#include "joker.h" #include "card.h" #include "game/round.h" #include "game_variables.h" #include "graphic_utils.h" #include "layout.h" #include "mgba_logger.h" #include "pool.h" #include "random.h" #include "soundbank.h" #include "util.h" // Tiles and palettes #include "card_rarity_pal_gfx.h" #include "item.h" #include "joker_gfx.h" #include #include #include #include #define JOKER_SCORE_TEXT_Y 48 #define HELD_CARD_SCORE_TEXT_Y 108 #define MAX_CARD_SCORE_STR_LEN 2 // what it was before (MAX_DEFINEABLE_JOKERS / JOKERS_PER_SPRITESHEET) #define MAX_NUM_JOKERS_SPRITESHEETS 75 static const unsigned int* joker_gfxTiles[] = { #define DEF_JOKER_GFX(idx) joker_gfx##idx##Tiles, #include "../include/def_joker_gfx_table.h" #undef DEF_JOKER_GFX }; static const unsigned short* joker_gfxPal[] = { #define DEF_JOKER_GFX(idx) joker_gfx##idx##Pal, #include "def_joker_gfx_table.h" #undef DEF_JOKER_GFX }; 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 // TODO: Refactor sorting into SpriteObject? // Maps the spritesheet index to the palette bank index allocated to it. // Spritesheets that were not allocated are static int joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS]; static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0}; BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS) // See linked issue for context of maps // https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538 // clang-format off // Map of Joker ID -> Spritesheet idx static int joker_id_to_sprite_map[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, }; // Map of Spritesheet idx -> first Joker ID in sheet // This is used to determine the sprite index of a Joker's sprite // within its spritesheet by substracting its ID to this starting ID. // Notice how spritesheets with only one Joker have sequential starting IDs. static int spritesheet_idx_to_starting_joker_id[] = { 0, 18, 20, 22, 27, 32, 36, 40, 42, 44, 45, 46, 47, 48, 49, 50, 51, 52 }; // Lookup table of Joker Rarity strings. Used to display at the bottom of the description screen. static const char* joker_rarity_strings_lut[MAX_RARITIES] = { "Common", "Uncommon", "Rare", "Legendary" }; // clang-format on static int s_get_num_spritesheets(void); static int s_joker_get_spritesheet_idx(u8 joker_id); static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx); static void s_joker_pb_add_sprite_user(int pb); static void s_joker_pb_remove_sprite_user(int pb); static int s_joker_pb_get_num_sprite_users(int joker_pb); static int s_get_unused_joker_pb(void); static int s_allocate_pb_if_needed(u8 joker_id); void joker_init() { // This should init once only so no need to free int num_spritesheets = s_get_num_spritesheets(); for (int i = 0; i < num_spritesheets; i++) { joker_spritesheet_pb_map[i] = UNDEFINED; } } Joker* joker_new(u8 id) { if (id >= get_joker_registry_size()) return NULL; Joker* joker = POOL_GET(Joker); const JokerInfo* jinfo = get_joker_registry_entry(id); joker->id = id; joker->modifier = BASE_EDITION; // TODO: Make this a parameter joker->value = jinfo->base_value + edition_price_lut[joker->modifier]; joker->rarity = jinfo->rarity; joker->scoring_state = 0; joker->persistent_state = 0; // initialize persistent Joker data if needed JokerEffect* joker_effect = NULL; jinfo->joker_effect_func(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED, &joker_effect); return joker; } void joker_destroy(Joker** joker) { POOL_FREE(Joker, *joker); *joker = NULL; } u32 joker_get_score_effect( Joker* joker, Card* scored_card, enum JokerEvent joker_event, JokerEffect** joker_effect ) { const JokerInfo* jinfo = get_joker_registry_entry(joker->id); if (!jinfo) return JOKER_EFFECT_FLAG_NONE; return jinfo->joker_effect_func(joker, scored_card, joker_event, joker_effect); } const char* joker_get_rarity_string(u8 rarity) { if (rarity >= MAX_RARITIES) return NULL; return joker_rarity_strings_lut[rarity]; } u16 joker_get_rarity_color(u8 rarity, bool main_color) { if (rarity >= MAX_RARITIES) return 0x0; // +1 to account for the transparency // odd indices are the main colors, even ones are the shadows return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)]; } int joker_get_buy_price(const Joker* joker) { GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED); return joker->value; } int joker_get_sell_value(const Joker* joker) { GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED); return joker->value / 2; } // JokerObject methods JokerObject* joker_object_new(Joker* joker) { JokerObject* joker_object = POOL_GET(JokerObject); sprite_object_init((SpriteObject*)joker_object); 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->type = ITEM_TYPE_JOKER; int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET; int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id); int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx); int