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>
911 lines
28 KiB
C
911 lines
28 KiB
C
/**
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* @file shop.c
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*
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* @brief Shop state functions implementation.
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*/
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#include "game/shop.h"
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#include "audio_utils.h"
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#include "background_shop_gfx.h"
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#include "bitset.h"
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#include "button.h"
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#include "game.h"
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#include "game/blind_select.h"
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#include "game/joker_row.h"
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#include "game_variables.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 "mgba_logger.h"
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#include "random.h"
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#include "save.h"
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#include "soundbank.h"
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#include "state_machine.h"
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#include "timer.h"
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#include "util.h"
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#include <string.h>
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// Timer defs
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#define TM_END_GAME_SHOP_INTRO 12
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#define TM_CREATE_SHOP_ITEMS_WAIT 1
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#define TM_SHIFT_SHOP_ICON_WAIT 7
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#define TM_SHOW_CARD_DESC_WAIT 12
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// Pixel sized
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#define ITEM_SHOP_Y 71
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#define OWNED_CARDS_HIDE_Y_OFFSET 50
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// Shop
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#define REROLL_BASE_COST 5 // Base cost for rerolling the shop items
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#define NEXT_ROUND_BTN_SEL_X 0
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// Palette IDs
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#define REROLL_BTN_PAL_IDX 3
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#define NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX 5
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#define SHOP_PANEL_SHADOW_PAL_IDX 6
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#define REROLL_BTN_SELECTED_BORDER_PAL_IDX 7
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#define SHOP_LIGHTS_1_PAL_IDX 8
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#define SHOP_LIGHTS_2_PAL_IDX 14
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#define NEXT_ROUND_BTN_PAL_IDX 16
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#define SHOP_LIGHTS_3_PAL_IDX 17
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#define SHOP_LIGHTS_4_PAL_IDX 22
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#define SHOP_BOTTOM_PANEL_BORDER_PAL_IDX 26
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#define SHOP_DESC_RARITY_MAIN_COLOR_PAL_IDX 27
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#define SHOP_DESC_RARITY_SHADOW_COLOR_PAL_IDX 28
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#define SHOP_LIGHTS_1_CLR 0xFFFF
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#define SHOP_LIGHTS_2_CLR 0x32BE
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#define SHOP_LIGHTS_3_CLR 0x4B5F
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#define SHOP_LIGHTS_4_CLR 0x5F9F
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// clang-format off
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// Positions in tiles
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static const BG_POINT SHOP_CLEAR_3X3_SRC_POS = { 29, 0};
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static const Rect SHOP_ICON_FROM_RECT = { 0, 26, 8, 26};
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static const BG_POINT SHOP_ICON_TO_POS = { 0, 0};
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static const BG_POINT OWNED_CARDS_PANEL_3X3_SRC_POS = { 29, 21};
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static const Rect OWNED_JOKERS_PANEL_RECT = { 9, 1, 21, 5};
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static const Rect OWNED_CONSUMABLES_PANEL_RECT = { 23, 1, 28, 5};
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static const Rect OWNED_CARDS_PANEL_RECT = { 9, 1, 28, 5};
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static const Rect CARD_DESC_9_PTCH_TO_RECT = { 9, 6, 28, 18};
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static const NinePatchRect CARD_DESC_9_PTCH_SRC = {
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.patch_rect = { 27, 25, 31, 31},
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.margins = { 2, 3, 2, 3}
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};
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static const int CARD_DESC_MAX_TEXT_HEIGHT = CARD_DESC_9_PTCH_TO_RECT.bottom -
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CARD_DESC_9_PTCH_TO_RECT.top + 1 -
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CARD_DESC_9_PTCH_SRC.margins.top -
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CARD_DESC_9_PTCH_SRC.margins.bottom;
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static const Rect CARD_DESC_TEXT_RECT = { 11, 9, 26, 18};
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static const Rect CARD_NAME_TEXT_RECT = { 10, 7, 27, 7};
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// Positions in pixels
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static const BG_POINT SHOP_JOKER_SPRITES_INIT_POS = {120, 160};
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static const BG_POINT CARD_DESCRIPTION_SPRITE_POS = {135, 9};
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static const Rect SHOP_PRICES_TEXT_RECT = { 72, 56, 192, 160 };
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static const Rect SHOP_REROLL_RECT = { 88, 96, UNDEFINED, UNDEFINED };
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// clang-format on
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static List s_shop_items_list = LIST_DEFAULT;
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enum GameShopStates
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{
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GAME_SHOP_INTRO,
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GAME_SHOP_ACTIVE,
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GAME_SHOP_SHOW_CARD_DESC,
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GAME_SHOP_HIDE_CARD_DESC,
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GAME_SHOP_EXIT,
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GAME_SHOP_MAX
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};
