8dc96b6bbb
* Moved shop data structures to `shop.c/.h` * Renamed static variables and reset function
746 lines
21 KiB
C
746 lines
21 KiB
C
/**
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* @file shop.c
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*
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* @brief Shop state functions implementation.
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*/
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#include "game/shop.h"
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#include "audio_utils.h"
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#include "background_shop_gfx.h"
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#include "bitset.h"
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#include "button.h"
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#include "game.h"
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#include "game/blind_select.h"
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#include "game/joker_row.h"
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#include "game_variables.h"
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#include "joker.h"
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#include "layout.h"
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#include "list.h"
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#include "random.h"
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#include "save.h"
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#include "soundbank.h"
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#include "state_machine.h"
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#include "timer.h"
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#include "util.h"
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// Timer defs
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#define TM_END_GAME_SHOP_INTRO 12
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#define TM_CREATE_SHOP_ITEMS_WAIT 1
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#define TM_SHIFT_SHOP_ICON_WAIT 7
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// Pixel sized
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#define ITEM_SHOP_Y 71
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// Shop
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#define REROLL_BASE_COST 5 // Base cost for rerolling the shop items
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#define NEXT_ROUND_BTN_SEL_X 0
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// Palette IDs
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#define REROLL_BTN_PAL_IDX 3
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#define NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX 5
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#define SHOP_PANEL_SHADOW_PAL_IDX 6
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#define REROLL_BTN_SELECTED_BORDER_PAL_IDX 7
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#define SHOP_LIGHTS_1_PAL_IDX 8
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#define SHOP_LIGHTS_2_PAL_IDX 14
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#define NEXT_ROUND_BTN_PAL_IDX 16
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#define SHOP_LIGHTS_3_PAL_IDX 17
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#define SHOP_LIGHTS_4_PAL_IDX 22
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#define SHOP_BOTTOM_PANEL_BORDER_PAL_IDX 26
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#define SHOP_LIGHTS_1_CLR 0xFFFF
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#define SHOP_LIGHTS_2_CLR 0x32BE
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#define SHOP_LIGHTS_3_CLR 0x4B5F
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#define SHOP_LIGHTS_4_CLR 0x5F9F
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// clang-format off
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static const Rect SHOP_ICON_FROM_RECT = { 0, 26, 8, 26 };
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static const BG_POINT SHOP_ICON_TO_POS = { 0, 0 };
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static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 };
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static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED };
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// Positions in pixels
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static const BG_POINT SHOP_JOKER_SPRITES_INIT_POS = {120, 160};
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// clang-format on
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static List s_shop_jokers_list = LIST_DEFAULT;
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BITSET_DEFINE(s_avail_jokers_bitset, MAX_DEFINABLE_JOKERS)
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enum GameShopStates
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{
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GAME_SHOP_INTRO,
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GAME_SHOP_ACTIVE,
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GAME_SHOP_EXIT,
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GAME_SHOP_MAX
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};
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static void game_shop_intro(void);
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static void game_shop_process_user_input(void);
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static void game_shop_outro(void);
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static StateInfo shop_state_actions[] = {
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STATE_INFO_UPDATE_FN_ONLY(game_shop_intro),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_process_user_input),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_outro),
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};
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static StateMachine shop_sm = STATE_MACHINE_DEFINE(shop_state_actions, GAME_SHOP_MAX);
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// Shop SelectionGrid
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static int shop_top_row_get_size(void);
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static bool shop_top_row_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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);
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static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static int shop_reroll_row_get_size(void);
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static bool shop_reroll_row_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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);
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static void shop_reroll_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static SelectionGridRow shop_selection_rows[] = {
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{0, jokers_sel_row_get_size, jokers_sel_row_on_selection_changed, jokers_sel_row_on_key_transit, {.wrap = false, .has_h_exit_idx = false, .h_exit_idx = 0}},
