diff --git a/annotated.html b/annotated.html index 773fa7dc..ca4203dd 100644 --- a/annotated.html +++ b/annotated.html @@ -139,7 +139,7 @@ $(document).ready(function(){initNavTree('annotated.html',''); initResizable();  CAudioParamReq  CBitsetA bitset spread across multiple uint32_t words  CBitsetItrAn iterator into a Bitset - CBlind + CBlindData structure containing data about a BlindType  CButtonA button representation  CCard  CCardObject diff --git a/blind_8c.html b/blind_8c.html new file mode 100644 index 00000000..9b8561b4 --- /dev/null +++ b/blind_8c.html @@ -0,0 +1,1056 @@ + + + + + + + + +GBAlatro: source/blind.c File Reference + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + +
+ + + + + + + +
+
GBAlatro +
+
A Demake of Balatro for the GBA
+
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blind.c File Reference
+
+
+ +

Implementation of functions relative to the behaviour and graphics of Blinds. +More...

+
#include "blind.h"
+#include "blind_gfx.h"
+#include "game.h"
+#include "graphic_utils.h"
+#include "hand.h"
+#include "list.h"
+#include "random.h"
+#include "stdbool.h"
+#include "util.h"
+#include <stdlib.h>
+#include <tonc.h>
+#include "../include/def_blind_gfx_table.h"
+
+

Go to the source code of this file.

+ + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Macros

#define NORMAL_BLIND_PB   2
 
#define BOSS_BLIND_PB   3
 
#define BLIND_BASE_LAYER   (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
 
#define BLIND_SPRITE_OFFSET   16
 
#define BLIND_SPRITE_COPY_SIZE   (BLIND_SPRITE_OFFSET * TILE_SIZE)
 
#define BLIND_TOKENS_PER_SPRITESHEET   2
 
#define BLIND_TOKEN_PALETTE_SIZE   8
 
#define SMALL_BLIND_REWARD   3
 
#define BIG_BLIND_REWARD   4
 
#define BOSS_BLIND_REWARD   5
 
#define SHOWDOWN_BLIND_REWARD   8
 
+#define DEF_BLIND_GFX(idx)   blind_gfx##idx##Tiles,
 
+#define DEF_BLIND_GFX(idx)   blind_gfx##idx##Pal,
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

void blind_init ()
 
u32 blind_get_requirement (enum BlindType type, int ante)
 Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at a certain Ante.
 
int blind_get_reward (enum BlindType type)
 Get the amount of money gained from beating a certain Blind.
 
static void init_unbeaten_blinds_list (bool showdown)
 Fill Lists of unbeaten Boss and Showdown Blinds.
 
void init_unbeaten_blinds_lists (void)
 Initialize Boss and Showdown Blinds lists to roll from.
 
enum BlindType roll_blind_type (bool showdown)
 Choose a random Blind among the ones that haven't been beaten yet.
 
void set_blind_beaten (enum BlindType type)
 Remove the given Blind from the corresponding List so that we don't roll it again in the future.
 
static u32 get_blind_pb (enum BlindType type)
 
static u32 get_blind_spritesheet_idx (enum BlindType type)
 
u16 blind_get_color (enum BlindType type, enum BlindColorIndex index)
 Get the color associated with a given Blind.
 
void apply_blind_colors (enum BlindType type)
 Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.
 
static u32 get_layer_tile_index (enum BlindTokenLayers layer)
 Get the starting tile index in tiles memory for the given BlindToken sprite layer.
 
void apply_blind_tiles (enum BlindType type, enum BlindTokenLayers layer)
 Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
 
Spriteblind_token_new (enum BlindType type, int x, int y, enum BlindTokenLayers layer)
 Create a new BlindToken sprite.
 
+ + + + + + + + + + + + + + +

+Variables

static const unsigned int * blind_gfxTiles []
 
static const unsigned short * blind_gfxPal []
 
static List s_unbeaten_boss_blinds = LIST_DEFAULT
 
static List s_unbeaten_showdown_blinds = LIST_DEFAULT
 
static const u32 ANTE_LUT [] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000}
 
static Blind s_blind_type_map [BLIND_TYPE_MAX]
 Stores an instance of the Blind struct for each BlindType value, ordered in the same way. Acts the same way the Joker registry does, and may need to go in its own file depending on how Blind effects are implemented.
 
+

Detailed Description

+

Implementation of functions relative to the behaviour and graphics of Blinds.

+ +

Definition in file blind.c.

+

Macro Definition Documentation

+ +

◆ BIG_BLIND_REWARD

+ +
+
+ + + + +
#define BIG_BLIND_REWARD   4
+
+ +

Definition at line 32 of file blind.c.

+ +
+
+ +

◆ BLIND_BASE_LAYER

+ +
+
+ + + + +
#define BLIND_BASE_LAYER   (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
+
+ +

Definition at line 23 of file blind.c.

+ +
+
+ +

◆ BLIND_SPRITE_COPY_SIZE

+ +
+
+ + + + +
#define BLIND_SPRITE_COPY_SIZE   (BLIND_SPRITE_OFFSET * TILE_SIZE)
+
+ +

Definition at line 26 of file blind.c.

+ +
+
+ +

◆ BLIND_SPRITE_OFFSET

+ +
+
+ + + + +
#define BLIND_SPRITE_OFFSET   16
+
+ +

Definition at line 25 of file blind.c.

+ +
+
+ +

◆ BLIND_TOKEN_PALETTE_SIZE

+ +
+
+ + + + +
#define BLIND_TOKEN_PALETTE_SIZE   8
+
+ +

Definition at line 29 of file blind.c.

+ +
+
+ +

◆ BLIND_TOKENS_PER_SPRITESHEET

+ +
+
+ + + + +
#define BLIND_TOKENS_PER_SPRITESHEET   2
+
+ +

Definition at line 28 of file blind.c.

+ +
+
+ +

◆ BOSS_BLIND_PB

+ +
+
+ + + + +
#define BOSS_BLIND_PB   3
+
+ +

Definition at line 21 of file blind.c.

+ +
+
+ +

◆ BOSS_BLIND_REWARD

+ +
+
+ + + + +
#define BOSS_BLIND_REWARD   5
+
+ +

Definition at line 33 of file blind.c.

+ +
+
+ +

◆ NORMAL_BLIND_PB

+ +
+
+ + + + +
#define NORMAL_BLIND_PB   2
+
+ +

Definition at line 20 of file blind.c.

+ +
+
+ +

◆ SHOWDOWN_BLIND_REWARD

+ +
+
+ + + + +
#define SHOWDOWN_BLIND_REWARD   8
+
+ +

Definition at line 34 of file blind.c.

+ +
+
+ +

◆ SMALL_BLIND_REWARD

+ +
+
+ + + + +
#define SMALL_BLIND_REWARD   3
+
+ +

Definition at line 31 of file blind.c.

+ +
+
+

Function Documentation

+ +

◆ apply_blind_colors()

+ +
+
+ + + + + + + + +
void apply_blind_colors (enum BlindType type)
+
+ +

Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.

+
Parameters
+ + +
typeof the Blind whose palette we need
+
+
+ +

Definition at line 232 of file blind.c.

+ +
+
+ +

◆ apply_blind_tiles()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void apply_blind_tiles (enum BlindType type,
enum BlindTokenLayers layer 
)
+
+ +

Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.

+
Parameters
+ + + +
typeof the Blind we want to apply the tiles of.
layerthe Sprite will be located at.
+
+
+
See also
BlindTokenLayers
+ +

Definition at line 268 of file blind.c.

+ +
+
+ +

◆ blind_get_color()

+ +
+
+ + + + + + + + + + + + + + + + + + +
u16 blind_get_color (enum BlindType type,
enum BlindColorIndex index 
)
+
+ +

Get the color associated with a given Blind.

+
Parameters
+ + + +
typethe BlindType whose palette will be used
indexof the color within the Blind's palette
+
+
+
Returns
the BGR555 value of the requested color
+ +

Definition at line 218 of file blind.c.

+ +
+
+ +

◆ blind_get_requirement()

+ +
+
+ + + + + + + + + + + + + + + + + + +
u32 blind_get_requirement (enum BlindType type,
int ante 
)
+
+ +

Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at a certain Ante.

+
Parameters
+ + + +
typethe BlindType value of the blind we need the score requirement of
antethe Ante at which the blind type is encountered
+
+
+
Returns
the required score to beat the requested blind
+ +

Definition at line 106 of file blind.c.

+ +
+
+ +

◆ blind_get_reward()

+ +
+
+ + + + + + + + +
int blind_get_reward (enum BlindType type)
+
+ +

Get the amount of money gained from beating a certain Blind.

+
Parameters
+ + +
typethe BlindType of the beaten Blind
+
+
+
Returns
3 for the Small Blind, 4 for the Big one, 5 for Bosses and 8 for Showdowns
+ +

Definition at line 115 of file blind.c.

+ +
+
+ +

◆ blind_init()

+ +
+
+ + + + + + + +
void blind_init ()
+
+ +

Definition at line 97 of file blind.c.

+ +
+
+ +

◆ blind_token_new()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sprite * blind_token_new (enum BlindType type,
int x,
int y,
enum BlindTokenLayers sprite_index 
)
+
+ +

Create a new BlindToken sprite.

+
Parameters
+ + + + + +
typeof the Blind the token needs to represent
xinitial position of the new Sprite on the horizontal axis
yinitial position of the new Sprite on the vertical axis
sprite_indexlayer of the new Sprite
+
+
+
See also
BlindTokenLayers
+ +

Definition at line 281 of file blind.c.

+ +
+
+ +

◆ get_blind_pb()

+ +
+
+ + + + + +
+ + + + + + + + +
static u32 get_blind_pb (enum BlindType type)
+
+static
+
+ +

Definition at line 205 of file blind.c.

+ +
+
+ +

◆ get_blind_spritesheet_idx()

+ +
+
+ + + + + +
+ + + + + + + + +
static u32 get_blind_spritesheet_idx (enum BlindType type)
+
+static
+
+ +

Definition at line 210 of file blind.c.

+ +
+
+ +

◆ get_layer_tile_index()

+ +
+
+ + + + + +
+ + + + + + + + +
static u32 get_layer_tile_index (enum BlindTokenLayers layer)
+
+static
+
+ +

Get the starting tile index in tiles memory for the given BlindToken sprite layer.

+
Parameters
+ + +
layerof the BlindToken, as an offset relative to BLIND_BASE_LAYER
+
+
+
Returns
the starting tile index of the BlindToken sprite at requested layer
+
See also
BLIND_BASE_LAYER
+ +

Definition at line 262 of file blind.c.

+ +
+
+ +

◆ init_unbeaten_blinds_list()

+ +
+
+ + + + + +
+ + + + + + + + +
static void init_unbeaten_blinds_list (bool showdown)
+
+static
+
+ +

Fill Lists of unbeaten Boss and Showdown Blinds.

+
    By keeping track of what Blind we have beaten or not, we can ensure that until we've
+    beaten all the Blinds in a single Run, we won't encounter the same one twice.
+

This must be called at the beginning of a run.

+
Parameters
+ + +
showdowntoggle between the List for Showdown and regular Boss Blinds
+
+
+ +

Definition at line 140 of file blind.c.

+ +
+
+ +

◆ init_unbeaten_blinds_lists()

+ +
+
+ + + + + + + + +
void init_unbeaten_blinds_lists (void )
+
+ +

Initialize Boss and Showdown Blinds lists to roll from.

+ +

Definition at line 156 of file blind.c.

+ +
+
+ +

◆ roll_blind_type()

+ +
+
+ + + + + + + + +
enum BlindType roll_blind_type (bool showdown)
+
+ +

Choose a random Blind among the ones that haven't been beaten yet.

+
Parameters
+ + +
showdownwhether we want to roll a Showdown or a regular Boss Blind.
+
+
+
Returns
a BlindType value chosen at random
+ +

Definition at line 162 of file blind.c.

+ +
+
+ +

◆ set_blind_beaten()

+ +
+
+ + + + + + + + +
void set_blind_beaten (enum BlindType type)
+
+ +

Remove the given Blind from the corresponding List so that we don't roll it again in the future.

+
Parameters
+ + +
typethe BlindType of the Boss/Showdown Blind we've just beaten.
+
+
+ +

Definition at line 180 of file blind.c.

+ +
+
+

Variable Documentation

+ +

◆ ANTE_LUT

+ +
+
+ + + + + +
+ + + + +
const u32 ANTE_LUT[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000}
+
+static
+
+ +

Definition at line 55 of file blind.c.

+ +
+
+ +

◆ blind_gfxPal

+ +
+
+ + + + + +
+ + + + +
const unsigned short* blind_gfxPal[]
+
+static
+
+Initial value:
= {
+
#define DEF_BLIND_GFX(idx)
+
+
}
+
+

Definition at line 42 of file blind.c.

+ +
+
+ +

◆ blind_gfxTiles

+ +
+
+ + + + + +
+ + + + +
const unsigned int* blind_gfxTiles[]
+
+static
+
+Initial value:
= {
+
#define DEF_BLIND_GFX(idx)
+
+
}
+
+

Definition at line 36 of file blind.c.

+ +
+
+ +

◆ s_blind_type_map

+ +
+
+ + + + + +
+ + + + +
Blind s_blind_type_map[BLIND_TYPE_MAX]
+
+static
+
+ +

Stores an instance of the Blind struct for each BlindType value, ordered in the same way. Acts the same way the Joker registry does, and may need to go in its own file depending on how Blind effects are implemented.

+ +

Definition at line 63 of file blind.c.

+ +
+
+ +

◆ s_unbeaten_boss_blinds

+ +
+
+ + + + + +
+ + + + +
List s_unbeaten_boss_blinds = LIST_DEFAULT
+
+static
+
+ +

Definition at line 49 of file blind.c.

+ +
+
+ +

◆ s_unbeaten_showdown_blinds

+ +
+
+ + + + + +
+ + + + +
List s_unbeaten_showdown_blinds = LIST_DEFAULT
+
+static
+
+ +

Definition at line 50 of file blind.c.