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static void game_shop_intro(void);
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static void game_shop_process_user_input(void);
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static void game_shop_show_card_desc(void);
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static void game_shop_hide_card_desc(void);
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static void game_shop_outro(void);
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static StateInfo shop_state_actions[GAME_SHOP_MAX] = {
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STATE_INFO_UPDATE_FN_ONLY(game_shop_intro),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_process_user_input),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_show_card_desc),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_hide_card_desc),
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STATE_INFO_UPDATE_FN_ONLY(game_shop_outro),
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};
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static StateMachine shop_sm = STATE_MACHINE_DEFINE(shop_state_actions, GAME_SHOP_MAX);
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// Shop SelectionGrid
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static int shop_top_row_get_size(void);
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static bool shop_top_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 shop_top_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static int shop_reroll_row_get_size(void);
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static bool shop_reroll_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 shop_reroll_row_on_key_transit(SelectionGrid* selection_grid, Selection* selection);
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static SelectionGridRow shop_selection_rows[] = {
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{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}},
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{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}},
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{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} },
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};
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static const Selection SHOP_INIT_SEL = {-1, 1};
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static SelectionGrid shop_selection_grid = {
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shop_selection_rows,
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NUM_ELEM_IN_ARR(shop_selection_rows),
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SHOP_INIT_SEL
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};
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// Shop Buttons
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static void next_round_on_pressed(void);
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static void reroll_on_pressed(void);
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static bool reroll_can_be_pressed(void);
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static Button next_round_button =
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{NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX, NEXT_ROUND_BTN_PAL_IDX, next_round_on_pressed, NULL};
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static Button reroll_button = {
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REROLL_BTN_SELECTED_BORDER_PAL_IDX,
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REROLL_BTN_PAL_IDX,
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reroll_on_pressed,
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reroll_can_be_pressed
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};
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// Shop internal variables
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static int timer;
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static int reroll_cost = REROLL_BASE_COST;
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// Variables relative to the Card we are showing the description of
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// TODO: Change this to item once it has description printing API.
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static JokerObject* description_card = NULL;
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static FIXED description_card_original_x_pos = UNDEFINED;
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static FIXED description_card_original_y_pos = UNDEFINED;
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static List* description_card_original_list = NULL;
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JokerObject* game_shop_get_description_card(void)
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{
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return description_card;
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}
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void game_shop_reset(void)
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{
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list_clear(&s_shop_items_list);
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s_shop_items_list = list_init();
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joker_reset_rollable_jokers();
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}
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void game_shop_change_background(void)
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{
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toggle_windows(false, true);
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GRIT_CPY(pal_bg_mem, background_shop_gfxPal);
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GRIT_CPY(&tile_mem[MAIN_BG_CBB], background_shop_gfxTiles);
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GRIT_CPY(&se_mem[MAIN_BG_SBB], background_shop_gfxMap);
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// Set the outline colors for the shop background. This is used for the alternate shop
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// palettes when opening packs
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pal_bg_mem[SHOP_BOTTOM_PANEL_BORDER_PAL_IDX] = 0x213D;
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pal_bg_mem[SHOP_PANEL_SHADOW_PAL_IDX] = 0x10B4;
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// Reset the shop lights to correct colors
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pal_bg_mem[SHOP_LIGHTS_2_PAL_IDX] = SHOP_LIGHTS_2_CLR;
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pal_bg_mem[SHOP_LIGHTS_3_PAL_IDX] = SHOP_LIGHTS_3_CLR;
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pal_bg_mem[SHOP_LIGHTS_4_PAL_IDX] = SHOP_LIGHTS_4_CLR;
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pal_bg_mem[SHOP_LIGHTS_1_PAL_IDX] = SHOP_LIGHTS_1_CLR;
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// Disable the button highlight colors
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pal_bg_mem[REROLL_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[REROLL_BTN_PAL_IDX];
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pal_bg_mem[NEXT_ROUND_BTN_SELECTED_BORDER_PAL_IDX] = pal_bg_mem[NEXT_ROUND_BTN_PAL_IDX];
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}
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void game_shop_on_init(void)
