tumbledemerald-legacy/src/berry_crush.c

3511 lines
104 KiB
C
Executable File

#include "global.h"
#include "battle_anim.h"
#include "berry.h"
#include "berry_powder.h"
#include "bg.h"
#include "decompress.h"
#include "dynamic_placeholder_text_util.h"
#include "event_data.h"
#include "gpu_regs.h"
#include "graphics.h"
#include "international_string_util.h"
#include "item_icon.h"
#include "item_menu.h"
#include "link.h"
#include "link_rfu.h"
#include "main.h"
#include "malloc.h"
#include "math_util.h"
#include "menu.h"
#include "overworld.h"
#include "palette.h"
#include "minigame_countdown.h"
#include "random.h"
#include "digit_obj_util.h"
#include "save.h"
#include "scanline_effect.h"
#include "script.h"
#include "sound.h"
#include "sprite.h"
#include "string_util.h"
#include "strings.h"
#include "task.h"
#include "text.h"
#include "text_window.h"
#include "trig.h"
#include "window.h"
#include "constants/items.h"
#include "constants/rgb.h"
#include "constants/songs.h"
#define MAX_TIME (10 * 60 * 60) // Timer can go up to 9:59:59
#define TAG_CRUSHER_BASE 1
#define PALTAG_EFFECT 2 // The next two gfx tags share this pal tag
#define GFXTAG_IMPACT 2
#define GFXTAG_SPARKLE 3
#define TAG_TIMER_DIGITS 4
#define TAG_PLAYER1_BERRY 5
#define TAG_PLAYER2_BERRY 6
#define TAG_PLAYER3_BERRY 7
#define TAG_PLAYER4_BERRY 8
#define TAG_PLAYER5_BERRY 9
#define TAG_COUNTDOWN 0x1000
#define CRUSHER_START_Y (-104)
enum {
RUN_CMD,
SCHEDULE_CMD,
};
// IDs for the main berry crush game functions
enum {
CMD_NONE,
CMD_FADE,
CMD_WAIT_FADE,
CMD_PRINT_MSG,
CMD_SHOW_GAME,
CMD_HIDE_GAME,
CMD_READY_BEGIN,
CMD_ASK_PICK_BERRY,
CMD_PICK_BERRY,
CMD_WAIT_BERRIES,
CMD_DROP_BERRIES,
CMD_DROP_LID,
CMD_COUNTDOWN,
CMD_PLAY_GAME_LEADER,
CMD_PLAY_GAME_MEMBER,
CMD_FINISH_GAME,
CMD_TIMES_UP,
CMD_CALC_RESULTS,
CMD_SHOW_RESULTS,
CMD_SAVE,
CMD_ASK_PLAY_AGAIN,
CMD_COMM_PLAY_AGAIN,
CMD_PLAY_AGAIN_YES,
CMD_PLAY_AGAIN_NO,
CMD_CLOSE_LINK,
CMD_QUIT,
};
enum {
MSG_PICK_BERRY,
MSG_WAIT_PICK,
MSG_POWDER,
MSG_SAVING,
MSG_PLAY_AGAIN,
MSG_NO_BERRIES,
MSG_DROPPED,
MSG_TIMES_UP,
MSG_COMM_STANDBY,
};
#define F_MSG_CLEAR (1 << 0)
#define F_MSG_EXPAND (1 << 1)
// Main states for the game. Many are assigned but never checked
enum {
STATE_INIT = 1,
STATE_RESET,
STATE_PICK_BERRY,
STATE_DROP_BERRIES,
STATE_DROP_LID,
STATE_COUNTDOWN,
STATE_PLAYING,
STATE_FINISHED,
STATE_TIMES_UP,
STATE_10, // Unused
STATE_RESULTS_PRESSES,
STATE_RESULTS_RANDOM,
STATE_RESULTS_CRUSHING,
STATE_14, // Unused
STATE_PLAY_AGAIN,
};
#define RESULTS_STATE_START STATE_RESULTS_PRESSES
#define RESULTS_STATE_END STATE_RESULTS_CRUSHING
// IDs for each results page that shows in succession at the game's end.
// Only 3 pages are shown for a given game. Presses and Crushing are always shown 1st and 3rd.
// The 2nd page is random, and can be rankings for either Neatness, Cooperative, or Power.
enum {
RESULTS_PAGE_PRESSES,
RESULTS_PAGE_RANDOM,
RESULTS_PAGE_CRUSHING,
NUM_RESULTS_PAGES,
};
// Random pages, see above
// "Neatness" is how many of the player's inputs were at a regular interval
// "Cooperative" is how often the player pressed A at the same time as others
// "Power" is how much of the time the player spent pressing A
enum {
RESULTS_PAGE_NEATNESS,
RESULTS_PAGE_COOPERATIVE,
RESULTS_PAGE_POWER,
NUM_RANDOM_RESULTS_PAGES
};
#define PLAY_AGAIN_YES 0
#define PLAY_AGAIN_NO 1
#define PLAY_AGAIN_NO_BERRIES 3
enum {
COLORID_GRAY,
COLORID_BLACK,
COLORID_LIGHT_GRAY,
COLORID_BLUE,
COLORID_GREEN,
COLORID_RED,
};
// Flags for the inputFlags field
// Field is 16 bits; 3 bits for each player, last bit is unused
// The first two bits are interchangeable
// Needlessly complicated system, the inputState field is sufficient by itself
#define F_INPUT_HIT_A (1 << 0)
#define F_INPUT_HIT_B (1 << 1)
#define F_INPUT_HIT_SYNC (1 << 2) // Input at same time as another player
#define INPUT_FLAGS_PER_PLAYER 3
#define INPUT_FLAG_MASK ((1 << INPUT_FLAGS_PER_PLAYER) - 1)
// Values for the inputState field
enum {
INPUT_STATE_NONE,
INPUT_STATE_HIT, // Hit the crusher
INPUT_STATE_HIT_SYNC, // Hit the crusher at same time as another player
};
// No reason for this to be 2
// Simply a flag for whether a given player has sent their data this round
// Data is only sent if the player is the leader or if they pressed A
#define SEND_GAME_STATE 2
struct BerryCrushGame_Player
{
u8 name[PLAYER_NAME_LENGTH + 1 + 4];
u16 berryId;
u16 inputTime;
u16 neatInputStreak;
u16 timeSincePrevInput;
u16 maxNeatInputStreak;
u16 numAPresses;
u16 numSyncedAPresses;
u16 timePressingA;
u8 inputFlags;
u8 inputState;
};
// This data is set locally and sent to the other players
struct BerryCrushGame_LocalState
{
u16 sendFlag;
bool8 endGame:1;
bool8 bigSparkle:1;
bool8 pushedAButton:1;
u8 playerPressedAFlags:5; // 1 bit for each player
s8 vibration;
u16 depth;
u16 timer;
u16 inputFlags;
u16 sparkleAmount;
};
// This data is read from another player's local state above by casting the recvCmd buffer
// It is identical with exception to the addition of rfuCmd
struct BerryCrushGame_LinkState
{
u16 rfuCmd;
u16 sendFlag;
bool8 endGame:1;
bool8 bigSparkle:1;
bool8 pushedAButton:1;
u8 playerPressedAFlags:5;
s8 vibration;
u16 depth;
u16 timer;
u16 inputFlags;
u16 sparkleAmount;
};
struct BerryCrushGame_Results
{
u32 powder;
u16 time;
u16 targetPressesPerSec; // Never read
u16 silkiness;
u16 totalAPresses;
u16 stats[2][MAX_RFU_PLAYERS];
u8 playerIdsRanked[2][MAX_RFU_PLAYERS + 3];
};
// playerIdsRanked above has 3 additional elements after the players.
// Only 1 of these 2*3 is ever used, and it stores the id for which
// random results page to show. Its define below is for readability.
#define randomPageId playerIdsRanked[0][7]
// Holds position data for various player-associated graphics
struct BerryCrushPlayerCoords
{
u8 playerId;
u8 windowGfxX;
u8 windowGfxY;
s16 impactXOffset;
s16 impactYOffset;
s16 berryXOffset;
s16 berryXDest;
};
struct BerryCrushGame_Gfx
{
u8 counter;
u8 vibrationIdx;
u8 numVibrations;
bool8 vibrating;
s16 minutes;
s16 secondsInt;
s16 secondsFrac;
const struct BerryCrushPlayerCoords *playerCoords[MAX_RFU_PLAYERS];
struct Sprite *coreSprite;
struct Sprite *impactSprites[MAX_RFU_PLAYERS];
struct Sprite *berrySprites[MAX_RFU_PLAYERS];
struct Sprite *sparkleSprites[11];
struct Sprite *timerSprites[2];
u8 resultsState;
u8 unused;
u8 resultsWindowId;
u8 nameWindowIds[MAX_RFU_PLAYERS];
u16 bgBuffers[4][0x800];
};
struct BerryCrushGame
{
MainCallback exitCallback;
u32 (*cmdCallback)(struct BerryCrushGame *, u8 *);
u8 localId;
u8 playerCount;
u8 taskId;
u8 textSpeed;
u8 cmdState;
u8 unused; // Never read
u8 nextCmd;
u8 afterPalFadeCmd;
u16 cmdTimer;
u16 gameState;
u16 playAgainState;
u16 pressingSpeed;
s16 targetAPresses;
s16 totalAPresses;
s32 powder;
s32 targetDepth;
u8 newDepth;
bool8 noRoomForPowder:1; // Never read
bool8 newRecord:1;
bool8 playedSound:1;
bool8 endGame:1;
bool8 bigSparkle:1;
u8 sparkleAmount:3;
u16 leaderTimer;
u16 timer;
s16 depth;
s16 vibration;
s16 bigSparkleCounter;
s16 numBigSparkles;
s16 numBigSparkleChecks;
s16 sparkleCounter;
u8 commandArgs[12];
u16 sendCmd[6];
u16 recvCmd[7];
struct BerryCrushGame_LocalState localState;
struct BerryCrushGame_Results results;
struct BerryCrushGame_Player players[MAX_RFU_PLAYERS];
struct BerryCrushGame_Gfx gfx;
};
static void VBlankCB(void);
static void MainCB(void);
static void MainTask(u8);
static void SetNamesAndTextSpeed(struct BerryCrushGame *);
