169 lines
5.4 KiB
C
169 lines
5.4 KiB
C
#include "card.h"
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#include <maxmod.h>
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#include <stdlib.h>
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#include "deck_gfx.h"
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#include "graphic_utils.h"
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// Audio
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#include "soundbank.h"
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// Card sprites lookup table. First index is the suit, second index is the rank. The value is the tile index.
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const static u16 card_sprite_lut[NUM_SUITS][NUM_RANKS] = {
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{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
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{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
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{416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608},
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{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
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};
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void card_init()
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{
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//GRIT_CPY(&tile_mem[4], deck_gfxTiles);
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GRIT_CPY(&pal_obj_mem[CARD_PB], deck_gfxPal);
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}
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// Card methods
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Card *card_new(u8 suit, u8 rank)
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{
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Card *card = malloc(sizeof(Card));
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card->suit = suit;
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card->rank = rank;
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return card;
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}
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void card_destroy(Card **card)
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{
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if (*card == NULL) return;
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free(*card);
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*card = NULL;
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}
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u8 card_get_value(Card *card)
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{
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if (card->rank == JACK || card->rank == QUEEN || card->rank == KING)
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{
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return 10; // Face cards are worth 10
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}
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else if (card->rank == ACE)
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{
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return 11; // Ace is worth 11
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}
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else
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{
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return card->rank + RANK_OFFSET; // 2-10 are worth their rank + RANK_OFFSET
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}
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return 0; // Should never reach here, but just in case
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}
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// CardObject methods
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CardObject *card_object_new(Card *card)
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{
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CardObject *card_object = malloc(sizeof(CardObject));
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card_object->card = card;
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card_object->sprite = NULL;
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card_object->tx = 0; // Target position
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card_object->ty = 0;
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card_object->x = 0;
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card_object->y = 0;
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card_object->vx = 0;
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card_object->vy = 0;
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card_object->tscale = float2fx(1.0f); // Target scale
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card_object->scale = float2fx(1.0f);
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card_object->vscale = float2fx(0.0f);
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card_object->trotation = 0; // Target rotation
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card_object->rotation = 0;
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card_object->vrotation = 0;
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card_object->selected = false;
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return card_object;
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}
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void card_object_destroy(CardObject **card_object)
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{
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if (*card_object == NULL) return;
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sprite_destroy(&(*card_object)->sprite);
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//card_destroy(&(*card_object)->card); // In practice, this is unnecessary because the card will be inserted into the discard pile and then back into the deck. If you need to destroy the card, you can do it manually before calling this function.
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free(*card_object);
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*card_object = NULL;
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}
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void card_object_update(CardObject *card_object)
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{
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card_object->vx += (card_object->tx - card_object->x) / 8;
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card_object->vy += (card_object->ty - card_object->y) / 8;
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card_object->vscale += (card_object->tscale - card_object->scale) / 8; // Scale up the card when it's played
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card_object->vrotation += (card_object->trotation - card_object->rotation) / 8; // Rotate the card when it's played
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// set velocity to 0 if it's close enough to the target
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const float epsilon = float2fx(0.01f);
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if (card_object->vx < epsilon && card_object->vx > -epsilon && card_object->vy < epsilon && card_object->vy > -epsilon)
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{
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card_object->vx = 0;
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card_object->vy = 0;
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card_object->x = card_object->tx;
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card_object->y = card_object->ty;
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}
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else
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{
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card_object->vx = (card_object->vx * 7) / 10;
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card_object->vy = (card_object->vy * 7) / 10;
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card_object->x += card_object->vx;
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card_object->y += card_object->vy;
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}
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// Set scale to 0 if it's close enough to the target
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if (card_object->vscale < epsilon && card_object->vscale > -epsilon)
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{
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card_object->vscale = 0;
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card_object->scale = card_object->tscale; // Set the scale to the target scale
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}
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else
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{
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card_object->vscale = (card_object->vscale * 7) / 10;
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card_object->scale += card_object->vscale;
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}
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// Set rotation to 0 if it's close enough to the target
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if (card_object->vrotation < epsilon && card_object->vrotation > -epsilon)
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{
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card_object->vrotation = 0;
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card_object->rotation = card_object->trotation; // Set the rotation to the target rotation
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}
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else
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{
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card_object->vrotation = (card_object->vrotation * 7) / 10;
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card_object->rotation += card_object->vrotation;
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}
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obj_aff_rotscale(card_object->sprite->aff, card_object->scale, card_object->scale, -card_object->vx + card_object->rotation); // Apply rotation and scale to the sprite
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sprite_position(card_object->sprite, fx2int(card_object->x), fx2int(card_object->y));
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}
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void card_object_set_sprite(CardObject *card_object, int layer)
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{
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int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
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memcpy16(&tile_mem[4][tile_index], &deck_gfxTiles[card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE], TILE_SIZE * CARD_SPRITE_OFFSET * 2);
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sprite_destroy(&card_object->sprite); // Destroy the old sprite if it exists
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card_object->sprite = sprite_new(ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF, ATTR1_SIZE_32, tile_index, 0, layer + CARD_STARTING_LAYER);
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}
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void card_object_shake(CardObject *card_object, mm_word sound_id)
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{
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card_object->vscale = float2fx(0.3f); // Scale down the card when it's scored
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card_object->vrotation = float2fx(8.0f); // Rotate the card when it's scored
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if (sound_id == -1) return; // If no sound ID is provided, do nothing
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mm_sound_effect sfx_select = {{sound_id}, 1024, 0, 255, 128,};
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mmEffectEx(&sfx_select);
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}
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