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{
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game_shop_change_background();
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timer = TM_ZERO;
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state_machine_register(&shop_sm);
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state_machine_change_state(&shop_sm, GAME_SHOP_INTRO);
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// The selection grid is initialized outside of bounds and moved
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// to trigger the selection change so the initial selection is visible
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shop_selection_grid.selection = SHOP_INIT_SEL;
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selection_grid_move_selection_horz(&shop_selection_grid, 1);
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}
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/**
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* @brief Create a shop top row item - jokers, consumables, and possibly playing cards
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* Currently only jokers are implemented.
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*/
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static Item* game_shop_create_top_row_item(void)
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{
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// TODO: Randomize item type when consumables are implemented
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return item_roll_new(ITEM_TYPE_JOKER);
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}
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/**
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* @brief Setup for the lists of items we can purchase in the top row of the Shop.
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* i.e. Jokers and consumables and possibly playing cards.
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*/
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static void game_shop_create_top_row_items(void)
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{
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tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT);
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List* shop_items_list = &s_shop_items_list;
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list_clear(shop_items_list);
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*shop_items_list = list_init();
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for (int i = 0; i < MAX_SHOP_ITEMS; i++)
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{
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Item* item = game_shop_create_top_row_item();
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if (item == NULL)
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{
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MGBA_FUNC_WARN("Could not create shop item");
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// TODO: Decide how to handle this case gracefully
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// If the issue for example is that we can't generate any more jokers,
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// because for example the user owns all of them,
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// maybe we need to generate consumables instead.
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return;
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}
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item->x = int2fx(SHOP_JOKER_SPRITES_INIT_POS.x + i * CARD_SPRITE_SIZE);
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item->y = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y);
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item->tx = item->x;
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item->ty = int2fx(ITEM_SHOP_Y);
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item_print_buy_price_under(item);
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list_push_back(shop_items_list, item);
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}
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}
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/**
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* @brief Intro sequence (menu and shop icon coming into frame)
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*/
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static void game_shop_intro()
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{
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main_bg_se_copy_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
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if (timer == TM_CREATE_SHOP_ITEMS_WAIT)
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{
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game_shop_create_top_row_items();
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}
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if (timer >= TM_SHIFT_SHOP_ICON_WAIT) // Shift the shop icon
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{
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int timer_offset = timer - 6;
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// TODO: Extract to generic function?
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for (int y = 0; y < timer_offset; y++)
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{
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Rect from = SHOP_ICON_FROM_RECT;
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from.top += y - timer_offset;
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from.bottom += y - timer_offset;
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BG_POINT to = SHOP_ICON_TO_POS;
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to.y = y;
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main_bg_se_copy_rect(from, to);
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}
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}
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if (timer == TM_END_GAME_SHOP_INTRO)
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{
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state_machine_change_state(&shop_sm, GAME_SHOP_ACTIVE);
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timer = TM_ZERO; // Reset the timer
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// print initial reroll cost only when the panel is in place
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tte_printf(
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"#{P:%d,%d; cx:0x%X000}$%d",
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SHOP_REROLL_RECT.left,
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SHOP_REROLL_RECT.top,
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TTE_WHITE_PB,
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reroll_cost
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);
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}
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}
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/**
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* @brief Computes the number of Jokers up for sale, aka the number of
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* "buttons" there are on the top row of the Shop.
