Files
balatro-gba-chinese-jocker-…/source/joker.c
T
2025-08-07 23:08:41 +03:00

312 lines
9.7 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>
#define JOKER_SCORE_TEXT_Y 48
#define NUM_JOKERS_PER_SPRITESHEET 2
const unsigned int **joker_gfxTiles;
const unsigned short **joker_gfxPal;
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;
static int get_num_spritesheets()
{
return (get_joker_registry_size() + NUM_JOKERS_PER_SPRITESHEET - 1) / NUM_JOKERS_PER_SPRITESHEET;
}
// TODO: This should be generalized so any sprite can have dynamic swapping
static int allocate_pb_if_needed(u8 joker_id)
{
int joker_spritesheet_idx = joker_id / NUM_JOKERS_PER_SPRITESHEET;
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 = int_arr_max(joker_spritesheet_pb_map, get_num_spritesheets());
if (joker_pb == UNDEFINED)
{
// This is the first palette loaded
joker_pb = JOKER_BASE_PB;
}
else
{
// The new palette bank is a 1 increment of the last allocated one
/* TODO: This doesn't account for removal, we need to address that,
* track sprite usage and remove palettes for unused sprites
*/
joker_pb = joker_pb + 1;
}
if (joker_pb == NUM_PALETTES)
{
// 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();
joker_gfxTiles = (const unsigned int**)malloc((sizeof(unsigned int*) * num_spritesheets));
joker_gfxPal = (const unsigned short**)malloc((sizeof(unsigned int*) * num_spritesheets));
joker_spritesheet_pb_map = (int*)malloc(sizeof(int) * num_spritesheets);
// TODO: Automate this with the preprocessor somehow?
joker_gfxTiles[0] = joker_gfx0Tiles;
joker_gfxTiles[1] = joker_gfx1Tiles;
joker_gfxTiles[2] = joker_gfx2Tiles;
joker_gfxTiles[3] = joker_gfx3Tiles;
joker_gfxTiles[4] = joker_gfx4Tiles;
joker_gfxTiles[5] = joker_gfx5Tiles;
joker_gfxTiles[6] = joker_gfx6Tiles;
joker_gfxTiles[7] = joker_gfx7Tiles;
joker_gfxTiles[8] = joker_gfx8Tiles;
joker_gfxTiles[9] = joker_gfx9Tiles;
joker_gfxTiles[10] = joker_gfx10Tiles;
joker_gfxTiles[11] = joker_gfx11Tiles;
joker_gfxPal[0] = joker_gfx0Pal;
joker_gfxPal[1] = joker_gfx1Pal;
joker_gfxPal[2] = joker_gfx2Pal;
joker_gfxPal[3] = joker_gfx3Pal;
joker_gfxPal[4] = joker_gfx4Pal;
joker_gfxPal[5] = joker_gfx5Pal;
joker_gfxPal[6] = joker_gfx6Pal;
joker_gfxPal[7] = joker_gfx7Pal;
joker_gfxPal[8] = joker_gfx8Pal;
joker_gfxPal[9] = joker_gfx9Pal;
joker_gfxPal[10] = joker_gfx10Pal;
joker_gfxPal[11] = joker_gfx11Pal;
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 = (Joker*)malloc(sizeof(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]; // Base value + edition price
joker->rarity = jinfo->rarity;
joker->processed = false;
return joker;
}
void joker_destroy(Joker **joker)
{
if (*joker == NULL) return;
free(*joker);
*joker = NULL;
}
JokerEffect joker_get_score_effect(Joker *joker, Card *scored_card)
{
const JokerInfo *jinfo = get_joker_registry_entry(joker->id);
if (!jinfo) return (JokerEffect){0};
return jinfo->effect(joker, scored_card);
}
// JokerObject methods
JokerObject *joker_object_new(Joker *joker)
{
JokerObject *joker_object = malloc(sizeof(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->id / NUM_JOKERS_PER_SPRITESHEET;
int joker_idx = joker->id % NUM_JOKERS_PER_SPRITESHEET;
int joker_pb = allocate_pb_if_needed(joker->id);
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) return;
int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
used_layers[layer] = false;
sprite_object_destroy(&(*joker_object)->sprite_object); // Destroy the sprite
joker_destroy(&(*joker_object)->joker); // Destroy the joker
free(*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
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[12];
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 += 30;
}
if (joker_effect.mult > 0)
{
char score_buffer[12];
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 += 30;
}
if (joker_effect.xmult > 0)
{
char score_buffer[12];
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 += 30;
}
if (joker_effect.money > 0)
{
char score_buffer[12];
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 += 30;
}
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);
}