8dc96b6bbb
* Moved shop data structures to `shop.c/.h` * Renamed static variables and reset function
2604 lines
78 KiB
C
2604 lines
78 KiB
C
#include "game.h"
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#include "affine_background.h"
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#include "affine_background_gfx.h"
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#include "audio_utils.h"
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#include "background_gfx.h"
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#include "background_main_menu_gfx.h"
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#include "button.h"
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#include "card.h"
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#include "game/blind_select.h"
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#include "game/common_ui.h"
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#include "game/game_over.h"
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#include "game/joker_row.h"
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#include "game/main_menu.h"
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#include "game/options_menu.h"
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#include "game/round_end.h"
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#include "game/shop.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "hand.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 "selection_grid.h"
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#include "soundbank.h"
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#include "splash_screen.h"
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#include "sprite.h"
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#include "state_machine.h"
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#include "timer.h"
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#include "tonc_memdef.h"
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#include "util.h"
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#include <maxmod.h>
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#include <stdint.h>
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#include <stdlib.h>
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#define STRAIGHT_AND_FLUSH_SIZE_FOUR_FINGERS 4
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#define STRAIGHT_AND_FLUSH_SIZE_DEFAULT 5
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// Pixel sizes
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#define SCORED_CARD_TEXT_Y 48
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// SE sizes
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#define PITCH_STEP_DISCARD_SFX (-64)
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#define PITCH_STEP_DRAW_SFX 24
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#define PITCH_STEP_UNDISCARD_SFX 2 * PITCH_STEP_DRAW_SFX
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#define STARTING_ROUND 0
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#define STARTING_ANTE 1
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#define STARTING_MONEY 4
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#define STARTING_SCORE 0
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#define CARD_FOCUSED_UNSEL_Y 10
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#define CARD_UNFOCUSED_SEL_Y 15
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#define CARD_FOCUSED_SEL_Y 20
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// TODO: Rename "PID" to "PAL_IDX"
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// Palette IDs
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#define BLIND_BG_SHADOW_PAL_IDX 5
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#define BLIND_BG_SECONDARY_PAL_IDX 18
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#define BLIND_BG_PRIMARY_PAL_IDX 19
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#define REWARD_PANEL_BORDER_PAL_IDX 19
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#define PLAY_HAND_BTN_PAL_IDX 6
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#define PLAY_HAND_BTN_BORDER_PAL_IDX 7
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#define DISCARD_BTN_PAL_IDX 13
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#define DISCARD_BTN_BORDER_PAL_IDX 8
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#define SORT_BTNS_PAL_IDX 9
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#define SORT_BY_RANK_BTN_BORDER_PAL_IDX 22
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#define SORT_BY_SUIT_BTN_BORDER_PAL_IDX 23
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// Naming the stage where cards return from the discard pile to the deck "undiscard"
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/* This needs to stay a power of 2 and small enough
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* for the lerping to be done before the next hand is drawn.
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*/
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#define NUM_SCORE_LERP_STEPS 16
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#define TM_SCORE_LERP_INTERVAL 2
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#define GAME_PLAYING_HAND_SEL_Y 1
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#define GAME_PLAYING_BUTTONS_SEL_Y 2
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#define GAME_PLAYING_NUM_BOTTOM_BTNS 2
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#define EXPIRE_ANIMATION_FRAME_COUNT 3
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// These functions need to be forward declared
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// so they're visible to the state_info array,
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// and the sub-state function tables.
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// This could be done, and maybe should be done,
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// with an X macro, but I'll leave that to the
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// reviewer(s).
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static void game_round_on_init(void);
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static void game_playing_on_update(void);
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static void display_temp_score(u32 value);
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static void check_flaming_score(void);
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static int deck_get_size(void);
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static int deck_get_max_size(void);
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static bool check_and_score_joker_for_event(
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ListItr* starting_joker_itr,
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CardObject* card_object,
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enum JokerEvent joker_event
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);
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static void game_playing_discard_on_pressed(void);
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static void game_playing_execute_discard(void);
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static void game_playing_play_hand_on_pressed(void);
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static void game_playing_execute_play_hand(void);
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static void game_playing_sort_by_rank_on_pressed(void);
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static void game_playing_sort_by_suit_on_pressed(void);
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static int game_playing_button_row_get_size(void);
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static bool game_playing_button_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 game_playing_button_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection);
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static void game_playing_hand_row_on_key_transit(
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SelectionGrid* selection_grid,
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Selection* selection
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);
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static bool game_playing_hand_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 int game_playing_hand_row_get_size(void);
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static int hand_sel_idx_to_card_idx(int selection_index);
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static bool can_discard_hand(void);
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static bool can_play_hand(void);
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// Consts
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// clang-format off
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// Rects left top right bottom
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// The rect for popping menu animations (round end, shop, blinds)
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// - extends beyond the visible screen to the end of the screenblock
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// It includes both the target and source position rects.
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// This is because when popping, the target position is blank so we just animate
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// the whole rect so we don't have to track its position
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static const Rect HAND_BG_RECT_SELECTING = {9, 11, 24, 17 };
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/* Contains the shop icon/current blind etc.
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* The difference between TOP_LEFT_PANEL_ANIM_RECT and TOP_LEFT_PANEL_RECT
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* is due to an overlap between the bottom of the top left panel
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* and the top of the score panel in the tiles connecting them.
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* TOP_LEFT_PANEL_ANIM_RECT should be used for animations,
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* TOP_LEFT_PANEL_RECT for copies etc. but mind the overlap
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*/
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static const BG_POINT TOP_LEFT_BLIND_TITLE_POINT = {0, 21, };
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static const Rect BIG_BLIND_TITLE_SRC_RECT = {0, 26, 8, 26 };
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static const Rect BOSS_BLIND_TITLE_SRC_RECT = {0, 27, 8, 27 };
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// Flaming score animation frames
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#define SCORE_FLAMES_ANIM_FREQ 5 // animation will run at 12FPS
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#define NUM_SCORE_FLAMES_FRAMES 8 // Chips and Mult flame frames are next to one another
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#define SCORE_FLAME_FRAME_WIDTH 3 // so we only need to offset to get the next ones
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static const Rect SCORE_FLAME_RESET = {26, 20, 28, 20};
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static const Rect SCORE_FLAME_FRAMES_START = {26, 21, 28, 21};
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static const BG_POINT SCORE_FLAME_CHIPS_POS = {1, 9};
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static const BG_POINT SCORE_FLAME_MULT_POS = {5, 9};
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// Rects for TTE (in pixels)
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static const Rect HAND_SIZE_RECT_SELECT = {120, 128, 160, 136 };
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static const Rect HAND_SIZE_RECT_PLAYING = {120, 152, 160, 160 };
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// Score displayed in the same place as the hand type
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static const Rect TEMP_SCORE_RECT = {8, 64, 64, 72 };
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static const Rect SCORE_RECT = {24, 48, 64, 56 };
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static const Rect PLAYED_CARDS_SCORES_RECT = {72, 48, 240, 56 };
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static const Rect HELD_CARDS_SCORES_RECT = {72, 108, 240, 116 };
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static const Rect MONEY_TEXT_RECT = {8, 120, 64, 128 };
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static const Rect CHIPS_TEXT_RECT = {8, 80, 32, 88 };
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static const Rect MULT_TEXT_RECT = {40, 80, 64, 88 };
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// Rects with UNDEFINED are only used in tte_printf, they need to be fully defined
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// to be used with tte_erase_rect_wrapper()
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static const Rect HANDS_TEXT_RECT = {16, 104, UNDEFINED, UNDEFINED };
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static const Rect DISCARDS_TEXT_RECT = {48, 104, UNDEFINED, UNDEFINED };
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static const Rect DECK_SIZE_RECT = {200, 152, 240, 160 };
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static const Rect ROUND_TEXT_RECT = {48, 144, UNDEFINED, UNDEFINED };
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static const Rect ANTE_TEXT_RECT = {8, 144, UNDEFINED, UNDEFINED };
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static const BG_POINT CARD_DRAW_POS = {208, 110};
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static const BG_POINT CARD_DISCARD_PNT = {240, 70};
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static const BG_POINT HAND_START_POS = {120, 90};
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static const BG_POINT HAND_PLAY_POS = {120, 70};
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// clang-format on
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// NOTE: This is going to be removed in favor of the background
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// variable and handling in common.c once the related refactor is finished
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static enum BackgroundId background_legacy = BG_NONE;
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static StateInfo state_info[] = {
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#define DEF_STATE_INFO(stateEnum, init_fn, update_fn, exit_fn) \
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{.on_init = init_fn, .on_update = update_fn, .on_exit = exit_fn},
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#include "../include/def_state_info_table.h"
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#undef DEF_STATE_INFO
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};
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static StateMachine game_sm = STATE_MACHINE_DEFINE(state_info, GAME_STATE_MAX);
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// clang-format off
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static SelectionGridRow game_playing_selection_rows[] = {
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{
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0,
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jokers_sel_row_get_size,
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jokers_sel_row_on_selection_changed,
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jokers_sel_row_on_key_transit,
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{.wrap = false}
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},
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{
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1,
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game_playing_hand_row_get_size,
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game_playing_hand_row_on_selection_changed,
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game_playing_hand_row_on_key_transit,
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{.wrap = true}
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},
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{
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2,
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game_playing_button_row_get_size,
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game_playing_button_row_on_selection_changed,
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game_playing_button_row_on_key_hit,
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{.wrap = false}
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}
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};
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// clang-format on
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static const Selection GAME_PLAYING_INIT_SEL = {0, 1};
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static SelectionGrid game_playing_selection_grid = {
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game_playing_selection_rows,
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NUM_ELEM_IN_ARR(game_playing_selection_rows),
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GAME_PLAYING_INIT_SEL
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};
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// Array of buttons by horizontal selection index (x)
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static Button game_playing_buttons[] = {
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{PLAY_HAND_BTN_BORDER_PAL_IDX, PLAY_HAND_BTN_PAL_IDX, game_playing_play_hand_on_pressed, can_play_hand },
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{SORT_BY_RANK_BTN_BORDER_PAL_IDX, SORT_BTNS_PAL_IDX, game_playing_sort_by_rank_on_pressed, NULL },
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{SORT_BY_SUIT_BTN_BORDER_PAL_IDX, SORT_BTNS_PAL_IDX, game_playing_sort_by_suit_on_pressed, NULL },
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{DISCARD_BTN_BORDER_PAL_IDX, DISCARD_BTN_PAL_IDX, game_playing_discard_on_pressed, can_discard_hand},
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};
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// This is a stupid way to do this but I don't care
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static const int HAND_SPACING_LUT[MAX_HAND_SIZE] =
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{28, 28, 28, 28, 27, 21, 18, 15, 13, 12, 10, 9, 9, 8, 8, 7};
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static enum PlayState play_state = PLAY_STARTING;
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// Initialization of the global vars
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// clang-format off
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GameVariables g_game_vars = {
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.timer = 0, .rng_info = {0, 0},
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.round = 0, .ante = 0, .money = 0,
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.hand_size = DEFAULT_HAND_SIZE,
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.current_blind = BLIND_TYPE_SMALL,
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.next_boss_blind = BLIND_TYPE_BIG,
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.blinds_states =
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{
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BLIND_STATE_CURRENT,
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BLIND_STATE_UPCOMING,
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BLIND_STATE_UPCOMING
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},
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.hands = 0,
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.discards = 0,
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.score = 0,
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.playing_blind_token = NULL,
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.round_end_blind_token = NULL,
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.game_speed = DEFAULT_GAME_SPEED,
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.music_volume = DEFAULT_MUSIC_VOLUME,
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.sound_volume = DEFAULT_SOUND_VOLUME,
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};
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// clang-format on
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static u32 temp_score = 0; // This is the score that shows in the same spot as the hand type.
