mirror of
https://github.com/cellos51/balatro-gba.git
synced 2026-09-09 09:26:15 -05:00
532 lines
14 KiB
C
532 lines
14 KiB
C
#include "joker.h"
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#include "card.h"
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#include "game/round.h"
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#include "game_variables.h"
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#include "graphic_utils.h"
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#include "item.h"
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#include "layout.h"
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#include "mgba_logger.h"
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#include "pool.h"
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#include "random.h"
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#include "soundbank.h"
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#include "util.h"
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// Tiles and palettes
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#include "card_rarity_pal_gfx.h"
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#include "joker_gfx.h"
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#include <maxmod.h>
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#include <stdlib.h>
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#include <string.h>
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#include <tonc.h>
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// what it was before (MAX_DEFINEABLE_JOKERS / JOKERS_PER_SPRITESHEET)
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#define MAX_NUM_JOKERS_SPRITESHEETS 75
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static const unsigned int* joker_gfxTiles[] = {
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#define DEF_JOKER_GFX(idx) joker_gfx##idx##Tiles,
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#include "../include/def_joker_gfx_table.h"
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#undef DEF_JOKER_GFX
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};
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static const unsigned short* joker_gfxPal[] = {
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#define DEF_JOKER_GFX(idx) joker_gfx##idx##Pal,
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#include "def_joker_gfx_table.h"
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#undef DEF_JOKER_GFX
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};
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// TODO: Removed unplanned editions...
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const static u8 EDITION_PRICE_LUT[MAX_EDITIONS] = {
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0, // BASE_EDITION
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2, // FOIL_EDITION
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3, // HOLO_EDITION
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5, // POLY_EDITION
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5, // NEGATIVE_EDITION
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};
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/* So for the card objects, I needed them to be properly sorted
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which is why they let you specify the layer index when creating a new card object.
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Since the cards would overlap a lot in your hand, If they weren't sorted properly, it would look
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like a mess. The joker objects are functionally identical to card objects, so they use the same
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logic. But I'm going to use a simpler approach for the joker objects since I'm lazy and sorting
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them wouldn't look good enough to warrant the effort.
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*/
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static bool s_used_layers[MAX_JOKER_OBJECTS] = {false}; // Track used layers for joker sprites
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// TODO: Refactor sorting into SpriteObject?
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// Maps the spritesheet index to the palette bank index allocated to it.
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// Spritesheets that were not allocated are
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static int s_joker_spritesheet_pb_map[MAX_NUM_JOKERS_SPRITESHEETS];
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static int s_joker_pb_num_sprite_users[JOKER_LAST_PB - JOKER_BASE_PB + 1] = {0};
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BITSET_DEFINE(s_rollable_jokers_bitset, MAX_DEFINABLE_JOKERS)
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// See linked issue for context of maps
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// https://github.com/GBALATRO/balatro-gba/issues/274#issue-3685075538
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// clang-format off
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// Map of Joker ID -> Spritesheet idx
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static const int JOKER_ID_TO_SPRITE_MAP[] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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1, 1,
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2, 2,
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3, 3, 3, 3, 3,
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4, 4, 4, 4, 4,
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5, 5, 5, 5,
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6, 6, 6, 6,
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7, 7,
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8, 8,
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9,
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10,
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11,
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12,
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13,
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14,
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15,
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16,
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17,
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};
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// Map of Spritesheet idx -> first Joker ID in sheet
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// This is used to determine the sprite index of a Joker's sprite
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// within its spritesheet by substracting its ID to this starting ID.
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// Notice how spritesheets with only one Joker have sequential starting IDs.
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static const int SPRITESHEET_IDX_TO_STARTING_JOKER_ID[] = {
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0, 18, 20, 22, 27, 32, 36, 40, 42, 44,
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45, 46, 47, 48, 49, 50, 51, 52
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};
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// Lookup table of Joker Rarity strings. Used to display at the bottom of the description screen.