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{1, shop_top_row_get_size, shop_top_row_on_selection_changed, shop_top_row_on_key_transit, {.wrap = false, .has_h_exit_idx = false, .h_exit_idx = 0}},
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{2, shop_reroll_row_get_size, shop_reroll_row_on_selection_changed, shop_reroll_row_on_key_transit, {.wrap = false, .has_h_exit_idx = true, .h_exit_idx = 1} },
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};
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static const Selection SHOP_INIT_SEL = {-1, 1};
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static SelectionGrid shop_selection_grid = {
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shop_selection_rows,
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NUM_ELEM_IN_ARR(shop_selection_rows),
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SHOP_INIT_SEL
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};
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// Shop Buttons
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static void next_round_on_pressed(void);
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static void reroll_on_pressed(void);
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static bool reroll_can_be_pressed(void);
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static Button next_round_button =
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{NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX, NEXT_ROUND_BTN_PAL_IDX, next_round_on_pressed, NULL};
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static Button reroll_button = {
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REROLL_BTN_SELECTED_BORDER_PAL_IDX,
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REROLL_BTN_PAL_IDX,
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reroll_on_pressed,
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reroll_can_be_pressed
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};
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// Shop internal variables
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static int timer;
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static int reroll_cost = REROLL_BASE_COST;
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static inline void reset_shop_jokers(void)
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{
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int num_jokers = get_joker_registry_size();
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bitset_clear(&s_avail_jokers_bitset);
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for (int i = 0; i < num_jokers; i++)
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{
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bitset_set_idx(&s_avail_jokers_bitset, i, true);
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}
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}
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void game_shop_reset(void)
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{
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list_clear(&s_shop_jokers_list);
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s_shop_jokers_list = list_init();
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reset_shop_jokers();
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}
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/**
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* @brief Set whether a Joker can appear in the shop.
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*/
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void game_shop_set_joker_avail(int joker_id, bool avail)
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{
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bitset_set_idx(&s_avail_jokers_bitset, joker_id, avail);
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}
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void game_shop_change_background(void)
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{
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toggle_windows(false, true);
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GRIT_CPY(pal_bg_mem, background_shop_gfxPal);
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GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_shop_gfxTiles);
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_shop_gfxMap);
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// Set the outline colors for the shop background. This is used for the alternate shop
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// palettes when opening packs
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pal_bg_mem[SHOP_BOTTOM_PANEL_BORDER_PAL_IDX] = 0x213D;
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pal_bg_mem[SHOP_PANEL_SHADOW_PAL_IDX] = 0x10B4;
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// Reset the shop lights to correct colors
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pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX] = SHOP_LIGHTS_2_CLR;
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pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX] = SHOP_LIGHTS_3_CLR;
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pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX] = SHOP_LIGHTS_4_CLR;
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pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX] = SHOP_LIGHTS_1_CLR;
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// Disable the button highlight colors
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pal_bg_mem[REROLL_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[REROLL_BTN_PAL_IDX];
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pal_bg_mem[NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[NEXT_ROUND_BTN_PAL_IDX];
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}
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void game_shop_on_init(void)
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{
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game_shop_change_background();
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timer = TM_ZERO;
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state_machine_register(&shop_sm);
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state_machine_change_state(&shop_sm, GAME_SHOP_INTRO);
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// The selection grid is initialized outside of bounds and moved
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// to trigger the selection change so the initial selection is visible
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shop_selection_grid.selection = SHOP_INIT_SEL;
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selection_grid_move_selection_horz(&shop_selection_grid, 1);
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}
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/**
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* @brief Computes the number of Jokers we can currently roll in the Shop.
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* The Jokers we own is taken into account and can't be rolled again.