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static bool score_flames_active = false;
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static FIXED lerped_score = 0;
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static FIXED lerped_temp_score = 0;
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static u32 chips = 0;
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static u32 mult = 0;
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static bool retrigger = false;
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static int cards_drawn = 0;
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// Keeping track of cards scored
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static int scored_card_index = 0;
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// discarded cards specific
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static bool sound_played = false;
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static bool discarded_card = false;
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// Keeping track of what Jokers are scored at each step
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static ListItr _joker_scored_itr;
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static ListItr _joker_card_scored_end_itr;
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static ListItr _joker_round_end_itr;
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static List _owned_jokers_list;
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static List _discarded_jokers_list;
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static List _expired_jokers_list;
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// Stacks
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static CardObject* played[MAX_SELECTION_SIZE] = {NULL};
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static int played_top = -1;
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static Card* deck[MAX_DECK_SIZE] = {NULL};
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static int deck_top = -1;
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static Card* discard_pile[MAX_DECK_SIZE] = {NULL};
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static int discard_top = -1;
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// Joker Special Variables
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static int shortcut_joker_count = 0;
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static int four_fingers_joker_count = 0;
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static inline void played_push(CardObject* card_object)
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{
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if (played_top >= MAX_SELECTION_SIZE - 1)
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return;
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played[++played_top] = card_object;
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}
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static inline CardObject* played_pop()
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{
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if (played_top < 0)
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return NULL;
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return played[played_top--];
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}
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static inline void deck_push(Card* card)
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{
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if (deck_top >= MAX_DECK_SIZE - 1)
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return;
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deck[++deck_top] = card;
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}
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static inline Card* deck_pop()
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{
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if (deck_top < 0)
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return NULL;
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return deck[deck_top--];
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}
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static inline void discard_push(Card* card)
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{
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if (discard_top >= MAX_DECK_SIZE - 1)
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return;
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discard_pile[++discard_top] = card;
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}
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static inline Card* discard_pop()
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{
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if (discard_top < 0)
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return NULL;
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return discard_pile[discard_top--];
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}
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void game_init()
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{
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state_machine_remove(&game_sm);
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state_machine_register(&game_sm);
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// Initialize all jokers list once
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_owned_jokers_list = list_init();
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_discarded_jokers_list = list_init();
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_expired_jokers_list = list_init();
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// TODO: Move this to an initialization of the play scoring states
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_joker_scored_itr = list_itr_create(&_owned_jokers_list);
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game_shop_reset();
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g_game_vars.hands = MAX_HANDS;
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g_game_vars.discards = MAX_DISCARDS;
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g_game_vars.timer = TM_ZERO;
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g_game_vars.current_blind = BLIND_TYPE_SMALL;
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g_game_vars.blinds_states[0] = BLIND_STATE_CURRENT;
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g_game_vars.blinds_states[1] = BLIND_STATE_UPCOMING;
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g_game_vars.blinds_states[2] = BLIND_STATE_UPCOMING;
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g_game_vars.ante = STARTING_ANTE;
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g_game_vars.money = STARTING_MONEY;
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g_game_vars.score = STARTING_SCORE;
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g_game_vars.round = 0;
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// Initialize/reset unbeaten Boss/Showdown Blinds so they are all available
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init_unbeaten_blinds_list(false);
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init_unbeaten_blinds_list(true);
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}
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void game_reset()
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{
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while (list_get_len(&_owned_jokers_list) > 0)
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{
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JokerObject* joker_object = list_get_at_idx(&_owned_jokers_list, 0);
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remove_owned_joker(0);
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joker_object_destroy(&joker_object);
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}
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tte_erase_screen();
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// For some reason that I haven't figured out yet,
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// if I don't destroy the blind tokens they won't
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// show up on the next run.
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sprite_destroy(&g_game_vars.playing_blind_token);
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sprite_destroy(&g_game_vars.round_end_blind_token);
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list_clear(&_owned_jokers_list);
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list_clear(&_discarded_jokers_list);
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list_clear(&_expired_jokers_list);
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game_init();
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display_round();
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display_score(g_game_vars.score);
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display_chips();
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display_mult();
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display_hands();
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display_discards();
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display_money();
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// Ante
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%ld#{cx:0x%X000}/%d",
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ANTE_TEXT_RECT.left,
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ANTE_TEXT_RECT.top,
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TTE_YELLOW_PB,
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g_game_vars.ante,
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TTE_WHITE_PB,
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MAX_ANTE
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);
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affine_background_load_palette(affine_background_gfxPal);
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}
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static inline void discarded_jokers_update_loop(void)
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{
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if (list_is_empty(&_discarded_jokers_list))
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{
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return;
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}
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ListItr itr = list_itr_create(&_discarded_jokers_list);
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JokerObject* joker_object;
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while ((joker_object = list_itr_next(&itr)))
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{
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joker_object_update(joker_object);
