE_MAX,
|
||||
|
||||
+3
-7
@@ -4,10 +4,6 @@
|
||||
#include "blinds_gfx.h"
|
||||
#include "graphic_utils.h"
|
||||
|
||||
#define SMALL_BLIND_REWARD 3
|
||||
#define BIG_BLIND_REWARD 4
|
||||
#define BOSS_BLIND_REWARD 5
|
||||
|
||||
// +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there.
|
||||
static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
|
||||
|
||||
@@ -19,7 +15,7 @@ static const u16 boss_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2CC9, 0x3D0D
|
||||
|
||||
static const Blind blindMap[BLIND_TYPE_MAX] =
|
||||
{
|
||||
#define BLIND_INFO(NAME, name, multi) \
|
||||
#define BLIND_INFO(NAME, name, multi, _reward) \
|
||||
{ \
|
||||
.type = BLIND_TYPE_##NAME , \
|
||||
.pal_info = \
|
||||
@@ -29,7 +25,7 @@ static const Blind blindMap[BLIND_TYPE_MAX] =
|
||||
.pb = NAME##_BLIND_PB, \
|
||||
}, \
|
||||
.score_req_multipler = multi , \
|
||||
.reward = NAME##_BLIND_REWARD, \
|
||||
.reward = _reward , \
|
||||
},
|
||||
BLIND_INFO_TABLE
|
||||
#undef BLIND_INFO
|
||||
@@ -40,7 +36,7 @@ void blind_init()
|
||||
// Blind graphics (fighting grit every step of the way as usual)
|
||||
GRIT_CPY(&tile_mem[4][SMALL_BLIND_TID], blinds_gfxTiles);
|
||||
|
||||
for(int i = 0; i < BLIND_TYPE_MAX; i++)
|
||||
for(int i = 0; i < BLIND_COUNT; i++)
|
||||
{
|
||||
const u16* pal = blindMap[i].pal_info.palette;
|
||||
|
||||
|
||||
+7
-8
@@ -78,12 +78,12 @@ static CardObject *main_menu_ace = NULL;
|
||||
static Sprite *playing_blind_token = NULL; // The sprite that displays the blind when in "GAME_PLAYING/GAME_ROUND_END" state
|
||||
static Sprite *round_end_blind_token = NULL; // The sprite that displays the blind when in "GAME_ROUND_END" state
|
||||
|
||||
static Sprite *blind_select_tokens[BLIND_TYPE_MAX] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
|
||||
static Sprite *blind_select_tokens[BLIND_COUNT] = {NULL}; // The sprites that display the blinds when in "GAME_BLIND_SELECT" state
|
||||
|
||||
static int current_blind = BLIND_TYPE_SMALL;
|
||||
|
||||
// The current state of the blinds, this is used to determine what the game is doing at any given time
|
||||
static enum BlindState blinds[BLIND_TYPE_MAX] =
|
||||
static enum BlindState blinds[BLIND_COUNT] =
|
||||
{
|
||||
BLIND_STATE_CURRENT,
|
||||
BLIND_STATE_UPCOMING,
|
||||
@@ -341,7 +341,6 @@ static const BG_POINT MAIN_MENU_ACE_T = {88, 26};
|
||||
#define PITCH_STEP_DRAW_SFX 24
|
||||
#define PITCH_STEP_UNDISCARD_SFX 2*PITCH_STEP_DRAW_SFX
|
||||
|
||||
#define BLIND_COUNT 3
|
||||
#define TEN_K 10000
|
||||
#define ONE_K 1000
|
||||
|
||||
@@ -1102,7 +1101,7 @@ void deck_shuffle()
|
||||
void increment_blind(enum BlindState increment_reason)
|
||||
{
|
||||
current_blind++;
|
||||
if (current_blind >= BLIND_TYPE_MAX)
|
||||
if (current_blind >= BLIND_COUNT)
|
||||
{
|
||||
current_blind = 0;
|
||||
blinds[0] = BLIND_STATE_CURRENT; // Reset the blinds to the first one
|
||||
@@ -2902,7 +2901,7 @@ void game_blind_select()
|
||||
change_background(BG_ID_BLIND_SELECT);
|
||||
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
|
||||
|
||||
for (int i = 0; i < BLIND_TYPE_MAX; i++)
|
||||
for (int i = 0; i < BLIND_COUNT; i++)
|
||||
{
|
||||
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - TILE_SIZE);
|
||||
}
|
||||
@@ -2952,7 +2951,7 @@ void game_blind_select()
|
||||
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SE_UP);
|
||||
}
|
||||
|
||||
for (int i = 0; i < BLIND_TYPE_MAX; i++)
|
||||
for (int i = 0; i < BLIND_COUNT; i++)
|
||||
{
|
||||
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y - (TILE_SIZE * 12));
|
||||
}
|
||||
@@ -2983,14 +2982,14 @@ void game_blind_select()
|
||||
blinds_rect.top -= 1; // Because of the raised blind
|
||||
main_bg_se_move_rect_1_tile_vert(blinds_rect, SE_DOWN);
|
||||
|
||||
for (int i = 0; i < BLIND_TYPE_MAX; i++)
|
||||
for (int i = 0; i < BLIND_COUNT; i++)
|
||||
{
|
||||
sprite_position(blind_select_tokens[i], blind_select_tokens[i]->pos.x, blind_select_tokens[i]->pos.y + TILE_SIZE);
|
||||
}
|
||||
}
|
||||
else if (timer >= MENU_POP_OUT_ANIM_FRAMES)
|
||||
{
|
||||
for (int i = 0; i < BLIND_TYPE_MAX; i++)
|
||||
for (int i = 0; i < BLIND_COUNT; i++)
|
||||
{
|
||||
obj_hide(blind_select_tokens[i]->obj);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user