static void RunOrScheduleCommand(u16, u8, u8 *);
static void SetPaletteFadeArgs(u8 *, bool8, u32, s8, u8, u8, u16);
static s32 UpdateGame(struct BerryCrushGame *);
static void CreatePlayerNameWindows(struct BerryCrushGame *);
static void DrawPlayerNameWindows(struct BerryCrushGame *);
static void CopyPlayerNameWindowGfxToBg(struct BerryCrushGame *);
static void CreateGameSprites(struct BerryCrushGame *);
static void DestroyGameSprites(struct BerryCrushGame *);
static void PrintTimer(struct BerryCrushGame_Gfx *, u16);
static void SpriteCB_Sparkle_Init(struct Sprite *);
static void HideTimer(struct BerryCrushGame_Gfx *);
static void ResetGame(struct BerryCrushGame *);
static void SetPrintMessageArgs(u8 *, u8, u8, u16, u8);
static void SpriteCB_Impact(struct Sprite *);
static u32 Cmd_BeginNormalPaletteFade(struct BerryCrushGame *, u8 *);
static u32 Cmd_WaitPaletteFade(struct BerryCrushGame *, u8 *);
static u32 Cmd_PrintMessage(struct BerryCrushGame *, u8 *);
static u32 Cmd_ShowGameDisplay(struct BerryCrushGame *, u8 *);
static u32 Cmd_HideGameDisplay(struct BerryCrushGame *, u8 *);
static u32 Cmd_SignalReadyToBegin(struct BerryCrushGame *, u8 *);
static u32 Cmd_AskPickBerry(struct BerryCrushGame *, u8 *);
static u32 Cmd_GoToBerryPouch(struct BerryCrushGame *, u8 *);
static u32 Cmd_WaitForOthersToPickBerries(struct BerryCrushGame *, u8 *);
static u32 Cmd_DropBerriesIntoCrusher(struct BerryCrushGame *, u8 *);
static u32 Cmd_DropLid(struct BerryCrushGame *, u8 *);
static u32 Cmd_Countdown(struct BerryCrushGame *, u8 *);
static u32 Cmd_PlayGame_Leader(struct BerryCrushGame *, u8 *);
static u32 Cmd_PlayGame_Member(struct BerryCrushGame *, u8 *);
static u32 Cmd_FinishGame(struct BerryCrushGame *, u8 *);
static u32 Cmd_HandleTimeUp(struct BerryCrushGame *, u8 *);
static u32 Cmd_TabulateResults(struct BerryCrushGame *, u8 *);
static u32 Cmd_ShowResults(struct BerryCrushGame *, u8 *);
static u32 Cmd_SaveGame(struct BerryCrushGame *, u8 *);
static u32 Cmd_AskPlayAgain(struct BerryCrushGame *, u8 *);
static u32 Cmd_CommunicatePlayAgainResponses(struct BerryCrushGame *, u8 *);
static u32 Cmd_PlayAgain(struct BerryCrushGame *, u8 *);
static u32 Cmd_StopGame(struct BerryCrushGame *, u8 *);
static u32 Cmd_CloseLink(struct BerryCrushGame *, u8 *);
static u32 Cmd_Quit(struct BerryCrushGame *, u8 *);
static EWRAM_DATA struct BerryCrushGame *sGame = NULL;
static const u8 sBitTable[] = {
1 << 0,
1 << 1,
1 << 2,
1 << 3,
1 << 4,
1 << 5,
1 << 6,
1 << 7
};
// Additional A presses are counted depending on the number of players
// The bonus of 5 is unobtainable
static const u8 sSyncPressBonus[MAX_RFU_PLAYERS] = { 0, 1, 2, 3, 5 };
ALIGNED(4)
static const s8 sIntroOutroVibrationData[][7] =
{
{ 4, 1, 0, -1, 0, 0, 0},
{ 4, 2, 0, -1, 0, 0, 0},
{ 4, 2, 0, -2, 0, 0, 0},
{ 6, 3, 1, -1, -3, -1, 0},
{ 6, 4, 1, -2, -4, -2, 0},
};
ALIGNED(4)
static const u8 sVibrationData[MAX_RFU_PLAYERS][4] =
{
{3, 2, 1, 0},
{3, 3, 1, 0},
{3, 3, 2, 0},
{3, 4, 2, 0},
{3, 5, 3, 0},
};
static const u8 *const sMessages[] =
{
[MSG_PICK_BERRY] = gText_ReadyPickBerry,
[MSG_WAIT_PICK] = gText_WaitForAllChooseBerry,
[MSG_POWDER] = gText_EndedWithXUnitsPowder,
[MSG_SAVING] = gText_RecordingGameResults,
[MSG_PLAY_AGAIN] = gText_PlayBerryCrushAgain,
[MSG_NO_BERRIES] = gText_YouHaveNoBerries,
[MSG_DROPPED] = gText_MemberDroppedOut,
[MSG_TIMES_UP] = gText_TimesUpNoGoodPowder,
[MSG_COMM_STANDBY] = gText_CommunicationStandby2,
};
static const struct BgTemplate sBgTemplates[4] =
{
{
.bg = 0,
.charBaseIndex = 2,
.mapBaseIndex = 15,
.screenSize = 0,
.paletteMode = 0,
.priority = 0,
.baseTile = 0,
},
{
.bg = 1,
.charBaseIndex = 0,
.mapBaseIndex = 13,
.screenSize = 2,
.paletteMode = 0,
.priority = 1,
.baseTile = 0,
},
{
.bg = 2,
.charBaseIndex = 0,
.mapBaseIndex = 12,
.screenSize = 0,
.paletteMode = 0,
.priority = 2,
.baseTile = 0,
},
{
.bg = 3,
.charBaseIndex = 0,
.mapBaseIndex = 11,
.screenSize = 0,
.paletteMode = 0,
.priority = 3,
.baseTile = 0,
},
};
static const u8 sTextColorTable[][3] =
{
[COLORID_GRAY] = {TEXT_COLOR_WHITE, TEXT_COLOR_DARK_GRAY, TEXT_COLOR_LIGHT_GRAY},
[COLORID_BLACK] = {TEXT_COLOR_TRANSPARENT, TEXT_COLOR_WHITE, TEXT_COLOR_DARK_GRAY},
[COLORID_LIGHT_GRAY] = {TEXT_COLOR_TRANSPARENT, TEXT_COLOR_LIGHT_GRAY, TEXT_COLOR_RED},
[COLORID_BLUE] = {TEXT_COLOR_WHITE, TEXT_COLOR_BLUE, TEXT_COLOR_LIGHT_BLUE},
[COLORID_GREEN] = {TEXT_COLOR_WHITE, TEXT_COLOR_GREEN, TEXT_COLOR_LIGHT_GREEN},
[COLORID_RED] = {TEXT_COLOR_WHITE, TEXT_COLOR_RED, TEXT_COLOR_LIGHT_RED},
};
static const struct WindowTemplate sWindowTemplate_Rankings =
{
.bg = 0,
.tilemapLeft = 3,
.tilemapTop = 4,
.width = 24,
.height = 13,
.paletteNum = 15,
.baseBlock = 1
};
static const struct WindowTemplate sWindowTemplates_PlayerNames[MAX_RFU_PLAYERS + 1] =
{
{
.bg = 0,
.tilemapLeft = 0,
.tilemapTop = 0,
.width = 9,
.height = 2,
.paletteNum = 8,
.baseBlock = 1005
},
{
.bg = 0,
.tilemapLeft = 0,
.tilemapTop = 3,
.width = 9,
.height = 2,
.paletteNum = 8,
.baseBlock = 987
},
{
.bg = 0,
.tilemapLeft = 0,
.tilemapTop = 6,
.width = 9,
.height = 2,
.paletteNum = 8,
.baseBlock = 969
},
{
.bg = 0,
.tilemapLeft = 21,
.tilemapTop = 3,
.width = 9,
.height = 2,
.paletteNum = 8,
.baseBlock = 951
},
{
.bg = 0,
.tilemapLeft = 21,
.tilemapTop = 6,
.width = 9,
.height = 2,
.paletteNum = 8,
.baseBlock = 933
},
DUMMY_WIN_TEMPLATE,
};
static const struct WindowTemplate sWindowTemplates_Results[] =
{
[STATE_RESULTS_PRESSES - RESULTS_STATE_START] = {
.bg = 0,
.tilemapLeft = 5,
.tilemapTop = 2,
.width = 20,
.height = 16,
.paletteNum = 15,
.baseBlock = 1
},
[STATE_RESULTS_RANDOM - RESULTS_STATE_START] = {
.bg = 0,
.tilemapLeft = 5,
.tilemapTop = 2,
.width = 20,
.height = 16,
.paletteNum = 15,
.baseBlock = 1
},
[STATE_RESULTS_CRUSHING - RESULTS_STATE_START] = {
.bg = 0,
.tilemapLeft = 4,
.tilemapTop = 2,
.width = 22,
.height = 16,
.paletteNum = 15,
.baseBlock = 1
},
DUMMY_WIN_TEMPLATE,
};
// The height of the results window depending on the number of players
// 2 players, 3 players, 4 players, or 5 players
static const u8 sResultsWindowHeights[][MAX_RFU_PLAYERS - 1] =
{
{6, 8, 9, 11}, // "Presses" and "Neatness/Cooperative/Power" pages
{12, 14, 15, 16}, // "Crushing" page
};
static const u32 sPressingSpeedConversionTable[] =
{
50000000, // 50
25000000, // 25
12500000, // 12.5
6250000, // 6.25
3125000, // 3.125
1562500, // 1.5625
781250, // 0.78125
390625 // 0.390625
};
static const u16 sCrusherBase_Pal[] = INCBIN_U16("graphics/berry_crush/crusher_base.gbapal");
static const u16 sEffects_Pal[] = INCBIN_U16("graphics/berry_crush/effects.gbapal");
static const u16 sTimerDigits_Pal[] = INCBIN_U16("graphics/berry_crush/timer_digits.gbapal");
static const u32 sCrusherBase_Gfx[] = INCBIN_U32("graphics/berry_crush/crusher_base.4bpp.lz");
static const u32 sImpact_Gfx[] = INCBIN_U32("graphics/berry_crush/impact.4bpp.lz");
static const u32 sSparkle_Gfx[] = INCBIN_U32("graphics/berry_crush/sparkle.4bpp.lz");
static const u32 sTimerDigits_Gfx[] = INCBIN_U32("graphics/berry_crush/timer_digits.4bpp.lz");
static const u8 sCrusherTop_Tilemap[] = INCBIN_U8("graphics/berry_crush/crusher_top.bin.lz");
static const u8 sContainerCap_Tilemap[] = INCBIN_U8("graphics/berry_crush/container_cap.bin.lz");
static const u8 sBg_Tilemap[] = INCBIN_U8("graphics/berry_crush/bg.bin.lz");
// Takes the number of players - 2 and a player id and returns the
// index into sPlayerCoords where that player should be seated
static const u8 sPlayerIdToPosId[MAX_RFU_PLAYERS - 1][MAX_RFU_PLAYERS] =