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if (joker_object->sprite_object->x == joker_object->sprite_object->tx &&
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joker_object->sprite_object->y == joker_object->sprite_object->ty)
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{
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list_itr_remove_current_node(&itr);
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joker_object_destroy(&joker_object);
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}
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}
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}
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|
|
static inline void held_jokers_update_loop(void)
|
|
{
|
|
static const int spacing_lut[MAX_JOKERS_HELD_SIZE][MAX_JOKERS_HELD_SIZE] = {
|
|
{0, 0, 0, 0, 0 },
|
|
{13, -13, 0, 0, 0 },
|
|
{26, 0, -26, 0, 0 },
|
|
{39, 13, -13, -39, 0 },
|
|
{40, 20, 0, -20, -40}
|
|
};
|
|
|
|
FIXED hand_x = int2fx(HELD_JOKERS_POS.x);
|
|
|
|
ListItr itr = list_itr_create(&_owned_jokers_list);
|
|
JokerObject* joker;
|
|
int jokers_top = list_get_len(&_owned_jokers_list) - 1;
|
|
int i = 0;
|
|
while ((joker = list_itr_next(&itr)))
|
|
{
|
|
joker->sprite_object->tx = hand_x - int2fx(spacing_lut[jokers_top][i++]);
|
|
|
|
joker_object_update(joker);
|
|
}
|
|
}
|
|
|
|
static inline void expired_jokers_update_loop(void)
|
|
{
|
|
if (list_is_empty(&_expired_jokers_list))
|
|
{
|
|
return;
|
|
}
|
|
|
|
ListItr itr = list_itr_create(&_expired_jokers_list);
|
|
JokerObject* joker_object;
|
|
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
joker_object_update(joker_object);
|
|
|
|
// let just enough frames pass that we see it rotating and shrinking
|
|
if (g_game_vars.timer % FRAMES(EXPIRE_ANIMATION_FRAME_COUNT) == 0)
|
|
{
|
|
// get joker idx
|
|
int expired_joker_idx = 0;
|
|
ListItr joker_itr = list_itr_create(&_owned_jokers_list);
|
|
JokerObject* expired_joker;
|
|
while ((expired_joker = list_itr_next(&joker_itr)) && expired_joker != joker_object)
|
|
{
|
|
expired_joker_idx++;
|
|
}
|
|
|
|
// Removing expired Jokers here, instead of immediately like ones we
|
|
// sell or discard allow us to have a small shrink animation without
|
|
// the other owned Jokers rearranging themselves to fill the newly
|
|
// freed space, therefore obscuring the animation
|
|
remove_owned_joker(expired_joker_idx);
|
|
list_itr_remove_current_node(&itr);
|
|
joker_object_destroy(&joker_object);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void jokers_update_loop(void)
|
|
{
|
|
held_jokers_update_loop();
|
|
discarded_jokers_update_loop();
|
|
expired_jokers_update_loop();
|
|
}
|
|
|
|
void game_update()
|
|
{
|
|
rng_update();
|
|
|
|
g_game_vars.timer++;
|
|
|
|
jokers_update_loop();
|
|
|
|
state_machine_update();
|
|
}
|
|
|
|
void game_change_state(enum GameState new_game_state)
|
|
{
|
|
g_game_vars.timer = TM_ZERO; // Reset the timer
|
|
|
|
state_machine_change_state(&game_sm, new_game_state);
|
|
}
|
|
|
|
CardObject** get_played_array(void)
|
|
{
|
|
return played;
|
|
}
|
|
|
|
int get_played_top(void)
|
|
{
|
|
return played_top;
|
|
}
|
|
|
|
int get_scored_card_index(void)
|
|
{
|
|
return scored_card_index;
|
|
}
|
|
|
|
bool is_joker_owned(int joker_id)
|
|
{
|
|
ListItr itr = list_itr_create(&_owned_jokers_list);
|
|
JokerObject* joker;
|
|
|
|
while ((joker = list_itr_next(&itr)))
|
|
{
|
|
if (joker->joker->id == joker_id)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
List* get_jokers_list(void)
|
|
{
|
|
return &_owned_jokers_list;
|
|
}
|
|
|
|
List* get_expired_jokers_list(void)
|
|
{
|
|
return &_expired_jokers_list;
|
|
}
|
|
|
|
List* get_discarded_jokers_list(void)
|
|
{
|
|
return &_discarded_jokers_list;
|
|
}
|
|
|
|
bool is_shortcut_joker_active(void)
|
|
{
|
|
return shortcut_joker_count > 0;
|
|
}
|
|
|
|
int get_straight_and_flush_size(void)
|
|
{
|
|
return four_fingers_joker_count > 0 ? STRAIGHT_AND_FLUSH_SIZE_FOUR_FINGERS
|
|
: STRAIGHT_AND_FLUSH_SIZE_DEFAULT;
|
|
}
|
|
|
|
void add_joker(JokerObject* joker_object)
|
|
{
|
|
list_push_back(&_owned_jokers_list, joker_object);
|
|
|
|
// TODO: Extract to on_joker_added() callback
|
|
// In case the player gets multiple Four Fingers Jokers,
|
|
// only change size when the first one is added
|
|
if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
|
|
{
|
|
four_fingers_joker_count++;
|
|
}
|
|
|
|
if (joker_object->joker->id == SHORTCUT_JOKER_ID)
|
|
{
|
|
shortcut_joker_count++;
|
|
}
|
|
}
|
|
|
|
void remove_owned_joker(int owned_joker_idx)
|
|
{
|
|
// TODO: Extract to on_joker_removed() callback
|
|
JokerObject* joker_object = list_get_at_idx(&_owned_jokers_list, owned_joker_idx);
|
|
// In case the player gets multiple Four Fingers Jokers,
|
|
// and only reset the size when all of them have been removed
|
|
if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
|
|
{
|
|
four_fingers_joker_count--;
|
|
}
|
|
|
|
if (joker_object->joker->id == SHORTCUT_JOKER_ID)
|
|
{
|
|
shortcut_joker_count--;
|
|
}
|
|
|
|
game_shop_set_joker_avail(joker_object->joker->id, true);
|
|
list_remove_at_idx(&_owned_jokers_list, owned_joker_idx);
|
|
}
|
|
|
|
int get_deck_top(void)
|
|
{
|
|
return deck_top;
|
|
}
|
|
|
|
int get_num_discards_remaining(void)
|
|
{
|
|
return g_game_vars.discards;
|
|
}
|
|
|
|
int get_num_hands_remaining(void)
|
|
{
|
|
return g_game_vars.hands;
|
|
}
|
|
|
|
u32 get_chips(void)
|
|
{
|
|
return chips;
|
|
}
|
|
|
|
void set_chips(u32 new_chips)
|
|
{
|
|
chips = new_chips;
|
|
}
|
|
|
|
u32 get_mult(void)
|
|
{
|
|
return mult;
|
|
}
|
|
|
|
void set_mult(u32 new_mult)
|
|
{
|
|
mult = new_mult;
|
|
}
|
|
|
|
void set_retrigger(bool new_retrigger)
|
|
{
|
|
retrigger = new_retrigger;
|
|
}
|
|
|
|
void display_money()
|
|
{
|
|
Rect money_text_rect = MONEY_TEXT_RECT;
|
|
tte_erase_rect_wrapper(MONEY_TEXT_RECT);
|
|
|
|
char money_str_buff[INT_MAX_DIGITS + 2]; // + 2 for null terminator and "$" sign
|
|
snprintf(money_str_buff, sizeof(money_str_buff), "$%ld", g_game_vars.money);
|
|
|
|
// Bias left so the number is centered and the "$" sign is on the left
|
|
update_text_rect_to_center_str(&money_text_rect, money_str_buff, SCREEN_LEFT);
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%s",
|
|
money_text_rect.left,
|
|
money_text_rect.top,
|
|
TTE_YELLOW_PB,
|
|
money_str_buff
|
|
);
|
|
}
|
|
|
|
void display_chips(void)
|
|
{
|
|
Rect chips_text_rect = CHIPS_TEXT_RECT;
|
|
|
|
// In case of overflow, the rect overflow left by 1 char
|
|
Rect chips_text_overflow_rect = chips_text_rect;
|
|
chips_text_overflow_rect.left -= TTE_CHAR_SIZE;
|
|
tte_erase_rect_wrapper(chips_text_overflow_rect);
|
|
|
|
char chips_str_buff[UINT_MAX_DIGITS + 1];
|
|
truncate_uint_to_suffixed_str(
|
|
chips,
|
|
rect_width(&chips_text_rect) / TTE_CHAR_SIZE,
|
|
chips_str_buff
|
|
);
|
|
|
|
update_text_rect_to_right_align_str(&chips_text_rect, chips_str_buff, OVERFLOW_LEFT);
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000;}%s",
|
|
chips_text_rect.left,
|
|
chips_text_rect.top,
|
|
TTE_WHITE_PB,
|
|
chips_str_buff
|
|
);
|
|
check_flaming_score();
|
|
}
|
|
|
|
void display_mult(void)
|
|
{
|
|
Rect mult_text_overflow_rect = MULT_TEXT_RECT;
|
|
// In case of overflow the rect will overflow right by 1 char
|
|
mult_text_overflow_rect.right += TTE_CHAR_SIZE;
|
|
tte_erase_rect_wrapper(mult_text_overflow_rect);
|
|
|
|
char mult_str_buff[UINT_MAX_DIGITS + 1];
|
|
truncate_uint_to_suffixed_str(mult, rect_width(&MULT_TEXT_RECT) / TTE_CHAR_SIZE, mult_str_buff);
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000;}%s",
|
|
MULT_TEXT_RECT.left,
|
|
MULT_TEXT_RECT.top,
|
|
TTE_WHITE_PB,
|
|
mult_str_buff
|
|
);
|
|
|
|
check_flaming_score();
|
|
}
|
|
|
|
static inline void display_ante(int value)
|
|
{
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0xC000}%d#{cx:0xF000}/%d",
|
|
ANTE_TEXT_RECT.left,
|
|
ANTE_TEXT_RECT.top,
|
|
value,
|
|
MAX_ANTE
|
|
);
|
|
}
|
|
|
|
// Returns true if the card is *considered* a face card
|
|
bool card_is_face(Card* card)
|
|
{
|
|
// Card is a face card, or Pareidolia is present
|
|
return (
|
|
card->rank == JACK || card->rank == QUEEN || card->rank == KING ||
|
|
is_joker_owned(PAREIDOLIA_JOKER_ID)
|
|
);
|
|
}
|
|
|
|
/* Copies the appropriate item into the top left panel (blind/shop icon)
|
|
* from where it was put outside the screenview
|
|
*/
|
|
static void bg_copy_current_item_to_top_left_panel(void)
|
|
{
|
|
main_bg_se_copy_rect(TOP_LEFT_ITEM_SRC_RECT, TOP_LEFT_PANEL_POINT);
|
|
}
|
|
|
|
void change_background_legacy(enum BackgroundId id)
|
|
{
|
|
if (background_legacy == id)
|
|
{
|
|
return;
|
|
}
|
|
else if (id == BG_CARD_SELECTING)
|
|
{
|
|
tte_erase_rect_wrapper(HAND_SIZE_RECT_PLAYING);
|
|
REG_WIN0V = (REG_WIN0V << 8) | 0x80; // Set window 0 top to 128
|
|
|
|
if (background_legacy == BG_CARD_PLAYING)
|
|
{
|
|
int offset = 11;
|
|
memcpy16(
|
|
&se_mem[MAIN_BG_SBB][SE_ROW_LEN * offset],
|
|
&background_gfxMap[SE_ROW_LEN * offset],
|
|
SE_ROW_LEN * 8
|
|
);
|
|
}
|
|
else
|
|
{
|
|
toggle_windows(true, true); // Enable window 0 for the hand shadow
|
|
|
|
// Load the tiles and palette
|
|
// Background
|
|
GRIT_CPY(pal_bg_mem, background_gfxPal);
|
|
GRIT_CPY(&tile8_mem[MAIN_BG_CBB], background_gfxTiles);
|
|
GRIT_CPY(&se_mem[MAIN_BG_SBB], background_gfxMap);
|
|
|
|
if (g_game_vars.current_blind ==
|
|
BLIND_TYPE_BIG) // Change text and palette depending on blind type
|
|
{
|
|
main_bg_se_copy_rect(BIG_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
|
|
}
|
|
else if (g_game_vars.current_blind >= BLIND_TYPE_BOSS)
|
|
{
|
|
main_bg_se_copy_rect(BOSS_BLIND_TITLE_SRC_RECT, TOP_LEFT_BLIND_TITLE_POINT);
|
|
}
|
|
|
|
bg_copy_current_item_to_top_left_panel();
|
|
|
|
// This would change the palette of the background to match the blind, but the backgroun
|
|
// doesn't use the blind token's exact colors so a different approach is required
|
|
memset16(
|
|
&pal_bg_mem[BLIND_BG_PRIMARY_PAL_IDX],
|
|
blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX),
|
|
1
|
|
);
|
|
memset16(
|
|
&pal_bg_mem[BLIND_BG_SECONDARY_PAL_IDX],
|
|
blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX),
|
|
1
|
|
);
|
|
memset16(
|
|
&pal_bg_mem[BLIND_BG_SHADOW_PAL_IDX],
|
|
blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX),
|
|
1
|
|
);
|
|
|
|
for (int i = 0; i < NUM_ELEM_IN_ARR(game_playing_buttons); i++)
|
|
{
|
|
button_set_highlight(&game_playing_buttons[i], false);
|
|
}
|
|
}
|
|
}
|
|
else if (id == BG_CARD_PLAYING)
|
|
{
|
|
if (background_legacy != BG_CARD_SELECTING)
|
|
{
|
|
change_background(BG_CARD_SELECTING, false);
|
|
background_legacy = BG_CARD_PLAYING;
|
|
}
|
|
|
|
REG_WIN0V = (REG_WIN0V << 8) | 0xA0; // Set window 0 bottom to 160
|
|
toggle_windows(true, true);
|
|
|
|
for (int i = 0; i <= 2; i++)
|
|
{
|
|
main_bg_se_move_rect_1_tile_vert(HAND_BG_RECT_SELECTING, SCREEN_DOWN);
|
|
}
|
|
|
|
tte_erase_rect_wrapper(HAND_SIZE_RECT_SELECT);
|
|
}
|
|
else if (id == BG_MAIN_MENU || id == BG_BLIND_SELECT || id == BG_SHOP || id == BG_ROUND_END)
|
|
{
|
|
// do nothing, just don't return early!