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*/
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static inline int get_num_shop_jokers_avail(void)
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{
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return bitset_num_set_bits(&s_avail_jokers_bitset);
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}
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/**
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* @brief Rolls a random Joker among the available ones
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*/
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static inline int game_shop_get_rand_available_joker_id(void)
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{
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// Roll for what rarity the joker will be
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int joker_rarity = joker_get_random_rarity();
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// Now determine how many jokers are available based on the rarity
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int jokers_avail_size = get_num_shop_jokers_avail();
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if (jokers_avail_size == 0)
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return UNDEFINED;
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int matching_joker_ids[jokers_avail_size];
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int fallback_random_idx = rng_get_u32() % jokers_avail_size;
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int fallback_random_joker_id = UNDEFINED;
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int match_count = 0;
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BitsetItr itr = bitset_itr_create(&s_avail_jokers_bitset);
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int i = 0;
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int joker_id = UNDEFINED;
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while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
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{
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if (i++ == fallback_random_idx)
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fallback_random_joker_id = joker_id;
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const JokerInfo* info = get_joker_registry_entry(joker_id);
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if (info->rarity == joker_rarity)
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{
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matching_joker_ids[match_count++] = joker_id;
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}
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}
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int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
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: fallback_random_joker_id;
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return selected_joker_id;
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}
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/**
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* @brief Returns true if we can't roll any Joker
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*/
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static inline bool no_avail_jokers(void)
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{
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return bitset_is_empty(&s_avail_jokers_bitset);
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}
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GBAL_UNUSED
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static inline bool is_shop_joker_avail(int joker_id)
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{
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return bitset_get_idx(&s_avail_jokers_bitset, joker_id);
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}
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/**
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* @brief Setup for the lists of items we can purchase in the Shop.
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* Only Jokers are available for now, but this is where consumables and
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* booster packs will be rolled when they are implemented.
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*/
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static void game_shop_create_items(void)
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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if (no_avail_jokers())
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return;
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List* shop_jokers_list = &s_shop_jokers_list;
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list_clear(shop_jokers_list);
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*shop_jokers_list = list_init();
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for (int i = 0; i < MAX_SHOP_JOKERS; i++)
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{
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int joker_id = 0;
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#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
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if (is_shop_joker_avail(TEST_JOKER_ID0))
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{
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joker_id = TEST_JOKER_ID0;
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}
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else
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#endif
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#ifdef TEST_JOKER_ID1
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if (is_shop_joker_avail(TEST_JOKER_ID1))
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{
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joker_id = TEST_JOKER_ID1;
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}
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else
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#endif
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{
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joker_id = game_shop_get_rand_available_joker_id();
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}
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// If for some reason only no joker is left, don't make another
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if (joker_id == UNDEFINED)
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break;
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game_shop_set_joker_avail(joker_id, false);
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JokerObject* joker_object = joker_object_new(joker_new(joker_id));
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joker_object->sprite_object->x =
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int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
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joker_object->sprite_object->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
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joker_object->sprite_object->tx = joker_object->sprite_object->x;
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joker_object->sprite_object->ty = int2fx(ITEM_SHOP_Y);
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sprite_object_print_price_under(joker_object->sprite_object, joker_object->joker->value);
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sprite_position(
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joker_object_get_sprite(joker_object),
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fx2int(joker_object->sprite_object->x),
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fx2int(joker_object->sprite_object->y)
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);
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list_push_back(shop_jokers_list, joker_object);
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}
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}
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/**
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* @brief Intro sequence (menu and shop icon coming into frame)
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*/
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static void game_shop_intro()
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
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if (timer == TM_CREATE_SHOP_ITEMS_WAIT)
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{
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game_shop_create_items();
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}
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if (timer >= TM_SHIFT_SHOP_ICON_WAIT) // Shift the shop icon
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{
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int timer_offset = timer - 6;
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// TODO: Extract to generic function?