{
{1, 3},
{0, 1, 3},
{1, 3, 2, 4},
{0, 1, 3, 2, 4},
};
static const struct BerryCrushPlayerCoords sPlayerCoords[MAX_RFU_PLAYERS] =
{
{
.playerId = 0,
.windowGfxX = 0,
.windowGfxY = 0,
.impactXOffset = 0,
.impactYOffset = -16,
.berryXOffset = 0,
.berryXDest = 0,
},
{
.playerId = 1,
.windowGfxX = 0,
.windowGfxY = 3,
.impactXOffset = -28,
.impactYOffset = -4,
.berryXOffset = -24,
.berryXDest = 16,
},
{
.playerId = 2,
.windowGfxX = 0,
.windowGfxY = 6,
.impactXOffset = -16,
.impactYOffset = 20,
.berryXOffset = -8,
.berryXDest = 16,
},
{
.playerId = 3,
.windowGfxX = 20,
.windowGfxY = 3,
.impactXOffset = 28,
.impactYOffset = -4,
.berryXOffset = 32,
.berryXDest = -8,
},
{
.playerId = 4,
.windowGfxX = 20,
.windowGfxY = 6,
.impactXOffset = 16,
.impactYOffset = 20,
.berryXOffset = 16,
.berryXDest = -8,
}
};
static const s8 sImpactCoords[][2] =
{
{ 0, 0},
{-1, 0},
{ 1, 1},
};
static const s8 sSparkleCoords[][2] =
{
{ 0, 0},
{-16, -4},
{ 16, -4},
{ -8, -2},
{ 8, -2},
{-24, -8},
{ 24, -8},
{-32, -12},
{ 32, -12},
{-40, -16},
{ 40, -16},
};
static const u16 sPlayerBerrySpriteTags[MAX_RFU_PLAYERS] =
{
TAG_PLAYER1_BERRY,
TAG_PLAYER2_BERRY,
TAG_PLAYER3_BERRY,
TAG_PLAYER4_BERRY,
TAG_PLAYER5_BERRY
};
// sTimerDigits_Gfx is part of this array but is (apparently) uncompressed
// It gets cast to raw uncompressed data when used in sDigitObjTemplates
static const struct CompressedSpriteSheet sSpriteSheets[] =
{
{ .data = sCrusherBase_Gfx, .size = 0x800, .tag = TAG_CRUSHER_BASE },
{ .data = sImpact_Gfx, .size = 0xE00, .tag = GFXTAG_IMPACT },
{ .data = sSparkle_Gfx, .size = 0x700, .tag = GFXTAG_SPARKLE },
{ .data = sTimerDigits_Gfx, .size = 0x2C0, .tag = TAG_TIMER_DIGITS },
{}
};
static const struct SpritePalette sSpritePals[] =
{
{ .data = sCrusherBase_Pal, .tag = TAG_CRUSHER_BASE },
{ .data = sEffects_Pal, .tag = PALTAG_EFFECT }, // For the impact and sparkle effects
{ .data = sTimerDigits_Pal, .tag = TAG_TIMER_DIGITS },
{}
};
static const union AnimCmd sAnim_CrusherBase[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_Impact_Small[] =
{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_END
};
static const union AnimCmd sAnim_Impact_Big[] =
{
ANIMCMD_FRAME(48, 2),
ANIMCMD_FRAME(64, 2),
ANIMCMD_FRAME(80, 2),
ANIMCMD_FRAME(96, 2),
ANIMCMD_END
};
static const union AnimCmd sAnim_Sparkle_Small[] =
{
ANIMCMD_FRAME(0, 2),
ANIMCMD_FRAME(4, 2),
ANIMCMD_FRAME(8, 2),
ANIMCMD_FRAME(12, 2),
ANIMCMD_FRAME(16, 2),
ANIMCMD_FRAME(20, 2),
ANIMCMD_JUMP(0)
};
static const union AnimCmd sAnim_Sparkle_Big[] =
{
ANIMCMD_FRAME(24, 4),
ANIMCMD_FRAME(28, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(36, 4),
ANIMCMD_FRAME(40, 4),
ANIMCMD_FRAME(44, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_FRAME(52, 4),
ANIMCMD_JUMP(0)
};
static const union AnimCmd sAnim_Timer[] =
{
ANIMCMD_FRAME(20, 0),
ANIMCMD_END
};
static const union AnimCmd sAnim_PlayerBerry[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END
};
static const union AffineAnimCmd sAffineAnim_PlayerBerry_0[] =
{
AFFINEANIMCMD_FRAME(256, 256, 0, 0),
AFFINEANIMCMD_FRAME(0, 0, 2, 1),
AFFINEANIMCMD_JUMP(1)
};
static const union AffineAnimCmd sAffineAnim_PlayerBerry_1[] =
{
AFFINEANIMCMD_FRAME(256, 256, 0, 0),
AFFINEANIMCMD_FRAME(0, 0, -2, 1),
AFFINEANIMCMD_JUMP(1)
};
static const union AnimCmd *const sAnims_CrusherBase[] =
{
sAnim_CrusherBase
};
static const union AnimCmd *const sAnims_Impact[] =
{
sAnim_Impact_Small,
sAnim_Impact_Big,
};
static const union AnimCmd *const sAnims_Sparkle[] =
{
sAnim_Sparkle_Small,
sAnim_Sparkle_Big,
};
static const union AnimCmd *const sAnims_Timer[] =
{
sAnim_Timer
};
static const union AnimCmd *const sAnims_PlayerBerry[] =
{
sAnim_PlayerBerry
};
static const union AffineAnimCmd *const sAffineAnims_PlayerBerry[] =
{
sAffineAnim_PlayerBerry_0,
sAffineAnim_PlayerBerry_1,
};
static const struct SpriteTemplate sSpriteTemplate_CrusherBase =
{
.tileTag = TAG_CRUSHER_BASE,
.paletteTag = TAG_CRUSHER_BASE,
.oam = &gOamData_AffineOff_ObjNormal_64x64,
.anims = sAnims_CrusherBase,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy
};
static const struct SpriteTemplate sSpriteTemplate_Impact =
{
.tileTag = GFXTAG_IMPACT,
.paletteTag = PALTAG_EFFECT,
.oam = &gOamData_AffineOff_ObjNormal_32x32,
.anims = sAnims_Impact,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCB_Impact
};
static const struct SpriteTemplate sSpriteTemplate_Sparkle =
{
.tileTag = GFXTAG_SPARKLE,
.paletteTag = PALTAG_EFFECT,
.oam = &gOamData_AffineOff_ObjNormal_16x16,
.anims = sAnims_Sparkle,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy
};
static const struct SpriteTemplate sSpriteTemplate_Timer =
{
.tileTag = TAG_TIMER_DIGITS,
.paletteTag = TAG_TIMER_DIGITS,
.oam = &gOamData_AffineOff_ObjNormal_8x16,
.anims = sAnims_Timer,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCallbackDummy
};
static const struct SpriteTemplate sSpriteTemplate_PlayerBerry =
{
.tileTag = TAG_PLAYER1_BERRY,
.paletteTag = TAG_PLAYER1_BERRY,
.oam = &gOamData_AffineDouble_ObjNormal_32x32,
.anims = sAnims_PlayerBerry,
.images = NULL,
.affineAnims = sAffineAnims_PlayerBerry,
.callback = SpriteCallbackDummy
};
static const struct DigitObjUtilTemplate sDigitObjTemplates[] =
{
{ // Minutes
.strConvMode = 1,
.shape = 2,
.size = 0,
.priority = 0,
.oamCount = 2,
.xDelta = 8,
.x = 156,
.y = 0,
.spriteSheet = (void*) &sSpriteSheets[3],
.spritePal = &sSpritePals[2],
},
{ // Seconds
.strConvMode = 0,
.shape = 2,
.size = 0,
.priority = 0,
.oamCount = 2,
.xDelta = 8,
.x = 180,
.y = 0,
.spriteSheet = (void*) &sSpriteSheets[3],
.spritePal = &sSpritePals[2],
},
{ // 1/60ths of a second
.strConvMode = 0,
.shape = 2,
.size = 0,
.priority = 0,
.oamCount = 2,
.xDelta = 8,
.x = 204,
.y = 0,
.spriteSheet = (void*) &sSpriteSheets[3],
.spritePal = &sSpritePals[2],
}
};
static const u8 *const sResultsTexts[] =
{
[RESULTS_PAGE_PRESSES] = gText_SpaceTimes2, // " times"
[RESULTS_PAGE_RANDOM] = gText_XDotY, // "##.##", for Neatness, Cooperation, or Power value
[RESULTS_PAGE_CRUSHING] = gText_Var1Berry,
[RESULTS_PAGE_NEATNESS + NUM_RESULTS_PAGES] = gText_NeatnessRankings,
[RESULTS_PAGE_COOPERATIVE + NUM_RESULTS_PAGES] = gText_CoopRankings,
[RESULTS_PAGE_POWER + NUM_RESULTS_PAGES] = gText_PressingPowerRankings,
};
static u32 (*const sBerryCrushCommands[])(struct BerryCrushGame * game, u8 * data) =
{
[CMD_NONE] = NULL,
[CMD_FADE] = Cmd_BeginNormalPaletteFade,
[CMD_WAIT_FADE] = Cmd_WaitPaletteFade,
[CMD_PRINT_MSG] = Cmd_PrintMessage,
[CMD_SHOW_GAME] = Cmd_ShowGameDisplay,
[CMD_HIDE_GAME] = Cmd_HideGameDisplay,
[CMD_READY_BEGIN] = Cmd_SignalReadyToBegin,
[CMD_ASK_PICK_BERRY] = Cmd_AskPickBerry,
[CMD_PICK_BERRY] = Cmd_GoToBerryPouch,
[CMD_WAIT_BERRIES] = Cmd_WaitForOthersToPickBerries,
[CMD_DROP_BERRIES] = Cmd_DropBerriesIntoCrusher,
[CMD_DROP_LID] = Cmd_DropLid,
[CMD_COUNTDOWN] = Cmd_Countdown,
[CMD_PLAY_GAME_LEADER] = Cmd_PlayGame_Leader,
[CMD_PLAY_GAME_MEMBER] = Cmd_PlayGame_Member,
[CMD_FINISH_GAME] = Cmd_FinishGame,
[CMD_TIMES_UP] = Cmd_HandleTimeUp,
[CMD_CALC_RESULTS] = Cmd_TabulateResults,
[CMD_SHOW_RESULTS] = Cmd_ShowResults,
[CMD_SAVE] = Cmd_SaveGame,
[CMD_ASK_PLAY_AGAIN] = Cmd_AskPlayAgain,
[CMD_COMM_PLAY_AGAIN] = Cmd_CommunicatePlayAgainResponses,
[CMD_PLAY_AGAIN_YES] = Cmd_PlayAgain,
[CMD_PLAY_AGAIN_NO] = Cmd_StopGame,
[CMD_CLOSE_LINK] = Cmd_CloseLink,
[CMD_QUIT] = Cmd_Quit,
};
// Per group size, the number of A presses required to increase the number of sparkles.
