#include #include "joker.h" #include "joker_gfx.h" #include "graphic_utils.h" #include "card.h" #include "soundbank.h" #include "util.h" #include #include #include #include "pool.h" #define JOKER_SCORE_TEXT_Y 48 #define HELD_CARD_SCORE_TEXT_Y 108 #define MAX_CARD_SCORE_STR_LEN 2 #define NUM_JOKERS_PER_SPRITESHEET 2 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 "../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_DEFINABLE_JOKERS + 1) / NUM_JOKERS_PER_SPRITESHEET]; static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = { 0 }; static int get_num_spritesheets() { return (get_joker_registry_size() + NUM_JOKERS_PER_SPRITESHEET - 1) / NUM_JOKERS_PER_SPRITESHEET; } static int joker_get_spritesheet_idx(u8 joker_id) { return joker_id / NUM_JOKERS_PER_SPRITESHEET; } // TODO: This should be generalized so any sprite can have dynamic swapping static void joker_pb_add_sprite_user(int pb) { joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++; } static void 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 joker_pb_get_num_sprite_users(int joker_pb) { return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB]; } static int 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 allocate_pb_if_needed(u8 joker_id) { int joker_spritesheet_idx = 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 = 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; } void joker_init() { // This should init once only so no need to free int num_spritesheets = 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->data = 0; // initialize persistent Joker data if needed jinfo->joker_effect(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED); return joker; } void joker_destroy(Joker **joker) { POOL_FREE(Joker, *joker); *joker = NULL; } JokerEffect joker_get_score_effect(Joker *joker, Card *scored_card, enum JokerEvent joker_event) { const JokerInfo *jinfo = get_joker_registry_entry(joker->id); if (!jinfo) return (JokerEffect){0}; return jinfo->joker_effect(joker, scored_card, joker_event); } int joker_get_sell_value(const Joker* joker) { if (joker == NULL) { return UNDEFINED; } return joker->value/2; } // JokerObject methods JokerObject *joker_object_new(Joker *joker) { JokerObject *joker_object = POOL_GET(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_object = sprite_object_new(); int tile_index = JOKER_TID + (layer * JOKER_SPRITE_OFFSET); int joker_spritesheet_idx = joker_get_spritesheet_idx(joker->id); int joker_idx = joker->id % NUM_JOKERS_PER_SPRITESHEET; int joker_pb = allocate_pb_if_needed(joker->id); joker_pb_add_sprite_user(joker_pb); memcpy32(&tile_mem[4][tile_index], &joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET], TILE_SIZE * JOKER_SPRITE_OFFSET); sprite_object_set_sprite ( joker_object->sprite_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; joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object))); if (joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) == 0) { joker_spritesheet_pb_map[joker_get_spritesheet_idx((*joker_object)->joker->id)] = UNDEFINED; } sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite joker_destroy(&(*joker_object)->joker); // Destroy the joker POOL_FREE(JokerObject, *joker_object); *joker_object = NULL; } void joker_object_update(JokerObject *joker_object) { CardObject *card_object = (CardObject *)joker_object; card_object_update(card_object); } void joker_object_shake(JokerObject *joker_object, mm_word sound_id) { sprite_object_shake(joker_object->sprite_object, sound_id); } 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, int *chips, int *mult, int *money, bool *retrigger) { if (joker_object == NULL) { return false; } JokerEffect joker_effect = joker_get_score_effect(joker_object->joker, card_object->card, joker_event); if (memcmp(&joker_effect, &(JokerEffect){0}, sizeof(JokerEffect)) == 0) { return false; } *chips += joker_effect.chips; *mult += joker_effect.mult; *mult *= joker_effect.xmult > 0 ? joker_effect.xmult : 1; // if xmult is zero, DO NOT multiply by it *money += joker_effect.money; *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->sprite_object->x); cursorPosY = HELD_CARD_SCORE_TEXT_Y; } else { cursorPosX += fx2int(joker_object->sprite_object->x); cursorPosY = JOKER_SCORE_TEXT_Y; } if (joker_effect.chips > 0) { char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.chips); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_BLUE_PB); } if (joker_effect.mult > 0) { char score_buffer[INT_MAX_DIGITS + 2]; snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.mult); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB); } if (joker_effect.xmult > 0) { char score_buffer[INT_MAX_DIGITS + 2]; snprintf(score_buffer, sizeof(score_buffer), "X%d", joker_effect.xmult); set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB); } if (joker_effect.money > 0) { 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); } // custom message for Jokers (including retriggers where Jokers will say "Again!") if (joker_effect.message != NULL && joker_effect.message[0] != '\0') // Message is not empty { set_and_shift_text(joker_effect.message, &cursorPosX, &cursorPosY, TTE_WHITE_PB); } if (joker_effect.expire) { // TODO make Jokers expire } joker_object_shake(joker_object, SFX_CARD_SELECT); // TODO: Add a sound effect for scoring the joker return true; } void joker_object_set_selected(JokerObject* joker_object, bool selected) { if (joker_object == NULL) return; sprite_object_set_selected(joker_object->sprite_object, selected); } bool joker_object_is_selected(JokerObject* joker_object) { if (joker_object == NULL) return false; return sprite_object_is_selected(joker_object->sprite_object); } Sprite* joker_object_get_sprite(JokerObject* joker_object) { if (joker_object == NULL) return NULL; return sprite_object_get_sprite(joker_object->sprite_object); } int joker_get_random_rarity() { int joker_rarity = 0; int rarity_roll = random() % 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; }