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for (int y = 0; y < timer_offset; y++)
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{
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Rect from = SHOP_ICON_FROM_RECT;
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from.top += y - timer_offset;
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from.bottom += y - timer_offset;
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BG_POINT to = SHOP_ICON_TO_POS;
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to.y = y;
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main_bg_se_copy_rect(from, to);
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}
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}
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if (timer == TM_END_GAME_SHOP_INTRO)
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{
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state_machine_change_state(&shop_sm, GAME_SHOP_ACTIVE);
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timer = TM_ZERO; // Reset the timer
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// print initial reroll cost only when the panel is in place
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}$%d",
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SHOP_REROLL_RECT.left,
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SHOP_REROLL_RECT.top,
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TTE_WHITE_PB,
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reroll_cost
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);
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}
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}
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/**
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* @brief Computes the number of Jokers up for sale, aka the number of
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* "buttons" there are on the top row of the Shop.
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*/
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static int shop_top_row_get_size(void)
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{
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// + 1 to account for next round button
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return list_get_len(&s_shop_jokers_list) + 1;
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}
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/**
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* @brief Add a newly purchased Joker to the list of owned Jokers.
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*/
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static inline void add_to_held_jokers(JokerObject* joker_object)
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{
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joker_object->sprite_object->ty = int2fx(HELD_JOKERS_POS.y);
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add_joker(joker_object);
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}
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/**
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* @brief Called when pressing A on a Shop Joker to buy it.
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*/
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static inline void game_shop_buy_joker(int shop_joker_idx)
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{
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List* shop_jokers_list = &s_shop_jokers_list;
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JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, shop_joker_idx);
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g_game_vars.money -= joker_object->joker->value;
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display_money();
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sprite_object_erase_text_under(joker_object->sprite_object);
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sprite_object_set_focus(joker_object->sprite_object, false);
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add_to_held_jokers(joker_object);
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list_remove_at_idx(shop_jokers_list, shop_joker_idx); // Remove the joker from the shop
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}
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/**
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* @brief Handle button inputs for the "Next Round" button and shop Jokers.
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*/
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static void shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
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{
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if (!key_hit(SELECT_CARD))
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return;
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if (selection->x == NEXT_ROUND_BTN_SEL_X)
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{
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button_press(&next_round_button);
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}
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else
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{
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int shop_joker_idx = selection->x - 1; // - 1 to account for next round button
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JokerObject* joker_object =
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(JokerObject*)list_get_at_idx(&s_shop_jokers_list, shop_joker_idx);
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if (joker_object == NULL || list_get_len(get_jokers_list()) >= MAX_JOKERS_HELD_SIZE ||
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g_game_vars.money < joker_object->joker->value)
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{
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return;
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}
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game_shop_buy_joker(shop_joker_idx);
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selection_grid_move_selection_horz(selection_grid, -1);
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}
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}
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/**
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* @brief Handle d-pad inputs for the "Next Round" button and shop Jokers' row.
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*/
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static bool shop_top_row_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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)
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{
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List* shop_jokers_list = &s_shop_jokers_list;
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// Guard if we move down while on jokers
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if (new_selection->y > row_idx && prev_selection->x > 0)
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return false;
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// The selection grid system only guarantees that the new selection is within bounds
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// but not the previous one...
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// This allows using INIT_SEL = {-1, 1} and move to set the initial selection in a hacky way...
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if (prev_selection->y == row_idx && prev_selection->x >= 0 &&
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prev_selection->x < shop_top_row_get_size())
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{
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if (prev_selection->x == NEXT_ROUND_BTN_SEL_X)
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{
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button_set_highlight(&next_round_button, false);
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}
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else
|
|
{
|
|
int idx = prev_selection->x - 1; // -1 to account for next round button
|
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
|
|
sprite_object_set_focus(joker_object->sprite_object, false);
|
|
}
|
|
}
|
|
|
|
if (new_selection->y == row_idx)
|
|
{
|
|
if (new_selection->x == NEXT_ROUND_BTN_SEL_X)
|
|
{
|
|
button_set_highlight(&next_round_button, true);
|
|
}
|
|
else
|
|
{
|
|
int idx = new_selection->x - 1; // -1 to account for next round button
|
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(shop_jokers_list, idx);
|
|
sprite_object_set_focus(joker_object->sprite_object, true);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @brief Get size of the row with the "Reroll" button
|
|
*
|
|
* @returns Always 1, because there is only the "Reroll" button on that row.