|
|
}
|
|
else
|
|
{
|
|
return; // Invalid background ID
|
|
}
|
|
|
|
background_legacy = id;
|
|
}
|
|
|
|
void reset_background(void)
|
|
{
|
|
background_legacy = BG_NONE;
|
|
}
|
|
|
|
static void display_temp_score(u32 value)
|
|
{
|
|
char temp_score_str_buff[UINT_MAX_DIGITS + 1];
|
|
Rect temp_score_rect = TEMP_SCORE_RECT;
|
|
truncate_uint_to_suffixed_str(
|
|
value,
|
|
rect_width(&temp_score_rect) / TTE_CHAR_SIZE,
|
|
temp_score_str_buff
|
|
);
|
|
update_text_rect_to_center_str(&temp_score_rect, temp_score_str_buff, SCREEN_RIGHT);
|
|
|
|
tte_erase_rect_wrapper(TEMP_SCORE_RECT);
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%s",
|
|
temp_score_rect.left,
|
|
temp_score_rect.top,
|
|
TTE_WHITE_PB,
|
|
temp_score_str_buff
|
|
);
|
|
}
|
|
|
|
void display_score(u32 value)
|
|
{
|
|
Rect score_rect = SCORE_RECT;
|
|
// Clear the existing text before redrawing
|
|
tte_erase_rect_wrapper(SCORE_RECT);
|
|
|
|
char score_str_buff[UINT_MAX_DIGITS + 1];
|
|
|
|
truncate_uint_to_suffixed_str(value, rect_width(&score_rect) / TTE_CHAR_SIZE, score_str_buff);
|
|
update_text_rect_to_center_str(&score_rect, score_str_buff, SCREEN_RIGHT);
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%s",
|
|
score_rect.left,
|
|
score_rect.top,
|
|
TTE_WHITE_PB,
|
|
score_str_buff
|
|
);
|
|
}
|
|
|
|
// Show/Hide flaming score effect if we will score
|
|
// more than the required amount or not
|
|
static void check_flaming_score(void)
|
|
{
|
|
u32 curr_score = u32_protected_mult(chips, mult);
|
|
u32 required_score = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
|
|
if (curr_score >= required_score && !score_flames_active)
|
|
{
|
|
// start flaming score
|
|
score_flames_active = true;
|
|
return;
|
|
}
|
|
if (curr_score < required_score && score_flames_active)
|
|
{
|
|
// stop flaming score and clear rect
|
|
score_flames_active = false;
|
|
|
|
Rect reset_rect = SCORE_FLAME_RESET;
|
|
main_bg_se_copy_rect(reset_rect, SCORE_FLAME_CHIPS_POS);
|
|
reset_rect.left += SCORE_FLAME_FRAME_WIDTH;
|
|
reset_rect.right += SCORE_FLAME_FRAME_WIDTH;
|
|
main_bg_se_copy_rect(reset_rect, SCORE_FLAME_MULT_POS);
|
|
}
|
|
}
|
|
|
|
void display_round(void)
|
|
{
|
|
// tte_erase_rect_wrapper(ROUND_TEXT_RECT);
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%ld",
|
|
ROUND_TEXT_RECT.left,
|
|
ROUND_TEXT_RECT.top,
|
|
TTE_YELLOW_PB,
|
|
g_game_vars.round
|
|
);
|
|
}
|
|
|
|
void display_hands(void)
|
|
{
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0xD000}%ld",
|
|
HANDS_TEXT_RECT.left,
|
|
HANDS_TEXT_RECT.top,
|
|
g_game_vars.hands
|
|
);
|
|
}
|
|
|
|
void display_discards(void)
|
|
{
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0xE000}%ld",
|
|
DISCARDS_TEXT_RECT.left,
|
|
DISCARDS_TEXT_RECT.top,
|
|
g_game_vars.discards
|
|
);
|
|
}
|
|
|
|
static int deck_get_size(void)
|
|
{
|
|
return deck_top + 1;
|
|
}
|
|
|
|
static int deck_get_max_size(void)
|
|
{
|
|
// This is the max amount of cards that the player currently has in their possession
|
|
return get_hand_top() + played_top + deck_top + discard_top + 4;
|
|
}
|
|
|
|
static inline void deck_shuffle(void)
|
|
{
|
|
for (int i = deck_top; i > 0; i--)
|
|
{
|
|
int j = rng_get_u32() % (i + 1);
|
|
Card* temp = deck[i];
|
|
deck[i] = deck[j];
|
|
deck[j] = temp;
|
|
}
|
|
}
|
|
|
|
static void game_round_on_init(void)
|
|
{
|
|
set_hand_state(HAND_DRAW);
|
|
hand_set_nb_selected_cards(0);
|
|
cards_drawn = 0;
|
|
|
|
sprite_destroy(&g_game_vars.playing_blind_token);
|
|
g_game_vars.playing_blind_token = blind_token_new(
|
|
g_game_vars.current_blind,
|
|
CUR_BLIND_TOKEN_POS.x,
|
|
CUR_BLIND_TOKEN_POS.y,
|
|
PLAYING_BLIND_TOKEN_LAYER
|
|
); // Create the blind token sprite at the top left corner
|
|
// TODO: Hide blind token and display it after sliding blind rect animation
|
|
// if (g_game_vars.playing_blind_token != NULL)
|
|
//{
|
|
// obj_hide(g_game_vars.playing_blind_token->obj); // Hide the blind token sprite for now
|
|
//}
|
|
sprite_destroy(&g_game_vars.round_end_blind_token);
|
|
g_game_vars.round_end_blind_token = blind_token_new(
|
|
g_game_vars.current_blind,
|
|
81,
|
|
86,
|
|
ROUND_END_BLIND_TOKEN_LAYER
|
|
); // Create the blind token sprite for round end
|
|
|
|
if (g_game_vars.round_end_blind_token != NULL)
|
|
{
|
|
obj_hide(g_game_vars.round_end_blind_token->obj); // Hide the blind token sprite for now
|
|
}
|
|
|
|
Rect blind_req_text_rect = BLIND_REQ_TEXT_RECT;
|
|
u32 blind_requirement = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
|
|
|
|
char blind_req_str_buff[UINT_MAX_DIGITS + 1];
|
|
|
|
truncate_uint_to_suffixed_str(
|
|
blind_requirement,
|
|
rect_width(&BLIND_REQ_TEXT_RECT) / TTE_CHAR_SIZE,
|
|
blind_req_str_buff
|
|
);
|
|
|
|
// Update text rect for right alignment AFTER shortening the number
|
|
update_text_rect_to_right_align_str(&blind_req_text_rect, blind_req_str_buff, OVERFLOW_RIGHT);
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%s",
|
|
blind_req_text_rect.left,
|
|
blind_req_text_rect.top,
|
|
TTE_RED_PB,
|
|
blind_req_str_buff
|
|
);
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}$%d",
|
|
BLIND_REWARD_RECT.left,
|
|
BLIND_REWARD_RECT.top,
|
|
TTE_YELLOW_PB,
|
|
blind_get_reward(g_game_vars.current_blind)
|
|
); // Blind reward
|
|
|
|
deck_shuffle(); // Shuffle the deck at the start of the round
|
|
|
|
/* Note that since cards_in_hand_update_loop() handles card highlight there's no need
|
|
* to call a selection changed callback to highlight the initial card, this wouldn't work
|
|
* otherwise or for the buttons.
|
|
*/
|
|
game_playing_selection_grid.selection = GAME_PLAYING_INIT_SEL;
|
|
}
|
|
|
|
// Playing state functions
|
|
static bool can_discard_hand(void)
|
|
{
|
|
return (
|
|
g_game_vars.discards > 0 && get_hand_state() == HAND_SELECT &&
|
|
hand_get_nb_selected_cards() > 0
|
|
);
|
|
}
|
|
|
|
static void game_playing_discard_on_pressed(void)
|
|
{
|
|
if (!can_discard_hand())
|
|
return;
|
|
|
|
game_playing_execute_discard();
|
|
|
|
// Move back to hand selection
|
|
selection_grid_move_selection_vert(&game_playing_selection_grid, -1);
|
|
}
|
|
|
|
static void game_playing_execute_discard(void)
|
|
{
|
|
if (!can_discard_hand())
|
|
return;
|
|
|
|
set_hand_state(HAND_DISCARD);
|
|
--g_game_vars.discards;
|
|
display_discards();
|
|
compute_hand_value_info();
|
|
}
|
|
|
|
static void game_playing_sort_by_rank_on_pressed(void)
|
|
{
|
|
hand_change_sort(false);
|
|
}
|
|
|
|
static void game_playing_sort_by_suit_on_pressed(void)
|
|
{
|
|
hand_change_sort(true);
|
|
}
|
|
|
|
static void game_playing_play_hand_on_pressed(void)
|
|
{
|
|
if (!can_play_hand())
|
|
return;
|
|
|
|
game_playing_execute_play_hand();
|
|
|
|
// Move back to hand selection
|
|
selection_grid_move_selection_vert(&game_playing_selection_grid, -1);
|
|
}
|
|
|
|
static void game_playing_execute_play_hand(void)
|
|
{
|
|
if (!can_play_hand())
|
|
return;
|
|
|
|
set_hand_state(HAND_PLAY);
|
|
--g_game_vars.hands;
|
|
display_hands();
|
|
}
|
|
|
|
static int game_playing_hand_row_get_size(void)
|
|
{
|
|
return hand_nb_held_cards();
|
|
}
|
|
|
|
// card moving logic
|
|
|
|
// true if and only if we are currently moving a card around
|
|
static bool moving_card = false;
|
|
|
|
// This will prevent us from moving cards around if we selected one
|
|
// by moving too fast after pressing the A button
|
|
static bool card_moved_too_fast = false;
|
|
static bool card_selected_instead_of_moved = false;
|
|
|
|
// After pressing A, if we press Left/Right too fast, we should select the card
|
|
// and change focus to the next one, instead of swapping them
|
|
// This should fix inputs sometimes not registering when quickly selecting cards
|
|
static const int card_swap_time_threshold = 6;
|
|
static int selection_hit_timer = UNDEFINED;
|
|
|
|
static bool game_playing_hand_row_on_selection_changed(
|
|
SelectionGrid* selection_grid,
|
|
int row_idx,
|
|
const Selection* prev_selection,
|
|
const Selection* new_selection
|
|
)
|
|
{
|
|
int prev_card_idx = UNDEFINED;
|
|
int next_card_idx = UNDEFINED;
|
|
|
|
// Do not use FRAMES(x) here as we are counting real frames ignoring game speed
|
|
card_moved_too_fast = (selection_hit_timer != UNDEFINED) &&
|
|
(g_game_vars.timer - selection_hit_timer) < card_swap_time_threshold;
|
|
|
|
if (prev_selection->y == GAME_PLAYING_HAND_SEL_Y)
|
|
{
|
|
prev_card_idx = hand_sel_idx_to_card_idx(prev_selection->x);
|
|
}
|
|
|
|
if (new_selection->y == GAME_PLAYING_HAND_SEL_Y)
|
|
{
|
|
next_card_idx = hand_sel_idx_to_card_idx(new_selection->x);
|
|
}
|
|
|
|
bool on_the_same_row = new_selection->y == prev_selection->y; // == GAME_PLAYING_HAND_SEL_Y
|
|
|
|
if (on_the_same_row && key_is_down(SELECT_CARD) && !card_moved_too_fast &&
|
|
!card_selected_instead_of_moved)
|
|
{
|
|
bool moved_by_one_tile = abs(new_selection->x - prev_selection->x) == 1;
|
|
|
|
// Avoid swapping when selection wraps
|
|
if (!moved_by_one_tile)
|
|
{
|
|
// Abort the selection if swapping so it doesn't wrap
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
swap_cards_in_hand(prev_card_idx, next_card_idx);
|
|
moving_card = true;
|
|
reorder_card_sprites_layers();
|
|
|
|
/* Not calling sprite_object_set_focus() because focus is handled by
|
|
* cards_in_hand_update_loop() based on the selection grid value...
|
|
*/
|
|
play_sfx(
|
|
SFX_CARD_FOCUS,
|
|
MM_BASE_PITCH_RATE + rng_get_u32() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// select current card if we tried moving it too fast
|
|
if (key_released(SELECT_CARD) || (card_moved_too_fast && !moving_card))
|
|
{
|
|
hand_select_card(prev_card_idx);
|
|
card_selected_instead_of_moved = true;
|
|
}
|
|
if (next_card_idx != UNDEFINED)
|
|
{
|
|
/* Not calling sprite_object_set_focus() because focus is handled by
|
|
* cards_in_hand_update_loop() based on the selection grid value...