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*/
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static int shop_top_row_get_size(void)
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{
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// + 1 to account for next round button
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return list_get_len(&s_shop_items_list) + 1;
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}
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/**
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* @brief Called when pressing A on a Shop Joker to buy it.
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*/
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static inline void game_shop_buy_item(int shop_item_idx)
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{
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List* shop_items_list = &s_shop_items_list;
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Item* item = (Item*)list_get_at_idx(shop_items_list, shop_item_idx);
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g_game_vars.money -= item_get_buy_price(item);
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display_money();
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sprite_object_erase_text_under((SpriteObject*)item);
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sprite_object_set_focus((SpriteObject*)item, false);
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item_acquire(item);
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list_remove_at_idx(shop_items_list, shop_item_idx); // Remove the joker from the shop
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}
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/**
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* @brief Handle button inputs for the "Next Round" button and shop Jokers.
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*/
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static void shop_top_row_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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return;
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if (selection->x == NEXT_ROUND_BTN_SEL_X)
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{
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button_press(&next_round_button);
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}
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else
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{
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int shop_item_idx = selection->x - 1; // - 1 to account for next round button
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Item* item = (Item*)list_get_at_idx(&s_shop_items_list, shop_item_idx);
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if (!item_can_acquire(item) || g_game_vars.money < item_get_buy_price(item))
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{
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return;
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}
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game_shop_buy_item(shop_item_idx);
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selection_grid_move_selection_horz(selection_grid, -1);
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}
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}
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/**
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* @brief Handle d-pad inputs for the "Next Round" button and shop Jokers' row.
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*/
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static bool shop_top_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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{
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List* shop_items_list = &s_shop_items_list;
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// Guard if we move down while on jokers
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if (new_selection->y > row_idx && prev_selection->x > 0)
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return false;
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// The selection grid system only guarantees that the new selection is within bounds
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// but not the previous one...
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// This allows using INIT_SEL = {-1, 1} and move to set the initial selection in a hacky way...
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if (prev_selection->y == row_idx && prev_selection->x >= 0 &&
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prev_selection->x < shop_top_row_get_size())
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{
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if (prev_selection->x == NEXT_ROUND_BTN_SEL_X)
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{
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button_set_highlight(&next_round_button, false);
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}
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else
|
|
{
|
|
int idx = prev_selection->x - 1; // -1 to account for next round button
|
|
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
|
|
sprite_object_set_focus(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
|
|
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(shop_items_list, idx);
|
|
sprite_object_set_focus(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;
|
|
SpriteObject* sprite_object = (SpriteObject*)list_get_at_idx(&s_shop_items_list, idx);
|
|
sprite_object_set_focus(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(void)
|
|
{
|
|
g_game_vars.money -= reroll_cost;
|
|
display_money(); // Update the money display
|
|
|
|
List* shop_items_list = &s_shop_items_list;
|
|
ListItr itr = list_itr_create(shop_items_list);
|
|
Item* item;
|
|
|
|
while ((item = list_itr_next(&itr)))
|
|
{
|
|
if (item != NULL && item->type == ITEM_TYPE_JOKER)
|
|
{
|
|
item_dispose(&item);
|
|
}
|
|
}
|
|
|
|
list_clear(shop_items_list);
|
|
*shop_items_list = list_init();
|
|
|
|
game_shop_create_top_row_items();
|
|
|
|
itr = list_itr_create(shop_items_list);
|
|
|
|
SpriteObject* item_sprite_object;
|
|
while ((item_sprite_object = list_itr_next(&itr)))
|
|
{
|
|
if (item_sprite_object != NULL)
|
|
{
|
|
item_sprite_object->y = item_sprite_object->ty;
|
|
|
|
sprite_object_shake(item_sprite_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();
|
|
}
|
|
|
|
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(void)
|
|
{
|
|
selection_grid_process_input(&shop_selection_grid);
|
|
|
|
static JokerObject* tmp_card = NULL;
|
|
|
|
// Determine the Joker we would show the description of
|
|
switch (shop_selection_grid.selection.y)
|
|
{
|
|
// Owned Joker
|
|
case 0:
|
|
{
|
|
description_card_original_list = get_jokers_list();
|
|
tmp_card = list_get_at_idx(get_jokers_list(), shop_selection_grid.selection.x);
|
|
break;
|
|
}
|
|
|
|
// Jokers for sale
|
|
case 1:
|
|
{
|
|
description_card_original_list = &s_shop_items_list;
|
|
tmp_card = (shop_selection_grid.selection.x > 0)
|
|
? list_get_at_idx(&s_shop_items_list, shop_selection_grid.selection.x - 1)
|
|
: NULL;
|
|
break;
|
|
}
|
|
|
|
// TODO: handle Consumables and Vouchers when implemented
|
|
|
|
default:
|
|
{
|
|
description_card_original_list = NULL;
|
|
tmp_card = NULL;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Show description of selected card when pressing B.