|
|
*/
|
|
static int shop_reroll_row_get_size()
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
/**
|
|
* @brief Handle d-pad inputs for the "Reroll" button's row.
|
|
*/
|
|
static bool shop_reroll_row_on_selection_changed(
|
|
SelectionGrid* selection_grid,
|
|
int row_idx,
|
|
const Selection* prev_selection,
|
|
const Selection* new_selection
|
|
)
|
|
{
|
|
if (row_idx == prev_selection->y)
|
|
{
|
|
button_set_highlight(&reroll_button, false);
|
|
|
|
if (new_selection->x != NEXT_ROUND_BTN_SEL_X)
|
|
{
|
|
int idx = new_selection->x - 1;
|
|
JokerObject* joker_object = (JokerObject*)list_get_at_idx(&s_shop_jokers_list, idx);
|
|
sprite_object_set_focus(joker_object->sprite_object, true);
|
|
}
|
|
}
|
|
else if (row_idx == new_selection->y)
|
|
{
|
|
button_set_highlight(&reroll_button, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @brief Reroll items up for sale in the Shop.
|
|
* Reroll cost will go up by a rate that increases by 1 each reroll.
|
|
*/
|
|
static inline void game_shop_reroll(int* reroll_cost)
|
|
{
|
|
g_game_vars.money -= *reroll_cost;
|
|
display_money(); // Update the money display
|
|
|
|
List* shop_jokers_list = &s_shop_jokers_list;
|
|
ListItr itr = list_itr_create(shop_jokers_list);
|
|
JokerObject* joker_object;
|
|
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != NULL)
|
|
{
|
|
game_shop_set_joker_avail(joker_object->joker->id, true);
|
|
joker_object_destroy(&joker_object); // Destroy the joker object if it exists
|
|
}
|
|
}
|
|
|
|
list_clear(shop_jokers_list);
|
|
*shop_jokers_list = list_init();
|
|
|
|
game_shop_create_items();
|
|
|
|
itr = list_itr_create(shop_jokers_list);
|
|
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != NULL)
|
|
{
|
|
// Set the y position to the target position
|
|
joker_object->sprite_object->y = joker_object->sprite_object->ty;
|
|
|
|
// Give the joker a little wiggle animation
|
|
joker_object_shake(joker_object, UNDEFINED);
|
|
}
|
|
}
|
|
|
|
(*reroll_cost)++;
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}$%d",
|
|
SHOP_REROLL_RECT.left,
|
|
SHOP_REROLL_RECT.top,
|
|
TTE_WHITE_PB,
|
|
*reroll_cost
|
|
);
|
|
}
|
|
|
|
/**
|
|
* @brief Handle button inputs for the "Reroll" button's row.
|
|
*/
|
|
static void shop_reroll_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
|
|
{
|
|
if (!key_hit(SELECT_CARD))
|
|
{
|
|
return;
|
|
}
|
|
|
|
button_press(&reroll_button);
|
|
}
|
|
|
|
static void next_round_on_pressed(void)
|
|
{
|
|
// Go to next blind selection game state
|
|
state_machine_change_state(&shop_sm, GAME_SHOP_EXIT);
|
|
timer = TM_ZERO;
|
|
reroll_cost = REROLL_BASE_COST;
|
|
|
|
pal_bg_mem[NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[SHOP_PANEL_SHADOW_PAL_IDX];
|
|
}
|
|
|
|
static void reroll_on_pressed(void)
|
|
{
|
|
// TODO: Add money sound effect
|
|
game_shop_reroll(&reroll_cost);
|
|
}
|
|
|
|
static bool reroll_can_be_pressed(void)
|
|
{
|
|
return g_game_vars.money >= reroll_cost;
|
|
}
|
|
|
|
/**
|
|
* @brief Handle user inputs logic in the Shop though a SelectionGrid.
