diff --git a/include/game.h b/include/game.h index bbd980e5..7f8401da 100644 --- a/include/game.h +++ b/include/game.h @@ -121,7 +121,7 @@ typedef struct ContainedHandTypes } ContainedHandTypes; // clang-format on -typedef void (*GameStateCallback)(GameVariables* gs); +typedef void (*GameStateCallback)(); typedef struct { diff --git a/include/game_variables.h b/include/game_variables.h index d82dc365..b38807a0 100644 --- a/include/game_variables.h +++ b/include/game_variables.h @@ -17,4 +17,6 @@ typedef struct } GameVariables; +extern GameVariables g_game_vars; + #endif // GAME_VARIABLES_H diff --git a/include/splash_screen.h b/include/splash_screen.h index c1b8755c..579d8d6d 100644 --- a/include/splash_screen.h +++ b/include/splash_screen.h @@ -7,8 +7,6 @@ #ifndef SPLASH_SCREEN_H #define SPLASH_SCREEN_H -#include "game.h" - #include /** @name Splash screen timing variables @@ -25,16 +23,16 @@ /** * @brief Initialize the splash screen by printing the splash screen text. */ -void splash_screen_on_init(GameVariables* vars); +void splash_screen_on_init(void); /** * @brief Update splash screen timers and print the remaining time accordingly. */ -void splash_screen_on_update(GameVariables* vars); +void splash_screen_on_update(void); /** * @brief Exit the splash screen */ -void splash_screen_on_exit(GameVariables* vars); +void splash_screen_on_exit(void); #endif // SPLASH_SCREEN_H diff --git a/source/game.c b/source/game.c index 7e19e390..385e2390 100644 --- a/source/game.c +++ b/source/game.c @@ -200,7 +200,7 @@ typedef struct // efficient. Well, this is the answer. // Thanks! // https://github.com/cellos51/balatro-gba/issues/137#issuecomment-3322485129 -static void noop(GameVariables* vars) +static void noop(void) { } @@ -210,22 +210,22 @@ static void noop(GameVariables* vars) // This could be done, and maybe should be done, // with an X macro, but I'll leave that to the // reviewer(s). -static void game_main_menu_on_init(GameVariables* vars); -static void game_main_menu_on_update(GameVariables* vars); -static void game_round_on_init(GameVariables* vars); -static void game_playing_on_update(GameVariables* vars); -static void game_round_end_on_update(GameVariables* vars); -static void game_round_end_on_exit(GameVariables* vars); -static void game_shop_on_update(GameVariables* vars); -static void game_shop_on_exit(GameVariables* vars); -static void game_blind_select_on_init(GameVariables* vars); -static void game_blind_select_on_update(GameVariables* vars); -static void game_blind_select_on_exit(GameVariables* vars); -static void game_lose_on_init(GameVariables* vars); -static void game_lose_on_update(GameVariables* vars); -static void game_over_on_exit(GameVariables* vars); -static void game_win_on_init(GameVariables* vars); -static void game_win_on_update(GameVariables* vars); +static void game_main_menu_on_init(void); +static void game_main_menu_on_update(void); +static void game_round_on_init(void); +static void game_playing_on_update(void); +static void game_round_end_on_update(void); +static void game_round_end_on_exit(void); +static void game_shop_on_update(void); +static void game_shop_on_exit(void); +static void game_blind_select_on_init(void); +static void game_blind_select_on_update(void); +static void game_blind_select_on_exit(void); +static void game_lose_on_init(void); +static void game_lose_on_update(void); +static void game_over_on_exit(void); +static void game_win_on_init(void); +static void game_win_on_update(void); static void game_shop_intro(void); static void game_shop_process_user_input(void); static void game_shop_outro(void); @@ -662,7 +662,8 @@ static int shortcut_joker_count = 0; static int four_fingers_joker_count = 0; -static GameVariables game_vars; +GBAL_UNUSED +GameVariables g_game_vars; GBAL_UNUSED static inline bool is_shop_joker_avail(int joker_id) @@ -913,7 +914,7 @@ void game_update() jokers_update_loop(); - state_info[game_state].on_update(&game_vars); + state_info[game_state].on_update(); } void game_change_state(enum GameState new_game_state) @@ -923,12 +924,12 @@ void game_change_state(enum GameState new_game_state) if (game_state >= 0 && game_state < GAME_STATE_MAX) { state_info[game_state].substate = 0; - state_info[game_state].on_exit(&game_vars); + state_info[game_state].on_exit(); } if (new_game_state >= 0 && new_game_state < GAME_STATE_MAX) { - state_info[new_game_state].on_init(&game_vars); + state_info[new_game_state].on_init(); game_state = new_game_state; } @@ -1970,7 +1971,7 @@ static inline void deck_shuffle(void) } } -static void game_round_on_init(GameVariables* vars) +static void game_round_on_init() { hand_state = HAND_DRAW; cards_drawn = 0; @@ -2039,7 +2040,7 @@ static void game_round_on_init(GameVariables* vars) game_playing_selection_grid.selection = GAME_PLAYING_INIT_SEL; } -static void