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>
636 lines
18 KiB
C
636 lines
18 KiB
C
#include "joker.h"
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#include "card.h"
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#include "game/round.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "layout.h"
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#include "mgba_logger.h"
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#include "pool.h"
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#include "random.h"
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#include "soundbank.h"
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#include "util.h"
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// Tiles and palettes
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#include "card_rarity_pal_gfx.h"
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#include "item.h"
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#include "joker_gfx.h"
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#include <maxmod.h>
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#include <stdlib.h>
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#include <string.h>
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#include <tonc.h>
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#define JOKER_SCORE_TEXT_Y 48
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#define HELD_CARD_SCORE_TEXT_Y 108
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#define MAX_CARD_SCORE_STR_LEN 2
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// what it was before (MAX_DEFINEABLE_JOKERS / JOKERS_PER_SPRITESHEET)
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#define MAX_NUM_JOKERS_SPRITESHEETS 75
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static const unsigned int* joker_gfxTiles[] = {
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#define DEF_JOKER_GFX(idx) joker_gfx##idx##Tiles,
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#include "../include/def_joker_gfx_table.h"
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#undef DEF_JOKER_GFX
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};
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static const unsigned short* joker_gfxPal[] = {
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#define DEF_JOKER_GFX(idx) joker_gfx##idx##Pal,
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#include "def_joker_gfx_table.h"
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#undef DEF_JOKER_GFX
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};
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const static u8 edition_price_lut[MAX_EDITIONS] = {
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0, // BASE_EDITION
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2, // FOIL_EDITION
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3, // HOLO_EDITION
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5, // POLY_EDITION
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5, // NEGATIVE_EDITION
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};
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/* So for the card objects, I needed them to be properly sorted
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which is why they let you specify the layer index when creating a new card object.
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Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look
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like a mess. The joker objects are functionally identical to card objects, so they use the same
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logic. But I'm going to use a simpler approach for the joker objects since I'm lazy and sorting
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them wouldn't look good enough to warrant the effort.
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*/
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static bool used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
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// TODO: Refactor sorting into SpriteObject?
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// Maps the spritesheet index to the palette bank index allocated to it.
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// Spritesheets that were not allocated are
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static int joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS];
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static int joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0};
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BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS)
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// See linked issue for context of maps
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// https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538
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// clang-format off
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// Map of Joker ID -> Spritesheet idx
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static int joker_id_to_sprite_map[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1,
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2, 2,
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3, 3, 3, 3, 3,
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4, 4, 4, 4, 4,
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5, 5, 5, 5,
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6, 6, 6, 6,
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7, 7,
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8, 8,
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9,
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10,
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11,
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12,
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13,
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14,
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15,
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16,
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17,
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};
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// Map of Spritesheet idx -> first Joker ID in sheet
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// This is used to determine the sprite index of a Joker's sprite
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// within its spritesheet by substracting its ID to this starting ID.
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// Notice how spritesheets with only one Joker have sequential starting IDs.
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static int spritesheet_idx_to_starting_joker_id[] = {
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0, 18, 20, 22, 27, 32, 36, 40, 42, 44,
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45, 46, 47, 48, 49, 50, 51, 52
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};
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// Lookup table of Joker Rarity strings. Used to display at the bottom of the description screen.