|
|
*/
|
|
play_sfx(
|
|
SFX_CARD_FOCUS,
|
|
MM_BASE_PITCH_RATE + rng_get_u32() % CARD_FOCUS_SFX_PITCH_OFFSET_RANGE,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void game_playing_hand_row_on_key_transit(
|
|
SelectionGrid* selection_grid,
|
|
Selection* selection
|
|
)
|
|
{
|
|
if (key_hit(SELECT_CARD))
|
|
{
|
|
selection_hit_timer = g_game_vars.timer;
|
|
}
|
|
else if (key_released(SELECT_CARD))
|
|
{
|
|
if (!moving_card && !card_selected_instead_of_moved)
|
|
{
|
|
hand_select_card(hand_sel_idx_to_card_idx(selection->x));
|
|
}
|
|
moving_card = false;
|
|
card_moved_too_fast = false;
|
|
card_selected_instead_of_moved = false;
|
|
selection_hit_timer = UNDEFINED;
|
|
}
|
|
else if (key_hit(DESELECT_CARDS))
|
|
{
|
|
hand_deselect_all_cards();
|
|
compute_hand_value_info();
|
|
}
|
|
else if (key_hit(PLAY_HAND_KEY))
|
|
{
|
|
game_playing_execute_play_hand();
|
|
}
|
|
else if (key_hit(DISCARD_HAND_KEY))
|
|
{
|
|
game_playing_execute_discard();
|
|
}
|
|
}
|
|
|
|
static int game_playing_button_row_get_size(void)
|
|
{
|
|
return NUM_ELEM_IN_ARR(game_playing_buttons);
|
|
}
|
|
|
|
static inline void game_playing_button_set_highlight(int btn_idx, bool highlight)
|
|
{
|
|
button_set_highlight(&game_playing_buttons[btn_idx], highlight);
|
|
}
|
|
|
|
static bool game_playing_button_row_on_selection_changed(
|
|
SelectionGrid* selection_grid,
|
|
int row_idx,
|
|
const Selection* prev_selection,
|
|
const Selection* new_selection
|
|
)
|
|
{
|
|
// The selection grid system only guarantees that the new selection is within bounds
|
|
// but not the previous one...
|
|
// As of writing (PR #348), this check is not strictly needed for this row but it is
|
|
// left in, in case that ever changes. It can be reconsidered and removed.
|
|
if (prev_selection->y == row_idx && prev_selection->x >= 0 &&
|
|
prev_selection->x < game_playing_button_row_get_size())
|
|
{
|
|
game_playing_button_set_highlight(prev_selection->x, false);
|
|
}
|
|
|
|
if (new_selection->y == row_idx)
|
|
{
|
|
game_playing_button_set_highlight(new_selection->x, true);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static void game_playing_button_row_on_key_hit(SelectionGrid* selection_grid, Selection* selection)
|
|
{
|
|
if (key_hit(SELECT_CARD))
|
|
{
|
|
button_press(&game_playing_buttons[selection->x]);
|
|
}
|
|
}
|
|
|
|
static bool can_play_hand(void)
|
|
{
|
|
if (get_hand_state() != HAND_SELECT || hand_get_nb_selected_cards() == 0)
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @brief Converts a selection index from the selection grid into a card index within the hand array
|
|
* @param selection_index The selection index from the selection grid.
|
|
* @return The index within the hand stack array.
|
|
* Note that the result is not valid if hand size is 0.
|
|
*/
|
|
static inline int hand_sel_idx_to_card_idx(int selection_index)
|
|
{
|
|
// This is because the hand is drawn from right to left.
|
|
// There is no particular reason for why that was done, it's just how it was done.
|
|
// Maybe one day it can be reverted and made consistent so this conversion is not needed.
|
|
return hand_nb_held_cards() - selection_index - 1;
|
|
}
|
|
|
|
static inline void game_playing_process_hand_select_input(void)
|
|
{
|
|
selection_grid_process_input(&game_playing_selection_grid);
|
|
}
|
|
|
|
static inline void card_draw(void)
|
|
{
|
|
if (deck_top < 0 || get_hand_top() >= g_game_vars.hand_size - 1 ||
|
|
get_hand_top() >= MAX_HAND_SIZE - 1)
|
|
return;
|
|
|
|
CardObject* card_object = card_object_new(deck_pop());
|
|
|
|
const FIXED deck_x = int2fx(CARD_DRAW_POS.x);
|
|
const FIXED deck_y = int2fx(CARD_DRAW_POS.y);
|
|
|
|
card_object->sprite_object->x = deck_x;
|
|
card_object->sprite_object->y = deck_y;
|
|
sprite_position(card_object->sprite_object->sprite, fx2int(deck_x), fx2int(deck_y));
|
|
|
|
set_hand_top(get_hand_top() + 1);
|
|
get_hand_array()[get_hand_top()] = card_object;
|
|
|
|
// Sort the hand after drawing a card
|
|
sort_cards();
|
|
|
|
play_sfx(
|
|
SFX_CARD_DRAW,
|
|
MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DRAW_SFX,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
}
|
|
|
|
static inline void game_playing_handle_round_over(void)
|
|
{
|
|
enum GameState next_state = GAME_STATE_ROUND_END;
|
|
|
|
if (g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante))
|
|
{
|
|
if (g_game_vars.current_blind > BLIND_TYPE_BIG)
|
|
{
|
|
if (g_game_vars.ante < MAX_ANTE)
|
|
{
|
|
display_ante(++g_game_vars.ante);
|
|
|
|
// mark current boss blind as beaten and allow for reroll
|
|
set_blind_beaten(g_game_vars.next_boss_blind);
|
|
}
|
|
else
|
|
{
|
|
next_state = GAME_STATE_WIN;
|
|
}
|
|
}
|
|
}
|
|
else if (g_game_vars.hands == 0)
|
|
{
|
|
next_state = GAME_STATE_LOSE;
|
|
}
|
|
|
|
game_change_state(next_state);
|
|
}
|
|
|
|
static inline void card_in_hand_loop_handle_discard_and_shuffling(
|
|
int card_idx,
|
|
FIXED* hand_x,
|
|
FIXED* hand_y,
|
|
bool* break_loop
|
|
)
|
|
{
|
|
if (get_hand_state() != HAND_DISCARD && get_hand_state() != HAND_SHUFFLING)
|
|
{
|
|
// Assumes hand_state is one of these
|
|
return;
|
|
}
|
|
|
|
CardObject** hand = get_hand_array();
|
|
|
|
*break_loop = false;
|
|
if (card_object_is_selected(hand[card_idx]) || get_hand_state() == HAND_SHUFFLING)
|
|
{
|
|
if (!discarded_card)
|
|
{
|
|
*hand_x = int2fx(CARD_DISCARD_PNT.x);
|
|
*hand_y = int2fx(CARD_DISCARD_PNT.y);
|
|
|
|
if (!sound_played)
|
|
{
|
|
play_sfx(
|
|
SFX_CARD_DRAW,
|
|
MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
sound_played = true;
|
|
}
|
|
|
|
if (hand[card_idx]->sprite_object->x >= *hand_x)
|
|
{
|
|
discard_push(hand[card_idx]->card);
|
|
card_object_destroy(&hand[card_idx]);
|
|
reorder_card_sprites_layers();
|
|
|
|
set_hand_top(get_hand_top() - 1);
|
|
// This technically isn't drawing cards, I'm just reusing the variable
|
|
cards_drawn++;
|
|
sound_played = false;
|
|
g_game_vars.timer = TM_ZERO;
|
|
|
|
*hand_y = hand[card_idx]->sprite_object->y;
|
|
*hand_x = hand[card_idx]->sprite_object->x;
|
|
}
|
|
|
|
discarded_card = true;
|
|
}
|
|
else
|
|
{
|
|
if (get_hand_state() == HAND_DISCARD)
|
|
{
|
|
// Don't raise the card if we're mass discarding, it looks stupid.
|
|
*hand_y -= int2fx(15);
|
|
}
|
|
else // hand_state == HAND_SHUFFLING
|
|
{
|
|
*hand_y += int2fx(24);
|
|
}
|
|
*hand_x = *hand_x + (int2fx(card_idx) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*hand_x = *hand_x + (int2fx(card_idx) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()];
|
|
}
|
|
|
|
if (card_idx == 0 && discarded_card == false && g_game_vars.timer % FRAMES(10) == 0)
|
|
{
|
|
// This is never reached in the case of HAND_SHUFFLING. Not sure why but that's how it's
|
|
// supposed to be.
|
|
set_hand_state(HAND_DRAW);
|
|
sound_played = false;
|
|
cards_drawn = 0;
|
|
hand_set_nb_selected_cards(0);
|
|
g_game_vars.timer = TM_ZERO;
|
|
*break_loop = true;
|
|
return;
|
|
};
|
|
}
|
|
|
|
static inline void select_flush_and_straight_cards_in_played_hand(void)
|
|
{
|
|
// Special handling because Four Fingers might be active
|
|
bool final_selection[MAX_SELECTION_SIZE] = {false};
|
|
|
|
// Will be 4 if Four Fingers is in effect, otherwise 5
|
|
int min_len = get_straight_and_flush_size();
|
|
|
|
// if we have a flush in our hand
|
|
if (get_hand_type() == FLUSH || get_hand_type() == STRAIGHT_FLUSH ||
|
|
get_hand_type() == ROYAL_FLUSH)
|
|
{
|
|
bool flush_selection[MAX_HAND_SIZE] = {false};
|
|
find_flush_in_played_cards(played, played_top, min_len, flush_selection);
|
|
// Add the results into the final selection
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
final_selection[i] = flush_selection[i];
|
|
}
|
|
}
|
|
|
|
// If we have a straight in our hand
|
|
if (get_hand_type() == STRAIGHT || get_hand_type() == STRAIGHT_FLUSH ||
|
|
get_hand_type() == ROYAL_FLUSH)
|
|
{
|
|
bool straight_selection[MAX_HAND_SIZE] = {false};
|
|
find_straight_in_played_cards(
|
|
played,
|
|
played_top,
|
|
is_shortcut_joker_active(),
|
|
min_len,
|
|
straight_selection
|
|
);
|
|
// Add the results into the final selection
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
final_selection[i] = final_selection[i] || straight_selection[i];
|
|
}
|
|
// If Four Fingers is active, pairs can happen in a valid straight
|
|
// If Four Fingers is not active, pairs are impossible so this will not affect things
|
|
select_paired_cards_in_hand(played, played_top, final_selection);
|
|
}
|
|
|
|
// Finally, set mark the cards as selected based final_selection
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
if (final_selection[i])
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void select_all_five_cards_in_played_hand(void)
|
|
{
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
}
|
|
}
|
|
|
|
static inline void select_four_of_a_kind_cards_in_played_hand(void)
|
|
{
|
|
// find four cards with the same rank
|
|
// If there are 5 cards selected we just need to find the one card that doesn't match, and
|
|
// select the others
|
|
if (played_top >= 3)
|
|
{
|
|
int unmatched_index = -1;
|
|
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
if (played[i]->card->rank != played[(i + 1) % played_top]->card->rank &&
|
|
played[i]->card->rank != played[(i + 2) % played_top]->card->rank)
|
|
{
|
|
unmatched_index = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
if (i != unmatched_index)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
}
|
|
}
|
|
}
|
|
else // If there are only 4 cards selected we know they match
|
|
{
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void select_three_of_a_kind_cards_in_played_hand(void)
|
|
{
|
|
// find three cards with the same rank
|
|
for (int i = 0; i <= played_top - 1; i++)
|
|
{
|
|
for (int j = i + 1; j <= played_top; j++)
|
|
{
|
|
if (played[i]->card->rank == played[j]->card->rank)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
card_object_set_selected(played[j], true);
|
|
|
|
for (int k = j + 1; k <= played_top; k++)
|
|
{
|
|
if (played[i]->card->rank == played[k]->card->rank &&
|
|
!card_object_is_selected(played[k]))
|
|
{
|
|
card_object_set_selected(played[k], true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (card_object_is_selected(played[i]))
|
|
break;
|
|
}
|
|
}
|
|
|
|
static inline void select_two_pair_cards_in_played_hand(void)
|
|
{
|
|
// find two pairs of cards with the same rank
|
|
int i;
|
|
|
|
for (i = 0; i <= played_top - 1; i++)
|
|
{
|
|
for (int j = i + 1; j <= played_top; j++)
|
|
{
|
|
if (played[i]->card->rank == played[j]->card->rank)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
card_object_set_selected(played[j], true);
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (card_object_is_selected(played[i]))
|
|
break;
|
|
}
|
|
|
|
for (; i <= played_top - 1; i++) // Find second pair
|
|
{
|
|
for (int j = i + 1; j <= played_top; j++)
|
|
{
|
|
if (played[i]->card->rank == played[j]->card->rank &&
|
|