static const u8 sSparkleThresholds[MAX_RFU_PLAYERS - 1][4] =
{
{2, 4, 6, 7}, // 2 players
{3, 5, 8, 11}, // 3 players
{3, 7, 11, 15}, // 4 players
{4, 8, 12, 17}, // 5 players
};
// Per group size, the number of A presses required to get big sparkles
static const u8 sBigSparkleThresholds[MAX_RFU_PLAYERS - 1] = {5, 7, 9, 12};
static const u8 sReceivedPlayerBitmasks[] = {0x03, 0x07, 0x0F, 0x1F};
static struct BerryCrushGame * GetBerryCrushGame(void)
{
return sGame;
}
static u32 QuitBerryCrush(MainCallback exitCallback)
{
if (!sGame)
return 2;
if (!exitCallback)
exitCallback = sGame->exitCallback;
DestroyTask(sGame->taskId);
FREE_AND_SET_NULL(sGame);
SetMainCallback2(exitCallback);
if (exitCallback == CB2_ReturnToField)
{
gTextFlags.autoScroll = TRUE;
PlayNewMapMusic(MUS_POKE_CENTER);
SetMainCallback1(CB1_Overworld);
}
return 0;
}
#define ERROR_EXIT(exitCallback) \
{ \
SetMainCallback2(exitCallback); \
gRfu.errorParam0 = 0; \
gRfu.errorParam1 = 0; \
gRfu.errorState = RFU_ERROR_STATE_OCCURRED; \
}
void StartBerryCrush(MainCallback exitCallback)
{
u8 playerCount = 0;
u8 multiplayerId;
if (!gReceivedRemoteLinkPlayers || gWirelessCommType == 0)
{
// Link disconnected
ERROR_EXIT(exitCallback);
return;
}
playerCount = GetLinkPlayerCount();
multiplayerId = GetMultiplayerId();
if (playerCount < 2 || multiplayerId >= playerCount)
{
// Too few players, or invalid id
ERROR_EXIT(exitCallback);
return;
}
sGame = AllocZeroed(sizeof(*sGame));
if (!sGame)
{
// Alloc failed
ERROR_EXIT(exitCallback);
return;
}
sGame->exitCallback = exitCallback;
sGame->localId = multiplayerId;
sGame->playerCount = playerCount;
SetNamesAndTextSpeed(sGame);
sGame->gameState = STATE_INIT;
sGame->nextCmd = CMD_FADE;
sGame->afterPalFadeCmd = CMD_READY_BEGIN;
SetPaletteFadeArgs(sGame->commandArgs, TRUE, PALETTES_ALL, 0, 16, 0, RGB_BLACK);
RunOrScheduleCommand(CMD_SHOW_GAME, 1, sGame->commandArgs);
SetMainCallback2(MainCB);
sGame->taskId = CreateTask(MainTask, 8);
gTextFlags.autoScroll = FALSE;
}
static void GetBerryFromBag(void)
{
if (gSpecialVar_ItemId < FIRST_BERRY_INDEX || gSpecialVar_ItemId > LAST_BERRY_INDEX + 1)
gSpecialVar_ItemId = FIRST_BERRY_INDEX;
else
RemoveBagItem(gSpecialVar_ItemId, 1);
sGame->players[sGame->localId].berryId = gSpecialVar_ItemId - FIRST_BERRY_INDEX;
sGame->nextCmd = CMD_FADE;
sGame->afterPalFadeCmd = CMD_WAIT_BERRIES;
SetPaletteFadeArgs(sGame->commandArgs, FALSE, PALETTES_ALL, 0, 16, 0, RGB_BLACK);
RunOrScheduleCommand(CMD_SHOW_GAME, 1, sGame->commandArgs);
sGame->taskId = CreateTask(MainTask, 8);
SetMainCallback2(MainCB);
}
static void ChooseBerry(void)
{
DestroyTask(sGame->taskId);
ChooseBerryForMachine(GetBerryFromBag);
}
static void BerryCrush_SetVBlankCB(void)
{
SetVBlankCallback(VBlankCB);
}
static void BerryCrush_InitVBlankCB(void)
{
SetVBlankCallback(NULL);
}
static void SaveResults(void)
{
u32 time, presses;
// Calculate pressing speed ((time / 60) / presses)
time = sGame->results.time;
time = Q_24_8(time);
time = MathUtil_Div32(time, Q_24_8(60));
presses = sGame->results.totalAPresses;
presses = Q_24_8(presses);
presses = MathUtil_Div32(presses, time) & 0xFFFF;
sGame->pressingSpeed = presses;
switch (sGame->playerCount)
{
case 2:
if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.pressingSpeeds[0])
{
// New 2-player record
sGame->newRecord = TRUE;
gSaveBlock2Ptr->berryCrush.pressingSpeeds[0] = sGame->pressingSpeed;
}
break;
case 3:
if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.pressingSpeeds[1])
{
// New 3-player record
sGame->newRecord = TRUE;
gSaveBlock2Ptr->berryCrush.pressingSpeeds[1] = sGame->pressingSpeed;
}
break;
case 4:
if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.pressingSpeeds[2])
{
// New 4-player record
sGame->newRecord = TRUE;
gSaveBlock2Ptr->berryCrush.pressingSpeeds[2] = sGame->pressingSpeed;
}
break;
case 5:
if (sGame->pressingSpeed > gSaveBlock2Ptr->berryCrush.pressingSpeeds[3])
{
// New 5-player record
sGame->newRecord = TRUE;
gSaveBlock2Ptr->berryCrush.pressingSpeeds[3] = sGame->pressingSpeed;
}
break;
}
sGame->powder = sGame->results.powder;
if (GiveBerryPowder(sGame->powder))
return;
sGame->noRoomForPowder = TRUE;
}
static void VBlankCB(void)
{
TransferPlttBuffer();
LoadOam();
ProcessSpriteCopyRequests();
}
static void MainCB(void)
{
RunTasks();
RunTextPrinters();
AnimateSprites();
BuildOamBuffer();
}
static void MainTask(u8 taskId)
{
if (sGame->cmdCallback)
sGame->cmdCallback(sGame, sGame->commandArgs);
UpdateGame(sGame);
}
static void SetNamesAndTextSpeed(struct BerryCrushGame *game)
{
u8 i;
for (i = 0; i < game->playerCount; i++)
StringCopy(game->players[i].name, gLinkPlayers[i].name);
for (; i < MAX_RFU_PLAYERS; i++)
{
memset(game->players[i].name, 1, PLAYER_NAME_LENGTH);
game->players[i].name[PLAYER_NAME_LENGTH] = EOS;
}
switch (gSaveBlock2Ptr->optionsTextSpeed)
{
case OPTIONS_TEXT_SPEED_SLOW:
game->textSpeed = 8;
break;
case OPTIONS_TEXT_SPEED_MID:
game->textSpeed = 4;
break;
case OPTIONS_TEXT_SPEED_FAST:
game->textSpeed = 1;
break;
}
}
static s32 ShowGameDisplay(void)
{
struct BerryCrushGame *game = GetBerryCrushGame();
if (!game)
return -1;
switch (game->cmdState)
{
case 0:
SetVBlankCallback(NULL);
SetHBlankCallback(NULL);
SetGpuReg(REG_OFFSET_DISPCNT, 0);
ScanlineEffect_Stop();
ResetTempTileDataBuffers();
break;
case 1:
CpuFill16(0, (void *)OAM, OAM_SIZE);
gReservedSpritePaletteCount = 0;
DigitObjUtil_Init(3);
break;
case 2:
ResetPaletteFade();
ResetSpriteData();
FreeAllSpritePalettes();
break;
case 3:
ResetBgsAndClearDma3BusyFlags(0);
InitBgsFromTemplates(0, sBgTemplates, ARRAY_COUNT(sBgTemplates));
SetBgTilemapBuffer(1, game->gfx.bgBuffers[0]);
SetBgTilemapBuffer(2, game->gfx.bgBuffers[2]);
SetBgTilemapBuffer(3, game->gfx.bgBuffers[3]);
ChangeBgX(0, 0, BG_COORD_SET);
ChangeBgY(0, 0, BG_COORD_SET);
ChangeBgX(2, 0, BG_COORD_SET);
ChangeBgY(2, 0, BG_COORD_SET);
ChangeBgX(3, 0, BG_COORD_SET);
ChangeBgY(3, 0, BG_COORD_SET);
SetGpuReg(REG_OFFSET_BLDCNT, 0);
SetGpuReg(REG_OFFSET_BLDALPHA, 0);
break;
case 4:
FillBgTilemapBufferRect_Palette0(0, 0, 0, 0, 32, 32);
FillBgTilemapBufferRect_Palette0(1, 0, 0, 0, 32, 64);
FillBgTilemapBufferRect_Palette0(2, 0, 0, 0, 32, 32);
FillBgTilemapBufferRect_Palette0(3, 0, 0, 0, 32, 32);
break;
case 5:
CopyBgTilemapBufferToVram(0);
CopyBgTilemapBufferToVram(1);
CopyBgTilemapBufferToVram(2);
CopyBgTilemapBufferToVram(3);
DecompressAndCopyTileDataToVram(1, gBerryCrush_Crusher_Gfx, 0, 0, 0);
break;
case 6:
if (FreeTempTileDataBuffersIfPossible())
return 0;
InitStandardTextBoxWindows();
InitTextBoxGfxAndPrinters();
CreatePlayerNameWindows(game);
DrawPlayerNameWindows(game);
gPaletteFade.bufferTransferDisabled = TRUE;
break;
case 7:
LoadPalette(gBerryCrush_Crusher_Pal, 0, 0x180);
CopyToBgTilemapBuffer(1, sCrusherTop_Tilemap, 0, 0);
CopyToBgTilemapBuffer(2, sContainerCap_Tilemap, 0, 0);
CopyToBgTilemapBuffer(3, sBg_Tilemap, 0, 0);
CopyPlayerNameWindowGfxToBg(game);
CopyBgTilemapBufferToVram(1);
CopyBgTilemapBufferToVram(2);
CopyBgTilemapBufferToVram(3);
break;
case 8:
LoadWirelessStatusIndicatorSpriteGfx();
CreateWirelessStatusIndicatorSprite(0, 0);
CreateGameSprites(game);
SetGpuReg(REG_OFFSET_BG1VOFS, -gSpriteCoordOffsetY);
ChangeBgX(1, 0, BG_COORD_SET);
ChangeBgY(1, 0, BG_COORD_SET);
break;
case 9:
gPaletteFade.bufferTransferDisabled = FALSE;
BlendPalettes(PALETTES_ALL, 16, RGB_BLACK);
ShowBg(0);
ShowBg(1);
ShowBg(2);
ShowBg(3);
SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
BerryCrush_SetVBlankCB();
game->cmdState = 0;
return 1;
}
game->cmdState++;
return 0;
}
static s32 HideGameDisplay(void)
{
struct BerryCrushGame *game = GetBerryCrushGame();
if (!game)
return -1;
switch (game->cmdState)
{
case 0:
Rfu_SetLinkStandbyCallback();
break;
case 1:
if (!IsLinkTaskFinished())
return 0;
// fall through
// This will call BeginNormalPaletteFade() twice.
#ifdef BUGFIX
break;
#endif
case 2:
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB_BLACK);
UpdatePaletteFade();
break;
case 3:
if (UpdatePaletteFade())
return 0;
break;
case 4:
FillBgTilemapBufferRect_Palette0(0, 0, 0, 0, 32, 32);
FillBgTilemapBufferRect_Palette0(1, 0, 0, 0, 32, 32);
FillBgTilemapBufferRect_Palette0(2, 0, 0, 0, 32, 32);
FillBgTilemapBufferRect_Palette0(3, 0, 0, 0, 32, 32);
CopyBgTilemapBufferToVram(0);
CopyBgTilemapBufferToVram(1);
CopyBgTilemapBufferToVram(2);
CopyBgTilemapBufferToVram(3);
break;
case 5:
FreeAllWindowBuffers();
HideBg(0);
UnsetBgTilemapBuffer(0);
HideBg(1);
UnsetBgTilemapBuffer(1);
HideBg(2);
UnsetBgTilemapBuffer(2);
HideBg(3);
UnsetBgTilemapBuffer(3);
ClearGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJ_ON | DISPCNT_OBJ_1D_MAP);
break;
case 6:
DestroyWirelessStatusIndicatorSprite();
DestroyGameSprites(game);
DigitObjUtil_Free();
break;
case 7:
game->cmdState = 0;
return 1;
}
game->cmdState++;
return 0;
}
// Handles the crusher vibration and the timer
static s32 UpdateGame(struct BerryCrushGame *game)
{
gSpriteCoordOffsetY = game->depth + game->vibration;
SetGpuReg(REG_OFFSET_BG1VOFS, -gSpriteCoordOffsetY);
if (game->gameState == STATE_PLAYING)
PrintTimer(&game->gfx, game->timer);
return 0;
}
static void ResetCrusherPos(struct BerryCrushGame *game)
{
game->depth = CRUSHER_START_Y;
game->vibration = 0;
gSpriteCoordOffsetX = 0;
gSpriteCoordOffsetY = CRUSHER_START_Y;
}
// Sprite data for berry sprites. Identical to fields for sparkle sprites
#define sX data[0]
#define sYSpeed data[1]
#define sYAccel data[2]
#define sXSpeed data[3]
#define sSinIdx data[4]
#define sSinSpeed data[5]
#define sAmplitude data[6]
// The last element (data[7]) is a bitfield.
