d24b0b5619
* Turned SpriteObject into a member of JokerObject and CardObject and expiremented with casting * Extracted shop code to use generic `SpriteObject` * Extracted shop joker generation to a function * Renamed object -> item * Added setters and getters for `SpriteObject` members and updated all accesses to use them with casting (AI used for tedious work and reviewed - model Raptor mini) * Added sprite_object_set_vx() because sprite_object_set_vy() exists and reordered the function order to have x,y parameters first, then targets * Added Item object to act as a purchasable interface for the shop - AI used (model Raptor mini) * Added -fms-extensions and switched to anonymous inheritance * Fixed anonymous inheritance for joker and added direct access for that too * fix build error from previous commit + clang-format * Fixed build errors + clang-format for real this time (I hope...) * clang-format one last time, I don't understand it anymore * clang-format is annoying * Added uses of CHECK_NULL_ARG macros * Merged item_defs.h into item.h and fixed build error from previous commit * clang-format...? * Changed sprite_object_new() into sprite_object_init() and made it accept a parameter instead of returning one to make it less awkward * Updated sprite_object_init() documentation * Updated sprite_object_destroy documentation * More clang-format * Renamed add_to_inventory to acquire and updated documentation * Added function documentations * Update documentation + swap order of consumable and playing card types * Added documentation for new files (+ small addition to button.h) * clang-format * Used typedef * A bit more documentation * Changed sho pcode to use generic Item instead of SpriteObject * clang-format + fixed NULL-check error * Revert weird clang-format...? * clang-format for real * Fixed errors from rebase on log_function_name * Fixed build errors from rebase on main * Added some more documentation about first member struct inheritance * typo fix * typo fix for real * Removed SpriteObject field getters/setters (AI used - model Raptor mini) * Renamed item_acquire -> item_on_acquired * Added item_can_acquire() * clang-format * Fixed some sprite issues but not all... * Fixed some more issues * Cleanup JokerObject some more JokerObjects in the shop * Added `item_destroy()` * Added item_set_available_to_shop, CHECK_ITEM_TYPE macros + small documentation updates * Another small JokerObject->Item replacement * Removed item_set_available_to_shop and replaced with item_roll_new() and item_dispose(), also changed "available_to_shop" semantics to "rollable" * Re-applied changes from game.c to round.c after rebase on main * Added partial implementations of item functions for playing cards * Line endings fix... * Macro renames, function documentations * Updated documentations * Apply fixes from Copilot review Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Fix card_object_get_buy_price type checking Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Avoid double pointer cast on dispose Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> * Apply suggestions from @ricfehr3's code review Co-authored-by: Rickey <ric@rf3.xyz> * Remove redundant comments * Moved error checking before joker_get_random_rarity Co-authored-by: Rickey <ric@rf3.xyz> * Fixed build error from rebase * clang-format * Added doxygen documentation for Item explaining inheritance * Removed unnecessary comment --------- Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com> Co-authored-by: Rickey <ric@rf3.xyz>
365 lines
11 KiB
C
365 lines
11 KiB
C
#include "game/game_over.h"
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#include "affine_background.h"
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#include "audio_utils.h"
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#include "background_game_over_gfx.h"
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#include "button.h"
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#include "card.h"
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#include "game.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 "selection_grid.h"
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#include "soundbank.h"
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#include "timer.h"
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#include "util.h"
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#include <tonc.h>
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#define RED_BTN_MAIN_COLOR_PAL_IDX 6
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#define BLUE_BTN_MAIN_COLOR_PAL_IDX 7
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#define REUSE_SEED_BTN_OUTLINE_PAL_IDX 8
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#define NEW_RUN_BTN_OUTLINE_PAL_IDX 9
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#define MAIN_MENU_BTN_OUTLINE_PAL_IDX 10
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#define ENDLESS_BTN_OUTLINE_PAL_IDX 11
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enum EndCondition
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{
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END_CONDITION_NONE,
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END_CONDITION_WIN,
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END_CONDITION_LOSS
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};
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// clang-format off
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static const Rect GAME_OVER_ANIM_RECT = { 3, 5, 26, 31};
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static const Rect GAME_OVER_TEXT_TILES_SRC_RECT_1 = { 27, 24, 31, 25};
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static const Rect GAME_OVER_TEXT_TILES_SRC_RECT_2 = { 27, 26, 31, 27};
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static const BG_POINT GAME_OVER_TEXT_TILES_DEST_POS_1 = { 10, 21};
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static const BG_POINT GAME_OVER_TEXT_TILES_DEST_POS_2 = { 15, 21};
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static const Rect DEFEATED_BY_TEXT_SRC_RECT = { 28, 30, 31, 31};
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static const BG_POINT DEFEATED_BY_TEXT_DEST_POS = { 22, 24};
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static const BG_POINT DEFEATED_BY_TOKEN_INIT_POS = {180, 207};
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static const Rect REUSE_SEED_BTN_OFF_SRC_RECT = { 28, 28, 29, 29};
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static const Rect REUSE_SEED_BTN_ON_SRC_RECT = { 30, 28, 31, 29};
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static const BG_POINT REUSE_SEED_BTN_DEST_POS = { 4, 11};
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static const Rect BEST_HAND_SCORE_RECT = {126, 64, 166, 72};