!card_object_is_selected(played[i]) && !card_object_is_selected(played[j]))
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
card_object_set_selected(played[j], true);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void select_pair_cards_in_played_hand(void)
|
|
{
|
|
// find two cards with the same rank
|
|
for (int i = 0; i <= played_top - 1; i++)
|
|
{
|
|
for (int j = i + 1; j <= played_top; j++)
|
|
{
|
|
if (played[i]->card->rank == played[j]->card->rank)
|
|
{
|
|
card_object_set_selected(played[i], true);
|
|
card_object_set_selected(played[j], true);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (card_object_is_selected(played[i]))
|
|
break;
|
|
}
|
|
}
|
|
|
|
static inline void select_highcard_cards_in_played_hand(void)
|
|
{
|
|
// find the card with the highest rank in the hand
|
|
int highest_rank_index = 0;
|
|
|
|
for (int i = 0; i <= played_top; i++)
|
|
{
|
|
if (played[i]->card->rank > played[highest_rank_index]->card->rank)
|
|
{
|
|
highest_rank_index = i;
|
|
}
|
|
}
|
|
|
|
card_object_set_selected(played[highest_rank_index], true);
|
|
}
|
|
|
|
// returns true if a joker was scored, false otherwise
|
|
static bool check_and_score_joker_for_event(
|
|
ListItr* starting_joker_itr,
|
|
CardObject* card_object,
|
|
enum JokerEvent joker_event
|
|
)
|
|
{
|
|
JokerObject* joker;
|
|
|
|
while ((joker = list_itr_next(starting_joker_itr)))
|
|
{
|
|
if (joker_object_score(joker, card_object, joker_event))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static inline bool game_round_is_over(void)
|
|
{
|
|
return g_game_vars.hands == 0 ||
|
|
g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
|
|
}
|
|
|
|
// Basically a copy of HAND_DISCARD
|
|
// returns true if the current card has been discarded
|
|
static bool play_ended_played_cards_update(int played_idx)
|
|
{
|
|
if (!discarded_card && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
// play the sound only once per card, when it is pushed off-screen to the right
|
|
if (!sound_played)
|
|
{
|
|
play_sfx(
|
|
SFX_CARD_DRAW,
|
|
MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
sound_played = true;
|
|
}
|
|
|
|
// card has exited the screen, now discard it and set it to NULL
|
|
if (played[played_idx]->sprite_object->x >= int2fx(CARD_DISCARD_PNT.x))
|
|
{
|
|
discard_push(played[played_idx]->card); // Push the card to the discard pile
|
|
card_object_destroy(&played[played_idx]);
|
|
|
|
// played_top--;
|
|
cards_drawn++; // This technically isn't drawing cards, I'm just reusing the variable
|
|
sound_played = false; // Allow for the sound for the next card to be played
|
|
|
|
// we reached hand_top, all cards have been discarded
|
|
if (played_idx == played_top)
|
|
{
|
|
if (game_round_is_over())
|
|
{
|
|
set_hand_state(HAND_SHUFFLING);
|
|
}
|
|
else
|
|
{
|
|
set_hand_state(HAND_DRAW);
|
|
}
|
|
|
|
play_state = PLAY_STARTING;
|
|
cards_drawn = 0;
|
|
hand_set_nb_selected_cards(0);
|
|
played_top = -1; // Reset the played stack
|
|
scored_card_index = 0;
|
|
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
|
g_game_vars.timer = TM_ZERO;
|
|
}
|
|
|
|
return true; // return early to avoid accessing played[played_idx] == NULL
|
|
}
|
|
|
|
// put target X position off screen to the right
|
|
played[played_idx]->sprite_object->tx = int2fx(CARD_DISCARD_PNT.x);
|
|
discarded_card = true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static inline void play_starting_played_cards_update(int played_idx)
|
|
{
|
|
bool card_selected = card_object_is_selected(played[played_top - scored_card_index]);
|
|
if (played_idx == played_top && (g_game_vars.timer % FRAMES(10) == 0 || !card_selected) &&
|
|
g_game_vars.timer > FRAMES(40))
|
|
{
|
|
scored_card_index--;
|
|
|
|
if (scored_card_index == 0)
|
|
{
|
|
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
|
g_game_vars.timer = TM_ZERO;
|
|
play_state = PLAY_BEFORE_SCORING;
|
|
}
|
|
}
|
|
|
|
played[played_idx]->sprite_object->tx =
|
|
int2fx(HAND_PLAY_POS.x) + (int2fx(played_top - played_idx) - int2fx(played_top) / 2) * -27;
|
|
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
|
|
|
|
card_selected = card_object_is_selected(played[played_idx]);
|
|
if (card_selected && played_top - played_idx >= scored_card_index)
|
|
{
|
|
played[played_idx]->sprite_object->ty -= int2fx(10);
|
|
}
|
|
}
|
|
|
|
// returns true if the scoring loop has returned early
|
|
static inline bool play_before_scoring_cards_update(void)
|
|
{
|
|
// Activate Jokers with an effect just before the hand is scored
|
|
if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_ON_HAND_PLAYED))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
play_state = PLAY_SCORING_CARDS;
|
|
return false;
|
|
}
|
|
|
|
// returns true if the scoring loop has returned early
|
|
static inline bool play_scoring_cards_update(void)
|
|
{
|
|
if (g_game_vars.timer % FRAMES(30) == 0 && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
// We are about to score played Cards.
|
|
// Start from the current card index
|
|
// and seek the next scoring card
|
|
while (scored_card_index <= played_top &&
|
|
!card_object_is_selected(played[scored_card_index]))
|
|
{
|
|
scored_card_index++;
|
|
}
|
|
|
|
// go to the next state if there are no cards left to score
|
|
if (scored_card_index > played_top)
|
|
{
|
|
// reuse these variables for held cards
|
|
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
|
scored_card_index = get_hand_top();
|
|
|
|
play_state = PLAY_SCORING_HELD_CARDS;
|
|
|
|
return false;
|
|
}
|
|
|
|
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
|
|
|
CardObject* scored_card_object = played[scored_card_index];
|
|
|
|
if (card_object_is_selected(scored_card_object))
|
|
{
|
|
// Offset of 1 tile to keep the text on the card
|
|
tte_set_pos(
|
|
fx2int(scored_card_object->sprite_object->x) + TILE_SIZE,
|
|
SCORED_CARD_TEXT_Y
|
|
);
|
|
|
|
// Set text color to blue from background memory
|
|
tte_set_special(TTE_BLUE_PB * TTE_SPECIAL_PB_MULT_OFFSET);
|
|
|
|
u8 card_value = card_get_value(scored_card_object->card);
|
|
|
|
// Write the score to a character buffer variable
|
|
char score_buffer[INT_MAX_DIGITS + 2]; // for '+' and null terminator
|
|
snprintf(score_buffer, sizeof(score_buffer), "+%hhu", card_value);
|
|
tte_write(score_buffer);
|
|
|
|
card_object_shake(scored_card_object, SFX_CHIPS_CARD);
|
|
|
|
// Relocated card scoring logic here
|
|
chips = u32_protected_add(chips, card_value);
|
|
display_chips();
|
|
|
|
// Allow Joker scoring
|
|
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
|
_joker_card_scored_end_itr = list_itr_create(&_owned_jokers_list);
|
|
}
|
|
|
|
play_state = PLAY_SCORING_CARD_JOKERS;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Activate "on scored" Jokers for the previous scored card if any
|
|
// returns true if the scoring loop has returned early
|
|
static inline bool play_scoring_card_jokers_update(void)
|
|
{
|
|
if (g_game_vars.timer % FRAMES(30) == 0 && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
|
|
|
// since we sought the next scoring card index in the previous state,
|
|
// scored_card_index is guaranteed to be a scoring card
|
|
if (check_and_score_joker_for_event(
|
|
&_joker_scored_itr,
|
|
played[scored_card_index],
|
|
JOKER_EVENT_ON_CARD_SCORED
|
|
))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
// Trigger all Jokers that have an effect when a card finishes scoring
|
|
// (e.g. retriggers) after activating all the other scored_card Jokers normally
|
|
if (check_and_score_joker_for_event(
|
|
&_joker_card_scored_end_itr,
|
|
played[scored_card_index],
|
|
JOKER_EVENT_ON_CARD_SCORED_END
|
|
))
|
|
{
|
|
// If we just scored a retrigger, return early and go back to the
|
|
// previous state score the same card again without incrementing
|
|
// scored_card_index to score the current card again
|
|
if (retrigger)
|
|
{
|
|
retrigger = false;
|
|
play_state = PLAY_SCORING_CARDS;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// increment index to start seeking the next scoring card from the next card
|
|
scored_card_index++;
|
|
play_state = PLAY_SCORING_CARDS;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// returns true if the scoring loop has returned early
|
|
static inline bool play_scoring_held_cards_update(int played_idx)
|
|
{
|
|
if (played_idx == 0 && (g_game_vars.timer % FRAMES(30) == 0) && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
tte_erase_rect_wrapper(HELD_CARDS_SCORES_RECT);
|
|
|
|
CardObject** hand = get_hand_array();
|
|
|
|
// Go through all held cards and see if they activate Jokers
|
|
for (; scored_card_index >= 0; scored_card_index--)
|
|
{
|
|
if (check_and_score_joker_for_event(
|
|
&_joker_scored_itr,
|
|
hand[scored_card_index],
|
|
JOKER_EVENT_ON_CARD_HELD
|
|
))
|
|
{
|
|
card_object_shake(hand[scored_card_index], SFX_CARD_SELECT);
|
|
return true;
|
|
}
|
|
_joker_scored_itr = list_itr_create(&_owned_jokers_list);
|
|
}
|
|
|
|
scored_card_index = 0;
|
|
_joker_round_end_itr = list_itr_create(&_owned_jokers_list);
|
|
play_state = PLAY_SCORING_INDEPENDENT_JOKERS;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Score Jokers normally (independent)
|
|
// returns true if the scoring loop has returned early
|
|
static inline bool play_scoring_independent_jokers_update(int played_idx)
|
|
{
|
|
if (played_idx == 0 && (g_game_vars.timer % FRAMES(30) == 0) && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
|
|
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
|
|
|
if (check_and_score_joker_for_event(&_joker_scored_itr, NULL, JOKER_EVENT_INDEPENDENT))
|
|
{
|
|
return true;
|
|
}
|
|
|
|
scored_card_index =
|
|
played_top + 1; // Reset the scored card index to the top of the played stack
|
|
|
|
play_state = PLAY_SCORING_HAND_SCORED_END;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Trigger hand end effect for all jokers once they are done scoring
|
|
static inline bool play_scoring_hand_scored_end_update(int played_idx)
|
|
{
|
|
if (played_idx == 0 && (g_game_vars.timer % FRAMES(30) == 0) && g_game_vars.timer > FRAMES(40))
|
|
{
|
|
|
|
tte_erase_rect_wrapper(PLAYED_CARDS_SCORES_RECT);
|
|
|
|
bool scored = check_and_score_joker_for_event(
|
|
&_joker_round_end_itr,
|
|
NULL,
|
|
JOKER_EVENT_ON_HAND_SCORED_END
|
|
);
|
|
|
|
if (scored)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
g_game_vars.timer = TM_ZERO;
|
|
play_state = PLAY_ENDING;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// This is the reverse of PLAY_STARTING. The cards get reset back to their neutral position
|
|
// sequentially
|
|
static inline void play_ending_played_cards_update(int played_idx)
|
|
{
|
|
bool card_selected = card_object_is_selected(played[played_top - scored_card_index]);
|
|
if (played_idx == played_top && (g_game_vars.timer % FRAMES(10) == 0 || !card_selected) &&
|
|
g_game_vars.timer > FRAMES(40))
|
|
{
|
|
scored_card_index--;
|
|
|
|
/* SFX_CHIPS_ACCUM has been pitch shifted to perserve high frequencies in downsampling.