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static const char* joker_rarity_strings_lut[MAX_RARITIES] = {
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"Common", "Uncommon", "Rare", "Legendary"
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};
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// clang-format on
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static int s_get_num_spritesheets(void);
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static int s_joker_get_spritesheet_idx(u8 joker_id);
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static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx);
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static void s_joker_pb_add_sprite_user(int pb);
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static void s_joker_pb_remove_sprite_user(int pb);
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static int s_joker_pb_get_num_sprite_users(int joker_pb);
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static int s_get_unused_joker_pb(void);
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static int s_allocate_pb_if_needed(u8 joker_id);
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void joker_init()
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{
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// This should init once only so no need to free
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int num_spritesheets = s_get_num_spritesheets();
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for (int i = 0; i < num_spritesheets; i++)
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{
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joker_spritesheet_pb_map[i] = UNDEFINED;
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}
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}
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Joker* joker_new(u8 id)
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{
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if (id >= get_joker_registry_size())
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return NULL;
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Joker* joker = POOL_GET(Joker);
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const JokerInfo* jinfo = get_joker_registry_entry(id);
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joker->id = id;
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joker->modifier = BASE_EDITION; // TODO: Make this a parameter
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joker->value = jinfo->base_value + edition_price_lut[joker->modifier];
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joker->rarity = jinfo->rarity;
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joker->scoring_state = 0;
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joker->persistent_state = 0;
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// initialize persistent Joker data if needed
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JokerEffect* joker_effect = NULL;
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jinfo->joker_effect_func(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED, &joker_effect);
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return joker;
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}
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void joker_destroy(Joker** joker)
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{
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POOL_FREE(Joker, *joker);
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*joker = NULL;
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}
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u32 joker_get_score_effect(
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Joker* joker,
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Card* scored_card,
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enum JokerEvent joker_event,
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JokerEffect** joker_effect
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)
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{
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const JokerInfo* jinfo = get_joker_registry_entry(joker->id);
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if (!jinfo)
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return JOKER_EFFECT_FLAG_NONE;
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return jinfo->joker_effect_func(joker, scored_card, joker_event, joker_effect);
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}
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const char* joker_get_rarity_string(u8 rarity)
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{
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if (rarity >= MAX_RARITIES)
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return NULL;
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return joker_rarity_strings_lut[rarity];
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}
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u16 joker_get_rarity_color(u8 rarity, bool main_color)
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{
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if (rarity >= MAX_RARITIES)
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return 0x0;
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// +1 to account for the transparency
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// odd indices are the main colors, even ones are the shadows
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return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)];
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}
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int joker_get_buy_price(const Joker* joker)
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{
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GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
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return joker->value;
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}
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int joker_get_sell_value(const Joker* joker)
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{
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GBAL_RETURN_IF_NULL_RET(joker, UNDEFINED);
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return joker->value / 2;
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}
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// JokerObject methods
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JokerObject* joker_object_new(Joker* joker)
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{
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JokerObject* joker_object = POOL_GET(JokerObject);
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sprite_object_init((SpriteObject*)joker_object);
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int layer = 0;
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for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
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{
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if (!used_layers[i])
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{
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layer = i;
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used_layers[i] = true; // Mark this layer as used
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break;
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}
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}
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joker_object->joker = joker;
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joker_object->type = ITEM_TYPE_JOKER;
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int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
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int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id);
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int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx);
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int joker_pb = s_allocate_pb_if_needed(joker->id);
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s_joker_pb_add_sprite_user(joker_pb);
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memcpy32(
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&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
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&joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET],
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TILE_SIZE * JOKER_SPRITE_OFFSET
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);
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sprite_object_set_sprite(
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(SpriteObject*)joker_object,
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sprite_new(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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tile_index,
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joker_pb,
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JOKER_STARTING_LAYER + layer
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)
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);
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return joker_object;
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}
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void joker_object_destroy(JokerObject** joker_object)
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{
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if (joker_object == NULL || *joker_object == NULL)
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return;
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int layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
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used_layers[layer] = false;
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s_joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object)));
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if (s_joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) ==
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0)
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{
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joker_spritesheet_pb_map[s_joker_get_spritesheet_idx((*joker_object)->joker->id)] =
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UNDEFINED;
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}
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sprite_object_destroy((SpriteObject*)(*joker_object));
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joker_destroy(&(*joker_object)->joker);
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POOL_FREE(JokerObject, *joker_object);
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*joker_object = NULL;
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}
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void joker_object_dispose(Item** joker_object_item)
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{
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GBAL_RETURN_IF_NULL_VOID(joker_object_item);
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GBAL_RETURN_IF_NULL_VOID(*joker_object_item);
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ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(*joker_object_item, ITEM_TYPE_JOKER);
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JokerObject* joker_object = (JokerObject*)(*joker_object_item);
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GBAL_RETURN_IF_NULL_VOID(joker_object->joker);
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joker_set_rollable(joker_object->joker->id, true);
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joker_object_destroy(&joker_object);
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*joker_object_item = NULL;
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}
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void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
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{
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sprite_object_shake((SpriteObject*)joker_object, sound_id);
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}
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int joker_object_get_buy_price(Item* joker_object)
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{
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GBAL_RETURN_IF_NULL_RET(joker_object, UNDEFINED);
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ITEM_RETURN_IF_UNEXPECTED_TYPE_RET(joker_object, ITEM_TYPE_JOKER, UNDEFINED);
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return ((JokerObject*)joker_object)->joker->value;
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}
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void joker_object_add_to_owned(Item* joker_object)
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{
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GBAL_RETURN_IF_NULL_VOID(joker_object);
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ITEM_RETURN_IF_UNEXPECTED_TYPE_VOID(joker_object, ITEM_TYPE_JOKER);
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joker_object->ty = int2fx(HELD_JOKERS_POS.y);
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add_joker((JokerObject*)joker_object);
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}
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void joker_set_rollable(int joker_id, bool rollable)
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{
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bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable);
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}
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/**
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* @brief Computes the number of Jokers we can currently roll in the Shop.
