Files
balatro-gba-chinese-jocker-…/source/game/shop.c
T
MeirGavish 8dc96b6bbb Refactor - Moved shop data structures to shop.c/.h (#521)
* Moved shop data structures to `shop.c/.h`

* Renamed static variables and reset function
2026-05-31 12:32:27 +03:00

746 lines
21 KiB
C

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