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balatro-gba-chinese-jocker-…/source/blind.c
T

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C

#include "blind.h"
#include "big_blind_gfx.h"
#include "boss_blind_gfx.h"
#include "graphic_utils.h"
#include "small_blind_gfx.h"
#include "util.h"
#include <tonc.h>
// Maps the ante number to the base blind requirement for that ante.
// The game starts at ante 1 which is at index 1 for base requirement 300.
// Ante 0 is also there in case it is ever reached.
static const u32 ante_lut[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
// Palettes for the blinds (Transparency, Text Color, Shadow, Highlight, Main Color) Use this:
// http://www.budmelvin.com/dev/15bitconverter.html
static const u16 small_blind_token_palette[PAL_ROW_LEN] =
{0x0000, 0x7FFF, 0x34A1, 0x5DCB, 0x5104, 0x55A0, 0x2D01, 0x34E0};
static const u16 big_blind_token_palette[PAL_ROW_LEN] =
{0x0000, 0x2527, 0x15F5, 0x36FC, 0x1E9C, 0x01B4, 0x0D0A, 0x010E};
// This variable is temporary, each boss blind will have its own unique palette
static const u16 boss_blind_token_palette[PAL_ROW_LEN] =
{0x0000, 0x2CC9, 0x3D0D, 0x5E14, 0x5171, 0x4D0F, 0x2CC8, 0x3089};
// clang-format off
static Blind _blind_type_map[BLIND_TYPE_MAX] = {
#define BLIND_INFO(NAME, name, multi, _reward) \
{ \
.type = BLIND_TYPE_##NAME, \
.gfx_info = \
{ \
.tiles = name##_blind_gfxTiles, \
.palette = name##_blind_token_palette, \
.tid = NAME##_BLIND_TID, \
.pb = NAME##_BLIND_PB, \
}, \
.score_req_multipler = multi, \
.reward = _reward, \
},
BLIND_TYPE_INFO_TABLE
#undef BLIND_INFO
};
// clang-format on
static void s_blind_gfx_init(enum BlindType type);
GBAL_UNUSED
void blind_set_boss_graphics(const unsigned int* tiles, const u16* palette)
{
// TODO: This function is unused and not fully fleshed out.
// We need to support more boss blind graphics in the future.
// The idea here is that we can call this function to set the boss up to
// render new tiles
//
// This will eventually be in it's own map mapping graphic data to
// boss types.
_blind_type_map[BLIND_TYPE_BOSS].gfx_info.tiles = tiles;
_blind_type_map[BLIND_TYPE_BOSS].gfx_info.palette = palette;
s_blind_gfx_init(BLIND_TYPE_BOSS);
}
void blind_init()
{
for (int i = 0; i < BLIND_TYPE_MAX; i++)
{
s_blind_gfx_init(i);
}
return;
}
u32 blind_get_requirement(enum BlindType type, int ante)
{
// Ensure ante is within valid range
if (ante < 0 || ante > MAX_ANTE)
ante = 0;
return fx2int(_blind_type_map[type].score_req_multipler * ante_lut[ante]);
}
int blind_get_reward(enum BlindType type)
{
return _blind_type_map[type].reward;
}
u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
{
return _blind_type_map[type].gfx_info.palette[index];
}
Sprite* blind_token_new(enum BlindType type, int x, int y, int sprite_index)
{
u16 a0 = ATTR0_SQUARE | ATTR0_4BPP;
u16 a1 = ATTR1_SIZE_32x32;
u32 tid = _blind_type_map[type].gfx_info.tid, pb = _blind_type_map[type].gfx_info.pb;
Sprite* sprite = sprite_new(a0, a1, tid, pb, sprite_index);
sprite_position(sprite, x, y);
return sprite;
}
static void s_blind_gfx_init(enum BlindType type)
{
// TODO: Re-add grit copy. You need to decouple the blind graphics first.
// This will allow this function to change the boss graphics info
// GRIT_CPY(&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][_blind_type_map[type].pal_info.tid], tiles);
BlindGfxInfo* p_gfx = &_blind_type_map[type].gfx_info;
memcpy32(
&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][p_gfx->tid],
p_gfx->tiles,
BLIND_SPRITE_COPY_SIZE
);
memcpy16(&pal_obj_bank[p_gfx->pb], p_gfx->palette, PAL_ROW_LEN);
}