|
|
* Now it needs to be pitch shifted back to the original frequency.
|
|
*/
|
|
int static const CHIPS_ACCUM_SFX_PITCH_RATIO = 2;
|
|
|
|
if (scored_card_index == 0)
|
|
{
|
|
play_sfx(
|
|
SFX_CHIPS_ACCUM,
|
|
CHIPS_ACCUM_SFX_PITCH_RATIO * MM_BASE_PITCH_RATE,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
g_game_vars.timer = TM_ZERO;
|
|
play_state = PLAY_ENDED;
|
|
}
|
|
}
|
|
|
|
if (card_object_is_selected(played[played_idx]) && played_top - played_idx >= scored_card_index)
|
|
{
|
|
played[played_idx]->sprite_object->ty = int2fx(HAND_PLAY_POS.y);
|
|
}
|
|
}
|
|
|
|
static inline void played_cards_update_loop(void)
|
|
{
|
|
// So this one is a bit fucking weird because I have to work kinda backwards for everything
|
|
// because of the order of the pushed cards from the hand to the play stack (also crazy that the
|
|
// company that published Balatro is called "Playstack" and this is a play stack, but I digress)
|
|
for (int played_idx = 0; played_idx <= played_top; played_idx++)
|
|
{
|
|
if (played[played_idx] == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (card_object_get_sprite(played[played_idx]) == NULL)
|
|
{
|
|
// Set the sprite for the played card object
|
|
card_object_set_sprite(played[played_idx], played_idx + MAX_HAND_SIZE);
|
|
}
|
|
|
|
switch (play_state)
|
|
{
|
|
case PLAY_STARTING:
|
|
|
|
play_starting_played_cards_update(played_idx);
|
|
break;
|
|
|
|
case PLAY_BEFORE_SCORING:
|
|
|
|
if (play_before_scoring_cards_update())
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_SCORING_CARDS:
|
|
|
|
if (play_scoring_cards_update())
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_SCORING_CARD_JOKERS:
|
|
|
|
if (play_scoring_card_jokers_update())
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_SCORING_HELD_CARDS:
|
|
|
|
if (play_scoring_held_cards_update(played_idx))
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_SCORING_INDEPENDENT_JOKERS:
|
|
|
|
if (play_scoring_independent_jokers_update(played_idx))
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_SCORING_HAND_SCORED_END:
|
|
|
|
if (play_scoring_hand_scored_end_update(played_idx))
|
|
{
|
|
return;
|
|
}
|
|
break;
|
|
|
|
case PLAY_ENDING:
|
|
|
|
play_ending_played_cards_update(played_idx);
|
|
break;
|
|
|
|
case PLAY_ENDED:
|
|
|
|
if (play_ended_played_cards_update(played_idx))
|
|
{
|
|
// we continue here instead of returning for performance
|
|
// to instantly go to the next card to discard at played_idx+1,
|
|
// instead of starting over from index 0 and going up
|
|
// to that card again
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
|
|
played[played_idx]->sprite_object->tscale = FIX_ONE;
|
|
card_object_update(played[played_idx]);
|
|
}
|
|
}
|
|
|
|
static inline void game_playing_process_input_and_state(void)
|
|
{
|
|
if (get_hand_state() == HAND_SELECT)
|
|
{
|
|
game_playing_process_hand_select_input();
|
|
}
|
|
else if (play_state == PLAY_ENDING)
|
|
{
|
|
if (mult > 0)
|
|
{
|
|
// protect against score overflow
|
|
temp_score = u32_protected_mult(chips, mult);
|
|
lerped_temp_score = int2fx(temp_score);
|
|
lerped_score = int2fx(g_game_vars.score);
|
|
|
|
display_temp_score(temp_score);
|
|
|
|
chips = 0;
|
|
mult = 0;
|
|
display_mult();
|
|
display_chips();
|
|
|
|
static const int SCORE_CALC_SFX_PITCH_SHIFT = -102; // -10% OF MM_BASE_PITCH_RATE
|
|
static const int SCORE_CALC_SFX_VOLUME = 204; // 80% MM_SFX_FULL_VOLUME
|
|
|
|
// The chips calculation SFX is the same as button
|
|
play_sfx(
|
|
SFX_BUTTON,
|
|
MM_BASE_PITCH_RATE + SCORE_CALC_SFX_PITCH_SHIFT,
|
|
SCORE_CALC_SFX_VOLUME
|
|
);
|
|
}
|
|
}
|
|
else if (play_state == PLAY_ENDED && g_game_vars.timer % FRAMES(TM_SCORE_LERP_INTERVAL) == 0)
|
|
{
|
|
/* Using fixed point in case the score is lower than NUM_SCORE_LERP_STEPS and then
|
|
* then the division rounds it down to 0 and it's never added to the total.
|
|
* The operation is equivalent to
|
|
* fxdiv(int2fx(temp_score * g_game_vars.game_speed), int2fx(NUM_SCORE_LERP_STEPS))
|
|
*/
|
|
lerped_temp_score -= int2fx(temp_score * g_game_vars.game_speed) / NUM_SCORE_LERP_STEPS;
|
|
lerped_score += int2fx(temp_score * g_game_vars.game_speed) / NUM_SCORE_LERP_STEPS;
|
|
|
|
if (lerped_temp_score > 0)
|
|
{
|
|
// Set the score display first because it's more important
|
|
// in case there isn't enough time within the frame to display both
|
|
display_score(fx2uint(lerped_score));
|
|
|
|
display_temp_score(fx2uint(lerped_temp_score));
|
|
}
|
|
else
|
|
{
|
|
g_game_vars.score = u32_protected_add(g_game_vars.score, temp_score);
|
|
temp_score = 0;
|
|
lerped_temp_score = 0;
|
|
lerped_score = 0;
|
|
|
|
tte_erase_rect_wrapper(TEMP_SCORE_RECT); // Just erase the temp score
|
|
|
|
display_score(g_game_vars.score);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void game_playing_process_card_draw()
|
|
{
|
|
if (get_hand_state() == HAND_DRAW && cards_drawn < g_game_vars.hand_size)
|
|
{
|
|
if (g_game_vars.timer % FRAMES(10) == 0) // Draw a card every 10 frames
|
|
{
|
|
cards_drawn++;
|
|
card_draw();
|
|
}
|
|
}
|
|
else if (get_hand_state() == HAND_DRAW)
|
|
{
|
|
set_hand_state(HAND_SELECT); // Change the hand state to select after drawing all the cards
|
|
cards_drawn = 0;
|
|
g_game_vars.timer = TM_ZERO;
|
|
}
|
|
}
|
|
|
|
static inline void game_playing_discarded_cards_loop(void)
|
|
{
|
|
// Discarded cards loop (mainly for shuffling)
|
|
if (hand_nb_held_cards() == 0 && get_hand_state() == HAND_SHUFFLING && discard_top >= -1 &&
|
|
g_game_vars.timer > FRAMES(10))
|
|
{
|
|
// Change the background to the round end background. This is how it works in Balatro, so
|
|
// I'm doing it this way too.
|
|
change_background(BG_ROUND_END, false);
|
|
|
|
// We take each discarded card and put it back into the deck with a short animation
|
|
static CardObject* discarded_card_object = NULL;
|
|
if (discarded_card_object == NULL)
|
|
{
|
|
discarded_card_object = card_object_new(discard_pop());
|
|
// discarded_card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
|
|
// ATTR1_SIZE_32,
|
|
// card_sprite_lut[discarded_card_object->card->suit][discarded_card_object->card->rank],
|
|
// 0, 0);
|
|
// Set the sprite for the discarded card object
|
|
card_object_set_sprite(discarded_card_object, 0);
|
|
sprite_object_reset_transform(discarded_card_object->sprite_object);
|
|
|
|
discarded_card_object->sprite_object->tx = int2fx(204);
|
|
discarded_card_object->sprite_object->ty = int2fx(112);
|
|
discarded_card_object->sprite_object->x = int2fx(240);
|
|
discarded_card_object->sprite_object->y = int2fx(80);
|
|
|
|
card_object_update(discarded_card_object);
|
|
}
|
|
else
|
|
{
|
|
card_object_update(discarded_card_object);
|
|
|
|
if (discarded_card_object->sprite_object->y >= discarded_card_object->sprite_object->ty)
|
|
{
|
|
deck_push(discarded_card_object->card); // Put the card back into the deck
|
|
card_object_destroy(&discarded_card_object);
|
|
|
|
play_sfx(
|
|
SFX_CARD_DRAW,
|
|
MM_BASE_PITCH_RATE + PITCH_STEP_UNDISCARD_SFX,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
}
|
|
}
|
|
|
|
// If there are no more discarded cards, stop shuffling
|
|
if (discard_top == -1 && discarded_card_object == NULL)
|
|
{
|
|
// After HAND_SHUFFLING the round is over
|
|
game_playing_handle_round_over();
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void select_cards_in_played_hand()
|
|
{
|
|
switch (get_hand_type()) // select the cards that apply to the hand type
|
|
{
|
|
case NONE:
|
|
break;
|
|
case HIGH_CARD:
|
|
select_highcard_cards_in_played_hand();
|
|
break;
|
|
case PAIR:
|
|
select_pair_cards_in_played_hand();
|
|
break;
|
|
case TWO_PAIR:
|
|
select_two_pair_cards_in_played_hand();
|
|
break;
|
|
case THREE_OF_A_KIND:
|
|
select_three_of_a_kind_cards_in_played_hand();
|
|
break;
|
|
case FOUR_OF_A_KIND:
|
|
select_four_of_a_kind_cards_in_played_hand();
|
|
break;
|
|
case STRAIGHT:
|
|
/* FALL THROUGH */
|
|
case FLUSH:
|
|
/* FALL THROUGH */
|
|
case STRAIGHT_FLUSH:
|
|
/* FALL THROUGH */
|
|
case ROYAL_FLUSH:
|
|
select_flush_and_straight_cards_in_played_hand();
|
|
break;
|
|
case FULL_HOUSE:
|
|
/* FALL THROUGH */
|
|
case FIVE_OF_A_KIND:
|
|
/* FALL THROUGH */
|
|
case FLUSH_HOUSE:
|
|
/* FALL THROUGH */
|
|
case FLUSH_FIVE: // Select all played cards in the hand
|
|
select_all_five_cards_in_played_hand();
|
|
break;
|
|
}
|
|
}
|
|
|
|
static inline void cards_in_hand_update_loop(void)
|
|
{
|
|
int selected_card_idx = hand_sel_idx_to_card_idx(game_playing_selection_grid.selection.x);
|
|
|
|
// TODO: Break this function up into smaller ones, Gods be good
|
|
// Start from the end of the hand and work backwards because that's how Balatro does it
|
|
CardObject** hand = get_hand_array();
|
|
|
|
for (int i = get_hand_top(); i >= 0; i--)
|
|
{
|
|
if (hand[i] != NULL)
|
|
{
|
|
FIXED hand_x = int2fx(HAND_START_POS.x);
|
|
FIXED hand_y = int2fx(HAND_START_POS.y);
|
|
|
|
switch (get_hand_state())
|
|
{
|
|
case HAND_DRAW:
|
|
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()];
|
|
break;
|
|
case HAND_SELECT:
|
|
bool is_focused =
|
|
(i == selected_card_idx &&
|
|
game_playing_selection_grid.selection.y == GAME_PLAYING_HAND_SEL_Y);
|
|
|
|
if (is_focused && !card_object_is_selected(hand[i]))
|
|
{
|
|
hand_y -= int2fx(CARD_FOCUSED_UNSEL_Y);
|
|
}
|
|
else if (!is_focused && card_object_is_selected(hand[i]))
|
|
{
|
|
hand_y -= int2fx(CARD_UNFOCUSED_SEL_Y);
|
|
}
|
|
else if (is_focused && card_object_is_selected(hand[i]))
|
|
{
|
|
hand_y -= int2fx(CARD_FOCUSED_SEL_Y);
|
|
}
|
|
if (i != selected_card_idx && hand[i]->sprite_object->y > hand_y)
|
|
{
|
|
hand[i]->sprite_object->y = hand_y;
|
|
sprite_position(
|
|
hand[i]->sprite_object->sprite,
|
|
fx2int(hand[i]->sprite_object->x),
|
|
fx2int(hand_y)
|
|
);
|
|
// Set target y to match y. Ensures target is updated even when vy becomes
|
|
// 0, preventing immediate snap back.