joker_pb = s_allocate_pb_if_needed(joker->id); s_joker_pb_add_sprite_user(joker_pb); memcpy32( &tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index], &joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET ); sprite_object_set_sprite( (SpriteObject*)joker_object, sprite_new( ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, tile_index, joker_pb, JOKER_STARTING_LAYER + layer ) ); return joker_object; } void joker_object_destroy(JokerObject** joker_object) { if (joker_object == NULL || *joker_object == NULL) return; int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER; used_layers[layer] = false; s_joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object))); if (s_joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) == 0) { joker_spritesheet_pb_map[s_joker_get_spritesheet_idx((*joker_object)->joker->id)] = UNDEFINED; } sprite_object_destroy((SpriteObject*)(*joker_object)); joker_destroy(&(*joker_object)->joker); POOL_FREE(JokerObject, *joker_object); *joker_object = NULL; } void joker_object_dispose(Item** joker_object_item) { GBAL_RETURN_IF_NULL_VOID(joker_object_item); GBAL_RETURN_IF_NULL_VOID(*joker_object_item); ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*joker_object_item, ITEM_TYPE_JOKER); JokerObject* joker_object = (JokerObject*)(*joker_object_item); GBAL_RETURN_IF_NULL_VOID(joker_object->joker); joker_set_rollable(joker_object->joker->id, true); joker_object_destroy(&joker_object); *joker_object_item = NULL; } void joker_object_shake(JokerObject* joker_object, mm_word sound_id) { sprite_object_shake((SpriteObject*)joker_object, sound_id); } int joker_object_get_buy_price(Item* joker_object) { GBAL_RETURN_IF_NULL_RET(joker_object, UNDEFINED); ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(joker_object, ITEM_TYPE_JOKER, UNDEFINED); return ((JokerObject*)joker_object)->joker->value; } void joker_object_add_to_owned(Item* joker_object) { GBAL_RETURN_IF_NULL_VOID(joker_object); ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(joker_object, ITEM_TYPE_JOKER); joker_object->ty = int2fx(HELD_JOKERS_POS.y); add_joker((JokerObject*)joker_object); } void joker_set_rollable(int joker_id, bool rollable) { bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable); } /** * @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_rollable_jokers(void) { return bitset_num_set_bits(&s_rollable_jokers_bitset); } /** * @brief Returns true if we can't roll any Joker */ static inline bool no_rollable_jokers(void) { return bitset_is_empty(&s_rollable_jokers_bitset); } GBAL_UNUSED static inline bool joker_is_rollable(int joker_id) { return bitset_get_idx(&s_rollable_jokers_bitset, joker_id); } void joker_reset_rollable_jokers(void) { int num_jokers = get_joker_registry_size(); bitset_clear(&s_rollable_jokers_bitset); for (int i = 0; i < num_jokers; i++) { bitset_set_idx(&s_rollable_jokers_bitset, i, true); } } /** * @brief Rolls a random Joker among the available ones */ static int joker_roll_id(void) { // Now determine how many jokers are available based on the rarity int jokers_avail_size = get_num_rollable_jokers(); if (jokers_avail_size == 0) return UNDEFINED; // Roll for what rarity the joker will be int joker_rarity = joker_get_random_rarity(); 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_rollable_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; } Item* joker_object_roll_new(void) { if (no_rollable_jokers()) return NULL; int joker_id = 0; #ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested if (joker_is_rollable(TEST_JOKER_ID0)) { joker_id = TEST_JOKER_ID0; } else #endif #ifdef TEST_JOKER_ID1 if (joker_is_rollable(TEST_JOKER_ID1)) { joker_id = TEST_JOKER_ID1; } else #endif { joker_id = joker_roll_id(); } // If for some reason only no joker is left, don't make another if (joker_id == UNDEFINED) return NULL; joker_set_rollable(joker_id, false); return (Item*)joker_object_new(joker_new(joker_id)); } static void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb) { tte_set_pos(*cursor_pos_x, *cursor_pos_y); tte_set_special(color_pb * TTE_SPECIAL_PB_MULT_OFFSET); tte_write(str); // + 1 For space const int joker_score_display_offset_px = (MAX_CARD_SCORE_STR_LEN + 1) * TTE_CHAR_SIZE; *cursor_pos_x += joker_score_display_offset_px; } bool joker_object_score( JokerObject* joker_object, CardObject* card_object, enum JokerEvent joker_event ) { if (joker_object == NULL) { return false; } JokerEffect* joker_effect = NULL; u32 effect_flags_ret = joker_get_score_effect(joker_object->joker, card_object->card, joker_event, &joker_effect); if (effect_flags_ret == JOKER_EFFECT_FLAG_NONE) { return false; } if (effect_flags_ret & JOKER_EFFECT_FLAG_RETRIGGER) { set_retrigger(joker_effect->retrigger); } // joker_effect.message