// The first 15 bits are the y coord to stop at.
// The last bit is a flag for whether or not to move horizontally too
#define sBitfield data[7]
#define MASK_TARGET_Y 0x7FFF
#define F_MOVE_HORIZ 0x8000
static void CreateBerrySprites(struct BerryCrushGame *game, struct BerryCrushGame_Gfx *gfx)
{
u8 i;
u8 spriteId;
s16 distance, var1;
s16 *data;
s32 amplitude;
s16 speed;
u32 var2;
for (i = 0; i < game->playerCount; i++)
{
spriteId = AddCustomItemIconSprite(
&sSpriteTemplate_PlayerBerry,
sPlayerBerrySpriteTags[i],
sPlayerBerrySpriteTags[i],
game->players[i].berryId + FIRST_BERRY_INDEX);
gfx->berrySprites[i] = &gSprites[spriteId];
gfx->berrySprites[i]->oam.priority = 3;
gfx->berrySprites[i]->affineAnimPaused = TRUE;
gfx->berrySprites[i]->x = gfx->playerCoords[i]->berryXOffset + 120;
gfx->berrySprites[i]->y = -16;
data = gfx->berrySprites[i]->data;
speed = 512;
sYSpeed = speed;
sYAccel = 32;
sBitfield = 112; // Setting bits in MASK_TARGET_Y
distance = gfx->playerCoords[i]->berryXDest - gfx->playerCoords[i]->berryXOffset;
amplitude = distance;
if (distance < 0)
amplitude += 3;
sAmplitude = amplitude >> 2;
distance *= 128;
var2 = speed + 32;
var2 = var2 / 2;
var1 = MathUtil_Div16Shift(7, Q_8_8(63.5), var2);
sX = (u16)gfx->berrySprites[i]->x * 128;
sXSpeed = MathUtil_Div16Shift(7, distance, var1);
var1 = MathUtil_Mul16Shift(7, var1, 85);
sSinIdx = 0;
sSinSpeed = MathUtil_Div16Shift(7, Q_8_8(63.5), var1);
sBitfield |= F_MOVE_HORIZ;
if (gfx->playerCoords[i]->berryXOffset < 0)
StartSpriteAffineAnim(gfx->berrySprites[i], 1);
}
}
static void SpriteCB_DropBerryIntoCrusher(struct Sprite *sprite)
{
s16 *data = sprite->data;
sYSpeed += sYAccel;
sprite->y2 += sYSpeed >> 8;
if (sBitfield & F_MOVE_HORIZ)
{
sprite->sX += sXSpeed;
sSinIdx += sSinSpeed;
sprite->x2 = Sin(sSinIdx >> 7, sAmplitude);
if ((sBitfield & F_MOVE_HORIZ) && (sSinIdx >> 7) > 126)
{
sprite->x2 = 0;
sBitfield &= MASK_TARGET_Y;
}
}
sprite->x = sX >> 7;
if (sprite->y + sprite->y2 >= (sBitfield & MASK_TARGET_Y))
{
sprite->callback = SpriteCallbackDummy;
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
}
}
#undef sX
#undef sYSpeed
#undef sYAccel
#undef sXSpeed
#undef sSinIdx
#undef sSinSpeed
#undef sAmplitude
#undef sBitfield
#undef MASK_TARGET_Y
#undef F_MOVE_HORIZ
static void BerryCrushFreeBerrySpriteGfx(struct BerryCrushGame *game, struct BerryCrushGame_Gfx *gfx)
{
u8 i;
for (i = 0; i < game->playerCount; i++)
{
FreeSpritePaletteByTag(sPlayerBerrySpriteTags[i]);
FreeSpriteTilesByTag(sPlayerBerrySpriteTags[i]);
}
}
static void UpdateInputEffects(struct BerryCrushGame *game, struct BerryCrushGame_Gfx *gfx)
{
u8 numPlayersPressed;
struct BerryCrushGame_LinkState *linkState;
u8 i;
u16 temp1, xModifier;
numPlayersPressed = 0;
linkState = (struct BerryCrushGame_LinkState *)game->recvCmd;
// Read inputs and update impact effects
for (i = 0; i < game->playerCount; i++)
{
#define flags temp1
flags = linkState->inputFlags >> (i * INPUT_FLAGS_PER_PLAYER);
flags &= INPUT_FLAG_MASK;
if (flags)
{
numPlayersPressed++;
if (flags & F_INPUT_HIT_SYNC)
StartSpriteAnim(gfx->impactSprites[i], 1); // Big impact sprite
else
StartSpriteAnim(gfx->impactSprites[i], 0); // Small impact sprite
gfx->impactSprites[i]->invisible = FALSE;
gfx->impactSprites[i]->animPaused = FALSE;
gfx->impactSprites[i]->x2 = sImpactCoords[(flags % (ARRAY_COUNT(sImpactCoords) + 1)) - 1][0];
gfx->impactSprites[i]->y2 = sImpactCoords[(flags % (ARRAY_COUNT(sImpactCoords) + 1)) - 1][1];
}
#undef flags
}
if (numPlayersPressed == 0)
{
game->playedSound = FALSE;
}
else
{
// Update sparkle effect
#define yModifier temp1
yModifier = (u8)(game->timer % 3);
xModifier = yModifier;
for (i = 0; i < linkState->sparkleAmount * 2 + 3; i++)
{
if (gfx->sparkleSprites[i]->invisible)
{
gfx->sparkleSprites[i]->callback = SpriteCB_Sparkle_Init;
gfx->sparkleSprites[i]->x = sSparkleCoords[i][0] + 120;
gfx->sparkleSprites[i]->y = sSparkleCoords[i][1] + 136 - (yModifier * 4);
gfx->sparkleSprites[i]->x2 = sSparkleCoords[i][0] + (sSparkleCoords[i][0] / (xModifier * 4));
gfx->sparkleSprites[i]->y2 = sSparkleCoords[i][1];
if (linkState->bigSparkle)
StartSpriteAnim(gfx->sparkleSprites[i], 1);
else
StartSpriteAnim(gfx->sparkleSprites[i], 0);
yModifier++;
if (yModifier > 3)
yModifier = 0;
}
}
#undef yModifier
if (game->playedSound)
{
game->playedSound = FALSE;
}
else
{
if (numPlayersPressed == 1)
PlaySE(SE_MUD_BALL);
else
PlaySE(SE_BREAKABLE_DOOR);
game->playedSound = TRUE;
}
}
}
static bool32 AreEffectsFinished(struct BerryCrushGame *game, struct BerryCrushGame_Gfx *gfx)
{
u8 i;
// Are any impact sprites active
for (i = 0; i < game->playerCount; i++)
{
if (!gfx->impactSprites[i]->invisible)
return FALSE;
}
// Are any sparkle sprites active
for (i = 0; i < ARRAY_COUNT(gfx->sparkleSprites); i++)
{
if (!gfx->sparkleSprites[i]->invisible)
return FALSE;
}
if (game->vibration != 0)
game->vibration = 0;
return TRUE;
}
static void FramesToMinSec(struct BerryCrushGame_Gfx *gfx, u16 frames)
{
u8 i = 0;
u32 fractionalFrames = 0;
s16 r3 = 0;
gfx->minutes = frames / (60 * 60);
gfx->secondsInt = (frames % (60 * 60)) / 60;
r3 = MathUtil_Mul16(Q_8_8(frames % 60), 4);
for (i = 0; i < 8; i++)
{
if ((r3 >> (7 - i)) & 1)
fractionalFrames += sPressingSpeedConversionTable[i];
}
gfx->secondsFrac = fractionalFrames / 1000000;
}
static void PrintTextCentered(u8 windowId, u8 left, u8 colorId, const u8 *string)
{
left = (left * 4) - (GetStringWidth(FONT_SHORT, string, -1) / 2u);
AddTextPrinterParameterized3(windowId, FONT_SHORT, left, 0, sTextColorTable[colorId], 0, string);
}
static void PrintResultsText(struct BerryCrushGame * game, u8 page, u8 sp14, u8 baseY)
{
u8 i, j;
u8 playerId = 0;
u8 ranking = 0;
s32 x;
u8 stat;
struct BerryCrushGame_Results * results = &game->results;
u32 xOffset;
s32 y;
baseY -= 16;
if (page == RESULTS_PAGE_CRUSHING)
baseY -= 42;
y = baseY - 14 * game->playerCount;
if (y > 0)
y = y / 2 + 16;
else
y = 16;
for (i = 0; i < game->playerCount; y += 14, i++)
{
DynamicPlaceholderTextUtil_Reset();
switch (page)
{
case RESULTS_PAGE_PRESSES:
playerId = results->playerIdsRanked[page][i];
if (i != 0 && results->stats[page][i] != results->stats[page][i - 1])
ranking = i;
ConvertIntToDecimalStringN(gStringVar4, results->stats[page][i], STR_CONV_MODE_RIGHT_ALIGN, 4);
StringAppend(gStringVar4, sResultsTexts[page]);
break;
case RESULTS_PAGE_RANDOM:
playerId = results->playerIdsRanked[page][i];
if (i != 0 && results->stats[page][i] != results->stats[page][i - 1])
ranking = i;
ConvertIntToDecimalStringN(gStringVar1, results->stats[page][i] >> 4, STR_CONV_MODE_RIGHT_ALIGN, 3);
xOffset = 0;
stat = results->stats[page][i] & 15;
for (j = 0; j < 4; j++)
if ((stat >> (3 - j)) & 1)
xOffset += sPressingSpeedConversionTable[j];
stat = xOffset / 1000000u;
ConvertIntToDecimalStringN(gStringVar2, stat, STR_CONV_MODE_LEADING_ZEROS, 2);
StringExpandPlaceholders(gStringVar4, sResultsTexts[page]);
break;
case RESULTS_PAGE_CRUSHING:
playerId = i;
ranking = i;
j = game->players[i].berryId;
if (j >= LAST_BERRY_INDEX - FIRST_BERRY_INDEX + 2)
j = 0;
StringCopy(gStringVar1, gBerries[j].name);
StringExpandPlaceholders(gStringVar4, sResultsTexts[page]);
break;
}
x = GetStringRightAlignXOffset(FONT_SHORT, gStringVar4, sp14 - 4);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
if (playerId == game->localId)
StringCopy(gStringVar3, gText_1DotBlueF700);
else
StringCopy(gStringVar3, gText_1DotF700);
gStringVar3[0] = ranking + CHAR_1;
DynamicPlaceholderTextUtil_SetPlaceholderPtr(0, game->players[playerId].name);
DynamicPlaceholderTextUtil_ExpandPlaceholders(gStringVar4, gStringVar3);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, 4, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
}
}
static void PrintCrushingResults(struct BerryCrushGame *game)
{
u8 i = 0;
u8 x = 0;
u32 pressingSpeedFrac = 0;
struct BerryCrushGame_Results *results = &game->results;
u8 y = GetWindowAttribute(game->gfx.resultsWindowId, WINDOW_HEIGHT) * 8 - 42;
FramesToMinSec(&game->gfx, results->time);
// Print time text
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gText_TimeColon);
// Print seconds text
x = 176 - (u8)GetStringWidth(FONT_SHORT, gText_SpaceSec, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gText_SpaceSec);