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static const char* JOKER_RARITY_STRINGS_LUT[MAX_RARITIES] = {
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"Common", "Uncommon", "Rare", "Legendary"
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};
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// clang-format on
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static int s_get_num_spritesheets(void);
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static int s_joker_get_spritesheet_idx(u8 joker_id);
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static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx);
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static void s_joker_pb_add_sprite_user(int pb);
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static void s_joker_pb_remove_sprite_user(int pb);
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static int s_joker_pb_get_num_sprite_users(int joker_pb);
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static int s_get_unused_joker_pb(void);
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static int s_allocate_pb_if_needed(u8 joker_id);
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static int joker_get_random_rarity(enum RngSequence key);
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void joker_init()
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{
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// This should init once only so no need to free
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int num_spritesheets = s_get_num_spritesheets();
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for (int i = 0; i < num_spritesheets; i++)
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{
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s_joker_spritesheet_pb_map[i] = UNDEFINED;
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}
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}
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Joker* joker_new(u8 id)
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{
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if (id >= get_joker_registry_size())
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return NULL;
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Joker* joker = POOL_GET(Joker);
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const JokerInfo* jinfo = get_joker_registry_entry(id);
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joker->id = id;
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joker->modifier = BASE_EDITION; // TODO: Make this a parameter
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joker->value = jinfo->base_value + EDITION_PRICE_LUT[joker->modifier];
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joker->rarity = jinfo->rarity;
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joker->scoring_state = 0;
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joker->persistent_state = 0;
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// initialize persistent Joker data if needed
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JokerEffect* joker_effect = NULL;
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jinfo->joker_effect_func(joker, NULL, JOKER_EVENT_ON_JOKER_CREATED, &joker_effect);
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return joker;
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}
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void joker_destroy(Joker** joker)
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{
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POOL_FREE(Joker, *joker);
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*joker = NULL;
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}
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u32 joker_get_score_effect(
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Joker* joker,
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Card* scored_card,
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enum JokerEvent joker_event,
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JokerEffect** joker_effect
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)
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{
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const JokerInfo* jinfo = get_joker_registry_entry(joker->id);
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if (!jinfo)
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return JOKER_EFFECT_FLAG_NONE;
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return jinfo->joker_effect_func(joker, scored_card, joker_event, joker_effect);
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}
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const char* joker_get_rarity_string(u8 rarity)
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{
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if (rarity >= MAX_RARITIES)
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return NULL;
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return JOKER_RARITY_STRINGS_LUT[rarity];
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}
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u16 joker_get_rarity_color(u8 rarity, bool main_color)
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{
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if (rarity >= MAX_RARITIES)
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return 0x0;
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// +1 to account for the transparency
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// odd indices are the main colors, even ones are the shadows
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return card_rarity_pal_gfxPal[1 + 2 * rarity + (main_color ? 0 : 1)];
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}
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int joker_get_buy_price(const Joker* joker)
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{
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GBAL_RETURN_IF_NULL(joker, UNDEFINED);
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return joker->value;
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}
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int joker_get_sell_value(const Joker* joker)
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{
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GBAL_RETURN_IF_NULL(joker, UNDEFINED);
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return joker->value / 2;
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}
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// JokerObject methods
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JokerObject* joker_object_new(Joker* joker)
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{
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GBAL_RETURN_IF_NULL(joker, NULL);
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JokerObject* joker_object = POOL_GET(JokerObject);
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sprite_object_init((SpriteObject*)joker_object);
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int layer = 0;
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for (int i = 0; i < MAX_JOKER_OBJECTS; i++)
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{
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if (!s_used_layers[i])
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{
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layer = i;
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s_used_layers[i] = true; // Mark this layer as used
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break;
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}
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}
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joker_object->joker = joker;
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joker_object->type = ITEM_TYPE_JOKER;
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int tile_index = JOKER_TID + layer * JOKER_SPRITE_OFFSET;
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int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker->id);
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int joker_idx = s_joker_get_sprite_idx_in_sheet(joker->id, joker_spritesheet_idx);
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int joker_pb = s_allocate_pb_if_needed(joker->id);
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s_joker_pb_add_sprite_user(joker_pb);
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memcpy32(
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&tile_mem[TILE_MEM_OBJ_CHARBLOCK0_IDX][tile_index],
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&joker_gfxTiles[joker_spritesheet_idx][joker_idx * TILE_SIZE * JOKER_SPRITE_OFFSET],
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TILE_SIZE * JOKER_SPRITE_OFFSET