+ +
+
+
+
+ + + + diff --git a/blind_8c.js b/blind_8c.js new file mode 100644 index 00000000..1b7a9c74 --- /dev/null +++ b/blind_8c.js @@ -0,0 +1,15 @@ +var blind_8c = +[ + [ "apply_blind_colors", "blind_8c.html#a33aca14af98233e87839aec461812517", null ], + [ "apply_blind_tiles", "blind_8c.html#a186aee3247d5b47aaa84b4f6ee3a5947", null ], + [ "blind_get_color", "blind_8c.html#a6d39b4ae4ca73f51bb2d3bc4b7687473", null ], + [ "blind_get_requirement", "blind_8c.html#a85fefafb15d88f710cbe1183ac34f3f4", null ], + [ "blind_get_reward", "blind_8c.html#af2031f17bfb33cfe0a1815fa66b8bde6", null ], + [ "blind_token_new", "blind_8c.html#a5518e6cabc5bcfd4e0ac280abd9f199c", null ], + [ "get_layer_tile_index", "blind_8c.html#a1fe16753cff7230a53901295f6cb7a77", null ], + [ "init_unbeaten_blinds_list", "blind_8c.html#a40c15210bb6306ece0a7240106e42543", null ], + [ "init_unbeaten_blinds_lists", "blind_8c.html#aedfd9b6abb09b4255160fe02ae1d018b", null ], + [ "roll_blind_type", "blind_8c.html#a2826e7fd956be78ad09013ef623c91e3", null ], + [ "set_blind_beaten", "blind_8c.html#ad5c80cb82487220cada4920ecf037f9e", null ], + [ "s_blind_type_map", "blind_8c.html#a6489ccf1d80155cbbb4346054870cb96", null ] +]; \ No newline at end of file diff --git a/blind_8c_source.html b/blind_8c_source.html index 70523141..586691cb 100644 --- a/blind_8c_source.html +++ b/blind_8c_source.html @@ -138,281 +138,332 @@ $(document).ready(function(){initNavTree('blind_8c_source.html',''); initResizab
blind.c
-
1#include "blind.h"
-
2
-
3#include "blind_gfx.h"
-
4#include "game.h"
-
5#include "graphic_utils.h"
-
6#include "hand.h"
-
7#include "list.h"
-
8#include "random.h"
-
9#include "stdbool.h"
-
10#include "util.h"
-
11
-
12#include <stdlib.h>
-
13#include <tonc.h>
-
14
-
15#define NORMAL_BLIND_PB 2
-
16#define BOSS_BLIND_PB 3
-
17
-
18#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
+Go to the documentation of this file.
1
+
6#include "blind.h"
+
7
+
8#include "blind_gfx.h"
+
9#include "game.h"
+
10#include "graphic_utils.h"
+
11#include "hand.h"
+
12#include "list.h"
+
13#include "random.h"
+
14#include "stdbool.h"
+
15#include "util.h"
+
16
+
17#include <stdlib.h>
+
18#include <tonc.h>
19
-
20#define BLIND_SPRITE_OFFSET 16
-
21#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
+
20#define NORMAL_BLIND_PB 2
+
21#define BOSS_BLIND_PB 3
22
-
23#define BLIND_TOKENS_PER_SPRITESHEET 2
-
24#define BLIND_TOKEN_PALETTE_SIZE 8
-
25
-
26static const unsigned int* blind_gfxTiles[] = {
-
27#define DEF_BLIND_GFX(idx) blind_gfx##idx##Tiles,
-
28#include "../include/def_blind_gfx_table.h"
-
29#undef DEF_BLIND_GFX
-
30};
-
31
-
32static const unsigned short* blind_gfxPal[] = {
-
33#define DEF_BLIND_GFX(idx) blind_gfx##idx##Pal,
-
34#include "../include/def_blind_gfx_table.h"
-
35#undef DEF_BLIND_GFX
-
36};
-
37
-
38// Bitfields storing blinds we have yet to beat during the current run
-
39static List s_unbeaten_boss_blinds;
-
40static List s_unbeaten_showdown_blinds;
+
23#define BLIND_BASE_LAYER (MAX_HAND_SIZE + MAX_SELECTION_SIZE)
+
24
+
25#define BLIND_SPRITE_OFFSET 16
+
26#define BLIND_SPRITE_COPY_SIZE (BLIND_SPRITE_OFFSET * TILE_SIZE)
+
27
+
28#define BLIND_TOKENS_PER_SPRITESHEET 2
+
29#define BLIND_TOKEN_PALETTE_SIZE 8
+
30
+
31#define SMALL_BLIND_REWARD 3
+
32#define BIG_BLIND_REWARD 4
+
33#define BOSS_BLIND_REWARD 5
+
34#define SHOWDOWN_BLIND_REWARD 8
+
35
+
36static const unsigned int* blind_gfxTiles[] = {
+
37#define DEF_BLIND_GFX(idx) blind_gfx##idx##Tiles,
+
38#include "../include/def_blind_gfx_table.h"
+
39#undef DEF_BLIND_GFX
+
40};
41
-
42// Maps the ante number to the base blind requirement for that ante.
-
43// The game starts at ante 1 which is at index 1 for base requirement 300.
-
44// Ante 0 is also there in case it is ever reached.
-
45static const u32 ANTE_LUT[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
-
46
-
47// clang-format off
-
48static Blind s_blind_type_map[BLIND_TYPE_MAX] = {
-
49 {BLIND_TYPE_SMALL, FIX_ONE, 3},
-
50 {BLIND_TYPE_BIG, (FIX_ONE * 3) / 2, 4},
-
51 {BLIND_TYPE_HOOK, FIX_ONE * 2, 5},
-
52 {BLIND_TYPE_OX, FIX_ONE * 2, 5},
-
53 {BLIND_TYPE_HOUSE, FIX_ONE * 2, 5},
-
54 {BLIND_TYPE_WALL, FIX_ONE * 2, 5}, // x4 score requirement will be part of the effect
-
55 {BLIND_TYPE_WHEEL, FIX_ONE * 2, 5},
-
56 {BLIND_TYPE_ARM, FIX_ONE * 2, 5},
-
57 {BLIND_TYPE_CLUB, FIX_ONE * 2, 5},
-
58 {BLIND_TYPE_FISH, FIX_ONE * 2, 5},
-
59 {BLIND_TYPE_PSYCHIC, FIX_ONE * 2, 5},
-
60 {BLIND_TYPE_GOAD, FIX_ONE * 2, 5},
-
61 {BLIND_TYPE_WATER, FIX_ONE * 2, 5},
-
62 {BLIND_TYPE_WINDOW, FIX_ONE * 2, 5},
-
63 {BLIND_TYPE_MANACLE, FIX_ONE * 2, 5},
-
64 {BLIND_TYPE_EYE, FIX_ONE * 2, 5},
-
65 {BLIND_TYPE_MOUTH, FIX_ONE * 2, 5},
-
66 {BLIND_TYPE_PLANT, FIX_ONE * 2, 5},
-
67 {BLIND_TYPE_SERPENT, FIX_ONE * 2, 5},
-
68 {BLIND_TYPE_PILLAR, FIX_ONE * 2, 5},
-
69 {BLIND_TYPE_NEEDLE, FIX_ONE * 2, 5}, // Same as the Wall with normal requirement
-
70 {BLIND_TYPE_HEAD, FIX_ONE * 2, 5},
-
71 {BLIND_TYPE_TOOTH, FIX_ONE * 2, 5},
-
72 {BLIND_TYPE_FLINT, FIX_ONE * 2, 5},
-
73 {BLIND_TYPE_MARK, FIX_ONE * 2, 5},
-
74 {BLIND_TYPE_ACORN, FIX_ONE * 2, 8},
-
75 {BLIND_TYPE_LEAF, FIX_ONE * 2, 8},
-
76 {BLIND_TYPE_VESSEL, FIX_ONE * 2, 8}, // Same as the Wall with x6 requirement
-
77 {BLIND_TYPE_HEART, FIX_ONE * 2, 8},
-
78 {BLIND_TYPE_BELL, FIX_ONE * 2, 8}
-
79};
-
80// clang-format on
-
81
-
82void blind_init()
-
83{
-
84 // Set up the palette used by normal blind tokens.
-
85 // We will never need to edit it ever again.
-
86 memcpy16(&pal_obj_bank[NORMAL_BLIND_PB], blind_gfxPal[0], NUM_ELEM_IN_ARR(blind_gfx0Pal));
-
87
-
88 return;
-
89}
-
90
-
91u32 blind_get_requirement(enum BlindType type, int ante)
-
92{
-
93 // Ensure ante is within valid range
-
94 if (ante < 0 || ante > MAX_ANTE)
-
95 ante = 0;
+
42static const unsigned short* blind_gfxPal[] = {
+
43#define DEF_BLIND_GFX(idx) blind_gfx##idx##Pal,
+
44#include "../include/def_blind_gfx_table.h"
+
45#undef DEF_BLIND_GFX
+
46};
+
47
+
48// Bitfields storing blinds we have yet to beat during the current run
+
49static List s_unbeaten_boss_blinds = LIST_DEFAULT;
+
50static List s_unbeaten_showdown_blinds = LIST_DEFAULT;
+
51
+
52// Maps the ante number to the base blind requirement for that ante.
+
53// The game starts at ante 1 which is at index 1 for base requirement 300.
+
54// Ante 0 is also there in case it is ever reached.
+
55static const u32 ANTE_LUT[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
+
56
+
57// clang-format off
+
+
63static Blind s_blind_type_map[BLIND_TYPE_MAX] = {
+
64 {BLIND_TYPE_SMALL, FIX_ONE },
+
65 {BLIND_TYPE_BIG, (FIX_ONE * 3) / 2},
+
66 {BLIND_TYPE_HOOK, FIX_ONE * 2 },
+
67 {BLIND_TYPE_OX, FIX_ONE * 2 },
+
68 {BLIND_TYPE_HOUSE, FIX_ONE * 2 },
+
69 {BLIND_TYPE_WHEEL, FIX_ONE * 2 },
+
70 {BLIND_TYPE_WALL, FIX_ONE * 2 }, // x4 score requirement will be part of the effect
+
71 {BLIND_TYPE_ARM, FIX_ONE * 2 },
+
72 {BLIND_TYPE_CLUB, FIX_ONE * 2 },
+
73 {BLIND_TYPE_FISH, FIX_ONE * 2 },
+
74 {BLIND_TYPE_PSYCHIC, FIX_ONE * 2 },
+
75 {BLIND_TYPE_GOAD, FIX_ONE * 2 },
+
76 {BLIND_TYPE_WATER, FIX_ONE * 2 },
+
77 {BLIND_TYPE_WINDOW, FIX_ONE * 2 },
+
78 {BLIND_TYPE_MANACLE, FIX_ONE * 2 },
+
79 {BLIND_TYPE_EYE, FIX_ONE * 2 },
+
80 {BLIND_TYPE_MOUTH, FIX_ONE * 2 },
+
81 {BLIND_TYPE_PLANT, FIX_ONE * 2 },
+
82 {BLIND_TYPE_SERPENT, FIX_ONE * 2 },
+
83 {BLIND_TYPE_PILLAR, FIX_ONE * 2 },
+
84 {BLIND_TYPE_NEEDLE, FIX_ONE * 2 }, // Same as the Wall with normal requirement
+
85 {BLIND_TYPE_HEAD, FIX_ONE * 2 },
+
86 {BLIND_TYPE_TOOTH, FIX_ONE * 2 },
+
87 {BLIND_TYPE_FLINT, FIX_ONE * 2 },
+
88 {BLIND_TYPE_MARK, FIX_ONE * 2 },
+
89 {BLIND_TYPE_ACORN, FIX_ONE * 2 },
+
90 {BLIND_TYPE_LEAF, FIX_ONE * 2 },
+
91 {BLIND_TYPE_VESSEL, FIX_ONE * 2 }, // Same as the Wall with x6 requirement
+
92 {BLIND_TYPE_HEART, FIX_ONE * 2 },
+
93 {BLIND_TYPE_BELL, FIX_ONE * 2 }
+
94};
+
+
95// clang-format on
96
-
97 return fx2int(s_blind_type_map[type].score_req_multipler * ANTE_LUT[ante]);
-
98}
-
99
-
100int blind_get_reward(enum BlindType type)
-
101{
-
102 return s_blind_type_map[type].reward;
-
103}
-
104
-
105// Fills the unbeaten boss blinds lists
-
106// This must be called at the beginning of a run
-
107void init_unbeaten_blinds_list(bool showdown)
-
108{
-
109 // create the lists when calling for the first time
-
110 static bool init = false;
-
111 if (!init)
-
112 {
-
113 init = true;
-
114 s_unbeaten_showdown_blinds = list_init();
-
115 s_unbeaten_boss_blinds = list_init();
-
116 }
-
117
-
118 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
-
119
-
120 // empty the list just to be sure
-
121 list_clear(p_unbeaten_blinds);
-
122
-
123 int lower_blind = showdown ? BLIND_TYPE_SHOWDOWN : BLIND_TYPE_BOSS;
-
124 int upper_blind = showdown ? BLIND_TYPE_MAX - 1 : BLIND_TYPE_SHOWDOWN - 1;
-
125
-
126 for (int i = lower_blind; i <= upper_blind; i++)
-
127 {
-
128 list_push_back(p_unbeaten_blinds, &s_blind_type_map[i]);
-
129 }
-
130}
-
131
-
132enum BlindType roll_blind_type(bool showdown)
-
133{
-
134 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
-
135
-
136 // Fill the list with all blinds if it is empty
-
137 // (happens on startup or if we have beaten all blinds)
-
138 if (list_is_empty(p_unbeaten_blinds))
-
139 {
-
140 init_unbeaten_blinds_list(showdown);
-
141 }
-
142
-
143 // roll a random blind among the unbeaten ones
-
144 int random_blind_idx = rng_get_u32() % list_get_len(p_unbeaten_blinds);
-
145 Blind* random_blind = list_get_at_idx(p_unbeaten_blinds, random_blind_idx);
+
97void blind_init()
+
98{
+
99 // Set up the palette used by normal blind tokens.
+
100 // We will never need to edit it ever again.
+
101 memcpy16(&pal_obj_bank[NORMAL_BLIND_PB], blind_gfxPal[0], NUM_ELEM_IN_ARR(blind_gfx0Pal));
+
102
+
103 return;
+
104}
+
105
+
+
106u32 blind_get_requirement(enum BlindType type, int ante)
+
107{
+
108 // Ensure ante is within valid range
+
109 if (ante < 0 || ante > MAX_ANTE)
+
110 ante = 0;
+
111
+
112 return fx2int(s_blind_type_map[type].score_req_multiplier * ANTE_LUT[ante]);
+
113}
+
+
114
+
+ +
116{
+
117 switch (type)
+
118 {
+
119 case BLIND_TYPE_SMALL:
+
120 return SMALL_BLIND_REWARD;
+
121 case BLIND_TYPE_BIG:
+
122 return BIG_BLIND_REWARD;
+
123 case BLIND_TYPE_BOSS ...(BLIND_TYPE_SHOWDOWN - 1):
+
124 return BOSS_BLIND_REWARD;
+
125 default:
+
126 return SHOWDOWN_BLIND_REWARD;
+
127 }
+
128}
+
+
129
+
+
140static void init_unbeaten_blinds_list(bool showdown)
+
141{
+
142 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
+
143
+
144 // empty the list just to be sure
+
145 list_clear(p_unbeaten_blinds);
146
-
147 return random_blind->type;
-
148}
+
147 int lower_blind = showdown ? BLIND_TYPE_SHOWDOWN : BLIND_TYPE_BOSS;
+
148 int upper_blind = showdown ? BLIND_TYPE_MAX - 1 : BLIND_TYPE_SHOWDOWN - 1;
149
-
150void set_blind_beaten(enum BlindType type)
-
151{
-
152 bool showdown = (type >= BLIND_TYPE_SHOWDOWN);
-
153 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
-
154
-
155 // find the beaten blind idx in the list
-
156 int beaten_idx = 0;
-
157 Blind* beaten_blind = NULL;
-
158 ListItr itr = list_itr_create(p_unbeaten_blinds);
-
159
-
160 while ((beaten_blind = list_itr_next(&itr)))
-
161 {
-
162 if (beaten_blind->type == type)
-
163 {
-
164 break;
-
165 }
-
166 beaten_idx++;
-
167 }
-
168
-
169 if (beaten_idx < list_get_len(p_unbeaten_blinds))
-
170 {
-
171 list_remove_at_idx(p_unbeaten_blinds, beaten_idx);
-
172 }
-
173}
-
174
-
175static u32 get_blind_pb(enum BlindType type)
-
176{
-
177 return (type <= BLIND_TYPE_BIG) ? NORMAL_BLIND_PB : BOSS_BLIND_PB;
+
150 for (int i = lower_blind; i <= upper_blind; i++)
+
151 {
+
152 list_push_back(p_unbeaten_blinds, &s_blind_type_map[i]);
+
153 }
+
154}
+
+
155
+
+ +
157{
+ + +
160}
+
+
161
+
+
162enum BlindType roll_blind_type(bool showdown)
+
163{
+
164 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
+
165
+
166 // Fill the list with all blinds if it is empty
+
167 // (happens on startup or if we have beaten all blinds)
+
168 if (list_is_empty(p_unbeaten_blinds))
+
169 {
+ +
171 }
+
172
+
173 // roll a random blind among the unbeaten ones
+
174 int random_blind_idx = rng_get_u32() % list_get_len(p_unbeaten_blinds);
+
175 Blind* random_blind = list_get_at_idx(p_unbeaten_blinds, random_blind_idx);
+
176
+
177 return random_blind->type;
178}
+
179
-
180static u32 get_blind_spritesheet_idx(enum BlindType type)
+
+
181{
-
182 // See comment below in blind_get_color why we differenciate before/after the Mark
-
183 return (type < BLIND_TYPE_MARK)
-
184 ? type / BLIND_TOKENS_PER_SPRITESHEET
-
185 : BLIND_TYPE_MARK / BLIND_TOKENS_PER_SPRITESHEET + type - BLIND_TYPE_MARK;
-
186}
-
187
-
188u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
-
189{
-
190 // Do a little translation of palette idx -> custom array idx
-
191 // All blinds before the Mark are arranged in pairs with their palettte split in two
-
192 // | XX | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -> first sprite
-
193 // | XX | 9 | 10 | 11 | 12 | 13 | 14 | 15 | -> second sprite
-
194 // so we need to offset the color indices by 8 for blinds with an odd type
-
195 // From the Mark onwards, all sprites are alone in their spritesheet, so no need to offset
-
196 u32 color_idx = index + ((type < BLIND_TYPE_MARK)
-
197 ? BLIND_TOKEN_PALETTE_SIZE * (type % BLIND_TOKENS_PER_SPRITESHEET)
-
198 : 0);
-
199 return blind_gfxPal[get_blind_spritesheet_idx(type)][color_idx];
-
200}
-
201
-
202void apply_blind_colors(enum BlindType type)
-
203{
-
204 // keep track of active boss blind spritesheet to copy colors only when changing
-
205 static u32 active_boss_spritesheet = BLIND_TYPE_MAX;
-
206 u32 new_spritesheet = get_blind_spritesheet_idx(type);
-
207
-
208 // No need to update normal blind palette
-
209 if (type < BLIND_TYPE_BOSS || active_boss_spritesheet == new_spritesheet)
-
210 {
-
211 return;
-
212 }
-
213
-
214 active_boss_spritesheet = new_spritesheet;
-
215
-
216 // Just copy the palette as is to the sprite palette bank
-
217 memcpy16(
-
218 &pal_obj_bank[BOSS_BLIND_PB],
-
219 blind_gfxPal[active_boss_spritesheet],
-
220 NUM_ELEM_IN_ARR(blind_gfx0Pal)
-
221 );
-
222}
-
223
-
224static u32 get_layer_tile_index(int layer)
-
225{
-
226 // All Blind sprites are stored sequentially and correspond to their IDs
-
227 return (BLIND_BASE_LAYER + layer) * BLIND_SPRITE_OFFSET;
-
228}
-
229
-
230void apply_blind_tiles(enum BlindType type, int layer)
-
231{
-
232 u32 spritesheet_idx = get_blind_spritesheet_idx(type);
-
233 u32 sprite_idx = (type < BLIND_TYPE_MARK) ? type % BLIND_TOKENS_PER_SPRITESHEET : 0;
-
234 memcpy32(
-
235 &tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][get_layer_tile_index(layer)],
-
236 &blind_gfxTiles[spritesheet_idx][sprite_idx * BLIND_SPRITE_COPY_SIZE],
-
237 BLIND_SPRITE_COPY_SIZE
-
238 );
-
239
-
240 apply_blind_colors(type);
-
241}
-
242
-
243Sprite* blind_token_new(enum BlindType type, int x, int y, int layer)
-
244{
-
245 apply_blind_tiles(type, layer);
-
246
-
247 Sprite* sprite = sprite_new(
-
248 ATTR0_SQUARE | ATTR0_4BPP,
-
249 ATTR1_SIZE_32x32,
-
250 get_layer_tile_index(layer),
-
251 get_blind_pb(type),
-
252 BLIND_BASE_LAYER + layer
-
253 );
-
254 sprite_position(sprite, x, y);
-
255
-
256 return sprite;
-
257}
+
182 bool showdown = (type >= BLIND_TYPE_SHOWDOWN);
+
183 List* p_unbeaten_blinds = showdown ? &s_unbeaten_showdown_blinds : &s_unbeaten_boss_blinds;
+
184
+
185 // find the beaten blind idx in the list
+
186 int beaten_idx = 0;
+
187 Blind* beaten_blind = NULL;
+
188 ListItr itr = list_itr_create(p_unbeaten_blinds);
+
189
+
190 while ((beaten_blind = list_itr_next(&itr)))
+
191 {
+
192 if (beaten_blind->type == type)
+
193 {
+
194 break;
+
195 }
+
196 beaten_idx++;
+
197 }
+
198
+
199 if (beaten_idx < list_get_len(p_unbeaten_blinds))
+
200 {
+
201 list_remove_at_idx(p_unbeaten_blinds, beaten_idx);
+
202 }
+
203}
+
+
204
+
205static u32 get_blind_pb(enum BlindType type)
+
206{
+
207 return (type <= BLIND_TYPE_BIG) ? NORMAL_BLIND_PB : BOSS_BLIND_PB;
+
208}
+
209
+
210static u32 get_blind_spritesheet_idx(enum BlindType type)
+
211{
+
212 // See comment below in blind_get_color why we differenciate before/after the Mark
+
213 return (type < BLIND_TYPE_MARK)
+
214 ? type / BLIND_TOKENS_PER_SPRITESHEET
+
215 : BLIND_TYPE_MARK / BLIND_TOKENS_PER_SPRITESHEET + type - BLIND_TYPE_MARK;
+
216}
+
217
+
+
218u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
+
219{
+
220 // Do a little translation of palette idx -> custom array idx
+
221 // All blinds before the Mark are arranged in pairs with their palettte split in two
+
222 // | XX | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -> first sprite
+
223 // | XX | 9 | 10 | 11 | 12 | 13 | 14 | 15 | -> second sprite
+
224 // so we need to offset the color indices by 8 for blinds with an odd type
+
225 // From the Mark onwards, all sprites are alone in their spritesheet, so no need to offset
+
226 u32 color_idx = index + ((type < BLIND_TYPE_MARK)
+
227 ? BLIND_TOKEN_PALETTE_SIZE * (type % BLIND_TOKENS_PER_SPRITESHEET)
+
228 : 0);
+
229 return blind_gfxPal[get_blind_spritesheet_idx(type)][color_idx];
+
230}
+
+
231
+
+ +
233{
+
234 // keep track of active boss blind spritesheet to copy colors only when changing
+
235 static u32 active_boss_spritesheet = BLIND_TYPE_MAX;
+
236 u32 new_spritesheet = get_blind_spritesheet_idx(type);
+
237
+
238 // No need to update normal blind palette
+
239 if (type < BLIND_TYPE_BOSS || active_boss_spritesheet == new_spritesheet)
+
240 {
+
241 return;
+
242 }
+
243
+
244 active_boss_spritesheet = new_spritesheet;
+
245
+
246 // Just copy the palette as is to the sprite palette bank
+
247 memcpy16(
+
248 &pal_obj_bank[BOSS_BLIND_PB],
+
249 blind_gfxPal[active_boss_spritesheet],
+
250 NUM_ELEM_IN_ARR(blind_gfx0Pal)
+
251 );
+
252}
+
+
253
+
+ +
263{
+
264 // All Blind sprites are stored sequentially and correspond to their IDs
+
265 return (BLIND_BASE_LAYER + layer) * BLIND_SPRITE_OFFSET;
+
266}
+
+
267
+
+ +
269{
+
270 u32 spritesheet_idx = get_blind_spritesheet_idx(type);
+
271 u32 sprite_idx = (type < BLIND_TYPE_MARK) ? type % BLIND_TOKENS_PER_SPRITESHEET : 0;
+
272 memcpy32(
+ +
274 &blind_gfxTiles[spritesheet_idx][sprite_idx * BLIND_SPRITE_COPY_SIZE],
+
275 BLIND_SPRITE_COPY_SIZE
+
276 );
+
277
+
278 apply_blind_colors(type);
+
279}
+
+
280
+
+
281Sprite* blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers layer)
+
282{
+
283 apply_blind_tiles(type, layer);
+
284
+
285 Sprite* sprite = sprite_new(
+
286 ATTR0_SQUARE | ATTR0_4BPP,
+
287 ATTR1_SIZE_32x32,
+ +
289 get_blind_pb(type),
+
290 BLIND_BASE_LAYER + layer
+
291 );
+
292 sprite_position(sprite, x, y);
+
293
+
294 return sprite;
+
295}
+
+
void apply_blind_tiles(enum BlindType type, enum BlindTokenLayers layer)
Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
Definition blind.c:268
+
static u32 get_layer_tile_index(enum BlindTokenLayers layer)
Get the starting tile index in tiles memory for the given BlindToken sprite layer.
Definition blind.c:262
+
enum BlindType roll_blind_type(bool showdown)
Choose a random Blind among the ones that haven't been beaten yet.
Definition blind.c:162
+
void apply_blind_colors(enum BlindType type)
Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.
Definition blind.c:232
+
static void init_unbeaten_blinds_list(bool showdown)
Fill Lists of unbeaten Boss and Showdown Blinds.
Definition blind.c:140
+
Sprite * blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers layer)
Create a new BlindToken sprite.
Definition blind.c:281
+
static Blind s_blind_type_map[BLIND_TYPE_MAX]
Stores an instance of the Blind struct for each BlindType value, ordered in the same way....
Definition blind.c:63
+
u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
Get the color associated with a given Blind.
Definition blind.c:218
+
u32 blind_get_requirement(enum BlindType type, int ante)
Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
Definition blind.c:106
+
void set_blind_beaten(enum BlindType type)
Remove the given Blind from the corresponding List so that we don't roll it again in the future.
Definition blind.c:180
+
void init_unbeaten_blinds_lists(void)
Initialize Boss and Showdown Blinds lists to roll from.
Definition blind.c:156
+
int blind_get_reward(enum BlindType type)
Get the amount of money gained from beating a certain Blind.
Definition blind.c:115
+
Data structures and functions relative to the behaviour and graphics of Blinds.
+
BlindType
All Blind types in the game are listed here.
Definition blind.h:69
+
BlindTokenLayers
Sprite IDs of the various Blind Tokens used in the game, expressed as an offset relative to BLIND_BAS...
Definition blind.h:36
+
BlindColorIndex
Indices of the Blind sprites' colors as encoded in the files' palettes with Aseprite.
Definition blind.h:49
Graphic utility functions.
#define TILE_MEM_OBJ_CHARBLOCK0_IDX
The index for the first charblock of the object memory in tonc's tile_mem.
Functions relative to manipulating and analyzing the contents of the Hand, a.k.a. the Cards we hold a...
A doubly-linked list.
bool list_is_empty(const List *list)
Definition list.c:62
-
List list_init(void)
Definition list.c:38
void * list_get_at_idx(List *list, unsigned int idx)
Definition list.c:219
int list_get_len(const List *list)
Definition list.c:214
void list_clear(List *list)
Definition list.c:44
void * list_itr_next(ListItr *itr)
Definition list.c:281
bool list_remove_at_idx(List *list, unsigned int idx)
Definition list.c:237
+
#define LIST_DEFAULT
Default list declaration for empty lists.
Definition list.h:30
void list_push_back(List *list, void *data)
Definition list.c:89
ListItr list_itr_create(List *list)
Definition list.c:257
Common functions to handle RNG manipulation. Using this interface has three goals:
u32 rng_get_u32(void)
Get the next "randomly" generated number in the sequence from the current seed.
Definition random.c:36
INLINE void sprite_position(Sprite *sprite, int x, int y)
Set sprite position. Inlined for efficiency.
Definition sprite.h:368
Sprite * sprite_new(u16 a0, u16 a1, u32 tid, u32 pb, int sprite_index)
Allocate and retrieve a pointer to a valid Sprite.
Definition sprite.c:36
-
Definition blind.h:98
+
Data structure containing data about a BlindType.
Definition blind.h:137
An iterator into a list.
Definition list.h:91
A doubly-linked list.
Definition list.h:61
Sprite struct for GBA hardware specifics.
Definition sprite.h:29
@@ -423,7 +474,7 @@ $(document).ready(function(){initNavTree('blind_8c_source.html',''); initResizab diff --git a/blind_8h.html b/blind_8h.html new file mode 100644 index 00000000..8fe52418 --- /dev/null +++ b/blind_8h.html @@ -0,0 +1,737 @@ + + + + + + + + +GBAlatro: include/blind.h File Reference + + + + + + + + + + + + + + + + + + + + + + + + + + + +
+ + + + +
+ + + + + + + +
+
GBAlatro +
+
A Demake of Balatro for the GBA
+
+
+ + + + + + + +
+
+ +
+
+
+ +
+ +
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+ + +
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blind.h File Reference
+
+
+ +