// Print seconds value
ConvertIntToDecimalStringN(gStringVar1, game->gfx.secondsInt, STR_CONV_MODE_LEADING_ZEROS, 2);
ConvertIntToDecimalStringN(gStringVar2, game->gfx.secondsFrac, STR_CONV_MODE_LEADING_ZEROS, 2);
StringExpandPlaceholders(gStringVar4, gText_XDotY2);
x -= GetStringWidth(FONT_SHORT, gStringVar4, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
// Print minutes text
x -= GetStringWidth(FONT_SHORT, gText_SpaceMin, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gText_SpaceMin);
// Print minutes value
ConvertIntToDecimalStringN(gStringVar1, game->gfx.minutes, STR_CONV_MODE_LEADING_ZEROS, 1);
StringExpandPlaceholders(gStringVar4, gText_StrVar1);
x -= GetStringWidth(FONT_SHORT, gStringVar4, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
// Print pressing speed text
y += 14;
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, 0, y, sTextColorTable[COLORID_GRAY], 0, gText_PressingSpeed);
x = 176 - (u8)GetStringWidth(FONT_SHORT, gText_TimesPerSec, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gText_TimesPerSec);
// Print pressing speed value
for (i = 0; i < 8; i++)
if (((u8)game->pressingSpeed >> (7 - i)) & 1)
pressingSpeedFrac += *(i + sPressingSpeedConversionTable); // It's accessed in a different way here for unknown reason
ConvertIntToDecimalStringN(gStringVar1, game->pressingSpeed >> 8, STR_CONV_MODE_RIGHT_ALIGN, 3);
ConvertIntToDecimalStringN(gStringVar2, pressingSpeedFrac / 1000000, STR_CONV_MODE_LEADING_ZEROS, 2);
StringExpandPlaceholders(gStringVar4, gText_XDotY3);
x -= GetStringWidth(FONT_SHORT, gStringVar4, -1);
if (game->newRecord)
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_RED], 0, gStringVar4);
else
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
// Print silkiness text
y += 14;
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, 0, y, sTextColorTable[COLORID_GRAY], 0, gText_Silkiness);
// Print silkiness value
ConvertIntToDecimalStringN(gStringVar1, results->silkiness, STR_CONV_MODE_RIGHT_ALIGN, 3);
StringExpandPlaceholders(gStringVar4, gText_Var1Percent);
x = 176 - (u8)GetStringWidth(FONT_SHORT, gStringVar4, -1);
AddTextPrinterParameterized3(game->gfx.resultsWindowId, FONT_SHORT, x, y, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
}
static bool32 OpenResultsWindow(struct BerryCrushGame *game, struct BerryCrushGame_Gfx *gfx)
{
u8 playerCountIdx;
struct WindowTemplate template;
switch (gfx->resultsState)
{
case 0:
playerCountIdx = game->playerCount - 2;
HideTimer(gfx);
memcpy(&template, &sWindowTemplates_Results[game->gameState - RESULTS_STATE_START], sizeof(struct WindowTemplate));
if (game->gameState == STATE_RESULTS_CRUSHING)
template.height = sResultsWindowHeights[1][playerCountIdx];
else
template.height = sResultsWindowHeights[0][playerCountIdx];
gfx->resultsWindowId = AddWindow(&template);
break;
case 1:
PutWindowTilemap(gfx->resultsWindowId);
FillWindowPixelBuffer(gfx->resultsWindowId, PIXEL_FILL(0));
break;
case 2:
LoadUserWindowBorderGfx_(gfx->resultsWindowId, 541, 208);
DrawStdFrameWithCustomTileAndPalette(gfx->resultsWindowId, 0, 541, 13);
break;
case 3:
playerCountIdx = game->playerCount - 2;
switch (game->gameState)
{
case STATE_RESULTS_PRESSES:
PrintTextCentered(gfx->resultsWindowId, 20, COLORID_BLUE, gText_PressesRankings);
PrintResultsText(game, RESULTS_PAGE_PRESSES, 0xA0, 8 * sResultsWindowHeights[0][playerCountIdx]);
gfx->resultsState = 5; // Skip past Crushing Results text
return FALSE;
case STATE_RESULTS_RANDOM:
PrintTextCentered(gfx->resultsWindowId, 20, COLORID_GREEN, sResultsTexts[game->results.randomPageId + NUM_RESULTS_PAGES]);
PrintResultsText(game, RESULTS_PAGE_RANDOM, 0xA0, 8 * sResultsWindowHeights[0][playerCountIdx]);
gfx->resultsState = 5; // Skip past Crushing Results text
return FALSE;
case STATE_RESULTS_CRUSHING:
PrintTextCentered(gfx->resultsWindowId, 22, COLORID_BLUE, gText_CrushingResults);
PrintResultsText(game, RESULTS_PAGE_CRUSHING, 0xB0, 8 * sResultsWindowHeights[1][playerCountIdx]);
break;
}
break;
case 4:
PrintCrushingResults(game);
break;
case 5:
CopyWindowToVram(gfx->resultsWindowId, COPYWIN_FULL);
gfx->resultsState = 0;
return TRUE;
}
gfx->resultsState++;
return FALSE;
}
static void CloseResultsWindow(struct BerryCrushGame *game)
{
ClearStdWindowAndFrameToTransparent(game->gfx.resultsWindowId, 1);
RemoveWindow(game->gfx.resultsWindowId);
DrawPlayerNameWindows(game);
}
#define tState data[0]
#define tWindowId data[1]
#define tPressingSpeeds(i) data[2 + (i)] // data[2]-[5], for different group sizes
static void Task_ShowRankings(u8 taskId)
{
u8 i = 0, j, xPos, yPos;
u32 score = 0;
s16 *data = gTasks[taskId].data;
switch (tState)
{
case 0:
tWindowId = AddWindow(&sWindowTemplate_Rankings);
PutWindowTilemap(tWindowId);
FillWindowPixelBuffer(tWindowId, PIXEL_FILL(0));
LoadUserWindowBorderGfx_(tWindowId, 541, 208);
DrawStdFrameWithCustomTileAndPalette(tWindowId, 0, 541, 13);
break;
case 1:
// Print header text
xPos = 96 - GetStringWidth(FONT_NORMAL, gText_BerryCrush2, -1) / 2u;
AddTextPrinterParameterized3(tWindowId, FONT_NORMAL, xPos, 1, sTextColorTable[COLORID_BLUE], 0, gText_BerryCrush2);
xPos = 96 - GetStringWidth(FONT_NORMAL, gText_PressingSpeedRankings, -1) / 2u;
AddTextPrinterParameterized3(tWindowId, FONT_NORMAL, xPos, 17, sTextColorTable[COLORID_BLUE], 0, gText_PressingSpeedRankings);
// Print pressing speed record for each group size, ranked
yPos = 41;
for (i = 0; i < MAX_RFU_PLAYERS - 1; i++)
{
ConvertIntToDecimalStringN(gStringVar1, i + 2, STR_CONV_MODE_LEFT_ALIGN, 1);
StringExpandPlaceholders(gStringVar4, gText_Var1Players);
AddTextPrinterParameterized3(tWindowId, FONT_NORMAL, 0, yPos, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
xPos = 192 - (u8)GetStringWidth(FONT_NORMAL, gText_TimesPerSec, -1);
AddTextPrinterParameterized3(tWindowId, FONT_NORMAL, xPos, yPos, sTextColorTable[COLORID_GRAY], 0, gText_TimesPerSec);
for (j = 0; j < 8; j++)
{
if (((tPressingSpeeds(i) & 0xFF) >> (7 - j)) & 1)
score += sPressingSpeedConversionTable[j];
}
ConvertIntToDecimalStringN(gStringVar1, (u16)tPressingSpeeds(i) >> 8, STR_CONV_MODE_RIGHT_ALIGN, 3);
ConvertIntToDecimalStringN(gStringVar2, score / 1000000, STR_CONV_MODE_LEADING_ZEROS, 2);
StringExpandPlaceholders(gStringVar4, gText_XDotY3);
xPos -= GetStringWidth(FONT_NORMAL, gStringVar4, -1);
AddTextPrinterParameterized3(tWindowId, FONT_NORMAL, xPos, yPos, sTextColorTable[COLORID_GRAY], 0, gStringVar4);
yPos += 16;
score = 0;
}
CopyWindowToVram(tWindowId, COPYWIN_FULL);
break;
case 2:
if (JOY_NEW(A_BUTTON | B_BUTTON))
break;
else
return;
case 3:
ClearStdWindowAndFrameToTransparent(tWindowId, 1);
ClearWindowTilemap(tWindowId);
RemoveWindow(tWindowId);
DestroyTask(taskId);
EnableBothScriptContexts();
ScriptContext2_Disable();
tState = 0;
return;
}
tState++;
}
void ShowBerryCrushRankings(void)
{
u8 taskId;
ScriptContext2_Enable();
taskId = CreateTask(Task_ShowRankings, 0);
gTasks[taskId].tPressingSpeeds(0) = gSaveBlock2Ptr->berryCrush.pressingSpeeds[0];
gTasks[taskId].tPressingSpeeds(1) = gSaveBlock2Ptr->berryCrush.pressingSpeeds[1];
gTasks[taskId].tPressingSpeeds(2) = gSaveBlock2Ptr->berryCrush.pressingSpeeds[2];
gTasks[taskId].tPressingSpeeds(3) = gSaveBlock2Ptr->berryCrush.pressingSpeeds[3];
}
static void PrintTimer(struct BerryCrushGame_Gfx *gfx, u16 timer)
{
FramesToMinSec(gfx, timer);
DigitObjUtil_PrintNumOn(0, gfx->minutes);
DigitObjUtil_PrintNumOn(1, gfx->secondsInt);
DigitObjUtil_PrintNumOn(2, gfx->secondsFrac);
}
static void HideTimer(struct BerryCrushGame_Gfx *gfx)
{
gfx->timerSprites[0]->invisible = TRUE;
gfx->timerSprites[1]->invisible = TRUE;
DigitObjUtil_HideOrShow(2, 1);
DigitObjUtil_HideOrShow(1, 1);
DigitObjUtil_HideOrShow(0, 1);
}
static void CreatePlayerNameWindows(struct BerryCrushGame *game)
{
u8 i;
for (i = 0; i < game->playerCount; i++)
{
game->gfx.playerCoords[i] = &sPlayerCoords[sPlayerIdToPosId[game->playerCount - 2][i]];
game->gfx.nameWindowIds[i] = AddWindow(&sWindowTemplates_PlayerNames[game->gfx.playerCoords[i]->playerId]);
PutWindowTilemap(game->gfx.nameWindowIds[i]);
FillWindowPixelBuffer(game->gfx.nameWindowIds[i], 0);
}
}
static void DrawPlayerNameWindows(struct BerryCrushGame *game)
