#include #include "blind.h" #include "small_blind_gfx.h" #include "big_blind_gfx.h" #include "boss_blind_gfx.h" #include "graphic_utils.h" // +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}; // Palettes for the blinds (Transparency, Text Color, Shadow, Highlight, Main Color) Use this: http://www.budmelvin.com/dev/15bitconverter.html static const u16 small_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x7FFF, 0x34A1, 0x5DCB, 0x5104, 0x55A0, 0x2D01, 0x34E0}; static const u16 big_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2527, 0x15F5, 0x36FC, 0x1E9C, 0x01B4, 0x0D0A, 0x010E}; static const u16 boss_blind_token_palette[PAL_ROW_LEN] = {0x0000, 0x2CC9, 0x3D0D, 0x5E14, 0x5171, 0x4D0F, 0x2CC8, 0x3089}; // This variable is temporary, each boss blind will have its own unique palette static Blind _blind_type_map[BLIND_TYPE_MAX] = { #define BLIND_INFO(NAME, name, multi, _reward) \ { \ .type = BLIND_TYPE_##NAME , \ .gfx_info = \ { \ .tiles = name##_blind_gfxTiles, \ .palette = name##_blind_token_palette, \ .tid = NAME##_BLIND_TID, \ .pb = NAME##_BLIND_PB, \ }, \ .score_req_multipler = multi , \ .reward = _reward , \ }, BLIND_TYPE_INFO_TABLE #undef BLIND_INFO }; static void blind_gfx_init(enum BlindType type) { // TODO: Re-add grit copy. You need to decouple the blind graphics first. // This will allow this function to change the boss graphics info //GRIT_CPY(&tile_mem[4][_blind_type_map[type].pal_info.tid], tiles); BlindGfxInfo* p_gfx = &_blind_type_map[type].gfx_info; memcpy32(&tile_mem[4][p_gfx->tid], p_gfx->tiles, BLIND_SPRITE_COPY_SIZE); memcpy16(&pal_obj_bank[p_gfx->pb], p_gfx->palette, PAL_ROW_LEN); } __attribute__((unused)) void blind_set_boss_graphics(const unsigned int* tiles, const u16* palette) { // TODO: This function is unused and not fully fleshed out. // We need to support more boss blind graphics in the future. // The idea here is that we can call this function to set the boss up to // render new tiles // // This will eventually be in it's own map mapping graphic data to // boss types. _blind_type_map[BLIND_TYPE_BOSS].gfx_info.tiles = tiles; _blind_type_map[BLIND_TYPE_BOSS].gfx_info.palette = palette; blind_gfx_init(BLIND_TYPE_BOSS); } void blind_init() { for(int i = 0; i < BLIND_TYPE_MAX; i++) { blind_gfx_init(i); } return; } int blind_get_requirement(enum BlindType type, int ante) { if (ante < 0 || ante > MAX_ANTE) ante = 0; // Ensure ante is within valid range return fx2int(_blind_type_map[type].score_req_multipler * ante_lut[ante]); } int blind_get_reward(enum BlindType type) { return _blind_type_map[type].reward; } u16 blind_get_color(enum BlindType type, enum BlindColorIndex index) { return _blind_type_map[type].gfx_info.palette[index]; } Sprite *blind_token_new(enum BlindType type, int x, int y, int sprite_index) { u16 a0 = ATTR0_SQUARE | ATTR0_4BPP; u16 a1 = ATTR1_SIZE_32x32; u32 tid = _blind_type_map[type].gfx_info.tid, pb = _blind_type_map[type].gfx_info.pb; Sprite* sprite = sprite_new(a0, a1, tid, pb, sprite_index); sprite_position(sprite, x, y); return sprite; }