will have been set if the Joker had anything custom to say int cursorPosX = TILE_SIZE; // Offset of one tile to better center the text on the card int cursorPosY = 0; if (joker_event == JOKER_EVENT_ON_CARD_HELD) { // display the text on top of the card instead of below the Joker for Held Cards effects // scored_card cannot be NULL here because of the joker event cursorPosX += fx2int(card_object->x); cursorPosY = HELD_CARD_SCORE_TEXT_Y; } else { cursorPosX += fx2int(joker_object->x); cursorPosY = JOKER_SCORE_TEXT_Y; } mm_word sfx_id; if (effect_flags_ret & JOKER_EFFECT_FLAG_CHIPS) { g_game_vars.chips = u32_protected_add(g_game_vars.chips, joker_effect->chips); char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->chips); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_BLUE_PB); sfx_id = SFX_CHIPS_GENERIC; // The joker chips effect is "generic" } if (effect_flags_ret & JOKER_EFFECT_FLAG_MULT) { g_game_vars.mult = u32_protected_add(g_game_vars.mult, joker_effect->mult); char score_buffer[INT_MAX_DIGITS + 2]; snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->mult); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB); sfx_id = SFX_MULT; } // if xmult is zero, DO NOT multiply by it if (effect_flags_ret & JOKER_EFFECT_FLAG_XMULT && joker_effect->xmult > 0) { g_game_vars.mult = u32_protected_mult(g_game_vars.mult, joker_effect->xmult); char score_buffer[INT_MAX_DIGITS + 2]; snprintf(score_buffer, sizeof(score_buffer), "X%lu", joker_effect->xmult); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB); sfx_id = SFX_XMULT; } if (effect_flags_ret & JOKER_EFFECT_FLAG_MONEY) { g_game_vars.money += joker_effect->money; char score_buffer[INT_MAX_DIGITS + 2]; snprintf(score_buffer, sizeof(score_buffer), "%d$", joker_effect->money); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_YELLOW_PB); // TODO: Money sound effect } // custom message for Jokers (including retriggers where Jokers will say "Again!") // joker_effect->message will have been set if the Joker had anything custom to say if (effect_flags_ret & JOKER_EFFECT_FLAG_MESSAGE) { set_and_shift_text(joker_effect->message, &cursorPosX, &cursorPosY, TTE_WHITE_PB); } // this will start the Joker expire animation if (effect_flags_ret & JOKER_EFFECT_FLAG_EXPIRE && joker_effect->expire) { joker_object_shake(joker_object, UNDEFINED); list_push_back(get_expired_jokers_list(), joker_object); } // Update displays display_chips(); display_mult(); display_money(); joker_object_shake(joker_object, sfx_id); return true; } Sprite* joker_object_get_sprite(JokerObject* joker_object) { if (joker_object == NULL) return NULL; return sprite_object_get_sprite((SpriteObject*)joker_object); } int joker_get_random_rarity() { int joker_rarity = 0; int rarity_roll = rng_get_u32() % 100; if (rarity_roll < COMMON_JOKER_CHANCE) { joker_rarity = COMMON_JOKER; } else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE) { joker_rarity = UNCOMMON_JOKER; } else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE) { joker_rarity = RARE_JOKER; } else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE + LEGENDARY_JOKER_CHANCE) { joker_rarity = LEGENDARY_JOKER; } return joker_rarity; } static int s_get_num_spritesheets() { return MAX_NUM_JOKERS_SPRITESHEETS; } static int s_joker_get_spritesheet_idx(u8 joker_id) { return joker_id_to_sprite_map[joker_id]; } static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx) { return joker_id - spritesheet_idx_to_starting_joker_id[joker_id_to_sprite_map[joker_id]]; } static void s_joker_pb_add_sprite_user(int pb) { joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++; } static void s_joker_pb_remove_sprite_user(int pb) { int num_sprite_users = joker_pb_num_sprite_users[pb - JOKER_BASE_PB]; joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1); } static int s_joker_pb_get_num_sprite_users(int joker_pb) { return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB]; } static int s_get_unused_joker_pb() { for (int i = 0; i < NUM_ELEM_IN_ARR(joker_pb_num_sprite_users); i++) { if (joker_pb_num_sprite_users[i] == 0) { return (i + JOKER_BASE_PB); } } return UNDEFINED; } static int s_allocate_pb_if_needed(u8 joker_id) { int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker_id); int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx]; if (joker_pb != UNDEFINED) { // Already allocated return joker_pb; } // Allocate a new palette joker_pb = s_get_unused_joker_pb(); if (joker_pb == UNDEFINED) { // Ran out of palettes, default to base and pray joker_pb = JOKER_BASE_PB; } else { joker_spritesheet_pb_map[joker_spritesheet_idx] = joker_pb; memcpy16( &pal_obj_mem[PAL_ROW_LEN * joker_pb], joker_gfxPal[joker_spritesheet_idx], NUM_ELEM_IN_ARR(joker_gfx0Pal) ); } return joker_pb; }