Files
balatro-gba-chinese-jocker-…/source/game/round_end.c
T
Rickey 63b6584706 Feature/game over audio (#494)
* initial additions

* Move current_blind to game vars

* tmp

* tmp

* tmp

* tmp

* tmp

* tmp

* tmp

* Compile but is broken

* temp fix for token location

* tmp

* Working, lets clean up

* remove todo

* Remove odd reroll blind variable

* fix skipping blind screen

* fix reroll

* remove magic for blind token locations

* clang format

* Cleanup button highlight in blind menu

* some cleanup

* Add layout file for global UI rects

* remove dead code

* Clang format

* clang format it up

* Move reset top left funct to gfx utils

* make note of soon-to-be removed vars

* Cleanup gamevars declaration

* Cleanup layout file

* Apply suggestions from code review

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Add include for stdbool.h in common_ui.h

* Cleanup rect declaration

* Start moving state machine stuff to new file

* quick tmp

* oops, add new files

* working call list

* fixed pointer stuff

* working as per norm

* working replacement

* move defines to static const

* fix compile issue

* Add some missing "void"s

* Working new substates

* add statemachine to blind select

* Fix game restart statemachine leak

* clang-format

* Clang format

* Rework shop exit logic

* Use new state machine in shop

* Remove substates entirely

* Remove debug stuff

* Clang format

* document state machine better

* update list tests

* clang-format

* Update for PR

* Claaaaang format

* another clang-format

* Remove extra state in round_end

* cleanup docs for removals in lists

* clang-format... again

* update doxygen format

* Clang format

* tmp

* Update for Pr

* clang-format

* Cleanup for only supporting losing

* bug fix, thanks logs!

* Fix dangling pointer bug

The control of removing statemachines may call issues if starting the
function is done from another state machine call. To remedy this, add a
flag to determine if a state machine is registered and return early
instead of blindly removing it to re-add.

