/** * @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 "mgba_logger.h" #include "random.h" #include "save.h" #include "soundbank.h" #include "state_machine.h" #include "timer.h" #include "util.h" #include // Timer defs #define TM_END_GAME_SHOP_INTRO 12 #define TM_CREATE_SHOP_ITEMS_WAIT 1 #define TM_SHIFT_SHOP_ICON_WAIT 7 #define TM_SHOW_CARD_DESC_WAIT 12 // Pixel sized #define ITEM_SHOP_Y 71 #define OWNED_CARDS_HIDE_Y_OFFSET 50 // 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_DESC_RARITY_MAIN_COLOR_PAL_IDX 27 #define SHOP_DESC_RARITY_SHADOW_COLOR_PAL_IDX 28 #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 // Positions in tiles static const BG_POINT SHOP_CLEAR_3X3_SRC_POS = { 29, 0}; static const Rect SHOP_ICON_FROM_RECT = { 0, 26, 8, 26}; static const BG_POINT SHOP_ICON_TO_POS = { 0, 0}; static const BG_POINT OWNED_CARDS_PANEL_3X3_SRC_POS = { 29, 21}; static const Rect OWNED_JOKERS_PANEL_RECT = { 9, 1, 21, 5}; static const Rect OWNED_CONSUMABLES_PANEL_RECT = { 23, 1, 28, 5}; static const Rect OWNED_CARDS_PANEL_RECT = { 9, 1, 28, 5}; static const Rect CARD_DESC_9_PTCH_TO_RECT = { 9, 6, 28, 18}; static const NinePatchRect CARD_DESC_9_PTCH_SRC = { .patch_rect = { 27, 25, 31, 31}, .margins = { 2, 3, 2, 3} }; static const int CARD_DESC_MAX_TEXT_HEIGHT = CARD_DESC_9_PTCH_TO_RECT.bottom - CARD_DESC_9_PTCH_TO_RECT.top + 1 - CARD_DESC_9_PTCH_SRC.margins.top - CARD_DESC_9_PTCH_SRC.margins.bottom; static const Rect CARD_DESC_TEXT_RECT = { 11, 9, 26, 18}; static const Rect CARD_NAME_TEXT_RECT = { 10, 7, 27, 7}; // Positions in pixels static const BG_POINT SHOP_JOKER_SPRITES_INIT_POS = {120, 160}; static const BG_POINT CARD_DESCRIPTION_SPRITE_POS = {135, 9}; static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 }; static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED }; // clang-format on static List s_shop_items_list = LIST_DEFAULT; enum GameShopStates { GAME_SHOP_INTRO, GAME_SHOP_ACTIVE, GAME_SHOP_SHOW_CARD_DESC, GAME_SHOP_HIDE_CARD_DESC, GAME_SHOP_EXIT, GAME_SHOP_MAX }; static void game_shop_intro(void); static void game_shop_process_user_input(void); static void game_shop_show_card_desc(void); static void game_shop_hide_card_desc(void); static void game_shop_outro(void); static StateInfo shop_state_actions[GAME_SHOP_MAX] = { 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_show_card_desc), STATE_INFO_UPDATE_FN_ONLY(game_shop_hide_card_desc), 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; // Variables relative to the Card we are showing the description of // TODO: Change this to item once it has description printing API. static JokerObject* description_card = NULL; static FIXED description_card_original_x_pos = UNDEFINED; static FIXED description_card_original_y_pos = UNDEFINED; static List* description_card_original_list = NULL; JokerObject* game_shop_get_description_card(void) { return description_card; } void game_shop_reset(void) { list_clear(&s_shop_items_list); s_shop_items_list = list_init(); joker_reset_rollable_jokers(); } 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 Create a shop top row item - jokers, consumables, and possibly playing cards * Currently only jokers are implemented. */ static Item* game_shop_create_top_row_item(void) { // TODO: Randomize item type when consumables are implemented return item_roll_new(ITEM_TYPE_JOKER); } /** * @brief Setup for the lists of items we can purchase in the top row of the Shop. * i.e. Jokers and consumables and possibly playing cards. */ static void game_shop_create_top_row_items(void) { tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); List* shop_items_list = &s_shop_items_list; list_clear(shop_items_list); *shop_items_list = list_init(); for (int i = 0; i < MAX_SHOP_ITEMS; i++) { Item* item = game_shop_create_top_row_item(); if (item == NULL) { MGBA_FUNC_WARN("Could not create shop item"); // TODO: Decide how to handle this case gracefully // If the issue for example is that we can't generate any more jokers, // because for example the user owns all of them, // maybe we need to generate consumables instead. return; } item->x = int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE); item->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y); item->tx = item->x; item->ty = int2fx(ITEM_SHOP_Y); item_print_buy_price_under(item); list_push_back(shop_items_list, item); } } /** * @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_top_row_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_items_list) + 1; } /** * @brief Called when pressing A on a Shop Joker to buy it. */ static inline void game_shop_buy_item(int shop_item_idx) { List* shop_items_list = &s_shop_items_list; Item* item = (Item*)list_get_at_idx(shop_items_list, shop_item_idx); g_game_vars.money -= item_get_buy_price(item); display_money(); sprite_object_erase_text_under((SpriteObject*)item); sprite_object_set_focus((SpriteObject*)item, false); item_acquire(item); list_remove_at_idx(shop_items_list, shop_item_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_item_idx = selection->x - 1; // - 1 to account for next round button Item* item = (Item*)list_get_at_idx(&s_shop_items_list, shop_item_idx); if (!item_can_acquire(item) || g_game_vars.money < item_get_buy_price(item)) { return; } game_shop_buy_item(shop_item_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_items_list = &s_shop_items_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 SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx); sprite_object_set_focus(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 SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx); sprite_object_set_focus(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; SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(&s_shop_items_list, idx); sprite_object_set_focus(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(void) { g_game_vars.money -= reroll_cost; display_money(); // Update the money display List* shop_items_list = &s_shop_items_list; ListItr itr = list_itr_create(shop_items_list); Item* item; while ((item = list_itr_next(&itr))) { if (item != NULL && item->type == ITEM_TYPE_JOKER) { item_dispose(&item); } } list_clear(shop_items_list); *shop_items_list = list_init(); game_shop_create_top_row_items(); itr = list_itr_create(shop_items_list); SpriteObject* item_sprite_object; while ((item_sprite_object = list_itr_next(&itr))) { if (item_sprite_object != NULL) { item_sprite_object->y = item_sprite_object->ty; sprite_object_shake(item_sprite_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(); } 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(void) { selection_grid_process_input(&shop_selection_grid); static JokerObject* tmp_card = NULL; // Determine the Joker we would show the description of switch (shop_selection_grid.selection.y) { // Owned Joker case 0: { description_card_original_list = get_jokers_list(); tmp_card = list_get_at_idx(get_jokers_list(), shop_selection_grid.selection.x); break; } // Jokers for sale case 1: { description_card_original_list = &s_shop_items_list; tmp_card = (shop_selection_grid.selection.x > 0) ? list_get_at_idx(&s_shop_items_list, shop_selection_grid.selection.x - 1) : NULL; break; } // TODO: handle Consumables and Vouchers when implemented default: { description_card_original_list = NULL; tmp_card = NULL; break; } } // Show description of