|
|
// Always wait for the card in question to be immobile to avoid accumulating
|
|
// errors when pressing and releasing B in quick succession.
|
|
if (tmp_card != NULL && tmp_card->vx == 0 && tmp_card->vy == 0 && key_held(DESELECT_CARDS))
|
|
{
|
|
description_card = tmp_card;
|
|
description_card_original_x_pos = description_card->x;
|
|
description_card_original_y_pos = description_card->y;
|
|
|
|
timer = TM_ZERO;
|
|
state_machine_change_state(&shop_sm, GAME_SHOP_SHOW_CARD_DESC);
|
|
}
|
|
}
|
|
|
|
static void game_shop_show_card_desc(void)
|
|
{
|
|
// Anim start
|
|
if (timer == 1)
|
|
{
|
|
// Erase shop text and disable transparency window
|
|
|
|
tte_erase_rect_wrapper(PLAYING_SCREEN_RECT);
|
|
toggle_windows(false, true);
|
|
|
|
// Move all other Jokers offscreen
|
|
|
|
JokerObject* joker_object = NULL;
|
|
|
|
// Owned Jokers
|
|
ListItr itr = list_itr_create(get_jokers_list());
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != description_card)
|
|
joker_object->ty -= int2fx(OWNED_CARDS_HIDE_Y_OFFSET);
|
|
}
|
|
|
|
// Shop Jokers
|
|
itr = list_itr_create(&s_shop_items_list);
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != description_card)
|
|
joker_object->ty = int2fx(SHOP_JOKER_SPRITES_INIT_POS.y + TILE_SIZE);
|
|
}
|
|
|
|
// Set description_card new target position
|
|
|
|
description_card->tx = int2fx(CARD_DESCRIPTION_SPRITE_POS.x);
|
|
description_card->ty = int2fx(CARD_DESCRIPTION_SPRITE_POS.y);
|
|
}
|
|
|
|
// First 12 anim frames
|
|
if (timer <= TM_SHOW_CARD_DESC_WAIT)
|
|
{
|
|
// Hide Deck (last 5 frames only)
|
|
if (TM_SHOW_CARD_DESC_WAIT - timer < 5)
|
|
main_bg_se_move_rect_1_tile_vert(DECK_ANIM_RECT, SCREEN_DOWN);
|
|
// Hide shop panel
|
|
main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_DOWN);
|
|
// Hide Owned Cards panels
|
|
main_bg_se_move_rect_1_tile_vert(OWNED_CARDS_PANEL_RECT, SCREEN_UP);
|
|
}
|
|
|
|
// Anim end
|
|
else if (timer == TM_SHOW_CARD_DESC_WAIT + 1)
|
|
{
|
|
// Compute needed space for the description
|
|
const JokerInfo* info = get_joker_registry_entry(description_card->joker->id);
|
|
int desc_bottom_offset =
|
|
CARD_DESC_MAX_TEXT_HEIGHT -
|
|
info->joker_print_desc(description_card->joker, CARD_DESC_TEXT_RECT);
|
|
|
|
// Print Rarity and change color or the panel
|
|
// Do it before drawing the panel so the color is already set
|
|
const char* rarity_str = joker_get_rarity_string(info->rarity);
|
|
tte_printf(
|
|
TTE_WHITE_TAG "#{P:%d,%d}%*s%s",
|
|
CARD_DESC_TEXT_RECT.left * TILE_SIZE,
|
|
(CARD_DESC_TEXT_RECT.bottom - desc_bottom_offset - 1) * TILE_SIZE,
|
|
(rect_width(&CARD_DESC_TEXT_RECT) - strlen(rarity_str)) / 2,
|
|
"",
|
|
rarity_str
|
|
);
|
|
pal_bg_mem[SHOP_DESC_RARITY_MAIN_COLOR_PAL_IDX] =
|
|
joker_get_rarity_color(info->rarity, true);
|
|
