#include #include "joker.h" #include "joker_gfx.h" #include "graphic_utils.h" #include "card.h" #include "soundbank.h" #include #include #include const static u8 joker_data_lut[MAX_JOKERS][2] = // Rarity, Value { {COMMON_JOKER, 2}, // Default Joker {COMMON_JOKER, 5}, // Greedy Joker }; const static u8 edition_price_lut[MAX_EDITIONS] = { 0, // BASE_EDITION 2, // FOIL_EDITION 3, // HOLO_EDITION 5, // POLY_EDITION 5, // NEGATIVE_EDITION }; /* So for the card objects, I needed them to be properly sorted which is why they let you specify the layer index when creating a new card object. Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look like a mess. The joker objects are functionally identical to card objects, so they use the same logic. But I'm going to use a simpler approach for the joker objects since I'm lazy and sorting them wouldn't look good enough to warrant the effort. */ static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites void joker_init() { GRIT_CPY(&tile_mem[4][JOKER_TID], joker_gfxTiles); memcpy16(&pal_obj_mem[PAL_ROW_LEN * JOKER_PB], joker_gfxPal, sizeof(joker_gfxPal) / 2); } Joker *joker_new(u8 id) { Joker *joker = malloc(sizeof(Joker)); joker->id = id; // TODO: Make this random later joker->modifier = BASE_EDITION; // TODO: Make this random later joker->value = joker_data_lut[id][1] + edition_price_lut[joker->modifier]; // Base value + edition price joker->rarity = joker_data_lut[id][0]; joker->processed = false; return joker; } void joker_destroy(Joker **joker) { if (*joker == NULL) return; free(*joker); *joker = NULL; } JokerEffect joker_get_score_effect(Joker *joker, Card *scored_card) { JokerEffect effect = {0}; switch (joker->id) { case DEFAULT_JOKER_ID: // Default Joker if (scored_card != NULL) break; // Joker is independent, no effect effect.mult = 4; break; case GREEDY_JOKER_ID: // Greedy Joker if (scored_card->suit == DIAMONDS) // If the scored card is a diamond { effect.mult = 3; } break; default: break; } return effect; } // JokerObject methods JokerObject *joker_object_new(Joker *joker) { JokerObject *joker_object = malloc(sizeof(JokerObject)); int layer = 0; for (int i = 0; i < MAX_JOKER_OBJECTS; i++) { if (!used_layers[i]) { layer = i; used_layers[i] = true; // Mark this layer as used break; } } joker_object->joker = joker; joker_object->sprite = sprite_new ( ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, JOKER_TID + (JOKER_SPRITE_OFFSET * joker->id), JOKER_PB, JOKER_STARTING_LAYER + layer ); joker_object->tx = 0; // Target position joker_object->ty = 0; joker_object->x = 0; joker_object->y = 0; joker_object->vx = 0; joker_object->vy = 0; joker_object->tscale = float2fx(1.0f); // Target scale joker_object->scale = float2fx(1.0f); joker_object->vscale = float2fx(0.0f); joker_object->trotation = float2fx(0.0f); // Target rotation joker_object->rotation = float2fx(0.0f); joker_object->vrotation = float2fx(0.0f); joker_object->selected = false; return joker_object; } void joker_object_destroy(JokerObject **joker_object) { if (*joker_object == NULL) return; int layer = sprite_get_layer((*joker_object)->sprite) - JOKER_STARTING_LAYER; used_layers[layer] = false; sprite_destroy(&(*joker_object)->sprite); // Destroy the sprite joker_destroy(&(*joker_object)->joker); // Destroy the joker free(*joker_object); *joker_object = NULL; } void joker_object_update(JokerObject *joker_object) { // Re-use the card object update logic by casting the JokerObject to a CardObject temporarily // This works because card_object_update doesn't use any card data, which is why CardObject should've been generic. my bad CardObject *card_object = (CardObject *)joker_object; card_object_update(card_object); } void joker_object_shake(JokerObject *joker_object, mm_word sound_id) { CardObject *card_object = (CardObject *)joker_object; card_object_shake(card_object, sound_id); } bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips, int *mult, int *xmult, int *money, bool *retrigger) { if (joker_object->joker->processed == true) return false; // If the joker has already been processed, return false JokerEffect joker_effect = joker_get_score_effect(joker_object->joker, scored_card); if (memcmp(&joker_effect, &(JokerEffect){0}, sizeof(JokerEffect)) != 0) { *chips += joker_effect.chips; *mult += joker_effect.mult; // TODO: XMult *money += joker_effect.money; // TODO: Retrigger tte_set_pos(fx2int(joker_object->x) + 8, 48); // Offset of 16 pixels to center the text on the card char score_buffer[12]; if (joker_effect.chips > 0) { tte_set_special(0xD000); // Blue snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.chips); } else if (joker_effect.mult > 0) { tte_set_special(0xE000); // Red snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.mult); } else if (joker_effect.money > 0) { tte_set_special(0xC000); // Yellow snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.money); } tte_write(score_buffer); joker_object->joker->processed = true; // Mark the joker as processed joker_object_shake(joker_object, SFX_CARD_SELECT); // TODO: Add a sound effect for scoring the joker return true; } return false; }