selected card when pressing B. // Always wait for the card in question to be immobile to avoid accumulating // errors when pressing and releasing B in quick succession. if (tmp_card != NULL && tmp_card->vx == 0 && tmp_card->vy == 0 && key_held(DESELECT_CARDS)) { description_card = tmp_card; description_card_original_x_pos = description_card->x; description_card_original_y_pos = description_card->y; timer = TM_ZERO; state_machine_change_state(&shop_sm, GAME_SHOP_SHOW_CARD_DESC); } } static void game_shop_show_card_desc(void) { // Anim start if (timer == 1) { // Erase shop text and disable transparency window tte_erase_rect_wrapper(PLAYING_SCREEN_RECT); toggle_windows(false, true); // Move all other Jokers offscreen JokerObject* joker_object = NULL; // Owned Jokers ListItr itr = list_itr_create(get_jokers_list()); while ((joker_object = list_itr_next(&itr))) { if (joker_object != description_card) joker_object->ty -= int2fx(OWNED_CARDS_HIDE_Y_OFFSET); } // Shop Jokers itr = list_itr_create(&s_shop_items_list); while ((joker_object = list_itr_next(&itr))) { if (joker_object != description_card) joker_object->ty = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y + TILE_SIZE); } // Set description_card new target position description_card->tx = int2fx(CARD_DESCRIPTION_SPRITE_POS.x); description_card->ty = int2fx(CARD_DESCRIPTION_SPRITE_POS.y); } // First 12 anim frames if (timer <= TM_SHOW_CARD_DESC_WAIT) { // Hide Deck (last 5 frames only) if (TM_SHOW_CARD_DESC_WAIT - timer < 5) main_bg_se_move_rect_1_tile_vert(DECK_ANIM_RECT, SCREEN_DOWN); // Hide shop panel main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_DOWN); // Hide Owned Cards panels main_bg_se_move_rect_1_tile_vert(OWNED_CARDS_PANEL_RECT, SCREEN_UP); } // Anim end else if (timer == TM_SHOW_CARD_DESC_WAIT + 1) { // Compute needed space for the description const JokerInfo* info = get_joker_registry_entry(description_card->joker->id); int desc_bottom_offset = CARD_DESC_MAX_TEXT_HEIGHT - info->joker_print_desc(description_card->joker, CARD_DESC_TEXT_RECT); // Print Rarity and change color or the panel // Do it before drawing the panel so the color is already set const char* rarity_str = joker_get_rarity_string(info->rarity); tte_printf( TTE_WHITE_TAG "#{P:%d,%d}%*s%s", CARD_DESC_TEXT_RECT.left * TILE_SIZE, (CARD_DESC_TEXT_RECT.bottom - desc_bottom_offset - 1) * TILE_SIZE, (rect_width(&CARD_DESC_TEXT_RECT) - strlen(rarity_str)) / 2, "", rarity_str ); pal_bg_mem[SHOP_DESC_RARITY_MAIN_COLOR_PAL_IDX] = joker_get_rarity_color(info->rarity, true); pal_bg_mem[SHOP_DESC_RARITY_SHADOW_COLOR_PAL_IDX] = joker_get_rarity_color(info->rarity, false); // Draw description panel Rect actual_dest_rect = CARD_DESC_9_PTCH_TO_RECT; actual_dest_rect.bottom -= desc_bottom_offset; main_bg_se_copy_expand_9_patch(actual_dest_rect, &CARD_DESC_9_PTCH_SRC); // Print joker name tte_printf( TTE_WHITE_TAG "#{P:%d,%d}%*s%s", CARD_NAME_TEXT_RECT.left * TILE_SIZE, CARD_NAME_TEXT_RECT.top * TILE_SIZE, (rect_width(&CARD_NAME_TEXT_RECT) - strlen(info->name)) / 2, "", info->name ); } // Actively wait for the B button to be released, but only if the described card has stopped // moving else if (description_card->vx == 0 && description_card->vy == 0 && !key_held(DESELECT_CARDS)) { timer = TM_ZERO; state_machine_change_state(&shop_sm, GAME_SHOP_HIDE_CARD_DESC); } } static void game_shop_hide_card_desc(void) { // just so we don't print the price of an owned Joker too many times static bool owned_joker_price_printed = false; // Anim start if (timer == 1) { // Erase shop text and Joker Description frame tte_erase_rect_wrapper(PLAYING_SCREEN_RECT); main_bg_se_copy_expand_3x3_rect(CARD_DESC_9_PTCH_TO_RECT, SHOP_CLEAR_3X3_SRC_POS); // Enable