Data structures and functions relative to the behaviour and graphics of Blinds. +More...

+
#include "sprite.h"
+
+

Go to the source code of this file.

+ + + + + +

+Data Structures

struct  Blind
 Data structure containing data about a BlindType. More...
 
+ + + +

+Macros

#define MAX_ANTE   8
 
+ + + + + + + + + + + + + + + + +

+Enumerations

enum  BlindTokens { SMALL_BLIND +, BIG_BLIND +, BOSS_BLIND +, NUM_BLINDS_PER_ANTE + }
 The sprites that display the blinds when in "GAME_BLIND_SELECT" state. There are only 3 blinds per Ante, so we don't need more sprites than that. More...
 
enum  BlindTokenLayers {
+  PLAYING_BLIND_TOKEN_LAYER +, ROUND_END_BLIND_TOKEN_LAYER +, SMALL_BLIND_TOKEN_LAYER +, BIG_BLIND_TOKEN_LAYER +,
+  BOSS_BLIND_TOKEN_LAYER +
+ }
 Sprite IDs of the various Blind Tokens used in the game, expressed as an offset relative to BLIND_BASE_LAYER More...
 
enum  BlindColorIndex {
+  BLIND_TEXT_COLOR_INDEX = 1 +, BLIND_SHADOW_COLOR_INDEX +, BLIND_HIGHLIGHT_COLOR_INDEX +, BLIND_MAIN_COLOR_INDEX +,
+  BLIND_BACKGROUND_MAIN_COLOR_INDEX +, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX +, BLIND_BACKGROUND_SHADOW_COLOR_INDEX +
+ }
 Indices of the Blind sprites' colors as encoded in the files' palettes with Aseprite. More...
 
enum  BlindType {
+  BLIND_TYPE_SMALL +, BLIND_TYPE_BIG +, BLIND_TYPE_BOSS +, BLIND_TYPE_HOOK = BLIND_TYPE_BOSS +,
+  BLIND_TYPE_OX +, BLIND_TYPE_HOUSE +, BLIND_TYPE_WALL +, BLIND_TYPE_WHEEL +,
+  BLIND_TYPE_ARM +, BLIND_TYPE_CLUB +, BLIND_TYPE_FISH +, BLIND_TYPE_PSYCHIC +,
+  BLIND_TYPE_GOAD +, BLIND_TYPE_WATER +, BLIND_TYPE_WINDOW +, BLIND_TYPE_MANACLE +,
+  BLIND_TYPE_EYE +, BLIND_TYPE_MOUTH +, BLIND_TYPE_PLANT +, BLIND_TYPE_SERPENT +,
+  BLIND_TYPE_PILLAR +, BLIND_TYPE_NEEDLE +, BLIND_TYPE_HEAD +, BLIND_TYPE_TOOTH +,
+  BLIND_TYPE_FLINT +, BLIND_TYPE_MARK +, BLIND_TYPE_SHOWDOWN +, BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN +,
+  BLIND_TYPE_LEAF +, BLIND_TYPE_VESSEL +, BLIND_TYPE_HEART +, BLIND_TYPE_BELL +,
+  BLIND_TYPE_MAX +
+ }
 All Blind types in the game are listed here. More...
 
enum  BlindState {
+  BLIND_STATE_CURRENT +, BLIND_STATE_UPCOMING +, BLIND_STATE_DEFEATED +, BLIND_STATE_SKIPPED +,
+  BLIND_STATE_MAX +
+ }
 All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen. More...
 
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +

+Functions

void blind_init ()
 
u32 blind_get_requirement (enum BlindType type, int ante)
 Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at a certain Ante.
 
int blind_get_reward (enum BlindType type)
 Get the amount of money gained from beating a certain Blind.
 
u16 blind_get_color (enum BlindType type, enum BlindColorIndex index)
 Get the color associated with a given Blind.
 
enum BlindType roll_blind_type (bool showdown)
 Choose a random Blind among the ones that haven't been beaten yet.
 
void init_unbeaten_blinds_lists (void)
 Initialize Boss and Showdown Blinds lists to roll from.
 
void set_blind_beaten (enum BlindType type)
 Remove the given Blind from the corresponding List so that we don't roll it again in the future.
 
void apply_blind_colors (enum BlindType type)
 Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.
 
void apply_blind_tiles (enum BlindType type, enum BlindTokenLayers layer)
 Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
 
Spriteblind_token_new (enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index)
 Create a new BlindToken sprite.
 
+

Detailed Description

+

Data structures and functions relative to the behaviour and graphics of Blinds.

+ +

Definition in file blind.h.

+

Macro Definition Documentation

+ +

◆ MAX_ANTE

+ +
+
+ + + + +
#define MAX_ANTE   8
+
+ +

Definition at line 13 of file blind.h.

+ +
+
+

Enumeration Type Documentation

+ +

◆ BlindColorIndex

+ +
+
+ + + + +
enum BlindColorIndex
+
+ +

Indices of the Blind sprites' colors as encoded in the files' palettes with Aseprite.

+ +

Definition at line 48 of file blind.h.

+ +
+
+ +

◆ BlindState

+ +
+
+ + + + +
enum BlindState
+
+ +

All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.

+ +

Definition at line 120 of file blind.h.

+ +
+
+ +

◆ BlindTokenLayers

+ +
+
+ + + + +
enum BlindTokenLayers
+
+ +

Sprite IDs of the various Blind Tokens used in the game, expressed as an offset relative to BLIND_BASE_LAYER

+
See also
BLIND_BASE_LAYER
+ +

Definition at line 35 of file blind.h.

+ +
+
+ +

◆ BlindTokens

+ +
+
+ + + + +
enum BlindTokens
+
+ +

The sprites that display the blinds when in "GAME_BLIND_SELECT" state. There are only 3 blinds per Ante, so we don't need more sprites than that.

+ +

Definition at line 20 of file blind.h.

+ +
+
+ +

◆ BlindType

+ +
+
+ + + + +
enum BlindType
+
+ +

All Blind types in the game are listed here.

+

Boss Blinds range from BLIND_TYPE_BOSS to BLIND_TYPE_SHOWDOWN - 1.

+

Showdown Blinds range from BLIND_TYPE_SHOWDOWN to BLIND_TYPE_MAX - 1

+ +

Definition at line 68 of file blind.h.

+ +
+
+

Function Documentation

+ +

◆ apply_blind_colors()

+ +
+
+ + + + + + + + +
void apply_blind_colors (enum BlindType type)
+
+ +

Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.

+
Parameters
+ + +
typeof the Blind whose palette we need
+
+
+ +

Definition at line 232 of file blind.c.

+ +
+
+ +

◆ apply_blind_tiles()

+ +
+
+ + + + + + + + + + + + + + + + + + +
void apply_blind_tiles (enum BlindType type,
enum BlindTokenLayers layer 
)
+
+ +

Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.

+
Parameters
+ + + +
typeof the Blind we want to apply the tiles of.
layerthe Sprite will be located at.
+
+
+
See also
BlindTokenLayers
+ +

Definition at line 268 of file blind.c.

+ +
+
+ +

◆ blind_get_color()

+ +
+
+ + + + + + + + + + + + + + + + + + +
u16 blind_get_color (enum BlindType type,
enum BlindColorIndex index 
)
+
+ +

Get the color associated with a given Blind.

+
Parameters
+ + + +
typethe BlindType whose palette will be used
indexof the color within the Blind's palette
+
+
+
Returns
the BGR555 value of the requested color
+ +

Definition at line 218 of file blind.c.

+ +
+
+ +

◆ blind_get_requirement()

+ +
+
+ + + + + + + + + + + + + + + + + + +
u32 blind_get_requirement (enum BlindType type,
int ante 
)
+
+ +

Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at a certain Ante.

+
Parameters
+ + + +
typethe BlindType value of the blind we need the score requirement of
antethe Ante at which the blind type is encountered
+
+
+
Returns
the required score to beat the requested blind
+ +

Definition at line 106 of file blind.c.

+ +
+
+ +

◆ blind_get_reward()

+ +
+
+ + + + + + + + +
int blind_get_reward (enum BlindType type)
+
+ +

Get the amount of money gained from beating a certain Blind.

+
Parameters
+ + +
typethe BlindType of the beaten Blind
+
+
+
Returns
3 for the Small Blind, 4 for the Big one, 5 for Bosses and 8 for Showdowns
+ +

Definition at line 115 of file blind.c.

+ +
+
+ +

◆ blind_init()

+ +
+
+ + + + + + + +
void blind_init ()
+
+ +

Definition at line 97 of file blind.c.

+ +
+
+ +

◆ blind_token_new()

+ +
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Sprite * blind_token_new (enum BlindType type,
int x,
int y,
enum BlindTokenLayers sprite_index 
)
+
+ +

Create a new BlindToken sprite.

+
Parameters
+ + + + + +
typeof the Blind the token needs to represent
xinitial position of the new Sprite on the horizontal axis
yinitial position of the new Sprite on the vertical axis
sprite_indexlayer of the new Sprite
+
+
+
See also
BlindTokenLayers
+ +

Definition at line 281 of file blind.c.

+ +
+
+ +

◆ init_unbeaten_blinds_lists()

+ +
+
+ + + + + + + + +
void init_unbeaten_blinds_lists (void )
+
+ +

Initialize Boss and Showdown Blinds lists to roll from.

+ +

Definition at line 156 of file blind.c.

+ +
+
+ +

◆ roll_blind_type()

+ +
+
+ + + + + + + + +
enum BlindType roll_blind_type (bool showdown)
+
+ +

Choose a random Blind among the ones that haven't been beaten yet.

+
Parameters
+ + +
showdownwhether we want to roll a Showdown or a regular Boss Blind.
+
+
+
Returns
a BlindType value chosen at random
+ +

Definition at line 162 of file blind.c.

+ +
+
+ +

◆ set_blind_beaten()

+ +
+
+ + + + + + + + +
void set_blind_beaten (enum BlindType type)
+
+ +

Remove the given Blind from the corresponding List so that we don't roll it again in the future.

+
Parameters
+ + +
typethe BlindType of the Boss/Showdown Blind we've just beaten.
+
+
+ +

Definition at line 180 of file blind.c.