* Fix bug with audio iterations possibly going in reverse

* Remove extra includes

* Clang-format

* Add sound effects for game win/lose

* adjust audio steps

* tmp

* Nice sounding and cleaned up

* Fix and cleanup

* clang-format

* clang-format

* clang format again

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-05-27 21:57:30 -07:00

473 lines
15 KiB
C

#include "round_end.h"
#include "affine_background.h"
#include "affine_background_gfx.h"
#include "game.h"
#include "game_variables.h"
#include "layout.h"
#include "state_machine.h"
#include "timer.h"
#include "util.h"
enum GameRoundEndStates
{
ROUND_END_START,
START_EXPAND_POPUP,
DISPLAY_FINISHED_BLIND,
DISPLAY_SCORE_MIN,
UPDATE_BLIND_REWARD,
BLIND_PANEL_EXIT,
DISPLAY_REWARDS,
DISPLAY_CASHOUT,
DISMISS_ROUND_END_PANEL,
ROUND_END_STATES_MAX
};
static const u32 TM_RESET_STATIC_VARS = 30;
static const u32 TM_END_POP_MENU_ANIM = 13;
static const u32 TM_START_ROUND_END_REWARDS_ANIM = 1;
static const u32 TM_END_DISPLAY_FIN_BLIND = 30;
static const u32 TM_END_DISPLAY_SCORE_MIN = 4;
static const u32 TM_DISMISS_ROUND_END_TM = 20;
static const u32 REWARD_PANEL_BORDER_PID = 19;
static const u32 ROUND_END_BLACK_PANEL_INIT_BOTTOM_SE = 12;
static const u32 ROUND_END_REWARD_TEXT_X = 88;
static const u32 ROUND_END_REWARD_AMOUNT_X = 168;
// clang-format off
static const Rect ROUND_END_BLIND_REQ_RECT = {104, 96, 136, UNDEFINED};
static const Rect ROUND_END_BLIND_REWARD_RECT = {168, 96, UNDEFINED, UNDEFINED};
static const Rect CASHOUT_DEST_RECT = {10, 8, 23, 10 };
static const Rect CASHOUT_TEXT_RECT = {88, 72, UNDEFINED, UNDEFINED};
static const Rect BLIND_TOKEN_TEXT_RECT = {80, 72, 200, 160 };
static const Rect ROUND_END_MENU_RECT = {9, 7, 24, 20 };
static const BG_POINT CASHOUT_SRC_3X3_RECT_POS = {5, 29};
// clang-format on
static int blind_reward = 0;
static int hand_reward = 0;
static int interest_reward = 0;
static int interest_to_count = 0;
static int interest_start_time = UNDEFINED;
static int calculate_interest_reward(void);
static void game_round_end_start(void);
static void game_round_end_start_expand_popup(void);
static void game_round_end_display_finished_blind(void);
static void game_round_end_display_score_min(void);
static void game_round_end_update_blind_reward(void);
static void game_round_end_panel_exit(void);
static void game_round_end_display_rewards(void);
static void game_round_end_display_cashout(void);
static void game_round_end_dismiss_round_end_panel(void);
static void game_round_end_extend_black_panel_down(int black_panel_bottom);
static StateInfo state_info[] = {
STATE_INFO_UPDATE_FN_ONLY(game_round_end_start),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_start_expand_popup),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_display_finished_blind),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_display_score_min),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_update_blind_reward),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_panel_exit),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_display_rewards),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_display_cashout),
STATE_INFO_UPDATE_FN_ONLY(game_round_end_dismiss_round_end_panel),
};
static StateMachine round_end_sm = STATE_MACHINE_DEFINE(state_info, ROUND_END_STATES_MAX);
static int calculate_interest_reward(void)
{
int reward = (g_game_vars.money / 5) * INTEREST_PER_5;
if (reward > MAX_INTEREST)
reward = MAX_INTEREST;
return reward;
}
static void game_round_end_start(void)
{
// Reset static variables to default values upon re-entering the round end state
if (g_game_vars.timer == TM_RESET_STATIC_VARS)
{
change_background(BG_ROUND_END, false); // Change the background to the round end background
state_machine_change_state(&round_end_sm, START_EXPAND_POPUP);
g_game_vars.timer = TM_ZERO; // Reset the timer
blind_reward = blind_get_reward(g_game_vars.current_blind);
hand_reward = g_game_vars.hands;
interest_reward = calculate_interest_reward();
interest_to_count = interest_reward;
interest_start_time = UNDEFINED;
}
}
static void game_round_end_start_expand_popup(void)
{
main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
if (g_game_vars.timer == TM_END_POP_MENU_ANIM)
{
state_machine_change_state(&round_end_sm, DISPLAY_FINISHED_BLIND);
g_game_vars.timer = TM_ZERO;
}
}
static void game_round_end_display_finished_blind(void)
{
obj_unhide(g_game_vars.round_end_blind_token->obj, 0);
int current_ante = g_game_vars.ante;