transparency window toggle_windows(false, true); // Redraw Jokers/Consumables frames main_bg_se_copy_expand_3x3_rect(OWNED_JOKERS_PANEL_RECT, OWNED_CARDS_PANEL_3X3_SRC_POS); main_bg_se_copy_expand_3x3_rect( OWNED_CONSUMABLES_PANEL_RECT, OWNED_CARDS_PANEL_3X3_SRC_POS ); // Move Jokers back to their positions JokerObject* joker_object = NULL; // Owned Jokers ListItr itr = list_itr_create(get_jokers_list()); while ((joker_object = list_itr_next(&itr))) { if (joker_object != description_card) joker_object->ty = int2fx(HELD_JOKERS_POS.y); } // Shop Jokers itr = list_itr_create(&s_shop_items_list); while ((joker_object = list_itr_next(&itr))) { if (joker_object != description_card) joker_object->ty = int2fx(ITEM_SHOP_Y); } description_card->tx = description_card_original_x_pos; description_card->ty = description_card_original_y_pos; } // First 12 anim frames if (timer <= TM_SHOW_CARD_DESC_WAIT) { // Show Deck (last 5 frames only) if (TM_SHOW_CARD_DESC_WAIT - timer < 5) main_bg_se_move_rect_1_tile_vert(DECK_ANIM_RECT, SCREEN_UP); // Show shop panel main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP); } // Last anim frame (no need to wait for the Joker to have stopped for this): else if (timer == TM_SHOW_CARD_DESC_WAIT + 1) { // Need to account for the description_card being selected if it came from the shop. if (description_card_original_list == &s_shop_items_list) description_card->ty += int2fx(TILE_SIZE); // Print price under shop Jokers Item* item = NULL; ListItr itr = list_itr_create(&s_shop_items_list); while ((item = list_itr_next(&itr))) { item_print_buy_price_under(item); } if (description_card_original_list == &s_shop_items_list) description_card->ty -= int2fx(TILE_SIZE); // Print Reroll prince tte_printf( "#{P:%d,%d; cx:0x%X000}$%d", SHOP_REROLL_RECT.left, SHOP_REROLL_RECT.top, TTE_WHITE_PB, reroll_cost ); // Print Deck size that was erased display_deck_size_max(); } // Cleanup and change state else if (description_card->vx == 0 && description_card->vy == 0) { owned_joker_price_printed = false; description_card = NULL; timer = TM_ZERO; state_machine_change_state(&shop_sm, GAME_SHOP_ACTIVE); } // At any point after the other prices have been printed, and while the card is still moving, // if we are NOT pressing A, print the price under it. else if (!owned_joker_price_printed && !key_held(SELECT_CARD) && description_card_original_list == get_jokers_list()) { owned_joker_price_printed = true; sprite_object_print_price_under( (SpriteObject*)description_card, joker_get_sell_value(description_card->joker) ); } } /** * @brief Outro sequence substate update. * This makes the menu and shop icon go out of frame. */ static void game_shop_outro(void) { // 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); if (timer == 1) { tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); // Erase the shop prices text ListItr itr = list_itr_create(&s_shop_items_list); SpriteObject* shop_item; while ((shop_item = list_itr_next(&itr))) { if (shop_item != NULL) { shop_item->ty = int2fx(160); } } reset_top_left_panel_bottom_row(); } else if (timer == 2) { // TODO: make heads or tails of what's going on here and replace // magic numbers. 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++; if (timer % 20 == 0) { game_shop_lights_anim_frame(); } } void game_shop_on_exit(void) { List* shop_items_list = &s_shop_items_list; ListItr itr = list_itr_create(shop_items_list); Item* item; while ((item = list_itr_next(&itr))) { item_dispose(&item); } list_clear(shop_items_list); increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()? state_machine_remove(&shop_sm); save_game(); }