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);
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sprite_object_set_sprite(
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(SpriteObject*)joker_object,
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sprite_new(
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ATTR0_SQUARE | ATTR0_4BPP | ATTR0_AFF,
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ATTR1_SIZE_32,
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tile_index,
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joker_pb,
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JOKER_STARTING_LAYER + layer
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)
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);
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return joker_object;
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}
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void joker_object_destroy(JokerObject** joker_object)
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{
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if (joker_object == NULL || *joker_object == NULL)
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return;
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s16 layer = sprite_get_layer(joker_object_get_sprite(*joker_object)) - JOKER_STARTING_LAYER;
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s_used_layers[layer] = false;
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s_joker_pb_remove_sprite_user(sprite_get_pb(joker_object_get_sprite(*joker_object)));
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if (s_joker_pb_get_num_sprite_users((sprite_get_pb(joker_object_get_sprite(*joker_object)))) ==
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0)
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{
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s_joker_spritesheet_pb_map[s_joker_get_spritesheet_idx((*joker_object)->joker->id)] =
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UNDEFINED;
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}
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sprite_object_destroy((SpriteObject*)(*joker_object));
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joker_destroy(&(*joker_object)->joker);
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POOL_FREE(JokerObject, *joker_object);
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*joker_object = NULL;
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}
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void joker_object_dispose(Item** joker_object_item)
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{
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GBAL_RETURN_IF_NULL(joker_object_item, RET_NONE);
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GBAL_RETURN_IF_NULL(*joker_object_item, RET_NONE);
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GBAL_RETURN_IF_ASSERT_FAILS((*joker_object_item)->type == ITEM_TYPE_JOKER, RET_NONE);
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JokerObject* joker_object = (JokerObject*)(*joker_object_item);
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GBAL_RETURN_IF_NULL(joker_object->joker, RET_NONE);
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joker_set_rollable(joker_object->joker->id, true);
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joker_object_destroy(&joker_object);
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*joker_object_item = NULL;
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}
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void joker_object_shake(JokerObject* joker_object, mm_word sound_id)
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{
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sprite_object_shake((SpriteObject*)joker_object, sound_id);
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}
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int joker_object_get_buy_price(Item* joker_object)
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{
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GBAL_RETURN_IF_NULL(joker_object, UNDEFINED);
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GBAL_RETURN_IF_ASSERT_FAILS(joker_object->type == ITEM_TYPE_JOKER, UNDEFINED);
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return ((JokerObject*)joker_object)->joker->value;
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}
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void joker_object_add_to_owned(Item* joker_object)
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{
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GBAL_RETURN_IF_NULL(joker_object, RET_NONE);
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GBAL_RETURN_IF_ASSERT_FAILS(joker_object->type == ITEM_TYPE_JOKER, RET_NONE);
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joker_object->ty = int2fx(HELD_JOKERS_POS.y);
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add_joker((JokerObject*)joker_object);
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}
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void joker_set_rollable(int joker_id, bool rollable)
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{
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bitset_set_idx(&s_rollable_jokers_bitset, joker_id, rollable);
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}
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/**
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* @brief Computes the number of Jokers we can currently roll in the Shop.
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* The Jokers we own is taken into account and can't be rolled again.
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*/
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static inline int get_num_rollable_jokers(void)
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{
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return bitset_num_set_bits(&s_rollable_jokers_bitset);
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}
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/**
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* @brief Returns true if we can't roll any Joker
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*/
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static inline bool no_rollable_jokers(void)
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{
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return bitset_is_empty(&s_rollable_jokers_bitset);
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}
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GBAL_UNUSED
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static inline bool joker_is_rollable(int joker_id)
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{
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return bitset_get_idx(&s_rollable_jokers_bitset, joker_id);
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}
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void joker_reset_rollable_jokers(void)
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{
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int num_jokers = get_joker_registry_size();
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bitset_clear(&s_rollable_jokers_bitset);
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for (int i = 0; i < num_jokers; i++)
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{
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bitset_set_idx(&s_rollable_jokers_bitset, i, true);
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}
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}
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/**
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* @brief Rolls a random Joker among the available ones
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*/
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static int joker_roll_id(enum RngSequence key)
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{
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// Now determine how many jokers are available based on the rarity
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int jokers_avail_size = get_num_rollable_jokers();
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if (jokers_avail_size == 0)
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return UNDEFINED;
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// Roll for what rarity the joker will be
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int joker_rarity = joker_get_random_rarity(key);
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int matching_joker_ids[jokers_avail_size];
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int fallback_random_idx = rng_get_u32(key) % jokers_avail_size;
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int fallback_random_joker_id = UNDEFINED;