+ +
+
+
+
+ + + + diff --git a/blind_8h.js b/blind_8h.js new file mode 100644 index 00000000..c9abb45d --- /dev/null +++ b/blind_8h.js @@ -0,0 +1,77 @@ +var blind_8h = +[ + [ "Blind", "structBlind.html", null ], + [ "BlindColorIndex", "blind_8h.html#ab459b45520cab1b163439acc78635be8", [ + [ "BLIND_TEXT_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8a97d8eef64d76c644a82a877950bdf547", null ], + [ "BLIND_SHADOW_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8acddc4a734d59cf417e454287ca57c39e", null ], + [ "BLIND_HIGHLIGHT_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8a0105609b6264a03e76d287a23aa776f7", null ], + [ "BLIND_MAIN_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8a96318ff77a183180c6248a16bf9ebc2b", null ], + [ "BLIND_BACKGROUND_MAIN_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8ab8583f96d10158dd90cfbbd33f45f48a", null ], + [ "BLIND_BACKGROUND_SECONDARY_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8ae1b362f1cf1fec0199ebc82f33384dfd", null ], + [ "BLIND_BACKGROUND_SHADOW_COLOR_INDEX", "blind_8h.html#ab459b45520cab1b163439acc78635be8ae7a17e141606adba21b3080a875183da", null ] + ] ], + [ "BlindState", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1d", [ + [ "BLIND_STATE_CURRENT", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1da5376f8ff2f03c16cafcba4e1e0867c10", null ], + [ "BLIND_STATE_UPCOMING", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1da8bfbd2aa221aa60b7c635b19f116ff2e", null ], + [ "BLIND_STATE_DEFEATED", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1daa5adf8910b7b28f5095047bfd8474284", null ], + [ "BLIND_STATE_SKIPPED", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1da91eca89d97e5975c544aaace11ab7439", null ], + [ "BLIND_STATE_MAX", "blind_8h.html#a59b2b8e485d0ea561120ae8c6010de1da7f31dff7c22cedd1599a59f24d0dfe2b", null ] + ] ], + [ "BlindTokenLayers", "blind_8h.html#a72f525224754ea5b65ce95410fa44408", [ + [ "PLAYING_BLIND_TOKEN_LAYER", "blind_8h.html#a72f525224754ea5b65ce95410fa44408aa914ba14cd56ba28180cdcc6ea0b6ade", null ], + [ "ROUND_END_BLIND_TOKEN_LAYER", "blind_8h.html#a72f525224754ea5b65ce95410fa44408a26e650013721f8008ef2aab71c11791c", null ], + [ "SMALL_BLIND_TOKEN_LAYER", "blind_8h.html#a72f525224754ea5b65ce95410fa44408abc6427251f7dac54a243aace82ac4649", null ], + [ "BIG_BLIND_TOKEN_LAYER", "blind_8h.html#a72f525224754ea5b65ce95410fa44408a076cd342939fbcac4f00bdf7b6dff2d8", null ], + [ "BOSS_BLIND_TOKEN_LAYER", "blind_8h.html#a72f525224754ea5b65ce95410fa44408a9e926934a3bf811ac8e0b7c938e4bbe9", null ] + ] ], + [ "BlindTokens", "blind_8h.html#ac213b67180e7b74f69beb56ddd17026e", [ + [ "SMALL_BLIND", "blind_8h.html#ac213b67180e7b74f69beb56ddd17026eaf6836ec629cee42be0962c8353a49033", null ], + [ "BIG_BLIND", "blind_8h.html#ac213b67180e7b74f69beb56ddd17026eaba7d7ccf3ee0de6001410925d60efa0f", null ], + [ "BOSS_BLIND", "blind_8h.html#ac213b67180e7b74f69beb56ddd17026ea5890a4a7b75a5fe47ecb1fd82c6547c0", null ], + [ "NUM_BLINDS_PER_ANTE", "blind_8h.html#ac213b67180e7b74f69beb56ddd17026eaa1e06914ec1d5ffc2451be886c10ce8a", null ] + ] ], + [ "BlindType", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4a", [ + [ "BLIND_TYPE_SMALL", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa15167b32634d935c2719a22382a67691", null ], + [ "BLIND_TYPE_BIG", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa47cffffc359e0b4f235e2b16c6e4d9b7", null ], + [ "BLIND_TYPE_BOSS", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa19857db58c1a9fee577b7214306f5c44", null ], + [ "BLIND_TYPE_HOOK", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa818a9f67d528bc54e9b07632433f2342", null ], + [ "BLIND_TYPE_OX", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa81c517350bff2784bf34485b1b834281", null ], + [ "BLIND_TYPE_HOUSE", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa760d7d5a341a641be47a1a75e836da35", null ], + [ "BLIND_TYPE_WALL", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aaeb90802345e3146342a4876ba39070a4", null ], + [ "BLIND_TYPE_WHEEL", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa4c22cb189fe23fb01feb5d2a4d1ce487", null ], + [ "BLIND_TYPE_ARM", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa79c75059dabd3faadda3ce35699b80e8", null ], + [ "BLIND_TYPE_CLUB", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa2d27fba2071bd13ca1915c4e3d1cbac4", null ], + [ "BLIND_TYPE_FISH", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa6aa608764a277725da487c4ae0d3de3a", null ], + [ "BLIND_TYPE_PSYCHIC", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aae3b8e8a01372bb5e4904e7cf73b4e7bd", null ], + [ "BLIND_TYPE_GOAD", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa57d86796d5b672994a7acb2bc04d48f0", null ], + [ "BLIND_TYPE_WATER", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aab40cd57e171a82ff2b59a79903e2f212", null ], + [ "BLIND_TYPE_WINDOW", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aada608bde2074c90e029f0572577d6557", null ], + [ "BLIND_TYPE_MANACLE", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa080e82dd2db9564e572412154125b0f4", null ], + [ "BLIND_TYPE_EYE", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa5a70ec8b22d722e8c4e82bc887c4dec0", null ], + [ "BLIND_TYPE_MOUTH", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aadb28f08231cf31449d63ecc9bbbc1c7a", null ], + [ "BLIND_TYPE_PLANT", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa1af29101f44e4473e630ea368659df51", null ], + [ "BLIND_TYPE_SERPENT", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aacbb3359c2880f0e76bfc1fc75e909d13", null ], + [ "BLIND_TYPE_PILLAR", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa70d6ff194915f634a537512ad5afb413", null ], + [ "BLIND_TYPE_NEEDLE", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa3d7731fac3f4a31ac371d807b1b20e88", null ], + [ "BLIND_TYPE_HEAD", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa65671f00c247265808c0c0fa8d08f074", null ], + [ "BLIND_TYPE_TOOTH", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aadee7412c1b01b4539dfa709342134614", null ], + [ "BLIND_TYPE_FLINT", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa27a9c29e4d001a8316c7b5ebde4d1372", null ], + [ "BLIND_TYPE_MARK", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aac847441612c69b287b5ca306116d3d07", null ], + [ "BLIND_TYPE_SHOWDOWN", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa4277ac388e68f577723994d0e910b3c2", null ], + [ "BLIND_TYPE_ACORN", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa6b42db6f30fdeebd16764393428c93ca", null ], + [ "BLIND_TYPE_LEAF", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aad333023b7eff1c3742bd55e156ea3b7c", null ], + [ "BLIND_TYPE_VESSEL", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa9b1916964ca4f4088f37d154af9489ee", null ], + [ "BLIND_TYPE_HEART", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa9bae10e7cacf84f6b34b935ff3f87558", null ], + [ "BLIND_TYPE_BELL", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aabcb88cee19204a5f3ac100abbf0ed1ae", null ], + [ "BLIND_TYPE_MAX", "blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa9558a99d92ac0fe5f24f9ecc31cba58c", null ] + ] ], + [ "apply_blind_colors", "blind_8h.html#a33aca14af98233e87839aec461812517", null ], + [ "apply_blind_tiles", "blind_8h.html#a186aee3247d5b47aaa84b4f6ee3a5947", null ], + [ "blind_get_color", "blind_8h.html#a6d39b4ae4ca73f51bb2d3bc4b7687473", null ], + [ "blind_get_requirement", "blind_8h.html#a85fefafb15d88f710cbe1183ac34f3f4", null ], + [ "blind_get_reward", "blind_8h.html#af2031f17bfb33cfe0a1815fa66b8bde6", null ], + [ "blind_token_new", "blind_8h.html#accef25c77a0711a7f6ab7f2a4774ae9b", null ], + [ "init_unbeaten_blinds_lists", "blind_8h.html#aedfd9b6abb09b4255160fe02ae1d018b", null ], + [ "roll_blind_type", "blind_8h.html#a2826e7fd956be78ad09013ef623c91e3", null ], + [ "set_blind_beaten", "blind_8h.html#ad5c80cb82487220cada4920ecf037f9e", null ] +]; \ No newline at end of file diff --git a/blind_8h_source.html b/blind_8h_source.html index 47071755..97a106af 100644 --- a/blind_8h_source.html +++ b/blind_8h_source.html @@ -138,135 +138,163 @@ $(document).ready(function(){initNavTree('blind_8h_source.html',''); initResizab
blind.h
-
1#ifndef BLIND_H
-
2#define BLIND_H
-
3
-
4#include "sprite.h"
-
5
-
6// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
-
7// simplicity's sake
-
8#define MAX_ANTE 8
-
9
-
10// Sprite IDs of the various Blind Tokens used in the game, expressed as an offset
-
11// relative to `BLIND_BASE_LAYER`
-
12#define PLAYING_BLIND_TOKEN_LAYER 0
-
13#define ROUND_END_BLIND_TOKEN_LAYER 1
-
14#define SMALL_BLIND_TOKEN_LAYER 2
-
15#define BIG_BLIND_TOKEN_LAYER 3
-
16#define BOSS_BLIND_TOKEN_LAYER 4
-
17
-
18// The sprites that display the blinds when in "GAME_BLIND_SELECT" state
-
19// There are only 3 blinds per Ante, so we don't need more sprites than that
-
20enum BlindTokens
+Go to the documentation of this file.
1
+
6#ifndef BLIND_H
+
7#define BLIND_H
+
8
+
9#include "sprite.h"
+
10
+
11// The GBA's max uint value is around 4 billion, so we're going to not add endless mode for
+
12// simplicity's sake
+
13#define MAX_ANTE 8
+
14
+
+
21{
22 SMALL_BLIND,
23 BIG_BLIND,
24 BOSS_BLIND,
25 NUM_BLINDS_PER_ANTE
26};
-
27
-
28// Order of the Blind sprites' colors as encoded in the files' palettes with Aseprite
-
29enum BlindColorIndex
-
30{
-
31 BLIND_TEXT_COLOR_INDEX = 1,
-
32 BLIND_SHADOW_COLOR_INDEX,
-
33 BLIND_HIGHLIGHT_COLOR_INDEX,
-
34 BLIND_MAIN_COLOR_INDEX,
-
35 BLIND_BACKGROUND_MAIN_COLOR_INDEX,
-
36 BLIND_BACKGROUND_SECONDARY_COLOR_INDEX,
-
37 BLIND_BACKGROUND_SHADOW_COLOR_INDEX,
-
38};
-
39
-
40// clang-format off
-
41enum BlindType
-
42{
-
43 // Normal Blinds
-
44 BLIND_TYPE_SMALL,
-
45 BLIND_TYPE_BIG,
-
46
-
47 // Boss Blinds
-
48 BLIND_TYPE_BOSS,
-
49
-
50 BLIND_TYPE_HOOK = BLIND_TYPE_BOSS,
-
51 BLIND_TYPE_OX,
-
52 BLIND_TYPE_HOUSE,
-
53 BLIND_TYPE_WALL,
-
54 BLIND_TYPE_WHEEL,
-
55 BLIND_TYPE_ARM,
-
56 BLIND_TYPE_CLUB,
-
57 BLIND_TYPE_FISH,
-
58 BLIND_TYPE_PSYCHIC,
-
59 BLIND_TYPE_GOAD,
-
60 BLIND_TYPE_WATER,
-
61 BLIND_TYPE_WINDOW,
-
62 BLIND_TYPE_MANACLE,
-
63 BLIND_TYPE_EYE,
-
64 BLIND_TYPE_MOUTH,
-
65 BLIND_TYPE_PLANT,
-
66 BLIND_TYPE_SERPENT,
-
67 BLIND_TYPE_PILLAR,
-
68 BLIND_TYPE_NEEDLE,
-
69 BLIND_TYPE_HEAD,
-
70 BLIND_TYPE_TOOTH,
-
71 BLIND_TYPE_FLINT,
-
72 BLIND_TYPE_MARK,
-
73
-
74 // Showdown Blinds
-
75 BLIND_TYPE_SHOWDOWN,
-
76
-
77 BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN,
-
78 BLIND_TYPE_LEAF,
-
79 BLIND_TYPE_VESSEL,
-
80 BLIND_TYPE_HEART,
-
81 BLIND_TYPE_BELL,
-
82
-
83 // End of Blinds' list
-
84 BLIND_TYPE_MAX
-
85};
-
86// clang-format on
-
87
-
88enum BlindState
-
89{
-
90 BLIND_STATE_CURRENT,
-
91 BLIND_STATE_UPCOMING,
-
92 BLIND_STATE_DEFEATED,
-
93 BLIND_STATE_SKIPPED,
-
94 BLIND_STATE_MAX,
-
95};
-
96
-
-
97typedef struct
-
98{
-
99 enum BlindType type;
-
100 FIXED score_req_multipler;
-
101 s32 reward;
-
102} Blind;
+
27
+
+ +
36{
+
37 PLAYING_BLIND_TOKEN_LAYER,
+
38 ROUND_END_BLIND_TOKEN_LAYER,
+
39 SMALL_BLIND_TOKEN_LAYER,
+
40 BIG_BLIND_TOKEN_LAYER,
+
41 BOSS_BLIND_TOKEN_LAYER
+
42};
+
+
43
+
+ +
49{
+
50 BLIND_TEXT_COLOR_INDEX = 1,
+
51 BLIND_SHADOW_COLOR_INDEX,
+
52 BLIND_HIGHLIGHT_COLOR_INDEX,
+
53 BLIND_MAIN_COLOR_INDEX,
+
54 BLIND_BACKGROUND_MAIN_COLOR_INDEX,
+
55 BLIND_BACKGROUND_SECONDARY_COLOR_INDEX,
+
56 BLIND_BACKGROUND_SHADOW_COLOR_INDEX,
+
57};
+
+
58
+
59// clang-format off
+
+ +
69{
+
70 // Normal Blinds
+
71 BLIND_TYPE_SMALL,
+
72 BLIND_TYPE_BIG,
+
73
+
74 // Boss Blinds
+
75 BLIND_TYPE_BOSS,
+
76
+
77 BLIND_TYPE_HOOK = BLIND_TYPE_BOSS,
+
78 BLIND_TYPE_OX,
+
79 BLIND_TYPE_HOUSE,
+
80 BLIND_TYPE_WALL,
+
81 BLIND_TYPE_WHEEL,
+
82 BLIND_TYPE_ARM,
+
83 BLIND_TYPE_CLUB,
+
84 BLIND_TYPE_FISH,
+
85 BLIND_TYPE_PSYCHIC,
+
86 BLIND_TYPE_GOAD,
+
87 BLIND_TYPE_WATER,
+
88 BLIND_TYPE_WINDOW,
+
89 BLIND_TYPE_MANACLE,
+
90 BLIND_TYPE_EYE,
+
91 BLIND_TYPE_MOUTH,
+
92 BLIND_TYPE_PLANT,
+
93 BLIND_TYPE_SERPENT,
+
94 BLIND_TYPE_PILLAR,
+
95 BLIND_TYPE_NEEDLE,
+
96 BLIND_TYPE_HEAD,
+
97 BLIND_TYPE_TOOTH,
+
98 BLIND_TYPE_FLINT,
+
99 BLIND_TYPE_MARK,
+
100
+
101 // Showdown Blinds
+
102 BLIND_TYPE_SHOWDOWN,
103
-
104void blind_init();
-
105
-
106u32 blind_get_requirement(enum BlindType type, int ante);
-
107int blind_get_reward(enum BlindType type);
-
108u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
+
104 BLIND_TYPE_ACORN = BLIND_TYPE_SHOWDOWN,
+
105 BLIND_TYPE_LEAF,
+
106 BLIND_TYPE_VESSEL,
+
107 BLIND_TYPE_HEART,
+
108 BLIND_TYPE_BELL,
109
-
110void init_unbeaten_blinds_list(bool showdown);
-
111enum BlindType roll_blind_type(bool showdown);
-
112void set_blind_beaten(enum BlindType type);
-
113
-
114void apply_blind_colors(enum BlindType type);
-
115void apply_blind_tiles(enum BlindType type, int layer);
-
116Sprite* blind_token_new(enum BlindType type, int x, int y, int sprite_index);
-
117
-
118#endif // BLIND_H
+
110 // End of Blinds' list
+
111 BLIND_TYPE_MAX
+
112};
+
+
113// clang-format on
+
114
+
+ +
121{
+
122 BLIND_STATE_CURRENT,
+
123 BLIND_STATE_UPCOMING,
+
124 BLIND_STATE_DEFEATED,
+
125 BLIND_STATE_SKIPPED,
+
126 BLIND_STATE_MAX,
+
127};
+
+
128
+
+
136typedef struct
+
137{
+
138 u8 type;
+
139 FIXED score_req_multiplier;
+
140} Blind;
+
+
141
+
142void blind_init();
+
143
+
153u32 blind_get_requirement(enum BlindType type, int ante);
+
154
+
162int blind_get_reward(enum BlindType type);
+
163
+
172u16 blind_get_color(enum BlindType type, enum BlindColorIndex index);
+
173
+
181enum BlindType roll_blind_type(bool showdown);
+
182
+ +
187
+
194void set_blind_beaten(enum BlindType type);
+
195
+
202void apply_blind_colors(enum BlindType type);
+
203
+
212void apply_blind_tiles(enum BlindType type, enum BlindTokenLayers layer);
+
213
+
224Sprite* blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index);
+
225
+
226#endif // BLIND_H
+
void apply_blind_tiles(enum BlindType type, enum BlindTokenLayers layer)
Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
Definition blind.c:268
+
enum BlindType roll_blind_type(bool showdown)
Choose a random Blind among the ones that haven't been beaten yet.
Definition blind.c:162
+
void apply_blind_colors(enum BlindType type)
Copy the palette associated with the given Blind and copy it in the right spot in the palette memory.
Definition blind.c:232
+
BlindType
All Blind types in the game are listed here.
Definition blind.h:69
+
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
Definition blind.h:121
+
u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
Get the color associated with a given Blind.
Definition blind.c:218
+
BlindTokenLayers
Sprite IDs of the various Blind Tokens used in the game, expressed as an offset relative to BLIND_BAS...
Definition blind.h:36
+
u32 blind_get_requirement(enum BlindType type, int ante)
Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
Definition blind.c:106
+
BlindColorIndex
Indices of the Blind sprites' colors as encoded in the files' palettes with Aseprite.
Definition blind.h:49
+
BlindTokens
The sprites that display the blinds when in "GAME_BLIND_SELECT" state. There are only 3 blinds per An...
Definition blind.h:21
+
Sprite * blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index)
Create a new BlindToken sprite.
Definition blind.c:281
+
void set_blind_beaten(enum BlindType type)
Remove the given Blind from the corresponding List so that we don't roll it again in the future.
Definition blind.c:180
+
void init_unbeaten_blinds_lists(void)
Initialize Boss and Showdown Blinds lists to roll from.
Definition blind.c:156
+
int blind_get_reward(enum BlindType type)
Get the amount of money gained from beating a certain Blind.
Definition blind.c:115
Sprite system for Gbalatro.
-
Definition blind.h:98
+
Data structure containing data about a BlindType.
Definition blind.h:137
Sprite struct for GBA hardware specifics.
Definition sprite.h:29
diff --git a/blind__select_8c_source.html b/blind__select_8c_source.html index 1efdf3d7..65aeca56 100644 --- a/blind__select_8c_source.html +++ b/blind__select_8c_source.html @@ -143,7 +143,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
3#include "affine_background.h"
4#include "audio_utils.h"
5#include "background_blind_select_gfx.h"
-
6#include "blind.h"
+
6#include "blind.h"
7#include "button.h"
8#include "game.h"
9#include "game_variables.h"
@@ -172,9 +172,9 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
32static void game_blind_select_selected_anim_seq(void);
33static void game_blind_select_display_blind_panel(void);
34static void game_blind_select_exit(void);
-
35static Rect game_blind_select_get_req_score_rect(enum BlindTokens blind);
+
35static Rect game_blind_select_get_req_score_rect(enum BlindTokens blind);
36static void game_blind_select_print_blinds_reqs_and_rewards(void);
-
37static enum BlindType get_blind_type_from_token(enum BlindTokens blind);
+
37static enum BlindType get_blind_type_from_token(enum BlindTokens blind);
38static void blind_tokens_init(void);
39
40enum BlindSelectState
@@ -247,7 +247,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
107
108static inline void game_blind_select_erase_blind_reqs_and_rewards()
109{
-
110 for (enum BlindTokens curr_blind = SMALL_BLIND; curr_blind < NUM_BLINDS_PER_ANTE; curr_blind++)
+
110 for (enum BlindTokens curr_blind = SMALL_BLIND; curr_blind < NUM_BLINDS_PER_ANTE; curr_blind++)
111 {
112 Rect blind_req_and_reward_rect = SINGLE_BLIND_SEL_REQ_SCORE_RECT;
113
@@ -267,7 +267,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
127 }
128}
129
-
130void increment_blind(enum BlindState increment_reason)
+
130void increment_blind(enum BlindState increment_reason)
131{
132 switch (g_game_vars.current_blind)
133 {
@@ -429,7 +429,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
289 if (g_game_vars.current_blind >= BLIND_TYPE_BOSS)
290 {
-
292 blind_get_color(g_game_vars.current_blind, BLIND_SHADOW_COLOR_INDEX)
+
292 blind_get_color(g_game_vars.current_blind, BLIND_SHADOW_COLOR_INDEX)
293 );
294 }
295 }
@@ -453,7 +453,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
313 game_change_state(GAME_STATE_ROUND);
314}
315
-
316static Rect game_blind_select_get_req_score_rect(enum BlindTokens blind)
+
316static Rect game_blind_select_get_req_score_rect(enum BlindTokens blind)
317{
318 Rect blind_req_score_rect = SINGLE_BLIND_SEL_REQ_SCORE_RECT;
319
@@ -470,9 +470,9 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
330 return blind_req_score_rect;
331}
332
-
333static enum BlindType get_blind_type_from_token(enum BlindTokens blind)
+
333static enum BlindType get_blind_type_from_token(enum BlindTokens blind)
334{
-
335 enum BlindType blind_type;
+
335 enum BlindType blind_type;
336 switch (blind)
337 {
338 case SMALL_BLIND:
@@ -488,11 +488,11 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
348 return blind_type;
349}
350
-
351static inline void game_blind_select_print_blind_req(enum BlindTokens blind)
+
351static inline void game_blind_select_print_blind_req(enum BlindTokens blind)
352{
353 Rect blind_req_score_rect = game_blind_select_get_req_score_rect(blind);
354
-
355 u32 blind_req = blind_get_requirement(get_blind_type_from_token(blind), g_game_vars.ante);
+
355 u32 blind_req = blind_get_requirement(get_blind_type_from_token(blind), g_game_vars.ante);
356
357 char blind_req_str_buff[UINT_MAX_DIGITS + 1];
@@ -512,9 +512,9 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
372 );
373}
374
-
375static inline void game_blind_select_print_blind_reward(enum BlindTokens blind)
+
375static inline void game_blind_select_print_blind_reward(enum BlindTokens blind)
376{
-
377 int blind_reward = blind_get_reward(get_blind_type_from_token(blind));
+
377 int blind_reward = blind_get_reward(get_blind_type_from_token(blind));
378 Rect blind_reward_rect = game_blind_select_get_req_score_rect(blind);
379
380 // The reward is right below the score.
@@ -537,7 +537,7 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
397
398static void game_blind_select_print_blinds_reqs_and_rewards(void)
399{
-
400 for (enum BlindTokens curr_blind = 0; curr_blind < NUM_BLINDS_PER_ANTE; curr_blind++)
+
400 for (enum BlindTokens curr_blind = 0; curr_blind < NUM_BLINDS_PER_ANTE; curr_blind++)
401 {
402 game_blind_select_print_blind_req(curr_blind);
403 game_blind_select_print_blind_reward(curr_blind);
@@ -548,10 +548,10 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
408{
409 // Showdown blinds only show up on ante 8, 16, etc...
410 g_game_vars.next_boss_blind =
-
411 roll_blind_type((g_game_vars.ante % 8 == 0) && (g_game_vars.ante > 0));
+
411 roll_blind_type((g_game_vars.ante % 8 == 0) && (g_game_vars.ante > 0));
412 if (!no_tiles)
413 {
-
414 apply_blind_tiles(g_game_vars.next_boss_blind, BOSS_BLIND_TOKEN_LAYER);
+
414 apply_blind_tiles(g_game_vars.next_boss_blind, BOSS_BLIND_TOKEN_LAYER);
415 }
416}
417
@@ -564,19 +564,19 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
424 sprite_destroy(&blind_select_tokens[BIG_BLIND]);
425 sprite_destroy(&blind_select_tokens[BOSS_BLIND]);
426
-
427 blind_select_tokens[SMALL_BLIND] = blind_token_new(
+
427 blind_select_tokens[SMALL_BLIND] = blind_token_new(
428 BLIND_TYPE_SMALL,
429 CUR_BLIND_TOKEN_POS.x,
430 CUR_BLIND_TOKEN_POS.y,
431 SMALL_BLIND_TOKEN_LAYER
432 );
-
433 blind_select_tokens[BIG_BLIND] = blind_token_new(
+
433 blind_select_tokens[BIG_BLIND] = blind_token_new(
434 BLIND_TYPE_BIG,
435 CUR_BLIND_TOKEN_POS.x,
436 CUR_BLIND_TOKEN_POS.y,
437 BIG_BLIND_TOKEN_LAYER
438 );
-
439 blind_select_tokens[BOSS_BLIND] = blind_token_new(
+
439 blind_select_tokens[BOSS_BLIND] = blind_token_new(
440 g_game_vars.next_boss_blind,
441 CUR_BLIND_TOKEN_POS.x,
442 CUR_BLIND_TOKEN_POS.y,
@@ -661,12 +661,12 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
514 // Copy boss blind colors to blind select palette
515 memset16(
516 &pal_bg_mem[1],
-
517 blind_get_color(g_game_vars.next_boss_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX),
+
517 blind_get_color(g_game_vars.next_boss_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX),
518 1
519 );
520 memset16(
521 &pal_bg_mem[7],
-
522 blind_get_color(g_game_vars.next_boss_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX),
+
522 blind_get_color(g_game_vars.next_boss_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX),
523 1
524 );
525
@@ -802,6 +802,16 @@ $(document).ready(function(){initNavTree('blind__select_8c_source.html',''); ini
#define MM_BASE_PITCH_RATE
The default pitch rate for the sound effect played.
Definition audio_utils.h:37
void play_sfx(mm_word id, mm_word rate, mm_byte volume)
Play a sound effect, wrapper for mmEffectEx() See https://maxmod.org/ref/functions/mm_sound_effect....
#define SFX_DEFAULT_VOLUME
Default volume for sound effects.
Definition audio_utils.h:43
+
Data structures and functions relative to the behaviour and graphics of Blinds.
+
void apply_blind_tiles(enum BlindType type, enum BlindTokenLayers layer)
Change the tiles of the BlindToken Sprite at a given layer to that of the given BlindType.
Definition blind.c:268
+
enum BlindType roll_blind_type(bool showdown)
Choose a random Blind among the ones that haven't been beaten yet.
Definition blind.c:162
+
BlindType
All Blind types in the game are listed here.
Definition blind.h:69
+
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
Definition blind.h:121
+
u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
Get the color associated with a given Blind.
Definition blind.c:218
+
u32 blind_get_requirement(enum BlindType type, int ante)
Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
Definition blind.c:106
+
BlindTokens
The sprites that display the blinds when in "GAME_BLIND_SELECT" state. There are only 3 blinds per An...
Definition blind.h:21
+
Sprite * blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index)
Create a new BlindToken sprite.
Definition blind.c:281
+
int blind_get_reward(enum BlindType type)
Get the amount of money gained from beating a certain Blind.
Definition blind.c:115
Blind select state functions.
void game_blind_select_on_exit(void)
Blind select cleanup.
void game_blind_select_on_update(void)
Blind select state update.
diff --git a/blind__select_8h.html b/blind__select_8h.html index 771fa606..f1c81000 100644 --- a/blind__select_8h.html +++ b/blind__select_8h.html @@ -136,9 +136,9 @@ $(document).ready(function(){initNavTree('blind__select_8h.html',''); initResiza
-