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static const Rect MOST_PLAYED_HAND_RECT = {112, 80, 168, 88};
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static const BG_POINT SEED_VALUE_POS = {112, 96};
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static const BG_POINT NEW_RUN_BTN_TEXT_POS = { 48, 112};
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static const BG_POINT MAIN_MENU_BTN_TEXT_POS = {120, 112};
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// clang-format on
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static const u32 GAME_OVER_ANIM_FRAMES = 17;
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static const mm_byte GAME_OVER_SFX_VOL = 178; // 70% of MM_SFX_FULL_VOLUME
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static const mm_word GAME_OVER_WHOOSH_RATE = 922; // 90% of MM_BASE_PITCH_RATE
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// Selection Grid
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enum GameOverRows
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{
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GAME_OVER_SEED_ROW,
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GAME_OVER_RUN_MENU_ROW,
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GAME_OVER_ROW_MAX
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};
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#define GAME_OVER_SEED_BTN_COL 0
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#define GAME_OVER_NEW_RUN_BTN_COL 0
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#define GAME_OVER_MAIN_MENU_BTN_COL 1
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static int game_over_get_row_size1(void)
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{
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return 1;
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}
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static int game_over_get_row_size2(void)
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{
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return 2;
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}
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static void game_over_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static bool game_over_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 const SelectionGridRow game_over_selection_rows[] = {
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{GAME_OVER_SEED_ROW, game_over_get_row_size1, game_over_on_selection_changed, game_over_on_key_transit, {.wrap = false}},
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{GAME_OVER_RUN_MENU_ROW, game_over_get_row_size2, game_over_on_selection_changed, game_over_on_key_transit, {.wrap = false}}
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};
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static const Selection GAME_OVER_INIT_SEL = {0, GAME_OVER_RUN_MENU_ROW};
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static SelectionGrid game_over_selection_grid = {
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game_over_selection_rows,
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GAME_OVER_ROW_MAX,
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GAME_OVER_INIT_SEL
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};
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// Buttons
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static void reuse_seed_on_pressed(void);
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static void new_run_on_pressed(void);
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static void main_menu_on_pressed(void);
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static Button* game_over_get_button_from_sel(const Selection* selection);
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// clang-format off
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static Button game_over_buttons[GAME_OVER_ROW_MAX][2] = {
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// GAME_OVER_SEED_ROW
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{
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{ REUSE_SEED_BTN_OUTLINE_PAL_IDX, RED_BTN_MAIN_COLOR_PAL_IDX, reuse_seed_on_pressed, NULL }
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},
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// GAME_OVER_RUN_MENU_ROW
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{
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{ NEW_RUN_BTN_OUTLINE_PAL_IDX, RED_BTN_MAIN_COLOR_PAL_IDX, new_run_on_pressed, NULL },
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{ MAIN_MENU_BTN_OUTLINE_PAL_IDX, RED_BTN_MAIN_COLOR_PAL_IDX, main_menu_on_pressed, NULL }
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}
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};
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// clang-format on
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// Internal Variables
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static enum EndCondition condition = END_CONDITION_NONE;
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static u32 timer = TM_ZERO;
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static bool reuse_seed = false;
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static bool continue_run = false;
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static void game_over_common_init(enum EndCondition init_condition)
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{
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condition = init_condition;
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timer = TM_ZERO;
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reuse_seed = false;
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continue_run = false;
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// Hide all Joker sprites
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JokerObject* joker_object = NULL;
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ListItr itr = list_itr_create(get_jokers_list());
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while ((joker_object = list_itr_next(&itr)))
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{
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obj_hide(joker_object->sprite->obj);
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}
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// Destroy any preexisting cards in the deck, which will be present if we restart a run
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Card* card = NULL;
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while (get_deck_top() >= 0)
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{
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card = deck_pop();
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card_destroy(&card);
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}