{
u8 i;
for (i = 0; i < game->playerCount; i++)
{
PutWindowTilemap(game->gfx.nameWindowIds[i]);
if (i == game->localId)
{
// Print the player's name
AddTextPrinterParameterized4(
game->gfx.nameWindowIds[i],
FONT_SHORT,
36 - GetStringWidth(FONT_SHORT, game->players[i].name, 0) / 2u,
1,
0,
0,
sTextColorTable[COLORID_BLACK],
0,
game->players[i].name
);
}
else
{
// Print a partner's name
AddTextPrinterParameterized4(
game->gfx.nameWindowIds[i],
FONT_SHORT,
36 - GetStringWidth(FONT_SHORT, game->players[i].name, 0) / 2u,
1,
0,
0,
sTextColorTable[COLORID_LIGHT_GRAY],
0,
game->players[i].name
);
}
CopyWindowToVram(game->gfx.nameWindowIds[i], COPYWIN_FULL);
}
CopyBgTilemapBufferToVram(0);
}
// Each player name window border uses a color that corresponds to a slot of the crusher lid
static void CopyPlayerNameWindowGfxToBg(struct BerryCrushGame *game)
{
u8 i = 0;
u8 * crusherGfx;
LZ77UnCompWram(gBerryCrush_Crusher_Tilemap, gDecompressionBuffer);
for (crusherGfx = gDecompressionBuffer; i < game->playerCount; i++)
{
CopyToBgTilemapBufferRect(
3,
&crusherGfx[game->gfx.playerCoords[i]->playerId * 40],
game->gfx.playerCoords[i]->windowGfxX,
game->gfx.playerCoords[i]->windowGfxY,
10,
2
);
}
CopyBgTilemapBufferToVram(3);
}
static void CreateGameSprites(struct BerryCrushGame *game)
{
u8 i = 0;
u8 spriteId;
game->depth = CRUSHER_START_Y;
game->vibration = 0;
gSpriteCoordOffsetX = 0;
gSpriteCoordOffsetY = CRUSHER_START_Y;
for (i = 0; i < ARRAY_COUNT(sSpriteSheets) - 1; i++)
LoadCompressedSpriteSheet(&sSpriteSheets[i]);
LoadSpritePalettes(sSpritePals);
// Create sprite for crusher base
spriteId = CreateSprite(&sSpriteTemplate_CrusherBase, 120, 88, 5);
game->gfx.coreSprite = &gSprites[spriteId];
game->gfx.coreSprite->oam.priority = 3;
game->gfx.coreSprite->coordOffsetEnabled = TRUE;
game->gfx.coreSprite->animPaused = TRUE;
// Create sprites for the impact effect
for (i = 0; i < game->playerCount; i++)
{
spriteId = CreateSprite(
&sSpriteTemplate_Impact,
game->gfx.playerCoords[i]->impactXOffset + 120,
game->gfx.playerCoords[i]->impactYOffset + 32,
0
);
game->gfx.impactSprites[i] = &gSprites[spriteId];
game->gfx.impactSprites[i]->oam.priority = 1;
game->gfx.impactSprites[i]->invisible = TRUE;
game->gfx.impactSprites[i]->coordOffsetEnabled = TRUE;
game->gfx.impactSprites[i]->animPaused = TRUE;
}
// Create sprites for sparkle effect
for (i = 0; i < ARRAY_COUNT(game->gfx.sparkleSprites); i++)
{
spriteId = CreateSprite(
&sSpriteTemplate_Sparkle,
sSparkleCoords[i][0] + 120,
sSparkleCoords[i][1] + 136,
6
);
game->gfx.sparkleSprites[i] = &gSprites[spriteId];
game->gfx.sparkleSprites[i]->oam.priority = 3;
game->gfx.sparkleSprites[i]->invisible = TRUE;
game->gfx.sparkleSprites[i]->animPaused = TRUE;
game->gfx.sparkleSprites[i]->data[0] = i;
}
// Create sprites for timer
for (i = 0; i < ARRAY_COUNT(game->gfx.timerSprites); i++)
{
spriteId = CreateSprite(&sSpriteTemplate_Timer, 24 * i + 176, 8, 0);
game->gfx.timerSprites[i] = &gSprites[spriteId];
game->gfx.timerSprites[i]->oam.priority = 0;
game->gfx.timerSprites[i]->invisible = FALSE;
game->gfx.timerSprites[i]->animPaused = FALSE;
}
DigitObjUtil_CreatePrinter(0, 0, &sDigitObjTemplates[0]);
DigitObjUtil_CreatePrinter(1, 0, &sDigitObjTemplates[1]);
DigitObjUtil_CreatePrinter(2, 0, &sDigitObjTemplates[2]);
if (game->gameState == STATE_INIT)
HideTimer(&game->gfx);
}
static void DestroyGameSprites(struct BerryCrushGame *game)
{
u8 i = 0;
FreeSpriteTilesByTag(TAG_TIMER_DIGITS);
FreeSpriteTilesByTag(GFXTAG_SPARKLE);
FreeSpriteTilesByTag(GFXTAG_IMPACT);
FreeSpriteTilesByTag(TAG_CRUSHER_BASE);
FreeSpritePaletteByTag(TAG_TIMER_DIGITS);
FreeSpritePaletteByTag(PALTAG_EFFECT);
FreeSpritePaletteByTag(TAG_CRUSHER_BASE);
for (i = 0; i < ARRAY_COUNT(game->gfx.timerSprites); i++)
DestroySprite(game->gfx.timerSprites[i]);
DigitObjUtil_DeletePrinter(2);
DigitObjUtil_DeletePrinter(1);
DigitObjUtil_DeletePrinter(0);
for (i = 0; i < ARRAY_COUNT(game->gfx.sparkleSprites); i++)
DestroySprite(game->gfx.sparkleSprites[i]);
for (i = 0; i < game->playerCount; i++)
DestroySprite(game->gfx.impactSprites[i]);
if (game->gfx.coreSprite->inUse)
DestroySprite(game->gfx.coreSprite);
}
static void SpriteCB_Impact(struct Sprite *sprite)
{
if (sprite->animEnded)
{
sprite->invisible = TRUE;
sprite->animPaused = TRUE;
}
}
static void SpriteCB_Sparkle_End(struct Sprite *sprite)
{
u8 i;
for (i = 0; i < ARRAY_COUNT(sprite->data); i++)
sprite->data[i] = 0;
sprite->x2 = 0;
sprite->y2 = 0;
sprite->invisible = TRUE;
sprite->animPaused = TRUE;
sprite->callback = SpriteCallbackDummy;
}
#define sX data[0]
#define sYSpeed data[1]
#define sYAccel data[2]
#define sXSpeed data[3]
#define sSinIdx data[4]
#define sSinSpeed data[5]
#define sAmplitude data[6]
// The last element (data[7]) is a bitfield.
// The first 15 bits are the y coord to stop at.
// The last bit is a flag for whether or not to move on the x too
#define sBitfield data[7]
#define MASK_TARGET_Y 0x7FFF
#define F_MOVE_HORIZ 0x8000
static void SpriteCB_Sparkle(struct Sprite *sprite)
{
s16 *data = sprite->data;
sYSpeed += sYAccel;
sprite->y2 += sYSpeed >> 8;
if (sBitfield & F_MOVE_HORIZ)
{
sprite->sX += sXSpeed;
sSinIdx += sSinSpeed;
sprite->x2 = Sin(sSinIdx >> 7, sAmplitude);
if (sBitfield & F_MOVE_HORIZ && sSinIdx >> 7 > 126)
{
sprite->x2 = 0;
sBitfield &= MASK_TARGET_Y;
}
}
sprite->x = sX >> 7;
if (sprite->y + sprite->y2 > (sBitfield & MASK_TARGET_Y))
sprite->callback = SpriteCB_Sparkle_End;
}
static void SpriteCB_Sparkle_Init(struct Sprite *sprite)
{
s16 *data = sprite->data;
s16 xMult, xDiv;
s32 var;
u32 zero = 0;
var = 640;
sYSpeed = var;
sYAccel = 32;
sBitfield = 168; // Setting bits in MASK_TARGET_Y
xMult = sprite->x2 * 128;
xDiv = MathUtil_Div16Shift(7, (168 - sprite->y) << 7, (var + 32) >> 1);
sprite->sX = sprite->x << 7;
sXSpeed = MathUtil_Div16Shift(7, xMult, xDiv);
var = MathUtil_Mul16Shift(7, xDiv, 85);
sSinIdx = zero;
sSinSpeed = MathUtil_Div16Shift(7, Q_8_8(63.5), var);
sAmplitude = sprite->x2 / 4;
sBitfield |= F_MOVE_HORIZ;
sprite->y2 = zero;
sprite->x2 = zero;
sprite->callback = SpriteCB_Sparkle;
sprite->animPaused = FALSE;
sprite->invisible = FALSE;
}
#undef sX
#undef sYSpeed
#undef sYAccel
#undef sXSpeed
#undef sSinIdx
#undef sSinSpeed
#undef sAmplitude
#undef sBitfield
#undef MASK_TARGET_Y
#undef F_MOVE_HORIZ
static void RunOrScheduleCommand(u16 cmdId, u8 mode, u8 *args)
{
struct BerryCrushGame *game = GetBerryCrushGame();
if (cmdId >= ARRAY_COUNT(sBerryCrushCommands))
cmdId = CMD_NONE;
switch (mode)
{
case RUN_CMD:
if (cmdId != CMD_NONE)
sBerryCrushCommands[cmdId](game, args);
if (game->nextCmd >= ARRAY_COUNT(sBerryCrushCommands))
game->nextCmd = CMD_NONE;
game->cmdCallback = sBerryCrushCommands[game->nextCmd];
break;
case SCHEDULE_CMD:
game->cmdCallback = sBerryCrushCommands[cmdId];
break;
}
}
static u32 Cmd_BeginNormalPaletteFade(struct BerryCrushGame *game, u8 *args)
{
// args points to packed values:
// bytes 0-3: selectedPals (bitfield)
// byte 4: delay
// byte 5: startY
// byte 6: stopY
// bytes 7-8: fade color
// byte 9: if TRUE, communicate on fade complete
u16 color;
u32 selectedPals[2];
selectedPals[0] = (u32)args[0];
selectedPals[1] = (u32)args[1];
selectedPals[1] <<= 8;
selectedPals[0] |= selectedPals[1];
selectedPals[1] = (u32)args[2];
selectedPals[1] <<= 16;
selectedPals[0] |= selectedPals[1];
selectedPals[1] = (u32)args[3];
selectedPals[1] <<= 24;
selectedPals[0] |= selectedPals[1];
args[0] = args[9];
color = args[8];
color <<= 8;
color |= args[7];
gPaletteFade.bufferTransferDisabled = FALSE;
BeginNormalPaletteFade(selectedPals[0], args[4], args[5], args[6], color);
UpdatePaletteFade();
game->nextCmd = CMD_WAIT_FADE;
return 0;
}
static u32 Cmd_WaitPaletteFade(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
if (UpdatePaletteFade())
return 0;
if(args[0] != 0)
game->cmdState++;
else
game->cmdState = 3;
return 0;
case 1:
Rfu_SetLinkStandbyCallback();
game->cmdState++;
return 0;
case 2:
if (IsLinkTaskFinished())
{
game->cmdState++;
return 0;
}
return 0;
case 3:
RunOrScheduleCommand(game->afterPalFadeCmd, SCHEDULE_CMD, NULL);
game->cmdState = 0;
return 0;
default:
game->cmdState++;
return 0;
}
}