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int match_count = 0;
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BitsetItr itr = bitset_itr_create(&s_rollable_jokers_bitset);
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int i = 0;
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int joker_id = UNDEFINED;
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while ((joker_id = bitset_itr_next(&itr)) != UNDEFINED)
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{
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if (i++ == fallback_random_idx)
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fallback_random_joker_id = joker_id;
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const JokerInfo* info = get_joker_registry_entry(joker_id);
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if (info->rarity == joker_rarity)
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{
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matching_joker_ids[match_count++] = joker_id;
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}
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}
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int selected_joker_id = (match_count > 0) ? matching_joker_ids[rng_get_u32(key) % match_count]
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: fallback_random_joker_id;
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return selected_joker_id;
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}
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Item* joker_object_roll_new(enum RngSequence key)
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{
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if (no_rollable_jokers())
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return NULL;
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int joker_id = 0;
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#ifdef TEST_JOKER_ID0 // Allow defining an ID for a joker to always appear in shop and be tested
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if (joker_is_rollable(TEST_JOKER_ID0))
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{
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joker_id = TEST_JOKER_ID0;
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}
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else
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#endif
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#ifdef TEST_JOKER_ID1
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if (joker_is_rollable(TEST_JOKER_ID1))
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{
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joker_id = TEST_JOKER_ID1;
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}
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else
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#endif
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{
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joker_id = joker_roll_id(key);
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}
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// If for some reason only no joker is left, don't make another
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if (joker_id == UNDEFINED)
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return NULL;
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joker_set_rollable(joker_id, false);
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return (Item*)joker_object_new(joker_new(joker_id));
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}
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/**
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* @brief Get a random rarity a Joker will be rolled from
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*
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* @param key to the RNG sequence used
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* @return a random Joker rarity
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*/
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static inline int joker_get_random_rarity(enum RngSequence key)
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{
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int joker_rarity = 0;
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int rarity_roll = rng_get_u32(key) % 100;
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if (rarity_roll < COMMON_JOKER_CHANCE)
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{
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joker_rarity = COMMON_JOKER;
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}
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else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE)
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{
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joker_rarity = UNCOMMON_JOKER;
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}
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else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE)
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{
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joker_rarity = RARE_JOKER;
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}
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else if (rarity_roll < COMMON_JOKER_CHANCE + UNCOMMON_JOKER_CHANCE + RARE_JOKER_CHANCE +
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LEGENDARY_JOKER_CHANCE)
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{
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joker_rarity = LEGENDARY_JOKER;
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}
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return joker_rarity;
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}
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Sprite* joker_object_get_sprite(JokerObject* joker_object)
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{
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if (joker_object == NULL)
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return NULL;
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return sprite_object_get_sprite((SpriteObject*)joker_object);
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}
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static int s_get_num_spritesheets()
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{
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return MAX_NUM_JOKERS_SPRITESHEETS;
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}
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static int s_joker_get_spritesheet_idx(u8 joker_id)
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{
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return JOKER_ID_TO_SPRITE_MAP[joker_id];
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}
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static int s_joker_get_sprite_idx_in_sheet(u8 joker_id, int spritesheet_idx)
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{
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return joker_id - SPRITESHEET_IDX_TO_STARTING_JOKER_ID[JOKER_ID_TO_SPRITE_MAP[joker_id]];
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}
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static void s_joker_pb_add_sprite_user(int pb)
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{
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s_joker_pb_num_sprite_users[pb - JOKER_BASE_PB]++;
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}
|
|
|
|
static void s_joker_pb_remove_sprite_user(int pb)
|
|
{
|
|
int num_sprite_users = s_joker_pb_num_sprite_users[pb - JOKER_BASE_PB];
|
|
s_joker_pb_num_sprite_users[pb - JOKER_BASE_PB] = max(0, num_sprite_users - 1);
|
|
}
|
|
|
|
static int s_joker_pb_get_num_sprite_users(int joker_pb)
|
|
{
|
|
return s_joker_pb_num_sprite_users[joker_pb - JOKER_BASE_PB];
|
|
}
|
|
|
|
static int s_get_unused_joker_pb()
|
|
{
|
|
for (int i = 0; i < NUM_ELEM_IN_ARR(s_joker_pb_num_sprite_users); i++)
|
|
{
|
|
if (s_joker_pb_num_sprite_users[i] == 0)
|
|
{
|
|
return (i + JOKER_BASE_PB);
|
|
}
|
|
}
|
|
|
|
return UNDEFINED;
|
|
}
|
|
|
|
static int s_allocate_pb_if_needed(u8 joker_id)
|
|
{
|
|
int joker_spritesheet_idx = s_joker_get_spritesheet_idx(joker_id);
|
|
int joker_pb = s_joker_spritesheet_pb_map[joker_spritesheet_idx];
|
|
if (joker_pb != UNDEFINED)
|
|
{
|
|
// Already allocated
|
|
return joker_pb;
|
|
}
|
|
|
|
// Allocate a new palette
|
|
joker_pb = s_get_unused_joker_pb();
|
|
|
|
if (joker_pb == UNDEFINED)
|
|
{
|
|
// Ran out of palettes, default to base and pray
|
|
joker_pb = JOKER_BASE_PB;
|
|
}
|
|
else
|
|
{
|
|
s_joker_spritesheet_pb_map[joker_spritesheet_idx] = joker_pb;
|
|
memcpy16(
|
|
&pal_obj_mem[PAL_ROW_LEN * joker_pb],
|
|
joker_gfxPal[joker_spritesheet_idx],
|
|
NUM_ELEM_IN_ARR(joker_gfx0Pal)
|
|
);
|
|
}
|
|
|
|
return joker_pb;
|
|
}
|