e7f550ce22
* background * Implement Options button * Update main menu artwork * add options menu tiles * prepare options menu handling * incorporate main menu refactor * toto * add all menu interactions * do not reset selection_x in main_menu * options struct * fix rebase from ricfehr3's repo * Implement high contrast cards * Save/Load options values to SRAM * load options on game_init and validate data within the load_options function * Get changes from ricfehr3's PR * recover fix for glitched ace * clang format * clang format * clang format * Save 500B of image data by using only minimal set of tiles instead of keeping final window in source file * clang format * clang format * Implement Options button * Update main menu artwork * progress, leaving it alone for now until discussion * make game_vars an extern * Move options vars into their own struct * rollback previous commit * Implement save validation. Version check to come * implement data validity + version check for game saves * clang format * Save position in rng sequence for consistent run after load * fix rebase issues * fix rebase issue * remove unused/duplicate define * Oops, made a mistake when testing PR #424 * encode high contrast palette into an image, and load it at game_start * document save.c/h and correct typos * correct alignment * game speed and high contrast buttons working * small cleanup * sliders also work again now * clang format * Moved balatro_version extern declaration to version.h file * removed unsused variable * make showing ROM version a toggle * move ante, round and money to the GameVariables struct * Rename SaveCheckInfo struct to SaveHeader for clarity * Add SaveHeader struct explanation * clang format * Revert unnecessary tileset optimization * SFX now follows the sound volume slider * clang format * Music now follows volume slider * Changed volume slider increment from 5 to 20 to avoid having the music sound too rough under 20% volume * refactor main_menu.c to use SelectionGrid and Button structs * clang format * make a "new" save button so we don't save during the state transition * clang format * Reduced state transition flicker by only changing affine background to a different one * Fix loading game too late in game init sequence * First batch of suggestions from @MeirGavish * Remove unnecessary intermediary buffers for high contrast palette swapping * comment row warp hack for button input * Add some of Copilot's suggestions * rename balatro_version into gbalatro_version for rebranding reasons + version display erase screen fix * remove unnecessary NULL check on `on_selection_changed` method * implement small game speed arrow buttons animation * factorize some code * remove unnecessary data validation in load_game(), since we already checked the header * Implement @MeirGavish 's suggestion regarding splitting the huge `on_update` function * clang format * implement @ricfehr3 's suggestion about keeping last selected button instead of using an obscure `on_boot` boolean * Apply @ricfehr3's suggestions * fix clang-format flags --------- Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
147 lines
3.4 KiB
C
147 lines
3.4 KiB
C
#include "card.h"
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#include "deck_gfx.h"
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#include "graphic_utils.h"
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#include "high_contrast_deck_pal_gfx.h"
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#include <maxmod.h>
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#include <stdlib.h>
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// Audio
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#include "pool.h"
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#include "soundbank.h"
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// Card sprites lookup table. First index is the suit, second index is the rank. The value is the
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// tile index.
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const static u16 _card_sprite_lut[NUM_SUITS][NUM_RANKS] = {
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{0, 16, 32, 48, 64, 80, 96, 112, 128, 144, 160, 176, 192},
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{208, 224, 240, 256, 272, 288, 304, 320, 336, 352, 368, 384, 400},
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{416, 432, 448, 464, 480, 496, 512, 528, 544, 560, 576, 592, 608},
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{624, 640, 656, 672, 688, 704, 720, 736, 752, 768, 784, 800, 816}
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};
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void card_init()
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{
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toggle_high_contrast_cards(false);
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}
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void toggle_high_contrast_cards(bool enable)
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{
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if (enable)
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{
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GRIT_CPY(&pal_obj_mem[CARD_PB], high_contrast_deck_pal_gfxPal);
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}
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else
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{
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GRIT_CPY(&pal_obj_mem[CARD_PB], deck_gfxPal);
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}
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}
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// Card methods
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Card* card_new(u8 suit, u8 rank)
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{
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Card* card = POOL_GET(Card);
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card->suit = suit;
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card->rank = rank;
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return card;
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}
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void card_destroy(Card** card)
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{
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POOL_FREE(Card, *card);
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*card = NULL;
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}
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u8 card_get_value(Card* card)
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{
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if (card->rank == JACK || card->rank == QUEEN || card->rank == KING)
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{
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return 10; // Face cards are worth 10
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}
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else if (card->rank == ACE)
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{
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return 11; // Ace is worth 11
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}
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else
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{
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return card->rank + RANK_OFFSET; // 2-10 are worth their rank + RANK_OFFSET
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}
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return 0; // Should never reach here, but just in case
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}
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// CardObject methods
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CardObject* card_object_new(Card* card)
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{
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CardObject* card_object = POOL_GET(CardObject);
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card_object->card = card;
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card_object->sprite_object = sprite_object_new();
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card_object->selected = false;
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return card_object;
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}
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void card_object_destroy(CardObject** card_object)
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{
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if (*card_object == NULL)
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return;
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sprite_object_destroy(&((*card_object)->sprite_object));
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POOL_FREE(CardObject, *card_object);
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*card_object = NULL;
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}
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void card_object_update(CardObject* card_object)
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{
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if (card_object == NULL)
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return;
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sprite_object_update(card_object->sprite_object);
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}
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void card_object_set_sprite(CardObject* card_object, int layer)
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{
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int tile_index = CARD_TID + (layer * CARD_SPRITE_OFFSET);
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memcpy32(
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&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
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&deck_gfxTiles
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[_card_sprite_lut[card_object->card->suit][card_object->card->rank] * TILE_SIZE],
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TILE_SIZE * CARD_SPRITE_OFFSET
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);
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Sprite* sprite = 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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0,
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layer + CARD_STARTING_LAYER
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);
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sprite_object_set_sprite(card_object->sprite_object, sprite);
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}
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void card_object_shake(CardObject* card_object, mm_word sound_id)
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{
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sprite_object_shake(card_object->sprite_object, sound_id);
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}
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void card_object_set_selected(CardObject* card_object, bool selected)
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{
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if (card_object == NULL)
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return;
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card_object->selected = selected;
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}
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bool card_object_is_selected(CardObject* card_object)
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{
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if (card_object == NULL)
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return false;
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return card_object->selected;
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}
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Sprite* card_object_get_sprite(CardObject* card_object)
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{
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if (card_object == NULL)
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return NULL;
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return sprite_object_get_sprite(card_object->sprite_object);
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}
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