pal_bg_mem[SHOP_DESC_RARITY_SHADOW_COLOR_PAL_IDX] =
|
|
joker_get_rarity_color(info->rarity, false);
|
|
|
|
// Draw description panel
|
|
Rect actual_dest_rect = CARD_DESC_9_PTCH_TO_RECT;
|
|
actual_dest_rect.bottom -= desc_bottom_offset;
|
|
main_bg_se_copy_expand_9_patch(actual_dest_rect, &CARD_DESC_9_PTCH_SRC);
|
|
|
|
// Print joker name
|
|
tte_printf(
|
|
TTE_WHITE_TAG "#{P:%d,%d}%*s%s",
|
|
CARD_NAME_TEXT_RECT.left * TILE_SIZE,
|
|
CARD_NAME_TEXT_RECT.top * TILE_SIZE,
|
|
(rect_width(&CARD_NAME_TEXT_RECT) - strlen(info->name)) / 2,
|
|
"",
|
|
info->name
|
|
);
|
|
}
|
|
|
|
// Actively wait for the B button to be released, but only if the described card has stopped
|
|
// moving
|
|
else if (description_card->vx == 0 && description_card->vy == 0 && !key_held(DESELECT_CARDS))
|
|
{
|
|
timer = TM_ZERO;
|
|
state_machine_change_state(&shop_sm, GAME_SHOP_HIDE_CARD_DESC);
|
|
}
|
|
}
|
|
|
|
static void game_shop_hide_card_desc(void)
|
|
{
|
|
// just so we don't print the price of an owned Joker too many times
|
|
static bool owned_joker_price_printed = false;
|
|
|
|
// Anim start
|
|
if (timer == 1)
|
|
{
|
|
// Erase shop text and Joker Description frame
|
|
tte_erase_rect_wrapper(PLAYING_SCREEN_RECT);
|
|
main_bg_se_copy_expand_3x3_rect(CARD_DESC_9_PTCH_TO_RECT, SHOP_CLEAR_3X3_SRC_POS);
|
|
|
|
// Enable transparency window
|
|
toggle_windows(false, true);
|
|
|
|
// Redraw Jokers/Consumables frames
|
|
main_bg_se_copy_expand_3x3_rect(OWNED_JOKERS_PANEL_RECT, OWNED_CARDS_PANEL_3X3_SRC_POS);
|
|
main_bg_se_copy_expand_3x3_rect(
|
|
OWNED_CONSUMABLES_PANEL_RECT,
|
|
OWNED_CARDS_PANEL_3X3_SRC_POS
|
|
);
|
|
|
|
// Move Jokers back to their positions
|
|
JokerObject* joker_object = NULL;
|
|
|
|
// Owned Jokers
|
|
ListItr itr = list_itr_create(get_jokers_list());
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != description_card)
|
|
joker_object->ty = int2fx(HELD_JOKERS_POS.y);
|
|
}
|
|
|
|
// Shop Jokers
|
|
itr = list_itr_create(&s_shop_items_list);
|
|
while ((joker_object = list_itr_next(&itr)))
|
|
{
|
|
if (joker_object != description_card)
|
|
joker_object->ty = int2fx(ITEM_SHOP_Y);
|
|
}
|
|
|
|
description_card->tx = description_card_original_x_pos;
|
|
description_card->ty = description_card_original_y_pos;
|
|
}
|
|
|
|
// First 12 anim frames
|
|
if (timer <= TM_SHOW_CARD_DESC_WAIT)
|
|
{
|
|
// Show Deck (last 5 frames only)
|
|
if (TM_SHOW_CARD_DESC_WAIT - timer < 5)
|
|
main_bg_se_move_rect_1_tile_vert(DECK_ANIM_RECT, SCREEN_UP);
|
|
// Show shop panel
|
|
main_bg_se_move_rect_1_tile_vert(POP_MENU_ANIM_RECT, SCREEN_UP);
|
|
}
|
|
|
|
// Last anim frame (no need to wait for the Joker to have stopped for this):
|
|
else if (timer == TM_SHOW_CARD_DESC_WAIT + 1)
|
|
{
|
|
// Need to account for the description_card being selected if it came from the shop.
