#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 #include #define NORMAL_BLIND_PB 1 #define BOSS_BLIND_PB 2 #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 static const unsigned int* blind_gfxTiles[] = { #define DEF_BLIND_GFX(idx) blind_gfx##idx##Tiles, #include "../include/def_blind_gfx_table.h" #undef DEF_BLIND_GFX }; static const unsigned short* blind_gfxPal[] = { #define DEF_BLIND_GFX(idx) blind_gfx##idx##Pal, #include "../include/def_blind_gfx_table.h" #undef DEF_BLIND_GFX }; // Bitfields storing blinds we have yet to beat during the current run static List unbeaten_boss_blinds; static List unbeaten_showdown_blinds; // Maps the ante number to the base blind requirement for that ante. // The game starts at ante 1 which is at index 1 for base requirement 300. // Ante 0 is also there in case it is ever reached. static const u32 ante_lut[] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000}; // clang-format off static Blind _blind_type_map[BLIND_TYPE_MAX] = { {BLIND_TYPE_SMALL, FIX_ONE, 3}, {BLIND_TYPE_BIG, (FIX_ONE * 3) / 2, 4}, {BLIND_TYPE_HOOK, FIX_ONE * 2, 5}, {BLIND_TYPE_OX, FIX_ONE * 2, 5}, {BLIND_TYPE_HOUSE, FIX_ONE * 2, 5}, {BLIND_TYPE_WALL, FIX_ONE * 2, 5}, // x4 score requirement will be part of the effect {BLIND_TYPE_WHEEL, FIX_ONE * 2, 5}, {BLIND_TYPE_ARM, FIX_ONE * 2, 5}, {BLIND_TYPE_CLUB, FIX_ONE * 2, 5}, {BLIND_TYPE_FISH, FIX_ONE * 2, 5}, {BLIND_TYPE_PSYCHIC, FIX_ONE * 2, 5}, {BLIND_TYPE_GOAD, FIX_ONE * 2, 5}, {BLIND_TYPE_WATER, FIX_ONE * 2, 5}, {BLIND_TYPE_WINDOW, FIX_ONE * 2, 5}, {BLIND_TYPE_MANACLE, FIX_ONE * 2, 5}, {BLIND_TYPE_EYE, FIX_ONE * 2, 5}, {BLIND_TYPE_MOUTH, FIX_ONE * 2, 5}, {BLIND_TYPE_PLANT, FIX_ONE * 2, 5}, {BLIND_TYPE_SERPENT, FIX_ONE * 2, 5}, {BLIND_TYPE_PILLAR, FIX_ONE * 2, 5}, {BLIND_TYPE_NEEDLE, FIX_ONE * 2, 5}, // Same as the Wall with normal requirement {BLIND_TYPE_HEAD, FIX_ONE * 2, 5}, {BLIND_TYPE_TOOTH, FIX_ONE * 2, 5}, {BLIND_TYPE_FLINT, FIX_ONE * 2, 5}, {BLIND_TYPE_MARK, FIX_ONE * 2, 5}, {BLIND_TYPE_ACORN, FIX_ONE * 2, 8}, {BLIND_TYPE_LEAF, FIX_ONE * 2, 8}, {BLIND_TYPE_VESSEL, FIX_ONE * 2, 8}, // Same as the Wall with x6 requirement {BLIND_TYPE_HEART, FIX_ONE * 2, 8}, {BLIND_TYPE_BELL, FIX_ONE * 2, 8} }; // clang-format on void blind_init() { // Set up the palette used by normal blind tokens. // We will never need to edit it ever again. memcpy16(&pal_obj_bank[NORMAL_BLIND_PB], blind_gfxPal[0], NUM_ELEM_IN_ARR(blind_gfx0Pal)); return; } u32 blind_get_requirement(enum BlindType type, int ante) { // Ensure ante is within valid range if (ante < 0 || ante > MAX_ANTE) ante = 0; return fx2int(_blind_type_map[type].score_req_multipler * ante_lut[ante]); } int blind_get_reward(enum BlindType type) { return _blind_type_map[type].reward; } // Fills the unbeaten boss blinds lists // This must be called at the beginning of a run void init_unbeaten_blinds_list(bool showdown) { // create the lists when calling for the first time static bool init = false; if (!init) { init = true; unbeaten_showdown_blinds = list_init(); unbeaten_boss_blinds = list_init(); } List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds; // empty the list just to be sure list_clear(p_unbeaten_blinds); int lower_blind = showdown ? BLIND_TYPE_SHOWDOWN : BLIND_TYPE_BOSS; int upper_blind = showdown ? BLIND_TYPE_MAX - 1 : BLIND_TYPE_SHOWDOWN - 1; for (int i = lower_blind; i <= upper_blind; i++) { list_push_back(p_unbeaten_blinds, &_blind_type_map[i]); } } enum BlindType roll_blind_type(bool showdown) { List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds; // Fill