Blind select state functions. +

Blind select state functions. More...

-
#include "blind.h"
+
#include "blind.h"

Go to the source code of this file.

@@ -148,19 +148,19 @@ Functions - + - + - + - +
 Change to the blind select background.
 
void game_blind_select_on_init (void)
 Blind select state initialization.
 Blind select state initialization.
 
void game_blind_select_on_update (void)
 Blind select state update.
 Blind select state update.
 
void game_blind_select_on_exit (void)
 Blind select cleanup.
 Blind select cleanup.
 
void increment_blind (enum BlindState increment_reason)
void increment_blind (enum BlindState increment_reason)
 

Detailed Description

-

Blind select state functions.

+

Blind select state functions.

Definition in file blind_select.h.

Function Documentation

@@ -202,7 +202,7 @@ Functions
-

Blind select cleanup.

+

Blind select cleanup.

Definition at line 478 of file blind_select.c.

@@ -224,7 +224,7 @@ Functions
-

Blind select state initialization.

+

Blind select state initialization.

Definition at line 452 of file blind_select.c.

@@ -246,7 +246,7 @@ Functions
-

Blind select state update.

+

Blind select state update.

Definition at line 473 of file blind_select.c.

@@ -261,7 +261,7 @@ Functions void increment_blind ( - enum BlindState  + enum BlindState  increment_reason) diff --git a/blind__select_8h_source.html b/blind__select_8h_source.html index 7e6b2364..d167198c 100644 --- a/blind__select_8h_source.html +++ b/blind__select_8h_source.html @@ -142,7 +142,7 @@ $(document).ready(function(){initNavTree('blind__select_8h_source.html',''); ini
6#ifndef GAME_BLIND_SELECT_H
7#define GAME_BLIND_SELECT_H
8
-
9#include "blind.h"
+
9#include "blind.h"
10
15
@@ -152,9 +152,11 @@ $(document).ready(function(){initNavTree('blind__select_8h_source.html',''); ini
25
30
-
31void increment_blind(enum BlindState increment_reason);
+
31void increment_blind(enum BlindState increment_reason);
32
33#endif // GAME_BLIND_SELECT_H
+
Data structures and functions relative to the behaviour and graphics of Blinds.
+
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
Definition blind.h:121
void game_blind_select_on_exit(void)
Blind select cleanup.
void game_blind_select_on_update(void)
Blind select state update.
void game_blind_select_on_init(void)
Blind select state initialization.
diff --git a/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html b/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html index e09fde23..3fda3a66 100644 --- a/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html +++ b/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.html @@ -148,7 +148,8 @@ Files    bitset.c   - blind.c + blind.c + Implementation of functions relative to the behaviour and graphics of Blinds.
   button.c   diff --git a/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.js b/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.js index 1823f906..08b6315e 100644 --- a/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.js +++ b/dir_b2f33c71d4aa5e7af42a1ca61ff5af1b.js @@ -4,7 +4,7 @@ var dir_b2f33c71d4aa5e7af42a1ca61ff5af1b = [ "affine_background.c", "affine__background_8c_source.html", null ], [ "audio_utils.c", "audio__utils_8c.html", "audio__utils_8c" ], [ "bitset.c", "bitset_8c_source.html", null ], - [ "blind.c", "blind_8c_source.html", null ], + [ "blind.c", "blind_8c.html", "blind_8c" ], [ "button.c", "button_8c_source.html", null ], [ "card.c", "card_8c_source.html", null ], [ "deck_types.c", "deck__types_8c.html", "deck__types_8c" ], diff --git a/dir_d44c64559bbebec7f509842c48db8b23.html b/dir_d44c64559bbebec7f509842c48db8b23.html index fb1e59d5..c817984b 100644 --- a/dir_d44c64559bbebec7f509842c48db8b23.html +++ b/dir_d44c64559bbebec7f509842c48db8b23.html @@ -150,7 +150,8 @@ Files  bitset.h  A bitset for operating on flags.
  - blind.h + blind.h + Data structures and functions relative to the behaviour and graphics of Blinds.
   blind_gfx.h   diff --git a/dir_d44c64559bbebec7f509842c48db8b23.js b/dir_d44c64559bbebec7f509842c48db8b23.js index 0c1f1d51..3b2d300e 100644 --- a/dir_d44c64559bbebec7f509842c48db8b23.js +++ b/dir_d44c64559bbebec7f509842c48db8b23.js @@ -4,7 +4,7 @@ var dir_d44c64559bbebec7f509842c48db8b23 = [ "affine_background.h", "affine__background_8h.html", "affine__background_8h" ], [ "audio_utils.h", "audio__utils_8h.html", "audio__utils_8h" ], [ "bitset.h", "bitset_8h.html", "bitset_8h" ], - [ "blind.h", "blind_8h_source.html", null ], + [ "blind.h", "blind_8h.html", "blind_8h" ], [ "blind_gfx.h", "blind__gfx_8h_source.html", null ], [ "button.h", "button_8h.html", "button_8h" ], [ "card.h", "card_8h_source.html", null ], diff --git a/dir_f307a46daed1218fee22380d1eacedba.html b/dir_f307a46daed1218fee22380d1eacedba.html index fe7556e7..cad91788 100644 --- a/dir_f307a46daed1218fee22380d1eacedba.html +++ b/dir_f307a46daed1218fee22380d1eacedba.html @@ -137,7 +137,7 @@ $(document).ready(function(){initNavTree('dir_f307a46daed1218fee22380d1eacedba.h