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* The Jokers we own is taken into account and can't be rolled again.
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*/
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static inline int get_num_rollable_jokers(void)
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{
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return bitset_num_set_bits(&s_rollable_jokers_bitset);
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}
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/**
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* @brief Returns true if we can't roll any Joker
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*/
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static inline bool no_rollable_jokers(void)
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{
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return bitset_is_empty(&s_rollable_jokers_bitset);
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}
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GBAL_UNUSED
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static inline bool joker_is_rollable(int joker_id)
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{
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return bitset_get_idx(&s_rollable_jokers_bitset, joker_id);
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}
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void joker_reset_rollable_jokers(void)
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{
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int num_jokers = get_joker_registry_size();
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bitset_clear(&s_rollable_jokers_bitset);
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for (int i = 0; i < num_jokers; i++)
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{
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bitset_set_idx(&s_rollable_jokers_bitset, i, true);
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}
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}
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/**
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* @brief Rolls a random Joker among the available ones
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*/
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static int joker_roll_id(void)
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{
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// Now determine how many jokers are available based on the rarity
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int jokers_avail_size = get_num_rollable_jokers();
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if (jokers_avail_size == 0)
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return UNDEFINED;
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// Roll for what rarity the joker will be
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int joker_rarity = joker_get_random_rarity();
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int matching_joker_ids[jokers_avail_size];
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int fallback_random_idx = rng_get_u32() % jokers_avail_size;
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int fallback_random_joker_id = UNDEFINED;
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int match_count = 0;
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BitsetItr itr = bitset_itr_create(&s_rollable_jokers_bitset);
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int i = 0;
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int joker_id = UNDEFINED;
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while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
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{
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if (i++ == fallback_random_idx)
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fallback_random_joker_id = joker_id;
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const JokerInfo* info = get_joker_registry_entry(joker_id);
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if (info->rarity == joker_rarity)
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{
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matching_joker_ids[match_count++] = joker_id;
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}
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}
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int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32() % match_count]
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: fallback_random_joker_id;
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return selected_joker_id;
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}
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Item* joker_object_roll_new(void)
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{
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if (no_rollable_jokers())
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return NULL;
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int joker_id = 0;