|
|
*/
|
|
static void game_shop_process_user_input()
|
|
{
|
|
selection_grid_process_input(&shop_selection_grid);
|
|
}
|
|
|
|
/**
|
|
* @brief Outro sequence substate update.
|
|
* This makes the menu and shop icon go out of frame.
|
|
*/
|
|
static void game_shop_outro()
|
|
{
|
|
// Shift the shop panel
|
|
main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_DOWN);
|
|
|
|
main_bg_se_copy_rect_1_tile_vert(TOP_LEFT_PANEL_ANIM_RECT, SCREEN_UP);
|
|
|
|
// TODO: make heads or tails of what's going on here and replace
|
|
// magic numbers.
|
|
if (timer == 1)
|
|
{
|
|
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); // Erase the shop prices text
|
|
|
|
ListItr itr = list_itr_create(&s_shop_jokers_list);
|
|
JokerObject* joker_object;
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != NULL)
|
|
{
|
|
joker_object->sprite_object->ty = int2fx(160);
|
|
}
|
|
}
|
|
|
|
reset_top_left_panel_bottom_row();
|
|
}
|
|
else if (timer == 2)
|
|
{
|
|
int y = 5;
|
|
memset16(&se_mat[MAIN_BG_SBB][y - 1][0], 0x0001, 1);
|
|
memset16(&se_mat[MAIN_BG_SBB][y - 1][1], 0x0002, 7);
|
|
memset16(&se_mat[MAIN_BG_SBB][y - 1][8], SE_HFLIP | 0x0001, 1);
|
|
}
|
|
|
|
if (timer >= MENU_POP_OUT_ANIM_FRAMES)
|
|
{
|
|
game_change_state(GAME_STATE_BLIND_SELECT);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Cycling shop lights animation substate update.
|
|
*/
|
|
static inline void game_shop_lights_anim_frame(void)
|
|
{
|
|
// Shift palette around the border of the shop icon
|
|
COLOR shifted_palette[4];
|
|
shifted_palette[0] = pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX];
|
|
shifted_palette[1] = pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX];
|
|
shifted_palette[2] = pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX];
|
|
shifted_palette[3] = pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX];
|
|
|
|
// Circularly shift the palette
|
|
int last = shifted_palette[3];
|
|
|
|
for (int i = 3; i > 0; --i)
|
|
{
|
|
shifted_palette[i] = shifted_palette[i - 1];
|
|
}
|
|
|
|
shifted_palette[0] = last;
|
|
|
|
// Copy the shifted palette to the next 4 slots
|
|
pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX] = shifted_palette[0];
|
|
pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX] = shifted_palette[1];
|
|
pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX] = shifted_palette[2];
|
|
pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX] = shifted_palette[3];
|
|
}
|
|
|
|
void game_shop_on_update(void)
|
|
{
|
|
timer++;
|
|
|
|
List* shop_jokers_list = &s_shop_jokers_list;
|
|
|
|
if (!list_is_empty(shop_jokers_list))
|
|
{
|
|
ListItr itr = list_itr_create(shop_jokers_list);
|
|
JokerObject* joker_object;
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != NULL)
|
|
{
|
|
joker_object_update(joker_object);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (timer % 20 == 0)
|
|
{
|
|
game_shop_lights_anim_frame();
|
|
}
|
|
}
|
|
|
|
void game_shop_on_exit(void)
|
|
{
|
|
List* shop_jokers_list = &s_shop_jokers_list;
|
|
ListItr itr = list_itr_create(shop_jokers_list);
|
|
JokerObject* joker_object;
|
|
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != NULL)
|
|
{
|
|
// Make the joker available back to shop
|
|
game_shop_set_joker_avail(joker_object->joker->id, true);
|
|
}
|
|
joker_object_destroy(&joker_object); // Destroy the joker objects
|
|
}
|
|
|
|
list_clear(shop_jokers_list);
|
|
|
|
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
|
|
|
|
state_machine_remove(&shop_sm);
|
|
|
|
save_game();
|
|
}
|