|
|
hand[i]->sprite_object->ty = hand_y;
|
|
hand[i]->sprite_object->vy = 0;
|
|
}
|
|
|
|
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()]; // TODO: Change this
|
|
// later to reference a
|
|
// 2D LUT of positions
|
|
break;
|
|
case HAND_SHUFFLING:
|
|
/* FALL THROUGH */
|
|
case HAND_DISCARD: // TODO: Add sound
|
|
bool break_loop;
|
|
card_in_hand_loop_handle_discard_and_shuffling(
|
|
i,
|
|
&hand_x,
|
|
&hand_y,
|
|
&break_loop
|
|
);
|
|
if (break_loop)
|
|
break;
|
|
|
|
break;
|
|
case HAND_PLAY:
|
|
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()];
|
|
hand_y += int2fx(24);
|
|
|
|
if (card_object_is_selected(hand[i]) && discarded_card == false &&
|
|
g_game_vars.timer % FRAMES(10) == 0)
|
|
{
|
|
card_object_set_selected(hand[i], false);
|
|
played_push(hand[i]);
|
|
sprite_destroy(&hand[i]->sprite_object->sprite);
|
|
hand[i] = NULL;
|
|
reorder_card_sprites_layers();
|
|
|
|
play_sfx(
|
|
SFX_CARD_DRAW,
|
|
MM_BASE_PITCH_RATE + cards_drawn * PITCH_STEP_DISCARD_SFX,
|
|
SFX_DEFAULT_VOLUME
|
|
);
|
|
|
|
set_hand_top(get_hand_top() - 1);
|
|
hand_set_nb_selected_cards(hand_get_nb_selected_cards() - 1);
|
|
cards_drawn++;
|
|
|
|
discarded_card = true;
|
|
}
|
|
|
|
if (i == 0 && discarded_card == false && g_game_vars.timer % FRAMES(10) == 0)
|
|
{
|
|
set_hand_state(HAND_PLAYING);
|
|
cards_drawn = 0;
|
|
hand_set_nb_selected_cards(0);
|
|
g_game_vars.timer = TM_ZERO;
|
|
scored_card_index = played_top + 1;
|
|
|
|
select_cards_in_played_hand();
|
|
}
|
|
|
|
break;
|
|
// Don't need to do anything here, just wait for the player to select cards
|
|
case HAND_PLAYING:
|
|
hand_x = hand_x + (int2fx(i) - int2fx(get_hand_top()) / 2) *
|
|
-HAND_SPACING_LUT[get_hand_top()];
|
|
hand_y += int2fx(24);
|
|
break;
|
|
}
|
|
|
|
hand[i]->sprite_object->tx = hand_x;
|
|
hand[i]->sprite_object->ty = hand_y;
|
|
card_object_update(hand[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline void game_playing_ui_text_update(void)
|
|
{
|
|
static int last_hand_size = 0;
|
|
static int last_deck_size = 0;
|
|
|
|
if (last_hand_size != hand_nb_held_cards() || last_deck_size != deck_get_size())
|
|
{
|
|
if (background_legacy == BG_CARD_SELECTING)
|
|
{
|
|
// Hand size/max size
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%2d/%-2ld",
|
|
HAND_SIZE_RECT_SELECT.left,
|
|
HAND_SIZE_RECT_SELECT.top,
|
|
TTE_WHITE_PB,
|
|
hand_nb_held_cards(),
|
|
g_game_vars.hand_size
|
|
);
|
|
}
|
|
else if (background_legacy == BG_CARD_PLAYING)
|
|
{
|
|
// Hand size/max size
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%2d/%-2ld",
|
|
HAND_SIZE_RECT_PLAYING.left,
|
|
HAND_SIZE_RECT_PLAYING.top,
|
|
TTE_WHITE_PB,
|
|
hand_nb_held_cards(),
|
|
g_game_vars.hand_size
|
|
);
|
|
}
|
|
|
|
// Deck size/max size
|
|
// TODO: the text will overflow if deck max size exceeds 99,
|
|
// we will need a fix at some point for this
|
|
tte_erase_rect_wrapper(DECK_SIZE_RECT);
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%d/%d",
|
|
DECK_SIZE_RECT.left,
|
|
DECK_SIZE_RECT.top,
|
|
TTE_WHITE_PB,
|
|
deck_get_size(),
|
|
deck_get_max_size()
|
|
);
|
|
|
|
last_hand_size = hand_nb_held_cards();
|
|
last_deck_size = deck_get_size();
|
|
}
|
|
}
|
|
|
|
static inline void game_playing_process_flaming_score(void)
|
|
{
|
|
static u8 flame_score_frame = 0;
|
|
|
|
if (score_flames_active)
|
|
{
|
|
if (g_game_vars.timer % SCORE_FLAMES_ANIM_FREQ == 0)
|
|
{
|
|
Rect frame_rect = SCORE_FLAME_FRAMES_START;
|
|
flame_score_frame = (flame_score_frame + 1) % NUM_SCORE_FLAMES_FRAMES;
|
|
|
|
// chips flame (blue)
|
|
frame_rect.top += flame_score_frame;
|
|
frame_rect.bottom += flame_score_frame;
|
|
main_bg_se_copy_rect(frame_rect, SCORE_FLAME_CHIPS_POS);
|
|
|
|
// mult flame (red)
|
|
frame_rect.left += SCORE_FLAME_FRAME_WIDTH;
|
|
frame_rect.right += SCORE_FLAME_FRAME_WIDTH;
|
|
main_bg_se_copy_rect(frame_rect, SCORE_FLAME_MULT_POS);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void game_playing_on_update(void)
|
|
{
|
|
// Background logic (thissss might be moved to the card'ssss logic later. I'm a sssssnake)
|
|
if (get_hand_state() == HAND_DRAW || get_hand_state() == HAND_DISCARD ||
|
|
get_hand_state() == HAND_SELECT)
|
|
{
|
|
change_background(BG_CARD_SELECTING, false);
|
|
}
|
|
else if (get_hand_state() != HAND_SHUFFLING)
|
|
{
|
|
change_background(BG_CARD_PLAYING, false);
|
|
}
|
|
|
|
game_playing_process_input_and_state();
|
|
|
|
// Card logic
|
|
|
|
game_playing_process_card_draw();
|
|
|
|
game_playing_discarded_cards_loop();
|
|
|
|
discarded_card = false;
|
|
|
|
cards_in_hand_update_loop();
|
|
played_cards_update_loop();
|
|
|
|
game_playing_ui_text_update();
|
|
|
|
// animate score flames if we exceed the score requirement
|
|
game_playing_process_flaming_score();
|
|
}
|
|
|
|
void game_start(void)
|
|
{
|
|
rng_shuffle_seed();
|
|
|
|
affine_background_change_background(AFFINE_BG_GAME);
|
|
|
|
g_game_vars.hands = MAX_HANDS;
|
|
g_game_vars.discards = MAX_DISCARDS;
|
|
|
|
// Fill the deck with all the cards. Later on this can be replaced with a more dynamic system
|
|
// that allows for different decks and card types.
|
|
for (int suit = 0; suit < NUM_SUITS; suit++)
|
|
{
|
|
for (int rank = 0; rank < NUM_RANKS; rank++)
|
|
{
|
|
Card* card = card_new(suit, rank);
|
|
deck_push(card);
|
|
}
|
|
}
|
|
|
|
change_background(BG_BLIND_SELECT, false);
|
|
|
|
// Deck size/max size
|
|
tte_erase_rect_wrapper(DECK_SIZE_RECT);
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%d/%d",
|
|
DECK_SIZE_RECT.left,
|
|
DECK_SIZE_RECT.top,
|
|
TTE_WHITE_PB,
|
|
deck_get_size(),
|
|
deck_get_max_size()
|
|
);
|
|
|
|
display_round(); // Set the round display
|
|
display_score(g_game_vars.score); // Set the score display
|
|
|
|
display_chips(); // Set the chips display
|
|
display_mult(); // Set the multiplier display
|
|
|
|
display_hands(); // Hand
|
|
display_discards(); // Discard
|
|
|
|
display_money(); // Set the money display
|
|
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}%ld#{cx:0x%X000}/%d",
|
|
ANTE_TEXT_RECT.left,
|
|
ANTE_TEXT_RECT.top,
|
|
TTE_YELLOW_PB,
|
|
g_game_vars.ante,
|
|
TTE_WHITE_PB,
|
|
MAX_ANTE
|
|
); // Ante
|
|
|
|
game_change_state(GAME_STATE_BLIND_SELECT);
|
|
}
|