Files

 blind_select.hBlind select state functions.
Blind select state functions.
   common_ui.h  Common functions to render UI elements.
diff --git a/files.html b/files.html index ed9df9cc..edf3cbb7 100644 --- a/files.html +++ b/files.html @@ -137,7 +137,7 @@ $(document).ready(function(){initNavTree('files.html',''); initResizable(); });
[detail level 123]
- + @@ -150,7 +150,7 @@ $(document).ready(function(){initNavTree('files.html',''); initResizable(); }); - + @@ -197,7 +197,7 @@ $(document).ready(function(){initNavTree('files.html',''); initResizable(); }); - + diff --git a/game_8c_source.html b/game_8c_source.html index 969e2ec4..115198e7 100644 --- a/game_8c_source.html +++ b/game_8c_source.html @@ -339,513 +339,511 @@ $(document).ready(function(){initNavTree('game_8c_source.html',''); initResizabl
199 g_game_vars.best_hand_score = 0;
200 for (int i = 0; i < HAND_TYPE_MAX; i++)
201 g_game_vars.nb_played_hands[i] = 0;
-
202
-
203 // Initialize/reset unbeaten Boss/Showdown Blinds so they are all available
-
204 init_unbeaten_blinds_list(false);
-
205 init_unbeaten_blinds_list(true);
-
206}
-
207
-
208void game_reset()
-
209{
-
210 while (list_get_len(&s_owned_jokers_list) > 0)
-
211 {
-
212 JokerObject* joker_object = list_get_at_idx(&s_owned_jokers_list, 0);
-
213 remove_owned_joker(0);
-
214 joker_object_destroy(&joker_object);
-
215 }
-
216
-
217 tte_erase_screen();
-
218
-
219 // For some reason that I haven't figured out yet,
-
220 // if I don't destroy the blind tokens they won't
-
221 // show up on the next run.
-
222 sprite_destroy(&g_game_vars.playing_blind_token);
-
223 sprite_destroy(&g_game_vars.round_end_blind_token);
+
202}
+
203
+
204void game_reset()
+
205{
+
206 while (list_get_len(&s_owned_jokers_list) > 0)
+
207 {
+
208 JokerObject* joker_object = list_get_at_idx(&s_owned_jokers_list, 0);
+
209 remove_owned_joker(0);
+
210 joker_object_destroy(&joker_object);
+
211 }
+
212
+
213 tte_erase_screen();
+
214
+
215 // For some reason that I haven't figured out yet,
+
216 // if I don't destroy the blind tokens they won't
+
217 // show up on the next run.
+
218 sprite_destroy(&g_game_vars.playing_blind_token);
+
219 sprite_destroy(&g_game_vars.round_end_blind_token);
+
220
+
221 list_clear(&s_owned_jokers_list);
+
222 list_clear(&s_discarded_jokers_list);
+
223 list_clear(&s_expired_jokers_list);
224
-
225 list_clear(&s_owned_jokers_list);
-
226 list_clear(&s_discarded_jokers_list);
-
227 list_clear(&s_expired_jokers_list);
-
228
-
229 game_init();
-
230
-
231 display_round();
-
232 display_score(g_game_vars.score);
-
233 display_chips();
-
234 display_mult();
-
235 display_hands();
-
236 display_discards();
-
237 display_money();
-
238 // Ante
-
239 display_ante();
+
225 game_init();
+ +
227
+
228 display_round();
+
229 display_score(g_game_vars.score);
+
230 display_chips();
+
231 display_mult();
+
232 display_hands();
+
233 display_discards();
+
234 display_money();
+
235 // Ante
+
236 display_ante();
+
237
+
238 affine_background_load_palette(affine_background_gfxPal);
+
239}
240
-
241 affine_background_load_palette(affine_background_gfxPal);
-
242}
-
243
-
244static inline void discarded_jokers_update_loop(void)
-
245{
-
246 if (list_is_empty(&s_discarded_jokers_list))
-
247 {
-
248 return;
-
249 }
+
241static inline void discarded_jokers_update_loop(void)
+
242{
+
243 if (list_is_empty(&s_discarded_jokers_list))
+
244 {
+
245 return;
+
246 }
+
247
+
248 ListItr itr = list_itr_create(&s_discarded_jokers_list);
+
249 JokerObject* joker_object;
250
-
251 ListItr itr = list_itr_create(&s_discarded_jokers_list);
-
252 JokerObject* joker_object;
-
253
-
254 while ((joker_object = list_itr_next(&itr)))
-
255 {
-
256 if (joker_object->x == joker_object->tx && joker_object->y == joker_object->ty)
-
257 {
- -
259 // TODO: joker_object_dispose() instead?
-
260 joker_object_destroy(&joker_object);
-
261 }
-
262 }
-
263}
-
264
-
265static inline void held_jokers_update_loop(void)
-
266{
-
267 static const int SPACING_LUT[MAX_JOKERS_HELD_SIZE][MAX_JOKERS_HELD_SIZE] = {
-
268 {0, 0, 0, 0, 0 },
-
269 {13, -13, 0, 0, 0 },
-
270 {26, 0, -26, 0, 0 },
-
271 {39, 13, -13, -39, 0 },
-
272 {40, 20, 0, -20, -40}
-
273 };
-
274
-
275 FIXED hand_x = int2fx(HELD_JOKERS_POS.x);
-
276
-
277 ListItr itr = list_itr_create(&s_owned_jokers_list);
-
278 JokerObject* joker;
-
279 int jokers_top = list_get_len(&s_owned_jokers_list) - 1;
-
280 int i = 0;
-
281 while ((joker = list_itr_next(&itr)))
-
282 {
-
283 // Let the Shop handle the position of this Joker
-
284 if (joker != game_shop_get_description_card())
-
285 joker->tx = hand_x - int2fx(SPACING_LUT[jokers_top][i]);
-
286 i++;
-
287 }
-
288}
-
289
-
290bool joker_object_can_acquire(Item* joker_object)
-
291{
-
292 GBAL_RETURN_IF_NULL_RET(joker_object, false);
-
293 return (list_get_len(get_jokers_list()) < MAX_JOKERS_HELD_SIZE);
-
294}
-
295
-
296static inline void expired_jokers_update_loop(void)
-
297{
-
298 if (list_is_empty(&s_expired_jokers_list))
-
299 {
-
300 return;
-
301 }
+
251 while ((joker_object = list_itr_next(&itr)))
+
252 {
+
253 if (joker_object->x == joker_object->tx && joker_object->y == joker_object->ty)
+
254 {
+ +
256 // TODO: joker_object_dispose() instead?
+
257 joker_object_destroy(&joker_object);
+
258 }
+
259 }
+
260}
+
261
+
262static inline void held_jokers_update_loop(void)
+
263{
+
264 static const int SPACING_LUT[MAX_JOKERS_HELD_SIZE][MAX_JOKERS_HELD_SIZE] = {
+
265 {0, 0, 0, 0, 0 },
+
266 {13, -13, 0, 0, 0 },
+
267 {26, 0, -26, 0, 0 },
+
268 {39, 13, -13, -39, 0 },
+
269 {40, 20, 0, -20, -40}
+
270 };
+
271
+
272 FIXED hand_x = int2fx(HELD_JOKERS_POS.x);
+
273
+
274 ListItr itr = list_itr_create(&s_owned_jokers_list);
+
275 JokerObject* joker;
+
276 int jokers_top = list_get_len(&s_owned_jokers_list) - 1;
+
277 int i = 0;
+
278 while ((joker = list_itr_next(&itr)))
+
279 {
+
280 // Let the Shop handle the position of this Joker
+
281 if (joker != game_shop_get_description_card())
+
282 joker->tx = hand_x - int2fx(SPACING_LUT[jokers_top][i]);
+
283 i++;
+
284 }
+
285}
+
286
+
287bool joker_object_can_acquire(Item* joker_object)
+
288{
+
289 GBAL_RETURN_IF_NULL_RET(joker_object, false);
+
290 return (list_get_len(get_jokers_list()) < MAX_JOKERS_HELD_SIZE);
+
291}
+
292
+
293static inline void expired_jokers_update_loop(void)
+
294{
+
295 if (list_is_empty(&s_expired_jokers_list))
+
296 {
+
297 return;
+
298 }
+
299
+
300 ListItr itr = list_itr_create(&s_expired_jokers_list);
+
301 JokerObject* joker_object;
302
-
303 ListItr itr = list_itr_create(&s_expired_jokers_list);
-
304 JokerObject* joker_object;
-
305
-
306 while ((joker_object = list_itr_next(&itr)))
-
307 {
-
308 // let just enough frames pass that we see it rotating and shrinking
-
309 if (g_game_vars.timer % FRAMES(EXPIRE_ANIMATION_FRAME_COUNT) == 0)
-
310 {
-
311 // get joker idx
-
312 int expired_joker_idx = 0;
-
313 ListItr joker_itr = list_itr_create(&s_owned_jokers_list);
-
314 JokerObject* expired_joker;
-
315 while ((expired_joker = list_itr_next(&joker_itr)) && expired_joker != joker_object)
-
316 {
-
317 expired_joker_idx++;
-
318 }
-
319
-
320 // Removing expired Jokers here, instead of immediately like ones we
-
321 // sell or discard allow us to have a small shrink animation without
-
322 // the other owned Jokers rearranging themselves to fill the newly
-
323 // freed space, therefore obscuring the animation
-
324 remove_owned_joker(expired_joker_idx);
- -
326 joker_object_destroy(&joker_object);
-
327 }
-
328 }
-
329}
-
330
-
331static inline void jokers_update_loop(void)
-
332{
-
333 held_jokers_update_loop();
-
334 discarded_jokers_update_loop();
-
335 expired_jokers_update_loop();
-
336}
-
337
-
338void game_update()
-
339{
-
340 rng_update();
-
341
-
342 g_game_vars.timer++;
-
343
-
344 jokers_update_loop();
-
345
- +
303 while ((joker_object = list_itr_next(&itr)))
+
304 {
+
305 // let just enough frames pass that we see it rotating and shrinking
+
306 if (g_game_vars.timer % FRAMES(EXPIRE_ANIMATION_FRAME_COUNT) == 0)
+
307 {
+
308 // get joker idx
+
309 int expired_joker_idx = 0;
+
310 ListItr joker_itr = list_itr_create(&s_owned_jokers_list);
+
311 JokerObject* expired_joker;
+
312 while ((expired_joker = list_itr_next(&joker_itr)) && expired_joker != joker_object)
+
313 {
+
314 expired_joker_idx++;
+
315 }
+
316
+
317 // Removing expired Jokers here, instead of immediately like ones we
+
318 // sell or discard allow us to have a small shrink animation without
+
319 // the other owned Jokers rearranging themselves to fill the newly
+
320 // freed space, therefore obscuring the animation
+
321 remove_owned_joker(expired_joker_idx);
+ +
323 joker_object_destroy(&joker_object);
+
324 }
+
325 }
+
326}
+
327
+
328static inline void jokers_update_loop(void)
+
329{
+
330 held_jokers_update_loop();
+
331 discarded_jokers_update_loop();
+
332 expired_jokers_update_loop();
+
333}
+
334
+
335void game_update()
+
336{
+
337 rng_update();
+
338
+
339 g_game_vars.timer++;
+
340
+
341 jokers_update_loop();
+
342
+ +
344
+ +
346}
347
- -
349}
-
350
-
351void game_change_state(enum GameState new_game_state)
-
352{
-
353 g_game_vars.timer = TM_ZERO; // Reset the timer
+
348void game_change_state(enum GameState new_game_state)
+
349{
+
350 g_game_vars.timer = TM_ZERO; // Reset the timer
+
351
+
352 state_machine_change_state(&game_sm, new_game_state);
+
353}
354
-
355 state_machine_change_state(&game_sm, new_game_state);
-
356}
-
357
-
358enum GameState game_get_state(void)
-
359{
-
360 return game_sm.state;
-
361}
-
362
-
363bool is_joker_owned(int joker_id)
-
364{
-
365 ListItr itr = list_itr_create(&s_owned_jokers_list);
-
366 JokerObject* joker;
-
367
-
368 while ((joker = list_itr_next(&itr)))
-
369 {
-
370 if (joker->joker->id == joker_id)
-
371 {
-
372 return true;
-
373 }
-
374 }
-
375 return false;
-
376}
-
377
-
378List* get_jokers_list(void)
-
379{
-
380 return &s_owned_jokers_list;
-
381}
-
382
-
383List* get_expired_jokers_list(void)
-
384{
-
385 return &s_expired_jokers_list;
-
386}
-
387
-
388List* get_discarded_jokers_list(void)
-
389{
-
390 return &s_discarded_jokers_list;
-
391}
-
392
-
393bool is_shortcut_joker_active(void)
-
394{
-
395 return s_shortcut_joker_count > 0;
-
396}
-
397
-
398int get_straight_and_flush_size(void)
-
399{
-
400 return s_four_fingers_joker_count > 0 ? STRAIGHT_AND_FLUSH_SIZE_FOUR_FINGERS
-
401 : STRAIGHT_AND_FLUSH_SIZE_DEFAULT;
-
402}
-
403
-
404void add_joker(JokerObject* joker_object)
-
405{
-
406 list_push_back(&s_owned_jokers_list, joker_object);
-
407
-
408 // TODO: Extract to on_joker_added() callback
-
409 // In case the player gets multiple Four Fingers Jokers,
-
410 // only change size when the first one is added
-
411 if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
-
412 {
-
413 s_four_fingers_joker_count++;
-
414 }
-
415
-
416 if (joker_object->joker->id == SHORTCUT_JOKER_ID)
-
417 {
-
418 s_shortcut_joker_count++;
-
419 }
-
420}
-
421
-
422void remove_owned_joker(int owned_joker_idx)
-
423{
-
424 // TODO: Extract to on_joker_removed() callback
-
425 JokerObject* joker_object = list_get_at_idx(&s_owned_jokers_list, owned_joker_idx);
-
426 // In case the player gets multiple Four Fingers Jokers,
-
427 // and only reset the size when all of them have been removed
-
428 if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
-
429 {
-
430 s_four_fingers_joker_count--;
-
431 }
-
432
-
433 if (joker_object->joker->id == SHORTCUT_JOKER_ID)
-
434 {
-
435 s_shortcut_joker_count--;
-
436 }
-
437
-
438 // TODO: Move to site of joker_destroy()?
-
439 joker_set_rollable(joker_object->joker->id, true);
-
440 list_remove_at_idx(&s_owned_jokers_list, owned_joker_idx);
-
441}
-
442
-
443int get_deck_top(void)
-
444{
-
445 return s_deck_top;
-
446}
-
447
-
448int get_num_discards_remaining(void)
-
449{
-
450 return g_game_vars.discards;
-
451}
-
452
-
453int get_num_hands_remaining(void)
-
454{
-
455 return g_game_vars.hands;
-
456}
-
457
-
458void display_money()
-
459{
-
460 Rect money_text_rect = MONEY_TEXT_RECT;
-
461 tte_erase_rect_wrapper(MONEY_TEXT_RECT);
+
355enum GameState game_get_state(void)
+
356{
+
357 return game_sm.state;
+
358}
+
359
+
360bool is_joker_owned(int joker_id)
+
361{
+
362 ListItr itr = list_itr_create(&s_owned_jokers_list);
+
363 JokerObject* joker;
+
364
+
365 while ((joker = list_itr_next(&itr)))
+
366 {
+
367 if (joker->joker->id == joker_id)
+
368 {
+
369 return true;
+
370 }
+
371 }
+
372 return false;
+
373}
+
374
+
375List* get_jokers_list(void)
+
376{
+
377 return &s_owned_jokers_list;
+
378}
+
379
+
380List* get_expired_jokers_list(void)
+
381{
+
382 return &s_expired_jokers_list;
+
383}
+
384
+
385List* get_discarded_jokers_list(void)
+
386{
+
387 return &s_discarded_jokers_list;
+
388}
+
389
+
390bool is_shortcut_joker_active(void)
+
391{
+
392 return s_shortcut_joker_count > 0;
+
393}
+
394
+
395int get_straight_and_flush_size(void)
+
396{
+
397 return s_four_fingers_joker_count > 0 ? STRAIGHT_AND_FLUSH_SIZE_FOUR_FINGERS
+
398 : STRAIGHT_AND_FLUSH_SIZE_DEFAULT;
+
399}
+
400
+
401void add_joker(JokerObject* joker_object)
+
402{
+
403 list_push_back(&s_owned_jokers_list, joker_object);
+
404
+
405 // TODO: Extract to on_joker_added() callback
+
406 // In case the player gets multiple Four Fingers Jokers,
+
407 // only change size when the first one is added
+
408 if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
+
409 {
+
410 s_four_fingers_joker_count++;
+
411 }
+
412
+
413 if (joker_object->joker->id == SHORTCUT_JOKER_ID)
+
414 {
+
415 s_shortcut_joker_count++;
+
416 }
+
417}
+
418
+
419void remove_owned_joker(int owned_joker_idx)
+
420{
+
421 // TODO: Extract to on_joker_removed() callback
+
422 JokerObject* joker_object = list_get_at_idx(&s_owned_jokers_list, owned_joker_idx);
+
423 // In case the player gets multiple Four Fingers Jokers,
+
424 // and only reset the size when all of them have been removed
+
425 if (joker_object->joker->id == FOUR_FINGERS_JOKER_ID)
+
426 {
+
427 s_four_fingers_joker_count--;
+
428 }
+
429
+
430 if (joker_object->joker->id == SHORTCUT_JOKER_ID)
+
431 {
+
432 s_shortcut_joker_count--;
+
433 }
+
434
+
435 // TODO: Move to site of joker_destroy()?
+
436 joker_set_rollable(joker_object->joker->id, true);
+
437 list_remove_at_idx(&s_owned_jokers_list, owned_joker_idx);
+
438}
+
439
+
440int get_deck_top(void)
+
441{
+
442 return s_deck_top;
+
443}
+
444
+
445int get_num_discards_remaining(void)
+
446{
+
447 return g_game_vars.discards;
+
448}
+
449
+
450int get_num_hands_remaining(void)
+
451{
+
452 return g_game_vars.hands;
+
453}
+
454
+
455void display_money()
+
456{
+
457 Rect money_text_rect = MONEY_TEXT_RECT;
+
458 tte_erase_rect_wrapper(MONEY_TEXT_RECT);
+
459
+
460 char money_str_buff[INT_MAX_DIGITS + 2]; // + 2 for null terminator and "$" sign
+
461 snprintf(money_str_buff, sizeof(money_str_buff), "$%ld", g_game_vars.money);
462
-
463 char money_str_buff[INT_MAX_DIGITS + 2]; // + 2 for null terminator and "$" sign
-
464 snprintf(money_str_buff, sizeof(money_str_buff), "$%ld", g_game_vars.money);
+
463 // Bias left so the number is centered and the "$" sign is on the left
+
464 update_text_rect_to_center_str(&money_text_rect, money_str_buff, SCREEN_LEFT);
465
-
466 // Bias left so the number is centered and the "$" sign is on the left
-
467 update_text_rect_to_center_str(&money_text_rect, money_str_buff, SCREEN_LEFT);
-
468
-
469 tte_printf(
-
470 "#{P:%d,%d; cx:0x%X000}%s",
-
471 money_text_rect.left,
-
472 money_text_rect.top,
-
473 TTE_YELLOW_PB,
-
474 money_str_buff
-
475 );
-
476}
-
477
-
478void display_chips(void)
-
479{
-
480 Rect chips_text_rect = CHIPS_TEXT_RECT;
-
481
-
482 // In case of overflow, the rect overflow left by 1 char
-
483 Rect chips_text_overflow_rect = chips_text_rect;
-
484 chips_text_overflow_rect.left -= TTE_CHAR_SIZE;
-
485 tte_erase_rect_wrapper(chips_text_overflow_rect);
-
486
-
487 char chips_str_buff[UINT_MAX_DIGITS + 1];
- -
489 g_game_vars.chips,
-
490 rect_width(&chips_text_rect) / TTE_CHAR_SIZE,
-
491 chips_str_buff
-
492 );
-
493
-
494 update_text_rect_to_right_align_str(&chips_text_rect, chips_str_buff, OVERFLOW_LEFT);
-
495
-
496 tte_printf(
-
497 "#{P:%d,%d; cx:0x%X000;}%s",
-
498 chips_text_rect.left,
-
499 chips_text_rect.top,
-
500 TTE_WHITE_PB,
-
501 chips_str_buff
-
502 );
- -
504}
-
505
-
506void display_mult(void)
-
507{
-
508 Rect mult_text_overflow_rect = MULT_TEXT_RECT;
-
509 // In case of overflow the rect will overflow right by 1 char
-
510 mult_text_overflow_rect.right += TTE_CHAR_SIZE;
-
511 tte_erase_rect_wrapper(mult_text_overflow_rect);
-
512
-
513 char mult_str_buff[UINT_MAX_DIGITS + 1];
- -
515 g_game_vars.mult,
-
516 rect_width(&MULT_TEXT_RECT) / TTE_CHAR_SIZE,
-
517 mult_str_buff
-
518 );
-
519
-
520 tte_printf(
-
521 "#{P:%d,%d; cx:0x%X000;}%s",
-
522 MULT_TEXT_RECT.left,
-
523 MULT_TEXT_RECT.top,
-
524 TTE_WHITE_PB,
-
525 mult_str_buff
-
526 );
+
466 tte_printf(
+
467 "#{P:%d,%d; cx:0x%X000}%s",
+
468 money_text_rect.left,
+
469 money_text_rect.top,
+
470 TTE_YELLOW_PB,
+
471 money_str_buff
+
472 );
+
473}
+
474
+
475void display_chips(void)
+
476{
+
477 Rect chips_text_rect = CHIPS_TEXT_RECT;
+
478
+
479 // In case of overflow, the rect overflow left by 1 char
+
480 Rect chips_text_overflow_rect = chips_text_rect;
+
481 chips_text_overflow_rect.left -= TTE_CHAR_SIZE;
+
482 tte_erase_rect_wrapper(chips_text_overflow_rect);
+
483
+
484 char chips_str_buff[UINT_MAX_DIGITS + 1];
+ +
486 g_game_vars.chips,
+
487 rect_width(&chips_text_rect) / TTE_CHAR_SIZE,
+
488 chips_str_buff
+
489 );
+
490
+
491 update_text_rect_to_right_align_str(&chips_text_rect, chips_str_buff, OVERFLOW_LEFT);
+
492
+
493 tte_printf(
+
494 "#{P:%d,%d; cx:0x%X000;}%s",
+
495 chips_text_rect.left,
+
496 chips_text_rect.top,
+
497 TTE_WHITE_PB,
+
498 chips_str_buff
+
499 );
+ +
501}
+
502
+
503void display_mult(void)
+
504{
+
505 Rect mult_text_overflow_rect = MULT_TEXT_RECT;
+
506 // In case of overflow the rect will overflow right by 1 char
+
507 mult_text_overflow_rect.right += TTE_CHAR_SIZE;
+
508 tte_erase_rect_wrapper(mult_text_overflow_rect);
+
509
+
510 char mult_str_buff[UINT_MAX_DIGITS + 1];
+ +
512 g_game_vars.mult,
+
513 rect_width(&MULT_TEXT_RECT) / TTE_CHAR_SIZE,
+
514 mult_str_buff
+
515 );
+
516
+
517 tte_printf(
+
518 "#{P:%d,%d; cx:0x%X000;}%s",
+
519 MULT_TEXT_RECT.left,
+
520 MULT_TEXT_RECT.top,
+
521 TTE_WHITE_PB,
+
522 mult_str_buff
+
523 );
+
524
+ +
526}
527
- -
529}
-
530
-
531void display_deck_size_max(void)
-
532{
-
533 // TODO: the text will overflow if deck max size exceeds 99,
-
534 // we will need a fix at some point for this
-
535 tte_erase_rect_wrapper(DECK_SIZE_RECT);
-
536 tte_printf(
-
537 "#{P:%d,%d; cx:0x%X000}%d/%d",
-
538 DECK_SIZE_RECT.left,
-
539 DECK_SIZE_RECT.top,
-
540 TTE_WHITE_PB,
-
541 deck_get_size(),
-
542 deck_get_max_size()
-
543 );
-
544}
-
545
-
546// Returns true if the card is *considered* a face card
-
547bool card_is_face(Card* card)
-
548{
-
549 // Card is a face card, or Pareidolia is present
-
550 return (
-
551 card->rank == JACK || card->rank == QUEEN || card->rank == KING ||
-
552 is_joker_owned(PAREIDOLIA_JOKER_ID)
-
553 );
-
554}
-
555
-
556void display_temp_score(u32 value)
-
557{
-
558 char temp_score_str_buff[UINT_MAX_DIGITS + 1];
-
559 Rect temp_score_rect = TEMP_SCORE_RECT;
- -
561 value,
-
562 rect_width(&temp_score_rect) / TTE_CHAR_SIZE,
-
563 temp_score_str_buff
-
564 );
-
565 update_text_rect_to_center_str(&temp_score_rect, temp_score_str_buff, SCREEN_RIGHT);
-
566
-
567 tte_erase_rect_wrapper(TEMP_SCORE_RECT);
-
568 tte_printf(
-
569 "#{P:%d,%d; cx:0x%X000}%s",
-
570 temp_score_rect.left,
-
571 temp_score_rect.top,
-
572 TTE_WHITE_PB,
-
573 temp_score_str_buff
-
574 );
-
575}
-
576
-
577void erase_temp_score(void)
-
578{
-
579 tte_erase_rect_wrapper(TEMP_SCORE_RECT);
-
580}
-
581
-
582void display_score(u32 value)
-
583{
-
584 Rect score_rect = SCORE_RECT;
-
585 // Clear the existing text before redrawing
-
586 tte_erase_rect_wrapper(SCORE_RECT);
-
587
-
588 char score_str_buff[UINT_MAX_DIGITS + 1];
+
528void display_deck_size_max(void)
+
529{
+
530 // TODO: the text will overflow if deck max size exceeds 99,
+
531 // we will need a fix at some point for this
+
532 tte_erase_rect_wrapper(DECK_SIZE_RECT);
+
533 tte_printf(
+
534 "#{P:%d,%d; cx:0x%X000}%d/%d",
+
535 DECK_SIZE_RECT.left,
+
536 DECK_SIZE_RECT.top,
+
537 TTE_WHITE_PB,
+
538 deck_get_size(),
+
539 deck_get_max_size()
+
540 );
+
541}
+
542
+
543// Returns true if the card is *considered* a face card
+
544bool card_is_face(Card* card)
+
545{
+
546 // Card is a face card, or Pareidolia is present
+
547 return (
+
548 card->rank == JACK || card->rank == QUEEN || card->rank == KING ||
+
549 is_joker_owned(PAREIDOLIA_JOKER_ID)
+
550 );
+
551}
+
552
+
553void display_temp_score(u32 value)
+
554{
+
555 char temp_score_str_buff[UINT_MAX_DIGITS + 1];
+
556 Rect temp_score_rect = TEMP_SCORE_RECT;
+ +
558 value,
+
559 rect_width(&temp_score_rect) / TTE_CHAR_SIZE,
+
560 temp_score_str_buff
+
561 );
+
562 update_text_rect_to_center_str(&temp_score_rect, temp_score_str_buff, SCREEN_RIGHT);
+
563
+
564 tte_erase_rect_wrapper(TEMP_SCORE_RECT);
+
565 tte_printf(
+
566 "#{P:%d,%d; cx:0x%X000}%s",
+
567 temp_score_rect.left,
+
568 temp_score_rect.top,
+
569 TTE_WHITE_PB,
+
570 temp_score_str_buff
+
571 );
+
572}
+
573
+
574void erase_temp_score(void)
+
575{
+
576 tte_erase_rect_wrapper(TEMP_SCORE_RECT);
+
577}
+
578
+
579void display_score(u32 value)
+
580{
+
581 Rect score_rect = SCORE_RECT;
+
582 // Clear the existing text before redrawing
+
583 tte_erase_rect_wrapper(SCORE_RECT);
+
584
+
585 char score_str_buff[UINT_MAX_DIGITS + 1];
+
586
+
587 truncate_uint_to_suffixed_str(value, rect_width(&score_rect) / TTE_CHAR_SIZE, score_str_buff);
+
588 update_text_rect_to_center_str(&score_rect, score_str_buff, SCREEN_RIGHT);
589
-
590 truncate_uint_to_suffixed_str(value, rect_width(&score_rect) / TTE_CHAR_SIZE, score_str_buff);
-
591 update_text_rect_to_center_str(&score_rect, score_str_buff, SCREEN_RIGHT);
-
592
-
593 tte_printf(
-
594 "#{P:%d,%d; cx:0x%X000}%s",
-
595 score_rect.left,
-
596 score_rect.top,
-
597 TTE_WHITE_PB,
-
598 score_str_buff
-
599 );
-
600}
-
601
-
602void display_round(void)
-
603{
-
604 // tte_erase_rect_wrapper(ROUND_TEXT_RECT);
-
605 tte_printf(
-
606 "#{P:%d,%d; cx:0x%X000}%ld",
-
607 ROUND_TEXT_RECT.left,
-
608 ROUND_TEXT_RECT.top,
-
609 TTE_YELLOW_PB,
-
610 g_game_vars.round
-
611 );
-
612}
-
613
-
614void display_hands(void)
-
615{
-
616 tte_printf(
-
617 "#{P:%d,%d; cx:0x%X000}%ld",
-
618 HANDS_TEXT_RECT.left,
-
619 HANDS_TEXT_RECT.top,
-
620 TTE_BLUE_PB,
-
621 g_game_vars.hands
-
622 );
-
623}
-
624
-
625void display_discards(void)
-
626{
-
627 tte_printf(
-
628 "#{P:%d,%d; cx:0x%X000}%ld",
-
629 DISCARDS_TEXT_RECT.left,
-
630 DISCARDS_TEXT_RECT.top,
-
631 TTE_RED_PB,
-
632 g_game_vars.discards
-
633 );
-
634}
-
635
-
636int deck_get_size(void)
-
637{
-
638 return s_deck_top + 1;
-
639}
-
640
-
641static int deck_get_max_size(void)
-
642{
-
643 // This is the max amount of cards that the player currently has in their possession
-
644 return get_hand_top() + get_played_top() + s_deck_top + get_discard_top() + 4;
-
645}
-
646
-
647void deck_shuffle(void)
-
648{
-
649 for (int i = s_deck_top; i > 0; i--)
-
650 {
-
651 int j = rng_get_u32() % (i + 1);
-
652 Card* temp = s_deck[i];
-
653 s_deck[i] = s_deck[j];
-
654 s_deck[j] = temp;
-
655 }
-
656}
-
657
-
658void game_start(void)
-
659{
- -
661 tte_colors_setup();
+
590 tte_printf(
+
591 "#{P:%d,%d; cx:0x%X000}%s",
+
592 score_rect.left,
+
593 score_rect.top,
+
594 TTE_WHITE_PB,
+
595 score_str_buff
+
596 );
+
597}
+
598
+
599void display_round(void)
+
600{
+
601 // tte_erase_rect_wrapper(ROUND_TEXT_RECT);
+
602 tte_printf(
+
603 "#{P:%d,%d; cx:0x%X000}%ld",
+
604 ROUND_TEXT_RECT.left,
+
605 ROUND_TEXT_RECT.top,
+
606 TTE_YELLOW_PB,
+
607 g_game_vars.round
+
608 );
+
609}
+
610
+
611void display_hands(void)
+
612{
+
613 tte_printf(
+
614 "#{P:%d,%d; cx:0x%X000}%ld",
+
615 HANDS_TEXT_RECT.left,
+
616 HANDS_TEXT_RECT.top,
+
617 TTE_BLUE_PB,
+
618 g_game_vars.hands
+
619 );
+
620}
+
621
+
622void display_discards(void)
+
623{
+
624 tte_printf(
+
625 "#{P:%d,%d; cx:0x%X000}%ld",
+
626 DISCARDS_TEXT_RECT.left,
+
627 DISCARDS_TEXT_RECT.top,
+
628 TTE_RED_PB,
+
629 g_game_vars.discards
+
630 );
+
631}
+
632
+
633int deck_get_size(void)
+
634{
+
635 return s_deck_top + 1;
+
636}
+
637
+
638static int deck_get_max_size(void)
+
639{
+
640 // This is the max amount of cards that the player currently has in their possession
+
641 return get_hand_top() + get_played_top() + s_deck_top + get_discard_top() + 4;
+
642}
+
643
+
644void deck_shuffle(void)
+
645{
+
646 for (int i = s_deck_top; i > 0; i--)
+
647 {
+
648 int j = rng_get_u32() % (i + 1);
+
649 Card* temp = s_deck[i];
+
650 s_deck[i] = s_deck[j];
+
651 s_deck[j] = temp;
+
652 }
+
653}
+
654
+
655void game_start(void)
+
656{
+ +
658 tte_colors_setup();
+
659
+
660 g_game_vars.hands = MAX_HANDS;
+
661 g_game_vars.discards = MAX_DISCARDS;
662
-
663 g_game_vars.hands = MAX_HANDS;
-
664 g_game_vars.discards = MAX_DISCARDS;
-
665
-
666 // Fill the deck with all the cards. Later on this can be replaced with a more dynamic system
-
667 // that allows for different decks and card types.
-
668 for (int suit = 0; suit < NUM_SUITS; suit++)
-
669 {
-
670 for (int rank = 0; rank < NUM_RANKS; rank++)
-
671 {
-
672 Card* card = card_new(suit, rank);
-
673 deck_push(card);
-
674 }
-
675 }
-
676
-
677 change_background(BG_BLIND_SELECT, false);
-
678
-
679 // Deck size/max size
-
680 tte_erase_rect_wrapper(DECK_SIZE_RECT);
-
681 tte_printf(
-
682 "#{P:%d,%d; cx:0x%X000}%d/%d",
-
683 DECK_SIZE_RECT.left,
-
684 DECK_SIZE_RECT.top,
-
685 TTE_WHITE_PB,
-
686 deck_get_size(),
-
687 deck_get_max_size()
-
688 );
+
663 // Fill the deck with all the cards. Later on this can be replaced with a more dynamic system
+
664 // that allows for different decks and card types.
+
665 for (int suit = 0; suit < NUM_SUITS; suit++)
+
666 {
+
667 for (int rank = 0; rank < NUM_RANKS; rank++)
+
668 {
+
669 Card* card = card_new(suit, rank);
+
670 deck_push(card);
+
671 }
+
672 }
+
673
+
674 change_background(BG_BLIND_SELECT, false);
+
675
+
676 // Deck size/max size
+
677 tte_erase_rect_wrapper(DECK_SIZE_RECT);
+
678 tte_printf(
+
679 "#{P:%d,%d; cx:0x%X000}%d/%d",
+
680 DECK_SIZE_RECT.left,
+
681 DECK_SIZE_RECT.top,
+
682 TTE_WHITE_PB,
+
683 deck_get_size(),
+
684 deck_get_max_size()
+
685 );
+
686
+
687 display_round(); // Set the round display
+
688 display_score(g_game_vars.score); // Set the score display
689
-
690 display_round(); // Set the round display
-
691 display_score(g_game_vars.score); // Set the score display
+
690 display_chips(); // Set the chips display
+
691 display_mult(); // Set the multiplier display
692
-
693 display_chips(); // Set the chips display
-
694 display_mult(); // Set the multiplier display
+
693 display_hands(); // Hand
+
694 display_discards(); // Discard
695
-
696 display_hands(); // Hand
-
697 display_discards(); // Discard
+
696 display_money(); // Set the money display
+
697 display_ante();
698
-
699 display_money(); // Set the money display
-
700 display_ante();
-
701
-
702 game_change_state(GAME_STATE_BLIND_SELECT);
-
703}
+
699 game_change_state(GAME_STATE_BLIND_SELECT);
+
700}
Utilities for affine background on GBA.
@ AFFINE_BG_GAME
Display background for game play.
void affine_background_change_background(enum AffineBackgroundID new_bg)
Update the background id.
void affine_background_load_palette(const u16 *src)
Set the background palette.
Utilities for using maxmod to play sound effects.
+
void init_unbeaten_blinds_lists(void)
Initialize Boss and Showdown Blinds lists to roll from.
Definition blind.c:156
Blind select state functions.
A button structure containing the common button functionalities Including highlight and pressing func...
Common functions to render UI elements.
diff --git a/game__variables_8h.html b/game__variables_8h.html index 4eb3ac8a..0af9e641 100644 --- a/game__variables_8h.html +++ b/game__variables_8h.html @@ -140,7 +140,7 @@ $(document).ready(function(){initNavTree('game__variables_8h.html',''); initResi

