/** * @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 "random.h" #include "save.h" #include "soundbank.h" #include "state_machine.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 static List s_shop_jokers_list = LIST_DEFAULT; BITSET_DEFINE(s_avail_jokers_bitset, MAX_DEFINABLE_JOKERS) enum GameShopStates { GAME_SHOP_INTRO, GAME_SHOP_ACTIVE, GAME_SHOP_EXIT, GAME_SHOP_MAX }; static void game_shop_intro(void); static void game_shop_process_user_input(void); static void game_shop_outro(void); static StateInfo shop_state_actions[] = { STATE_INFO_UPDATE_FN_ONLY(game_shop_intro), STATE_INFO_UPDATE_FN_ONLY(game_shop_process_user_input), STATE_INFO_UPDATE_FN_ONLY(game_shop_outro), }; static StateMachine shop_sm = STATE_MACHINE_DEFINE(shop_state_actions, GAME_SHOP_MAX); // 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 int reroll_cost = REROLL_BASE_COST; static inline void reset_shop_jokers(void) { int num_jokers = get_joker_registry_size(); bitset_clear(&s_avail_jokers_bitset); for (int i = 0; i < num_jokers; i++) { bitset_set_idx(&s_avail_jokers_bitset, i, true); } } void game_shop_reset(void) { list_clear(&s_shop_jokers_list); s_shop_jokers_list = list_init(); reset_shop_jokers(); } /** * @brief Set whether a Joker can appear in the shop. */ void game_shop_set_joker_avail(int joker_id, bool avail) { bitset_set_idx(&s_avail_jokers_bitset, joker_id, avail); } 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; state_machine_register(&shop_sm); state_machine_change_state(&shop_sm, 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(&s_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 = rng_get_u32() % jokers_avail_size; int fallback_random_joker_id = UNDEFINED; int match_count = 0; BitsetItr itr = bitset_itr_create(&s_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[rng_get_u32() % 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(&s_avail_jokers_bitset); } GBAL_UNUSED static inline bool is_shop_joker_avail(int joker_id) { return bitset_get_idx(&s_avail_jokers_bitset, joker_id); } /** * @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 = &s_shop_jokers_list; list_clear(shop_jokers_list); *shop_jokers_list = list_init(); 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; game_shop_set_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) { state_machine_change_state(&shop_sm, 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(&s_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 = &s_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(&s_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 = &s_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(&s_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 = &s_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) { game_shop_set_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_init(); 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 state_machine_change_state(&shop_sm, GAME_SHOP_EXIT); 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(&s_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) { game_change_state(GAME_STATE_BLIND_SELECT); } } /** * @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 = &s_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(); } } void game_shop_on_exit(void) { List* shop_jokers_list = &s_shop_jokers_list; ListItr itr = list_itr_create(shop_jokers_list); JokerObject* joker_object; while ((joker_object = list_itr_next(&itr))) { if (joker_object != NULL) { // Make the joker available back to shop game_shop_set_joker_avail(joker_object->joker->id, true); } joker_object_destroy(&joker_object); // Destroy the joker objects } list_clear(shop_jokers_list); increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()? state_machine_remove(&shop_sm); save_game(); }