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// Clears the round end menu
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toggle_windows(false, false);
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GRIT_CPY(pal_bg_mem, background_game_over_gfxPal);
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GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_game_over_gfxTiles);
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_game_over_gfxMap);
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// Move blind token offscreen at initial position before moving it up
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sprite_position(
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g_game_vars.playing_blind_token,
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DEFEATED_BY_TOKEN_INIT_POS.x,
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DEFEATED_BY_TOKEN_INIT_POS.y
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);
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// Highlight New Run button
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game_over_selection_grid.selection = GAME_OVER_INIT_SEL;
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button_set_highlight(&game_over_buttons[GAME_OVER_SEED_ROW][GAME_OVER_SEED_BTN_COL], false);
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button_set_highlight(
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&game_over_buttons[GAME_OVER_RUN_MENU_ROW][GAME_OVER_NEW_RUN_BTN_COL],
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true
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);
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button_set_highlight(
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&game_over_buttons[GAME_OVER_RUN_MENU_ROW][GAME_OVER_MAIN_MENU_BTN_COL],
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false
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);
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}
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void game_win_on_init(void)
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{
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play_sfx(SFX_GAME_WIN, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME);
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game_over_common_init(END_CONDITION_WIN);
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affine_background_set_color(TEXT_CLR_BLUE);
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}
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void game_lose_on_init(void)
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{
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play_sfx(SFX_NEGATIVE_LOSE, MM_BASE_PITCH_RATE / 2, GAME_OVER_SFX_VOL);
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play_sfx(SFX_WHOOSH2_LOSE, GAME_OVER_WHOOSH_RATE, GAME_OVER_SFX_VOL);
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play_lose_music();
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game_over_common_init(END_CONDITION_LOSS);
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affine_background_set_color(TEXT_CLR_RED);
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// Change top text to "GAME OVER"
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main_bg_se_copy_rect(GAME_OVER_TEXT_TILES_SRC_RECT_1, GAME_OVER_TEXT_TILES_DEST_POS_1);
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main_bg_se_copy_rect(GAME_OVER_TEXT_TILES_SRC_RECT_2, GAME_OVER_TEXT_TILES_DEST_POS_2);
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// Change blind frame text
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main_bg_se_copy_rect(DEFEATED_BY_TEXT_SRC_RECT, DEFEATED_BY_TEXT_DEST_POS);
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}
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void game_over_on_update(void)
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{
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timer++;
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// Need to clear text here or the number of cards remaining in deck stays for some reason
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if (timer == 1)
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tte_erase_screen();
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// Move whole panel and Blind Token sprite up by a tile each frame
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if (timer < GAME_OVER_ANIM_FRAMES)
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{
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main_bg_se_move_rect_1_tile_vert(GAME_OVER_ANIM_RECT, SCREEN_UP);
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sprite_position(
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g_game_vars.playing_blind_token,
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g_game_vars.playing_blind_token->pos.x,
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g_game_vars.playing_blind_token->pos.y - TILE_SIZE
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);
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}
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// Print values and buttons text
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else if (timer == GAME_OVER_ANIM_FRAMES)
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{
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char best_hand_str[UINT_MAX_DIGITS + 1];
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truncate_uint_to_suffixed_str(
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g_game_vars.best_hand_score,
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rect_width(&BEST_HAND_SCORE_RECT) / TTE_CHAR_SIZE,
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best_hand_str
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);
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Rect best_hand_rect = BEST_HAND_SCORE_RECT;
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update_text_rect_to_center_str(&best_hand_rect, best_hand_str, SCREEN_LEFT);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%s",
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best_hand_rect.left,
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best_hand_rect.top,
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TTE_RED_PB,
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best_hand_str
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);
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// Most played hand
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enum HandType most_played_hand = HIGH_CARD;
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for (enum HandType hand_type = PAIR; hand_type <= HAND_TYPE_MAX; hand_type++)
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{
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if (g_game_vars.nb_played_hands[hand_type - 1] >