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#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
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if (joker_is_rollable(TEST_JOKER_ID0))
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{
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joker_id = TEST_JOKER_ID0;
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}
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else
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#endif
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#ifdef TEST_JOKER_ID1
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if (joker_is_rollable(TEST_JOKER_ID1))
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{
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joker_id = TEST_JOKER_ID1;
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}
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else
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#endif
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{
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joker_id = joker_roll_id();
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}
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// If for some reason only no joker is left, don't make another
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if (joker_id == UNDEFINED)
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return NULL;
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joker_set_rollable(joker_id, false);
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return (Item*)joker_object_new(joker_new(joker_id));
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}
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static void set_and_shift_text(char* str, int* cursor_pos_x, int* cursor_pos_y, int color_pb)
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{
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tte_set_pos(*cursor_pos_x, *cursor_pos_y);
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tte_set_special(color_pb * TTE_SPECIAL_PB_MULT_OFFSET);
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tte_write(str);
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// + 1 For space
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const int joker_score_display_offset_px = (MAX_CARD_SCORE_STR_LEN + 1) * TTE_CHAR_SIZE;
|
|
*cursor_pos_x += joker_score_display_offset_px;
|
|
}
|
|
|
|
bool joker_object_score(
|
|
JokerObject* joker_object,
|
|
CardObject* card_object,
|
|
enum JokerEvent joker_event
|
|
)
|
|
{
|
|
if (joker_object == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
JokerEffect* joker_effect = NULL;
|
|
u32 effect_flags_ret =
|
|
joker_get_score_effect(joker_object->joker, card_object->card, joker_event, &joker_effect);
|
|
|
|
if (effect_flags_ret == JOKER_EFFECT_FLAG_NONE)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_RETRIGGER)
|
|
{
|
|
set_retrigger(joker_effect->retrigger);
|
|
}
|
|
|
|
// joker_effect.message will have been set if the Joker had anything custom to say
|
|
|
|
int cursorPosX = TILE_SIZE; // Offset of one tile to better center the text on the card
|
|
int cursorPosY = 0;
|
|
if (joker_event == JOKER_EVENT_ON_CARD_HELD)
|
|
{
|
|
// display the text on top of the card instead of below the Joker for Held Cards effects
|
|
// scored_card cannot be NULL here because of the joker event
|
|
cursorPosX += fx2int(card_object->x);
|
|
cursorPosY = HELD_CARD_SCORE_TEXT_Y;
|
|
}
|
|
else
|
|
{
|
|
cursorPosX += fx2int(joker_object->x);
|
|
cursorPosY = JOKER_SCORE_TEXT_Y;
|
|
}
|
|
|
|
mm_word sfx_id;
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_CHIPS)
|
|
{
|
|
g_game_vars.chips = u32_protected_add(g_game_vars.chips, joker_effect->chips);
|
|
char score_buffer[INT_MAX_DIGITS + 2]; // For '+' and null terminator
|
|
snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->chips);
|
|
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_BLUE_PB);
|
|
sfx_id = SFX_CHIPS_GENERIC; // The joker chips effect is "generic"
|
|
}
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_MULT)
|
|
{
|
|
g_game_vars.mult = u32_protected_add(g_game_vars.mult, joker_effect->mult);
|
|
char score_buffer[INT_MAX_DIGITS + 2];
|
|
snprintf(score_buffer, sizeof(score_buffer), "+%lu", joker_effect->mult);
|
|
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
|
|
sfx_id = SFX_MULT;
|
|
}
|
|
// if xmult is zero, DO NOT multiply by it
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_XMULT && joker_effect->xmult > 0)
|
|
{
|
|
g_game_vars.mult = u32_protected_mult(g_game_vars.mult, joker_effect->xmult);
|
|
char score_buffer[INT_MAX_DIGITS + 2];
|
|
snprintf(score_buffer, sizeof(score_buffer), "X%lu", joker_effect->xmult);
|
|
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_RED_PB);
|
|
sfx_id = SFX_XMULT;
|
|
}
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_MONEY)
|
|
{
|
|
g_game_vars.money += joker_effect->money;
|
|
char score_buffer[INT_MAX_DIGITS + 2];
|
|
snprintf(score_buffer, sizeof(score_buffer), "%d$", joker_effect->money);
|
|
set_and_shift_text(score_buffer, &cursorPosX, &cursorPosY, TTE_YELLOW_PB);
|
|
// TODO: Money sound effect
|
|
}
|
|
// custom message for Jokers (including retriggers where Jokers will say "Again!")