// Beating the boss blind increases the ante, so we need to display the previous ante value
if (g_game_vars.current_blind > BLIND_TYPE_BIG)
current_ante--;
Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
u32 blind_req = blind_get_requirement(g_game_vars.current_blind, current_ante);
/* Not bothering to truncate here because there are 8 tiles
* and the blind requirement will not increase past ante 8
* so there's enough room for sure.
*/
char blind_req_str_buff[UINT_MAX_DIGITS + 1];
snprintf(blind_req_str_buff, sizeof(blind_req_str_buff), "%lu", blind_req);
update_text_rect_to_right_align_str(&blind_req_rect, blind_req_str_buff, OVERFLOW_RIGHT);
tte_printf(
"#{P:%d,%d; cx:0x%X000}%s",
blind_req_rect.left,
blind_req_rect.top,
TTE_RED_PB,
blind_req_str_buff
);
if (g_game_vars.timer == TM_START_ROUND_END_REWARDS_ANIM)
{
game_round_end_extend_black_panel_down(ROUND_END_BLACK_PANEL_INIT_BOTTOM_SE);
}
if (g_game_vars.timer >= TM_END_DISPLAY_FIN_BLIND)
{
state_machine_change_state(&round_end_sm, DISPLAY_SCORE_MIN);
g_game_vars.timer = TM_ZERO;
}
}
static void game_round_end_display_score_min(void)
{
const int timer_offset = g_game_vars.timer - 1;
const int x_from = 0;
const int y_from = 29;
const int x_to = 13;
const int y_to = 11;
memcpy16(
&se_mem[MAIN_BG_SBB][x_to + timer_offset + 32 * y_to],
&se_mem[MAIN_BG_SBB][x_from + timer_offset + 32 * y_from],
1
);
if (g_game_vars.timer >= TM_END_DISPLAY_SCORE_MIN)
{
state_machine_change_state(&round_end_sm, UPDATE_BLIND_REWARD);
g_game_vars.timer = TM_ZERO;
}
}
static void game_round_end_update_blind_reward(void)
{
if (g_game_vars.timer % FRAMES(20) != 0)
return;
// TODO: Add sound effect here
if (blind_reward > 0)
{
blind_reward--;
tte_printf(
"#{P:%d,%d; cx:0x%X000}$%d",
BLIND_REWARD_RECT.left,
BLIND_REWARD_RECT.top,
TTE_YELLOW_PB,
blind_reward
);
tte_printf(
"#{P:%d,%d; cx:0x%X000}$%d",
ROUND_END_BLIND_REWARD_RECT.left,
ROUND_END_BLIND_REWARD_RECT.top,
TTE_YELLOW_PB,
blind_get_reward(g_game_vars.current_blind) - blind_reward
);
}
else if (g_game_vars.timer > FRAMES(20))
{
tte_erase_rect_wrapper(BLIND_REWARD_RECT);
tte_erase_rect_wrapper(BLIND_REQ_TEXT_RECT);
obj_hide(g_game_vars.playing_blind_token->obj);
affine_background_load_palette(affine_background_gfxPal);
state_machine_change_state(&round_end_sm, BLIND_PANEL_EXIT);
g_game_vars.timer = TM_ZERO;
}
}
static void game_round_end_panel_exit(void)
{
// TODO: make heads or tails of what's going on here and replace
// magic numbers.
if (g_game_vars.timer < 8)
{
main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SCREEN_UP);
if (g_game_vars.timer == 1)
{
reset_top_left_panel_bottom_row();
}
else if (g_game_vars.timer == 2)
{
int y = 5;
memset16(&se_mem[MAIN_BG_SBB][32 * (y - 1)], 0x0001, 1);
memset16(&se_mem[MAIN_BG_SBB][1 + 32 * (y - 1)], 0x0002, 7);
memset16(&se_mem[MAIN_BG_SBB][8 + 32 * (y - 1)], 0x0401, 1);
}
}
else if (g_game_vars.timer > FRAMES(20))
{
memset16(&pal_bg_mem[REWARD_PANEL_BORDER_PID], 0x1483, 1);
state_machine_change_state(&round_end_sm, DISPLAY_REWARDS);
g_game_vars.timer = TM_ZERO;
}
}
static inline void game_round_end_print_separator_ellipsis(void)
{
int x =
(ROUND_END_REWARDS_ELLIPSIS_POS.x + g_game_vars.timer - TM_REWARDS_ELLIPSIS_PRINT_START) *
TILE_SIZE;
int y = (ROUND_END_REWARDS_ELLIPSIS_POS.y) * TILE_SIZE;
tte_printf("#{P:%d,%d; cx:0x%X000}.", x, y, TTE_WHITE_PB);
}
// TODO: Allow for more generic rewards and consolidate with game_round_end_print_interest_reward()
static inline void game_round_end_print_hand_reward(int hand_y_offset)
{
int hand_y = ROUND_END_REWARDS_ELLIPSIS_POS.y + hand_y_offset;
if (g_game_vars.timer == TM_DISPLAY_REWARDS_CONT_WAIT)
{
game_round_end_extend_black_panel_down(hand_y);
tte_printf(
"#{P:%lu,%d; cx:0x%X000}%d #{cx:0x%X000}Hands",
ROUND_END_REWARD_TEXT_X,
hand_y * TILE_SIZE,
TTE_BLUE_PB,
hand_reward,
TTE_WHITE_PB
);
}
// Increment the hand reward text until the hand reward variable is depleted
else if (g_game_vars.timer > TM_HAND_REWARD_INCR_WAIT &&
g_game_vars.timer % FRAMES(TM_REWARD_INCREMENT_INTERVAL) == 0)
{
hand_reward--;
tte_printf(
"#{P:%lu, %d; cx:0x%X000}$%ld",
ROUND_END_REWARD_AMOUNT_X,
hand_y * TILE_SIZE,
TTE_YELLOW_PB,
g_game_vars.hands - hand_reward
);
if (hand_reward == 0)
{
interest_start_time = g_game_vars.timer + TM_REWARD_DISPLAY_INTERVAL;
}
}
}
static inline void game_round_end_print_interest_reward(int interest_y_offset)
{
int interest_y = ROUND_END_REWARDS_ELLIPSIS_POS.y + interest_y_offset;
if (g_game_vars.timer == interest_start_time)
{
game_round_end_extend_black_panel_down(interest_y);