Game global game variables struct definition. More...

-
#include "blind.h"
+
#include "blind.h"
#include "hand.h"
#include "random.h"
#include <tonc.h>
diff --git a/game__variables_8h_source.html b/game__variables_8h_source.html index 049ab232..25ee1250 100644 --- a/game__variables_8h_source.html +++ b/game__variables_8h_source.html @@ -142,7 +142,7 @@ $(document).ready(function(){initNavTree('game__variables_8h_source.html',''); i
6#ifndef GAME_VARIABLES_H
7#define GAME_VARIABLES_H
8
-
9#include "blind.h"
+
9#include "blind.h"
10#include "hand.h"
11#include "random.h"
12
@@ -186,9 +186,9 @@ $(document).ready(function(){initNavTree('game__variables_8h_source.html',''); i
55
56 // Blind variables
57
-
58 enum BlindType current_blind;
-
59 enum BlindType next_boss_blind;
-
60 enum BlindState blinds_states[NUM_BLINDS_PER_ANTE];
+
58 enum BlindType current_blind;
+
59 enum BlindType next_boss_blind;
+
60 enum BlindState blinds_states[NUM_BLINDS_PER_ANTE];
61
62 s32 hands;
63 s32 discards;
@@ -211,6 +211,9 @@ $(document).ready(function(){initNavTree('game__variables_8h_source.html',''); i
79extern GameVariables g_game_vars;
80
81#endif // GAME_VARIABLES_H
+
Data structures and functions relative to the behaviour and graphics of Blinds.
+
BlindType
All Blind types in the game are listed here.
Definition blind.h:69
+
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
Definition blind.h:121
Functions relative to manipulating and analyzing the contents of the Hand, a.k.a. the Cards we hold a...
Common functions to handle RNG manipulation. Using this interface has three goals:
A central location for all game variables.
diff --git a/globals.html b/globals.html index 717a8a09..57a5cf26 100644 --- a/globals.html +++ b/globals.html @@ -146,6 +146,8 @@ $(document).ready(function(){initNavTree('globals.html',''); initResizable(); })
  • AFFINE_BG_PAL_LEN : affine_background.h
  • AFFINE_BG_PB : affine_background.h
  • AffineBackgroundID : affine_background.h
  • +
  • apply_blind_colors() : blind.h, blind.c
  • +
  • apply_blind_tiles() : blind.h, blind.c
  • audio_param_update() : audio_utils.c
  • diff --git a/globals_b.html b/globals_b.html index 390f7e44..7e80d7ee 100644 --- a/globals_b.html +++ b/globals_b.html @@ -152,6 +152,15 @@ $(document).ready(function(){initNavTree('globals_b.html',''); initResizable();
  • bitset_num_set_bits() : bitset.h
  • bitset_set_idx() : bitset.h
  • bitset_set_next_free_idx() : bitset.h
  • +
  • blind_get_color() : blind.c, blind.h
  • +
  • blind_get_requirement() : blind.h, blind.c
  • +
  • blind_get_reward() : blind.h, blind.c
  • +
  • blind_token_new() : blind.h, blind.c
  • +
  • BlindColorIndex : blind.h
  • +
  • BlindState : blind.h
  • +
  • BlindTokenLayers : blind.h
  • +
  • BlindTokens : blind.h
  • +
  • BlindType : blind.h
  • button_press() : button.h
  • button_set_highlight() : button.h
  • ButtonCanBePressedFunc : button.h
  • diff --git a/globals_enum.html b/globals_enum.html index 3e4bfaa0..c6742a17 100644 --- a/globals_enum.html +++ b/globals_enum.html @@ -133,6 +133,11 @@ $(document).ready(function(){initNavTree('globals_enum.html',''); initResizable(
    Here is a list of all documented enums with links to the documentation:
    diff --git a/globals_func.html b/globals_func.html index 8f5e8bfb..f7f78482 100644 --- a/globals_func.html +++ b/globals_func.html @@ -139,6 +139,8 @@ $(document).ready(function(){initNavTree('globals_func.html',''); initResizable(
  • affine_background_load_palette() : affine_background.h
  • affine_background_set_color() : affine_background.h
  • affine_background_update() : affine_background.h
  • +
  • apply_blind_colors() : blind.h, blind.c
  • +
  • apply_blind_tiles() : blind.h, blind.c
  • audio_param_update() : audio_utils.c
  • diff --git a/globals_func_b.html b/globals_func_b.html index 9eff93e9..1b724736 100644 --- a/globals_func_b.html +++ b/globals_func_b.html @@ -146,6 +146,10 @@ $(document).ready(function(){initNavTree('globals_func_b.html',''); initResizabl
  • bitset_num_set_bits() : bitset.h
  • bitset_set_idx() : bitset.h
  • bitset_set_next_free_idx() : bitset.h
  • +
  • blind_get_color() : blind.h, blind.c
  • +
  • blind_get_requirement() : blind.h, blind.c
  • +
  • blind_get_reward() : blind.h, blind.c
  • +
  • blind_token_new() : blind.h, blind.c
  • button_press() : button.h
  • button_set_highlight() : button.h
  • diff --git a/globals_func_g.html b/globals_func_g.html index 0b81eeaa..7eb8501a 100644 --- a/globals_func_g.html +++ b/globals_func_g.html @@ -184,15 +184,16 @@ $(document).ready(function(){initNavTree('globals_func_g.html',''); initResizabl
  • game_shop_reset() : shop.h, shop.c
  • game_win_on_init() : game_over.h
  • get_contained_hands() : hand.h, hand.c
  • -
  • get_discard_top() : round.h, round.c
  • +
  • get_discard_top() : round.c, round.h
  • get_font_point_str() : font.h
  • get_hand_array() : hand.h, hand.c
  • get_hand_distribution() : hand.c
  • get_hand_state() : hand.h, hand.c
  • get_hand_top() : hand.h, hand.c
  • -
  • get_hand_type() : hand.c, hand.h
  • +
  • get_hand_type() : hand.h, hand.c
  • get_item_type_funcs() : item_funcs.h
  • get_keyboard_index_from_sel() : run_setup.c
  • +
  • get_layer_tile_index() : blind.c
  • get_played_distribution() : round.c
  • get_played_size() : round.h, round.c
  • get_played_top() : round.h, round.c
  • diff --git a/globals_func_i.html b/globals_func_i.html index 31e88a0d..5aa28dc8 100644 --- a/globals_func_i.html +++ b/globals_func_i.html @@ -133,6 +133,8 @@ $(document).ready(function(){initNavTree('globals_func_i.html',''); initResizabl
    Here is a list of all documented functions with links to the documentation:

    - i -

      +
    • init_unbeaten_blinds_list() : blind.c
    • +
    • init_unbeaten_blinds_lists() : blind.h, blind.c
    • is_game_data_valid() : save.h, save.c
    • is_version_dirty() : save.c
    • item_acquire() : item.h
    • diff --git a/globals_func_r.html b/globals_func_r.html index f6244d5d..59a85c06 100644 --- a/globals_func_r.html +++ b/globals_func_r.html @@ -140,13 +140,14 @@ $(document).ready(function(){initNavTree('globals_func_r.html',''); initResizabl
    • reroll_seed_str() : run_setup.c
    • reset_top_left_panel_bottom_row() : common_ui.h
    • resume_substate_init() : run_setup.c
    • -
    • rev_list_itr_create() : list.h, list.c
    • +
    • rev_list_itr_create() : list.c, list.h
    • rng_get_u32() : random.h
    • rng_init() : random.h
    • rng_restore() : random.h
    • rng_set_seed() : random.h
    • rng_shuffle_seed() : random.h
    • rng_update() : random.h
    • +
    • roll_blind_type() : blind.h, blind.c
    • run_setup_tabs_update() : run_setup.c
    diff --git a/globals_func_s.html b/globals_func_s.html index c547a43d..2352b18f 100644 --- a/globals_func_s.html +++ b/globals_func_s.html @@ -146,6 +146,7 @@ $(document).ready(function(){initNavTree('globals_func_s.html',''); initResizabl
  • selection_grid_move_selection_horz() : selection_grid.h
  • selection_grid_move_selection_vert() : selection_grid.h
  • selection_grid_process_input() : selection_grid.h
  • +
  • set_blind_beaten() : blind.h, blind.c
  • set_hand_state() : hand.h, hand.c
  • set_hand_top() : hand.h, hand.c
  • set_retrigger() : round.h, round.c
  • diff --git a/globals_g.html b/globals_g.html index 7ec91232..5c1c0bdc 100644 --- a/globals_g.html +++ b/globals_g.html @@ -187,7 +187,7 @@ $(document).ready(function(){initNavTree('globals_g.html',''); initResizable();
  • GBAL_RETURN_IF_NULL_RET : util.h
  • GBAL_RETURN_IF_NULL_VOID : util.h
  • GBAL_UNUSED : util.h
  • -
  • get_contained_hands() : hand.c, hand.h
  • +
  • get_contained_hands() : hand.h, hand.c
  • get_discard_top() : round.h, round.c
  • get_font_point_str() : font.h
  • get_hand_array() : hand.h, hand.c
  • @@ -197,6 +197,7 @@ $(document).ready(function(){initNavTree('globals_g.html',''); initResizable();
  • get_hand_type() : hand.h, hand.c
  • get_item_type_funcs() : item_funcs.h
  • get_keyboard_index_from_sel() : run_setup.c
  • +
  • get_layer_tile_index() : blind.c
  • get_played_distribution() : round.c
  • get_played_size() : round.h, round.c
  • get_played_top() : round.h, round.c
  • diff --git a/globals_i.html b/globals_i.html index 8bb7b6b5..c95f830d 100644 --- a/globals_i.html +++ b/globals_i.html @@ -133,6 +133,8 @@ $(document).ready(function(){initNavTree('globals_i.html',''); initResizable();
    Here is a list of all documented functions, variables, defines, enums, and typedefs with links to the documentation:

    - i -

      +
    • init_unbeaten_blinds_list() : blind.c
    • +
    • init_unbeaten_blinds_lists() : blind.h, blind.c
    • is_game_data_valid() : save.h, save.c
    • is_version_dirty() : save.c
    • Item : item.h
    • diff --git a/globals_r.html b/globals_r.html index 53cb7132..89bb0a07 100644 --- a/globals_r.html +++ b/globals_r.html @@ -147,6 +147,7 @@ $(document).ready(function(){initNavTree('globals_r.html',''); initResizable();
    • rng_set_seed() : random.h
    • rng_shuffle_seed() : random.h
    • rng_update() : random.h
    • +
    • roll_blind_type() : blind.h, blind.c
    • RowGetSizeFunc : selection_grid.h
    • RowOnKeyTransitFunc : selection_grid.h
    • RowOnSelectionChangedFunc : selection_grid.h
    • diff --git a/globals_s.html b/globals_s.html index 3b7e1220..1eb8e65c 100644 --- a/globals_s.html +++ b/globals_s.html @@ -133,10 +133,11 @@ $(document).ready(function(){initNavTree('globals_s.html',''); initResizable();
      Here is a list of all documented functions, variables, defines, enums, and typedefs with links to the documentation:

      - s -

        +
      • s_blind_type_map : blind.c
      • s_list_itr_node_next() : list.c
      • s_list_remove_node() : list.c
      • -
      • save_game() : save.c, save.h
      • -
      • save_options() : save.c, save.h
      • +
      • save_game() : save.h, save.c
      • +
      • save_options() : save.h, save.c
      • SaveGame : save.c
      • SaveGame_default : save.c
      • SaveHeader : save.c
      • @@ -152,6 +153,7 @@ $(document).ready(function(){initNavTree('globals_s.html',''); initResizable();
      • selection_grid_move_selection_horz() : selection_grid.h
      • selection_grid_move_selection_vert() : selection_grid.h
      • selection_grid_process_input() : selection_grid.h
      • +
      • set_blind_beaten() : blind.h, blind.c
      • set_hand_state() : hand.h, hand.c
      • set_hand_top() : hand.h, hand.c
      • set_retrigger() : round.h, round.c
      • @@ -165,7 +167,7 @@ $(document).ready(function(){initNavTree('globals_s.html',''); initResizable();
      • shop_top_row_on_key_transit() : shop.c
      • shop_top_row_on_selection_changed() : shop.c
      • SIGN : util.h
      • -
      • sort_cards() : hand.h, hand.c
      • +
      • sort_cards() : hand.c, hand.h
      • splash_screen_on_exit() : splash_screen.h
      • splash_screen_on_init() : splash_screen.h
      • splash_screen_on_update() : splash_screen.h
      • diff --git a/globals_vars.html b/globals_vars.html index 3a62863e..a7d459a1 100644 --- a/globals_vars.html +++ b/globals_vars.html @@ -132,6 +132,7 @@ $(document).ready(function(){initNavTree('globals_vars.html',''); initResizable(
        Here is a list of all documented variables with links to the documentation:
        • DECK_NAMES : deck_types.c
        • +
        • s_blind_type_map : blind.c
        • SaveGame_default : save.c
        • SaveHeader_default : save.c
        • SaveOptions_default : save.c
        • diff --git a/main_8c_source.html b/main_8c_source.html index 088ef931..c0c9dbb7 100644 --- a/main_8c_source.html +++ b/main_8c_source.html @@ -139,7 +139,7 @@ $(document).ready(function(){initNavTree('main_8c_source.html',''); initResizabl
        1#include "affine_background.h"
        -
        2#include "blind.h"
        +
        2#include "blind.h"
        3#include "card.h"
        4#include "font.h"
        5#include "game.h"
        @@ -274,6 +274,7 @@ $(document).ready(function(){initNavTree('main_8c_source.html',''); initResizabl
        IWRAM_CODE void affine_background_hblank()
        Interrupt routine to update display on HBLANK.
        Utilities for using maxmod to play sound effects.
        #define GBAL_MM_NUM_CHANNELS
        Definition audio_utils.h:56
        +
        Data structures and functions relative to the behaviour and graphics of Blinds.
        Utility file to interact with custom font.
        Graphic utility functions.
        Functions relative to the handling of Jokers.
        diff --git a/navtreedata.js b/navtreedata.js index 9831d666..a912b1f4 100644 --- a/navtreedata.js +++ b/navtreedata.js @@ -64,8 +64,9 @@ var NAVTREE = var NAVTREEINDEX = [ "affine__background_8c_source.html", -"index.html", -"save_8c.html#ac26962eff871bc587f90a94b6eef1aaf" +"globals_m.html", +"round_8c.html#ac922f137d1d3ab206c5583954ba346fd", +"structSpriteObject.html#a2a19dbfcd2235def5967609ab0c7901a" ]; var SYNCONMSG = 'click to disable panel synchronisation'; diff --git a/navtreeindex0.js b/navtreeindex0.js index 843f6221..f33df266 100644 --- a/navtreeindex0.js +++ b/navtreeindex0.js @@ -53,7 +53,89 @@ var NAVTREEINDEX0 = "bitset_8h.html#ac99668db91cefc8264389b938af00a8a":[3,0,0,3,12], "bitset_8h.html#adef0d8a817ab0e3677844bbe2a9f5d59":[3,0,0,3,14], "bitset_8h_source.html":[3,0,0,3], +"blind_8c.html":[3,0,1,4], +"blind_8c.html#a186aee3247d5b47aaa84b4f6ee3a5947":[3,0,1,4,1], +"blind_8c.html#a1fe16753cff7230a53901295f6cb7a77":[3,0,1,4,6], +"blind_8c.html#a2826e7fd956be78ad09013ef623c91e3":[3,0,1,4,9], +"blind_8c.html#a33aca14af98233e87839aec461812517":[3,0,1,4,0], +"blind_8c.html#a40c15210bb6306ece0a7240106e42543":[3,0,1,4,7], +"blind_8c.html#a5518e6cabc5bcfd4e0ac280abd9f199c":[3,0,1,4,5], +"blind_8c.html#a6489ccf1d80155cbbb4346054870cb96":[3,0,1,4,11], +"blind_8c.html#a6d39b4ae4ca73f51bb2d3bc4b7687473":[3,0,1,4,2], +"blind_8c.html#a85fefafb15d88f710cbe1183ac34f3f4":[3,0,1,4,3], +"blind_8c.html#ad5c80cb82487220cada4920ecf037f9e":[3,0,1,4,10], +"blind_8c.html#aedfd9b6abb09b4255160fe02ae1d018b":[3,0,1,4,8], +"blind_8c.html#af2031f17bfb33cfe0a1815fa66b8bde6":[3,0,1,4,4], "blind_8c_source.html":[3,0,1,4], +"blind_8h.html":[3,0,0,4], +"blind_8h.html#a186aee3247d5b47aaa84b4f6ee3a5947":[3,0,0,4,7], +"blind_8h.html#a2826e7fd956be78ad09013ef623c91e3":[3,0,0,4,13], +"blind_8h.html#a33aca14af98233e87839aec461812517":[3,0,0,4,6], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4a":[3,0,0,4,5], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa080e82dd2db9564e572412154125b0f4":[3,0,0,4,5,15], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa15167b32634d935c2719a22382a67691":[3,0,0,4,5,0], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa19857db58c1a9fee577b7214306f5c44":[3,0,0,4,5,2], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa1af29101f44e4473e630ea368659df51":[3,0,0,4,5,18], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa27a9c29e4d001a8316c7b5ebde4d1372":[3,0,0,4,5,24], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa2d27fba2071bd13ca1915c4e3d1cbac4":[3,0,0,4,5,9], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa3d7731fac3f4a31ac371d807b1b20e88":[3,0,0,4,5,21], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa4277ac388e68f577723994d0e910b3c2":[3,0,0,4,5,26], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa47cffffc359e0b4f235e2b16c6e4d9b7":[3,0,0,4,5,1], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa4c22cb189fe23fb01feb5d2a4d1ce487":[3,0,0,4,5,7], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa57d86796d5b672994a7acb2bc04d48f0":[3,0,0,4,5,12], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa5a70ec8b22d722e8c4e82bc887c4dec0":[3,0,0,4,5,16], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa65671f00c247265808c0c0fa8d08f074":[3,0,0,4,5,22], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa6aa608764a277725da487c4ae0d3de3a":[3,0,0,4,5,10], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa6b42db6f30fdeebd16764393428c93ca":[3,0,0,4,5,27], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa70d6ff194915f634a537512ad5afb413":[3,0,0,4,5,20], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa760d7d5a341a641be47a1a75e836da35":[3,0,0,4,5,5], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa79c75059dabd3faadda3ce35699b80e8":[3,0,0,4,5,8], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa818a9f67d528bc54e9b07632433f2342":[3,0,0,4,5,3], +"blind_8h.html#a360ce6465b5b6a404884c21d37759d4aa81c517350bff2784bf34485b1b834281":[3,0,0,4,5,4], 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    - + @@ -2728,7 +2728,7 @@ Variables
      include
      game
     blind_select.hBlind select state functions
     blind_select.hBlind select state functions
     common_ui.hCommon functions to render UI elements
     game_over.hGame Over screen state functions
     joker_row.hAll the functions used specifically to interact with Jokers. This includes browsing, swapping, selling, etc
     affine_background.hUtilities for affine background on GBA
     audio_utils.hUtilities for using maxmod to play sound effects
     bitset.hA bitset for operating on flags
     blind.h
     blind.hData structures and functions relative to the behaviour and graphics of Blinds
     blind_gfx.h
     button.hA button structure containing the common button functionalities Including highlight and pressing functionalities
     card.h
     affine_background.c
     audio_utils.cAudio utility functions implementation
     bitset.c
     blind.c
     blind.cImplementation of functions relative to the behaviour and graphics of Blinds
     button.c
     card.c
     deck_types.cImplementation of functions related to the different types of Decks
    static void game_round_ui_text_update (void)
     
    void toggle_flaming_score (void)
     Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.
     Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.
     
    static void game_round_process_flaming_score (void)
     
    -

    Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.

    +

    Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.

    Definition at line 1425 of file round.c.

    diff --git a/round_8c_source.html b/round_8c_source.html index 524dafd3..592e520f 100644 --- a/round_8c_source.html +++ b/round_8c_source.html @@ -507,17 +507,17 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    376 // doesn't use the blind token's exact colors so a different approach is required
    377 memset16(
    378 &pal_bg_mem[BLIND_BG_PRIMARY_PAL_IDX],
    -
    379 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX),
    +
    379 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_MAIN_COLOR_INDEX),
    380 1
    381 );
    382 memset16(
    383 &pal_bg_mem[BLIND_BG_SECONDARY_PAL_IDX],
    -
    384 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX),
    +
    384 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SECONDARY_COLOR_INDEX),
    385 1
    386 );
    387 memset16(
    388 &pal_bg_mem[BLIND_BG_SHADOW_PAL_IDX],
    -
    389 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX),
    +
    389 blind_get_color(g_game_vars.current_blind, BLIND_BACKGROUND_SHADOW_COLOR_INDEX),
    390 1
    391 );
    392
    @@ -839,7 +839,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    724{
    725 enum GameState next_state = GAME_STATE_ROUND_END;
    726
    -
    727 if (g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante))
    +
    727 if (g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante))
    728 {
    729 if (g_game_vars.current_blind > BLIND_TYPE_BIG)
    730 {
    @@ -849,7 +849,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    734 display_ante();
    735
    736 // mark current boss blind as beaten and allow for reroll
    -
    737 set_blind_beaten(g_game_vars.next_boss_blind);
    +
    737 set_blind_beaten(g_game_vars.next_boss_blind);
    738 }
    739 else
    740 {
    @@ -1161,7 +1161,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    1049static inline bool game_round_is_over(void)
    1050{
    1051 return g_game_vars.hands == 0 ||
    -
    1052 g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    +
    1052 g_game_vars.score >= blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    1053}
    1054
    @@ -1537,7 +1537,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    1426{
    1427 u32 curr_score = u32_protected_mult(g_game_vars.chips, g_game_vars.mult);
    -
    1428 u32 required_score = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    +
    1428 u32 required_score = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    1429 if (curr_score >= required_score && !s_score_flames_active)
    1430 {
    1431 // start flaming score
    @@ -2052,7 +2052,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    1981 s_cards_drawn = 0;
    1982
    1983 sprite_destroy(&g_game_vars.playing_blind_token);
    -
    1984 g_game_vars.playing_blind_token = blind_token_new(
    +
    1984 g_game_vars.playing_blind_token = blind_token_new(
    1985 g_game_vars.current_blind,
    1986 CUR_BLIND_TOKEN_POS.x,
    1987 CUR_BLIND_TOKEN_POS.y,
    @@ -2064,7 +2064,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    1993 // obj_hide(g_game_vars.playing_blind_token->obj); // Hide the blind token sprite for now
    1994 //}
    1995 sprite_destroy(&g_game_vars.round_end_blind_token);
    -
    1996 g_game_vars.round_end_blind_token = blind_token_new(
    +
    1996 g_game_vars.round_end_blind_token = blind_token_new(
    1997 g_game_vars.current_blind,
    1998 81,
    1999 86,
    @@ -2077,7 +2077,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    2006 }
    2007
    2008 Rect blind_req_text_rect = BLIND_REQ_TEXT_RECT;
    -
    2009 u32 blind_requirement = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    +
    2009 u32 blind_requirement = blind_get_requirement(g_game_vars.current_blind, g_game_vars.ante);
    2010
    2011 char blind_req_str_buff[UINT_MAX_DIGITS + 1];
    2012
    @@ -2102,7 +2102,7 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    2031 BLIND_REWARD_RECT.left,
    2032 BLIND_REWARD_RECT.top,
    2033 TTE_YELLOW_PB,
    -
    2034 blind_get_reward(g_game_vars.current_blind)
    +
    2034 blind_get_reward(g_game_vars.current_blind)
    2035 ); // Blind reward
    2036
    2037 deck_shuffle(); // Shuffle the deck at the start of the round
    @@ -2152,6 +2152,11 @@ $(document).ready(function(){initNavTree('round_8c_source.html',''); initResizab
    #define MM_BASE_PITCH_RATE
    The default pitch rate for the sound effect played.
    Definition audio_utils.h:37
    void play_sfx(mm_word id, mm_word rate, mm_byte volume)
    Play a sound effect, wrapper for mmEffectEx() See https://maxmod.org/ref/functions/mm_sound_effect....
    #define SFX_DEFAULT_VOLUME
    Default volume for sound effects.
    Definition audio_utils.h:43
    +
    u16 blind_get_color(enum BlindType type, enum BlindColorIndex index)
    Get the color associated with a given Blind.
    Definition blind.c:218
    +
    u32 blind_get_requirement(enum BlindType type, int ante)
    Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
    Definition blind.c:106
    +
    Sprite * blind_token_new(enum BlindType type, int x, int y, enum BlindTokenLayers sprite_index)
    Create a new BlindToken sprite.
    Definition blind.c:281
    +
    void set_blind_beaten(enum BlindType type)
    Remove the given Blind from the corresponding List so that we don't roll it again in the future.
    Definition blind.c:180
    +
    int blind_get_reward(enum BlindType type)
    Get the amount of money gained from beating a certain Blind.
    Definition blind.c:115
    A button structure containing the common button functionalities Including highlight and pressing func...
    void button_press(Button *button)
    Execute a button press, by calling the button's on_pressed function. This checks the button's can_be_...
    Definition button.c:18
    void button_set_highlight(Button *button, bool highlight)
    Set the button highlight on or off.
    Definition button.c:8
    diff --git a/round_8h.html b/round_8h.html index 8b81f5a3..6511d8d4 100644 --- a/round_8h.html +++ b/round_8h.html @@ -145,7 +145,7 @@ $(document).ready(function(){initNavTree('round_8h.html',''); initResizable(); }

    Functions

    void toggle_flaming_score (void) - Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.
    + Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.
      int get_played_top (void)  Get the index of the last played card.
    @@ -404,7 +404,7 @@ Functions
    -

    Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.

    +

    Checks whether the score that would result from the current Chips and Mult exceeds the current Blind's score requirement, and applies the flaming effect if needed.

    Definition at line 1425 of file round.c.

    diff --git a/round__end_8c_source.html b/round__end_8c_source.html index b32eebb8..d3349bde 100644 --- a/round__end_8c_source.html +++ b/round__end_8c_source.html @@ -237,7 +237,7 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    97 change_background(BG_ROUND_END, false); // Change the background to the round end background
    98 state_machine_change_state(&round_end_sm, START_EXPAND_POPUP);
    99 g_game_vars.timer = TM_ZERO; // Reset the timer
    -
    100 blind_reward = blind_get_reward(g_game_vars.current_blind);
    +
    100 blind_reward = blind_get_reward(g_game_vars.current_blind);
    101 hand_reward = g_game_vars.hands;
    102 interest_reward = calculate_interest_reward();
    103 interest_to_count = interest_reward;
    @@ -267,7 +267,7 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    127 current_ante--;
    128
    129 Rect blind_req_rect = ROUND_END_BLIND_REQ_RECT;
    -
    130 u32 blind_req = blind_get_requirement(g_game_vars.current_blind, current_ante);
    +
    130 u32 blind_req = blind_get_requirement(g_game_vars.current_blind, current_ante);
    131
    132 /* Not bothering to truncate here because there are 8 tiles
    133 * and the blind requirement will not increase past ante 8
    @@ -341,7 +341,7 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    201 ROUND_END_BLIND_REWARD_RECT.left,
    202 ROUND_END_BLIND_REWARD_RECT.top,
    203 TTE_YELLOW_PB,
    -
    204 blind_get_reward(g_game_vars.current_blind) - blind_reward
    +
    204 blind_get_reward(g_game_vars.current_blind) - blind_reward
    205 );
    206 }
    207 else if (g_game_vars.timer > FRAMES(20))
    @@ -508,7 +508,7 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    368static inline void game_round_end_cashout(void)
    369{
    370 // Reward the player
    -
    371 g_game_vars.money += g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
    +
    371 g_game_vars.money += g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
    372 calculate_interest_reward();
    373 display_money();
    374
    @@ -529,7 +529,7 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    389 // Put the "cash out" button onto the round end panel
    390 main_bg_se_copy_expand_3x3_rect(CASHOUT_DEST_RECT, CASHOUT_SRC_3X3_RECT_POS);
    391
    -
    392 int cashout_amount = g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
    +
    392 int cashout_amount = g_game_vars.hands + blind_get_reward(g_game_vars.current_blind) +
    393 calculate_interest_reward();
    394
    395 bool omit_space = cashout_amount >= 10;
    @@ -620,6 +620,8 @@ $(document).ready(function(){initNavTree('round__end_8c_source.html',''); initRe
    Utilities for affine background on GBA.
    void affine_background_load_palette(const u16 *src)
    Set the background palette.
    +
    u32 blind_get_requirement(enum BlindType type, int ante)
    Get the score required to beat a certain blind (either the Small, Big, or any Boss/Showdown blind) at...
    Definition blind.c:106
    +
    int blind_get_reward(enum BlindType type)
    Get the amount of money gained from beating a certain Blind.
    Definition blind.c:115
    void change_background(enum BackgroundId id, bool force_redraw)
    Definition common_ui.c:35
    void reset_top_left_panel_bottom_row(void)
    Restores the bottom row of the top-left panel from the background map.
    Definition common_ui.c:48
    Game global game variables struct definition.
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    Blind Struct Reference
    + +

    Data structure containing data about a BlindType. + More...

    + +

    #include <blind.h>

    - - - - - - + + + +

    Data Fields

    enum BlindType type
     
    FIXED score_req_multipler
     
    s32 reward
     
    u8 type
     
    FIXED score_req_multiplier
     

    Detailed Description

    -
    -

    Definition at line 97 of file blind.h.

    +

    Data structure containing data about a BlindType.

    +

    Only contains the score requirement multiplier for now, but will contain info about the Blind's effect when implemented.

    + +

    Definition at line 136 of file blind.h.

    Field Documentation

    - -

    ◆ reward

    + +

    ◆ score_req_multiplier

    - +
    s32 rewardFIXED score_req_multiplier
    -

    Definition at line 101 of file blind.h.

    +

    Definition at line 139 of file blind.h.

    - -

    ◆ score_req_multipler

    + +

    ◆ type

    - +
    FIXED score_req_multipleru8 type
    -

    Definition at line 100 of file blind.h.

    - -
    -
    - -

    ◆ type

    - -
    -
    - - - - -
    enum BlindType type
    -
    - -

    Definition at line 99 of file blind.h.

    +

    Definition at line 138 of file blind.h.

    diff --git a/structGameVariables.html b/structGameVariables.html index 50119417..8dc8d268 100644 --- a/structGameVariables.html +++ b/structGameVariables.html @@ -161,11 +161,11 @@ Data Fields   u32 nb_played_hands [HAND_TYPE_MAX]   -enum BlindType current_blind +enum BlindType current_blind   -enum BlindType next_boss_blind +enum BlindType next_boss_blind   -enum BlindState blinds_states [NUM_BLINDS_PER_ANTE] +enum BlindState blinds_states [NUM_BLINDS_PER_ANTE]   s32 hands   @@ -233,7 +233,7 @@ Data Fields
    - +
    enum BlindState blinds_states[NUM_BLINDS_PER_ANTE]enum BlindState blinds_states[NUM_BLINDS_PER_ANTE]
    @@ -265,7 +265,7 @@ Data Fields
    - +
    enum BlindType current_blindenum BlindType current_blind
    @@ -425,7 +425,7 @@ Data Fields
    - +
    enum BlindType next_boss_blindenum BlindType next_boss_blind