|
|
// joker_effect->message will have been set if the Joker had anything custom to say
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_MESSAGE)
|
|
{
|
|
set_and_shift_text(joker_effect->message, &cursorPosX, &cursorPosY, TTE_WHITE_PB);
|
|
}
|
|
// this will start the Joker expire animation
|
|
if (effect_flags_ret & JOKER_EFFECT_FLAG_EXPIRE && joker_effect->expire)
|
|
{
|
|
joker_object_shake(joker_object, UNDEFINED);
|
|
list_push_back(get_expired_jokers_list(), joker_object);
|
|
}
|
|
|
|
// Update displays
|
|
display_chips();
|
|
display_mult();
|
|
display_money();
|
|
|
|
joker_object_shake(joker_object, sfx_id);
|
|
|
|
return true;
|
|
}
|
|
|
|
Sprite* joker_object_get_sprite(JokerObject* joker_object)
|
|
{
|
|
if (joker_object == NULL)
|
|
return NULL;
|
|
return sprite_object_get_sprite((SpriteObject*)joker_object);
|
|
}
|
|
|
|
int joker_get_random_rarity()
|
|
{
|
|
int joker_rarity = 0;
|
|
int rarity_roll = rng_get_u32() % 100;
|
|
if (rarity_roll < COMMON_JOKER_CHANCE)
|
|
{
|
|
joker_rarity = COMMON_JOKER;
|
|
}
|
|
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE)
|
|
{
|
|
joker_rarity = UNCOMMON_JOKER;
|
|
}
|
|
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE)
|
|
{
|
|
joker_rarity = RARE_JOKER;
|
|
}
|
|
else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE +
|
|
LEGENDARY_JOKER_CHANCE)
|
|
{
|
|
joker_rarity = LEGENDARY_JOKER;
|
|
}
|
|
|
|
return joker_rarity;
|
|
}
|
|
|
|
static int s_get_num_spritesheets()
|
|
{
|
|
return MAX_NUM_JOKERS_SPRITESHEETS;
|
|
}
|
|
|
|
static int s_joker_get_spritesheet_idx(u8 joker_id)
|
|
{
|
|
return joker_id_to_sprite_map[joker_id];
|
|
}
|
|
|
|
static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx)
|
|
{
|
|
return joker_id - spritesheet_idx_to_starting_joker_id[joker_id_to_sprite_map[joker_id]];
|
|
}
|
|
|
|
static void s_joker_pb_add_sprite_user(int pb)
|
|
{
|
|
joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++;
|
|
}
|
|
|
|
static void s_joker_pb_remove_sprite_user(int pb)
|
|
{
|
|
int num_sprite_users = joker_pb_num_sprite_users[pb - JOKER_BASE_PB];
|
|
joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1);
|
|
}
|
|
|
|
static int s_joker_pb_get_num_sprite_users(int joker_pb)
|
|
{
|
|
return joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB];
|
|
}
|
|
|
|
static int s_get_unused_joker_pb()
|
|
{
|
|
for (int i = 0; i < NUM_ELEM_IN_ARR(joker_pb_num_sprite_users); i++)
|
|
{
|
|
if (joker_pb_num_sprite_users[i] == 0)
|
|
{
|
|
return (i + JOKER_BASE_PB);
|
|
}
|
|
}
|
|
|
|
return UNDEFINED;
|
|
}
|
|
|
|
static int s_allocate_pb_if_needed(u8 joker_id)
|
|
{
|
|
int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker_id);
|
|
int joker_pb = joker_spritesheet_pb_map[joker_spritesheet_idx];
|
|
if (joker_pb != UNDEFINED)
|
|
{
|
|
// Already allocated
|
|
return joker_pb;
|
|
}
|
|
|
|
// Allocate a new palette
|
|
joker_pb = s_get_unused_joker_pb();
|
|
|
|
if (joker_pb == UNDEFINED)
|
|
{
|
|
// Ran out of palettes, default to base and pray
|
|
joker_pb = JOKER_BASE_PB;
|
|
}
|
|
else
|
|
{
|
|
joker_spritesheet_pb_map[joker_spritesheet_idx] = joker_pb;
|
|
memcpy16(
|
|
&pal_obj_mem[PAL_ROW_LEN * joker_pb],
|
|
joker_gfxPal[joker_spritesheet_idx],
|
|
NUM_ELEM_IN_ARR(joker_gfx0Pal)
|
|
);
|
|
}
|
|
|
|
return joker_pb;
|
|
}
|