Files
balatro-gba-chinese-jocker-…/source/joker.c
T
2025-10-19 15:52:36 -07:00

335 lines
10 KiB
C

#include <tonc.h>
#include "joker.h"
#include "joker_gfx.h"
#include "graphic_utils.h"
#include "card.h"
#include "soundbank.h"
#include "util.h"
#include <maxmod.h>
#include <stdlib.h>
#include <string.h>
#include "pool.h"
#define JOKER_SCORE_TEXT_Y 48
#define NUM_JOKERS_PER_SPRITESHEET 2
#define MAX_DEFINABLE_JOKERS 150
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->processed = false;
return joker;
}
void joker_destroy(Joker **joker)
{
POOL_FREE(Joker, *joker);
*joker = NULL;
}
JokerEffect joker_get_score_effect(Joker *joker, Card *scored_card)
{
const JokerInfo *jinfo = get_joker_registry_entry(joker->id);
if (!jinfo || jinfo->effect == NULL) return (JokerEffect){0};
return jinfo->effect(joker, scored_card);
}
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);
}
bool joker_object_score(JokerObject *joker_object, Card* scored_card, int *chips, int *mult, int *xmult, int *money, bool *retrigger)
{
if (joker_object->joker->processed == true) return false; // If the joker has already been processed, return false
JokerEffect joker_effect = joker_get_score_effect(joker_object->joker, scored_card);
if (memcmp(&joker_effect, &(JokerEffect){0}, sizeof(JokerEffect)) != 0)
{
*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;
// TODO: Retrigger
const int joker_score_display_offset_px = (MAX_CARD_SCORE_STR_LEN + 1)*TTE_CHAR_SIZE;
// + 1 For space
int cursorPosX = fx2int(joker_object->sprite_object->x) + 8; // Offset of 16 pixels to center the text on the card
if (joker_effect.chips > 0)
{
char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xD000); // Blue
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.chips);
tte_write(score_buffer);
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.mult > 0)
{
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xE000); // Red
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.mult);
tte_write(score_buffer);
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.xmult > 0)
{
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xE000); // Red
snprintf(score_buffer, sizeof(score_buffer), "X%d", joker_effect.xmult);
tte_write(score_buffer);
cursorPosX += joker_score_display_offset_px;
}
if (joker_effect.money > 0)
{
char score_buffer[INT_MAX_DIGITS + 2];
tte_set_pos(cursorPosX, JOKER_SCORE_TEXT_Y);
tte_set_special(0xC000); // Yellow
snprintf(score_buffer, sizeof(score_buffer), "+%d", joker_effect.money);
tte_write(score_buffer);
cursorPosX += joker_score_display_offset_px;
}
joker_object->joker->processed = true; // Mark the joker as processed
joker_object_shake(joker_object, SFX_CARD_SELECT); // TODO: Add a sound effect for scoring the joker
return true;
}
return false;
}
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);
}