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g_game_vars.nb_played_hands[most_played_hand - 1])
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most_played_hand = hand_type;
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}
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const char* hand_name_str = get_hand_type_name(most_played_hand);
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Rect hand_type_rect = MOST_PLAYED_HAND_RECT;
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update_text_rect_to_center_str(&hand_type_rect, hand_name_str, SCREEN_LEFT);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%s",
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hand_type_rect.left,
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hand_type_rect.top,
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TTE_WHITE_PB,
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hand_name_str
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);
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// Run's seed
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char seed_str[BASE36_MAX_DIGITS + 1] = {'\0'};
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u32_to_base36(g_game_vars.rng_info.seed, seed_str);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}%s",
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SEED_VALUE_POS.x,
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SEED_VALUE_POS.y,
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TTE_WHITE_PB,
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seed_str
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);
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// Buttons' text
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}New Run",
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NEW_RUN_BTN_TEXT_POS.x,
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NEW_RUN_BTN_TEXT_POS.y,
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TTE_WHITE_PB
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);
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}Main Menu",
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MAIN_MENU_BTN_TEXT_POS.x,
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MAIN_MENU_BTN_TEXT_POS.y,
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TTE_WHITE_PB
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);
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}
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if (timer >= GAME_OVER_ANIM_FRAMES)
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selection_grid_process_input(&game_over_selection_grid);
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}
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void game_over_on_exit(void)
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{
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toggle_windows(false, false);
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play_regular_music();
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condition = END_CONDITION_NONE;
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u32 previous_seed = g_game_vars.rng_info.seed;
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if (!continue_run)
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game_reset();
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if (reuse_seed)
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rng_set_seed(previous_seed);
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else
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g_game_vars.rng_info.seed = UNDEFINED;
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}
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// SelectionGrid Implementation
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static Button* game_over_get_button_from_sel(const Selection* selection)
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{
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return &game_over_buttons[selection->y][selection->x];
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}
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static void game_over_on_key_transit(SelectionGrid* selection_grid, Selection* selection)
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{
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if (key_hit(SELECT_CARD))
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button_press(&game_over_buttons[selection->y][selection->x]);
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}
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static bool game_over_on_selection_changed(
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SelectionGrid* selection_grid,
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int row_idx,
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const Selection* prev_selection,
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const Selection* new_selection
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)
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{
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if (row_idx == prev_selection->y)
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button_set_highlight(game_over_get_button_from_sel(prev_selection), false);
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if (row_idx == new_selection->y)
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button_set_highlight(game_over_get_button_from_sel(new_selection), true);
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return true;
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}
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// Buttons
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static void reuse_seed_on_pressed(void)
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{
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reuse_seed = !reuse_seed;
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main_bg_se_copy_rect(
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reuse_seed ? REUSE_SEED_BTN_ON_SRC_RECT : REUSE_SEED_BTN_OFF_SRC_RECT,
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REUSE_SEED_BTN_DEST_POS
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);
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}
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static void new_run_on_pressed(void)
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{
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game_change_state(GAME_STATE_RUN_SETUP);
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}
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static void main_menu_on_pressed(void)
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{
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game_change_state(GAME_STATE_MAIN_MENU);
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}
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