tte_printf(
"#{P:%lu,%d; cx:0x%X000}%d #{cx:0x%X000}Interest",
ROUND_END_REWARD_TEXT_X,
interest_y * TILE_SIZE,
TTE_YELLOW_PB,
interest_reward,
TTE_WHITE_PB
);
}
// Increment the interest reward text until the interest reward variable is depleted
else if (g_game_vars.timer > interest_start_time + TM_REWARD_DISPLAY_INTERVAL &&
g_game_vars.timer % FRAMES(TM_REWARD_INCREMENT_INTERVAL) == 0)
{
interest_to_count--;
tte_printf(
"#{P:%lu, %d; cx:0x%X000}$%d",
ROUND_END_REWARD_AMOUNT_X,
interest_y * TILE_SIZE,
TTE_YELLOW_PB,
interest_reward - interest_to_count
);
}
}
static void game_round_end_display_rewards(void)
{
int hand_y_offset = 0;
int interest_y_offset = 0;
if (g_game_vars.hands > 0)
{
hand_y_offset = 1;
}
else
{
interest_start_time = TM_DISPLAY_REWARDS_CONT_WAIT;
}
if (interest_reward > 0)
{
interest_y_offset = hand_y_offset + 1;
}
// Once all rewards are accounted for go to the next state
if (hand_reward <= 0 && interest_to_count <= 0)
{
g_game_vars.timer = TM_ZERO;
state_machine_change_state(&round_end_sm, DISPLAY_CASHOUT);
}
else if (g_game_vars.timer == TM_START_ROUND_END_REWARDS_ANIM)
{
game_round_end_extend_black_panel_down(ROUND_END_REWARDS_ELLIPSIS_POS.y);
}
else if (g_game_vars.timer < TM_REWARDS_ELLIPSIS_PRINT_END)
{
game_round_end_print_separator_ellipsis();
}
else if (g_game_vars.timer >= TM_DISPLAY_REWARDS_CONT_WAIT && hand_reward > 0)
{
game_round_end_print_hand_reward(hand_y_offset);
}
else if (interest_start_time != UNDEFINED && g_game_vars.timer >= interest_start_time &&
interest_to_count > 0)
{
game_round_end_print_interest_reward(interest_y_offset);
}
}
static inline void game_round_end_cashout(void)
{
// Reward the player
g_game_vars.money += g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
calculate_interest_reward();
display_money();
g_game_vars.hands = MAX_HANDS; // Reset the hands to the maximum
g_game_vars.discards = MAX_DISCARDS; // Reset the discards to the maximum
// TODO: these can just be in one spot, passing global to global
display_hands(); // Set the hands display
display_discards(); // Set the discards display
g_game_vars.score = 0;
display_score(g_game_vars.score); // Set the score display
}
static void game_round_end_display_cashout()
{
if (g_game_vars.timer == FRAMES(40))
{
// Put the "cash out" button onto the round end panel
main_bg_se_copy_expand_3x3_rect(CASHOUT_DEST_RECT, CASHOUT_SRC_3X3_RECT_POS);
int cashout_amount = g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
calculate_interest_reward();
bool omit_space = cashout_amount >= 10;
tte_printf(
"#{P:%d, %d; cx:0x%X000}Cash Out:%s$%d",
CASHOUT_TEXT_RECT.left,
CASHOUT_TEXT_RECT.top,
TTE_WHITE_PB,
omit_space ? "" : " ",
cashout_amount
);
}
// Wait until the player presses A to cash out
else if (g_game_vars.timer > FRAMES(40) && key_hit(SELECT_CARD))
{
game_round_end_cashout();
state_machine_change_state(&round_end_sm, DISMISS_ROUND_END_PANEL);
g_game_vars.timer = TM_ZERO;
obj_hide(g_game_vars.round_end_blind_token->obj); // Hide the blind token object
tte_erase_rect_wrapper(BLIND_TOKEN_TEXT_RECT); // Erase the blind token text
}
}
static void game_round_end_dismiss_round_end_panel(void)
{
Rect round_end_down = ROUND_END_MENU_RECT;
round_end_down.top--;
main_bg_se_copy_rect_1_tile_vert(round_end_down, SCREEN_DOWN);
if (g_game_vars.timer >= TM_DISMISS_ROUND_END_TM)
{
g_game_vars.timer = TM_ZERO;
game_change_state(GAME_STATE_SHOP);
}
}
static void game_round_end_extend_black_panel_down(int black_panel_bottom)
{
Rect single_line_rect = ROUND_END_MENU_RECT;
single_line_rect.bottom = black_panel_bottom;
single_line_rect.top = single_line_rect.bottom - 1;
main_bg_se_copy_rect_1_tile_vert(single_line_rect, SCREEN_DOWN);
}
void game_round_end_change_background(void)
{
// Disable window 0 so it doesn't make the cashout menu transparent
toggle_windows(false, true);
main_bg_se_clear_rect(ROUND_END_MENU_RECT);
tte_erase_rect_wrapper(HAND_SIZE_RECT);
}
void game_round_end_on_init(void)
{
g_game_vars.timer = 0;
state_machine_register(&round_end_sm);
state_machine_change_state(&round_end_sm, ROUND_END_START);
}
void game_round_end_on_update(void)
{
// Substate logic only
}
void game_round_end_on_exit(void)
{
// Cleanup blind tokens from this round to avoid accumulating
// allocated blind sprites each round
blind_reward = 0;
hand_reward = 0;
interest_reward = 0;
sprite_destroy(&g_game_vars.playing_blind_token);
sprite_destroy(&g_game_vars.round_end_blind_token);
state_machine_remove(&round_end_sm);
// TODO: Reuse sprites for blind selection?
}