the list with all blinds if it is empty // (happens on startup or if we have beaten all blinds) if (list_is_empty(p_unbeaten_blinds)) { init_unbeaten_blinds_list(showdown); } // roll a random blind among the unbeaten ones int random_blind_idx = rng_get_u32() % list_get_len(p_unbeaten_blinds); Blind* random_blind = list_get_at_idx(p_unbeaten_blinds, random_blind_idx); return random_blind->type; } void set_blind_beaten(enum BlindType type) { bool showdown = (type >= BLIND_TYPE_SHOWDOWN); List* p_unbeaten_blinds = showdown ? &unbeaten_showdown_blinds : &unbeaten_boss_blinds; // find the beaten blind idx in the list int beaten_idx = 0; Blind* beaten_blind = NULL; ListItr itr = list_itr_create(p_unbeaten_blinds); while ((beaten_blind = list_itr_next(&itr))) { if (beaten_blind->type == type) { break; } beaten_idx++; } if (beaten_idx < list_get_len(p_unbeaten_blinds)) { list_remove_at_idx(p_unbeaten_blinds, beaten_idx); } } static u32 get_blind_pb(enum BlindType type) { return (type <= BLIND_TYPE_BIG) ? NORMAL_BLIND_PB : BOSS_BLIND_PB; } static u32 get_blind_spritesheet_idx(enum BlindType type) { // See comment below in blind_get_color why we differenciate before/after the Mark return (type < BLIND_TYPE_MARK) ? type / BLIND_TOKENS_PER_SPRITESHEET : BLIND_TYPE_MARK / BLIND_TOKENS_PER_SPRITESHEET + type - BLIND_TYPE_MARK; } u16 blind_get_color(enum BlindType type, enum BlindColorIndex index) { // Do a little translation of palette idx -> custom array idx // All blinds before the Mark are arranged in pairs with their palettte split in two // | XX | 1 | 2 | 3 | 4 | 5 | 6 | 7 | -> first sprite // | XX | 9 | 10 | 11 | 12 | 13 | 14 | 15 | -> second sprite // so we need to offset the color indices by 8 for blinds with an odd type // From the Mark onwards, all sprites are alone in their spritesheet, so no need to offset u32 color_idx = index + ((type < BLIND_TYPE_MARK) ? BLIND_TOKEN_PALETTE_SIZE * (type % BLIND_TOKENS_PER_SPRITESHEET) : 0); return blind_gfxPal[get_blind_spritesheet_idx(type)][color_idx]; } void apply_blind_colors(enum BlindType type) { // keep track of active boss blind spritesheet to copy colors only when changing static u32 active_boss_spritesheet = BLIND_TYPE_MAX; u32 new_spritesheet = get_blind_spritesheet_idx(type); // No need to update normal blind palette if (type < BLIND_TYPE_BOSS || active_boss_spritesheet == new_spritesheet) { return; } active_boss_spritesheet = new_spritesheet; // Just copy the palette as is to the sprite palette bank memcpy16( &pal_obj_bank[BOSS_BLIND_PB], blind_gfxPal[active_boss_spritesheet], NUM_ELEM_IN_ARR(blind_gfx0Pal) ); } static u32 get_layer_tile_index(int layer) { // All Blind sprites are stored sequentially and correspond to their IDs return (BLIND_BASE_LAYER + layer) * BLIND_SPRITE_OFFSET; } void apply_blind_tiles(enum BlindType type, int layer) { u32 spritesheet_idx = get_blind_spritesheet_idx(type); u32 sprite_idx = (type < BLIND_TYPE_MARK) ? type % BLIND_TOKENS_PER_SPRITESHEET : 0; memcpy32( &tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][get_layer_tile_index(layer)], &blind_gfxTiles[spritesheet_idx][sprite_idx * BLIND_SPRITE_COPY_SIZE], BLIND_SPRITE_COPY_SIZE ); apply_blind_colors(type); } Sprite* blind_token_new(enum BlindType type, int x, int y, int layer) { apply_blind_tiles(type, layer); Sprite* sprite = sprite_new( ATTR0_SQUARE | ATTR0_4BPP, ATTR1_SIZE_32x32, get_layer_tile_index(layer), get_blind_pb(type), BLIND_BASE_LAYER + layer ); sprite_position(sprite, x, y); return sprite; }