|
|
if (description_card_original_list == &s_shop_items_list)
|
|
description_card->ty += int2fx(TILE_SIZE);
|
|
|
|
// Print price under shop Jokers
|
|
Item* item = NULL;
|
|
ListItr itr = list_itr_create(&s_shop_items_list);
|
|
while ((item = list_itr_next(&itr)))
|
|
{
|
|
item_print_buy_price_under(item);
|
|
}
|
|
|
|
if (description_card_original_list == &s_shop_items_list)
|
|
description_card->ty -= int2fx(TILE_SIZE);
|
|
|
|
// Print Reroll prince
|
|
tte_printf(
|
|
"#{P:%d,%d; cx:0x%X000}$%d",
|
|
SHOP_REROLL_RECT.left,
|
|
SHOP_REROLL_RECT.top,
|
|
TTE_WHITE_PB,
|
|
reroll_cost
|
|
);
|
|
|
|
// Print Deck size that was erased
|
|
display_deck_size_max();
|
|
}
|
|
|
|
// Cleanup and change state
|
|
else if (description_card->vx == 0 && description_card->vy == 0)
|
|
{
|
|
owned_joker_price_printed = false;
|
|
description_card = NULL;
|
|
timer = TM_ZERO;
|
|
state_machine_change_state(&shop_sm, GAME_SHOP_ACTIVE);
|
|
}
|
|
|
|
// At any point after the other prices have been printed, and while the card is still moving,
|
|
// if we are NOT pressing A, print the price under it.
|
|
else if (!owned_joker_price_printed && !key_held(SELECT_CARD) &&
|
|
description_card_original_list == get_jokers_list())
|
|
{
|
|
owned_joker_price_printed = true;
|
|
sprite_object_print_price_under(
|
|
(SpriteObject*)description_card,
|
|
joker_get_sell_value(description_card->joker)
|
|
);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Outro sequence substate update.
|
|
* This makes the menu and shop icon go out of frame.
|
|
*/
|
|
static void game_shop_outro(void)
|
|
{
|
|
// 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);
|
|
|
|
if (timer == 1)
|
|
{
|
|
tte_erase_rect_wrapper(SHOP_PRICES_TEXT_RECT); // Erase the shop prices text
|
|
|
|
ListItr itr = list_itr_create(&s_shop_items_list);
|
|
SpriteObject* shop_item;
|
|
while ((shop_item = list_itr_next(&itr)))
|
|
{
|
|
if (shop_item != NULL)
|
|
{
|
|
shop_item->ty = int2fx(160);
|
|
}
|
|
}
|
|
|
|
reset_top_left_panel_bottom_row();
|
|
}
|
|
else if (timer == 2)
|
|
{
|
|
// TODO: make heads or tails of what's going on here and replace
|
|
// magic numbers.
|
|
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++;
|
|
|
|
if (timer % 20 == 0)
|
|
{
|
|
game_shop_lights_anim_frame();
|
|
}
|
|
}
|
|
|
|
void game_shop_on_exit(void)
|
|
{
|
|
List* shop_items_list = &s_shop_items_list;
|
|
ListItr itr = list_itr_create(shop_items_list);
|
|
Item* item;
|
|
|
|
while ((item = list_itr_next(&itr)))
|
|
{
|
|
item_dispose(&item);
|
|
}
|
|
|
|
list_clear(shop_items_list);
|
|
|
|
increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()?
|
|
|
|
state_machine_remove(&shop_sm);
|
|
|
|
save_game();
|
|
}
|