game_main_menu_on_init(GameVariables* vars) +static void game_main_menu_on_init() { affine_background_change_background(AFFINE_BG_MAIN_MENU); change_background(BG_MAIN_MENU); @@ -2062,14 +2063,14 @@ static void game_over_init(void) main_bg_se_copy_rect(NEW_RUN_BTN_SRC_RECT, NEW_RUN_BTN_DEST_POS); } -static void game_lose_on_init(GameVariables* vars) +static void game_lose_on_init() { game_over_init(); // Using the text color to match the "Game Over" text affine_background_set_color(TEXT_CLR_RED); } -static void game_win_on_init(GameVariables* vars) +static void game_win_on_init() { game_over_init(); // Using the text color to match the "You Win" text @@ -3547,7 +3548,7 @@ static inline void game_playing_process_flaming_score(void) } } -static void game_playing_on_update(GameVariables* vars) +static void game_playing_on_update() { // Background logic (thissss might be moved to the card'ssss logic later. I'm a sssssnake) if (hand_state == HAND_DRAW || hand_state == HAND_DISCARD || hand_state == HAND_SELECT) @@ -3586,7 +3587,7 @@ static int calculate_interest_reward(void) return reward; } -static void game_round_end_on_exit(GameVariables* vars) +static void game_round_end_on_exit() { // Cleanup blind tokens from this round to avoid accumulating // allocated blind sprites each round @@ -3598,7 +3599,7 @@ static void game_round_end_on_exit(GameVariables* vars) // TODO: Reuse sprites for blind selection? } -static void game_round_end_on_update(GameVariables* vars) +static void game_round_end_on_update() { if (state_info[game_state].substate == ROUND_END_EXIT) { @@ -4545,7 +4546,7 @@ static inline void game_shop_lights_anim_frame(void) memcpy16(&pal_bg_mem[SHOP_LIGHTS_1_PID], &shifted_palette[3], 1); } -static void game_shop_on_update(GameVariables* vars) +static void game_shop_on_update() { change_background(BG_SHOP); @@ -4578,7 +4579,7 @@ static void game_shop_on_update(GameVariables* vars) shop_state_actions[substate](); } -static void game_shop_on_exit(GameVariables* vars) +static void game_shop_on_exit() { ListItr itr = list_itr_create(&_shop_jokers_list); JokerObject* joker_object; @@ -4598,7 +4599,7 @@ static void game_shop_on_exit(GameVariables* vars) increment_blind(BLIND_STATE_DEFEATED); // TODO: Move to game_round_end()? } -static void game_blind_select_on_init(GameVariables* vars) +static void game_blind_select_on_init() { change_background(BG_BLIND_SELECT); selection_x = 0; @@ -4607,7 +4608,7 @@ static void game_blind_select_on_init(GameVariables* vars) play_sfx(SFX_POP, MM_BASE_PITCH_RATE, SFX_DEFAULT_VOLUME); } -static void game_blind_select_on_update(GameVariables* vars) +static void game_blind_select_on_update() { if (state_info[game_state].substate == BLIND_SELECT_MAX) { @@ -4895,7 +4896,7 @@ static void game_blind_select_display_blind_panel() } } -static void game_blind_select_on_exit(GameVariables* vars) +static void game_blind_select_on_exit() { selection_y = 0; background = UNDEFINED; @@ -4964,7 +4965,7 @@ static inline void game_start(void) game_change_state(GAME_STATE_BLIND_SELECT); } -static void game_main_menu_on_update(GameVariables* vars) +static void game_main_menu_on_update() { change_background(BG_MAIN_MENU); @@ -5029,7 +5030,7 @@ static inline void game_over_process_user_input() } } -static void game_lose_on_update(GameVariables* vars) +static void game_lose_on_update() { if (timer < GAME_OVER_ANIM_FRAMES) { @@ -5051,7 +5052,7 @@ static void game_lose_on_update(GameVariables* vars) // This function isn't set in stone. This is just a placeholder // allowing the player to restart the game. Thought it would be nice to have // util we decide what we want to do after a game over. -static void game_over_on_exit(GameVariables* vars) +static void game_over_on_exit() { while (list_get_len(&_owned_jokers_list) > 0) { @@ -5099,7 +5100,7 @@ static void game_over_on_exit(GameVariables* vars) affine_background_load_palette(affine_background_gfxPal); } -static void game_win_on_update(GameVariables* vars) +static void game_win_on_update() { if (timer < GAME_OVER_ANIM_FRAMES) { diff --git a/source/splash_screen.c b/source/splash_screen.c index 11a34a55..358a05d0 100644 --- a/source/splash_screen.c +++ b/source/splash_screen.c @@ -11,7 +11,7 @@ static const Rect COUNTDOWN_TIMER_RECT = {208, 144, 240, 152}; static uint timer = 0; -void splash_screen_on_init(GameVariables* vars) +void splash_screen_on_init() { timer = 0; @@ -25,7 +25,7 @@ void splash_screen_on_init(GameVariables* vars) tte_printf("#{P:8,144; cx:0xF000}(Press any key to skip)"); } -void splash_screen_on_update(GameVariables* vars) +void splash_screen_on_update() { timer++; @@ -49,7 +49,7 @@ void splash_screen_on_update(GameVariables* vars) tte_erase_screen(); } -void splash_screen_on_exit(GameVariables* vars) +void splash_screen_on_exit() { mmStart(MOD_MAIN_THEME, MM_PLAY_LOOP); }