static u32 Cmd_PrintMessage(struct BerryCrushGame *game, u8 *args)
{
u16 keys = args[3];
keys <<= 8;
keys |= args[2];
switch (game->cmdState)
{
case 0:
DrawDialogueFrame(0, 0);
if (args[1] & F_MSG_EXPAND)
{
StringExpandPlaceholders(gStringVar4, sMessages[args[0]]);
AddTextPrinterParameterized2(0, FONT_NORMAL, gStringVar4, game->textSpeed, 0, 2, 1, 3);
}
else
{
AddTextPrinterParameterized2(0, FONT_NORMAL, sMessages[args[0]], game->textSpeed, 0, 2, 1, 3);
}
CopyWindowToVram(0, COPYWIN_FULL);
break;
case 1:
if (!IsTextPrinterActive(0))
{
// If no wait keys are given, skip
// waiting state below
if (keys == 0)
game->cmdState++;
break;
}
return 0;
case 2:
if (!JOY_NEW(keys))
return 0;
break;
case 3:
if (args[1] & F_MSG_CLEAR)
ClearDialogWindowAndFrame(0, 1);
RunOrScheduleCommand(game->nextCmd, SCHEDULE_CMD, NULL);
game->cmdState = args[4];
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_ShowGameDisplay(struct BerryCrushGame *game, u8 *args)
{
if (ShowGameDisplay())
RunOrScheduleCommand(game->nextCmd, RUN_CMD, game->commandArgs);
return 0;
}
static u32 Cmd_HideGameDisplay(struct BerryCrushGame *game, u8 *args)
{
if (HideGameDisplay())
RunOrScheduleCommand(game->nextCmd, RUN_CMD, game->commandArgs);
return 0;
}
static u32 Cmd_SignalReadyToBegin(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
Rfu_SetLinkStandbyCallback();
break;
case 1:
if (IsLinkTaskFinished())
{
PlayNewMapMusic(MUS_RG_GAME_CORNER);
RunOrScheduleCommand(CMD_ASK_PICK_BERRY, SCHEDULE_CMD, NULL);
game->gameState = STATE_PICK_BERRY;
game->cmdState = 0;
}
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_AskPickBerry(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
default:
game->cmdState++;
break;
case 0:
ResetGame(game);
SetPrintMessageArgs(args, MSG_PICK_BERRY, F_MSG_CLEAR, 0, 1);
game->nextCmd = CMD_ASK_PICK_BERRY;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
break;
case 1:
game->nextCmd = CMD_PICK_BERRY;
RunOrScheduleCommand(CMD_HIDE_GAME, SCHEDULE_CMD, NULL);
game->cmdState = 2;
break;
}
return 0;
}
static u32 Cmd_GoToBerryPouch(struct BerryCrushGame *game, u8 *args)
{
game->cmdCallback = NULL;
SetMainCallback2(ChooseBerry);
return 0;
}
static u32 Cmd_WaitForOthersToPickBerries(struct BerryCrushGame *game, u8 *args)
{
u8 i;
switch (game->cmdState)
{
case 0:
SetPrintMessageArgs(args, MSG_WAIT_PICK, 0, 0, 1);
game->nextCmd = CMD_WAIT_BERRIES;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
return 0;
case 1:
Rfu_SetLinkStandbyCallback();
break;
case 2:
if (!IsLinkTaskFinished())
return 0;
// Send player's chosen berry to partners
memset(game->sendCmd, 0, sizeof(game->sendCmd));
game->sendCmd[0] = game->players[game->localId].berryId;
SendBlock(0, game->sendCmd, 2);
break;
case 3:
if (!IsLinkTaskFinished())
return 0;
game->cmdTimer = 0;
break;
case 4:
// Wait for partners responses
if (GetBlockReceivedStatus() != sReceivedPlayerBitmasks[game->playerCount - 2])
return 0;
// Read partners chosen berries
for (i = 0; i < game->playerCount; i++)
{
game->players[i].berryId = gBlockRecvBuffer[i][0];
if (game->players[i].berryId > LAST_BERRY_INDEX + 1)
game->players[i].berryId = 0;
game->targetAPresses += gBerryCrush_BerryData[game->players[i].berryId].difficulty;
game->powder += gBerryCrush_BerryData[game->players[i].berryId].powder;
}
game->cmdTimer = 0;
ResetBlockReceivedFlags();
game->targetDepth = MathUtil_Div32(Q_24_8(game->targetAPresses), Q_24_8(32));
break;
case 5:
ClearDialogWindowAndFrame(0, 1);
RunOrScheduleCommand(CMD_DROP_BERRIES, SCHEDULE_CMD, NULL);
game->gameState = STATE_DROP_BERRIES;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_DropBerriesIntoCrusher(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
CreateBerrySprites(game, &game->gfx);
Rfu_SetLinkStandbyCallback();
break;
case 1:
if (!IsLinkTaskFinished())
return 0;
game->gfx.counter = 0;
game->gfx.vibrationIdx = 0;
game->gfx.numVibrations = 0;
game->gfx.vibrating = FALSE;
break;
case 2:
game->gfx.berrySprites[game->gfx.counter]->callback = SpriteCB_DropBerryIntoCrusher;
game->gfx.berrySprites[game->gfx.counter]->affineAnimPaused = FALSE;
PlaySE(SE_BALL_THROW);
break;
case 3:
if (game->gfx.berrySprites[game->gfx.counter]->callback == SpriteCB_DropBerryIntoCrusher)
return 0;
game->gfx.berrySprites[game->gfx.counter] = NULL;
game->gfx.counter++;
Rfu_SetLinkStandbyCallback();
break;
case 4:
if (!IsLinkTaskFinished())
return 0;
if (game->gfx.counter < game->playerCount)
{
game->cmdState = 2;
return 0;
}
game->gfx.counter = 0;
break;
case 5:
BerryCrushFreeBerrySpriteGfx(game, &game->gfx);
Rfu_SetLinkStandbyCallback();
break;
case 6:
if (!IsLinkTaskFinished())
return 0;
PlaySE(SE_FALL);
RunOrScheduleCommand(CMD_DROP_LID, SCHEDULE_CMD, NULL);
game->gameState = STATE_DROP_LID;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_DropLid(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
game->depth += 4;
if (game->depth < 0)
return 0;
game->depth = 0;
game->gfx.vibrationIdx = 4;
game->gfx.counter = 0;
game->gfx.numVibrations = sIntroOutroVibrationData[game->gfx.vibrationIdx][0];
PlaySE(SE_M_STRENGTH);
break;
case 1:
game->vibration = sIntroOutroVibrationData[game->gfx.vibrationIdx][game->gfx.counter];
SetGpuReg(REG_OFFSET_BG0VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG2VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG3VOFS, -game->vibration);
game->gfx.counter++;
if (game->gfx.counter < game->gfx.numVibrations)
return 0;
if (game->gfx.vibrationIdx == 0)
break;
game->gfx.vibrationIdx--;
game->gfx.numVibrations = sIntroOutroVibrationData[game->gfx.vibrationIdx][0];
game->gfx.counter = 0;
return 0;
case 2:
game->vibration = 0;
SetGpuReg(REG_OFFSET_BG0VOFS, 0);
SetGpuReg(REG_OFFSET_BG2VOFS, 0);
SetGpuReg(REG_OFFSET_BG3VOFS, 0);
Rfu_SetLinkStandbyCallback();
break;
case 3:
if (!IsLinkTaskFinished())
return 0;
RunOrScheduleCommand(CMD_COUNTDOWN, SCHEDULE_CMD, NULL);
game->gameState = STATE_COUNTDOWN;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_Countdown(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 1:
if (!IsLinkTaskFinished())
return 0;
StartMinigameCountdown(TAG_COUNTDOWN, TAG_COUNTDOWN, 120, 80, 0);
break;
case 2:
if (IsMinigameCountdownRunning())
return 0;
// fallthrough
case 0:
Rfu_SetLinkStandbyCallback();
break;
case 3:
if (!IsLinkTaskFinished())
return 0;
game->gfx.counter = 0;
game->gfx.vibrationIdx = 0;
game->gfx.numVibrations = 0;
game->gfx.vibrating = FALSE;
game->cmdTimer = 0;
if (game->localId == 0)
RunOrScheduleCommand(CMD_PLAY_GAME_LEADER, SCHEDULE_CMD, NULL);
else
RunOrScheduleCommand(CMD_PLAY_GAME_MEMBER, SCHEDULE_CMD, NULL);
game->gameState = STATE_PLAYING;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
// Receive and process data from all players
// Only used by the link leader
static void HandlePartnerInput(struct BerryCrushGame *game)
{
u8 numPlayersPressed = 0;
u8 i = 0;
u16 timeDiff;
s32 temp = 0;
struct BerryCrushGame_LinkState *linkState;
for (i = 0; i < game->playerCount; i++)
{
linkState = (struct BerryCrushGame_LinkState *)gRecvCmds[i];
// Skip player if we have not received a packet from them
if ((linkState->rfuCmd & RFUCMD_MASK) != RFUCMD_SEND_PACKET)
continue;
if (linkState->sendFlag != SEND_GAME_STATE)
continue;
if (linkState->pushedAButton)
{
game->localState.playerPressedAFlags |= sBitTable[i];
game->players[i].inputState = INPUT_STATE_HIT;
game->players[i].numAPresses++;
numPlayersPressed++;
timeDiff = game->timer - game->players[i].inputTime;
// If the interval between inputs is regular, the input is considered "neat"
// This counts toward the player's neatness score
if (timeDiff >= game->players[i].timeSincePrevInput - 1
&& timeDiff <= game->players[i].timeSincePrevInput + 1)
{
// On neat input streak
game->players[i].neatInputStreak++;
game->players[i].timeSincePrevInput = timeDiff;
if (game->players[i].neatInputStreak > game->players[i].maxNeatInputStreak)
game->players[i].maxNeatInputStreak = game->players[i].neatInputStreak;
}
else
{
// End neat input streak
game->players[i].neatInputStreak = 0;
game->players[i].timeSincePrevInput = timeDiff;
}
game->players[i].inputTime = game->timer;
game->players[i].inputFlags++;
if (game->players[i].inputFlags > F_INPUT_HIT_B)
game->players[i].inputFlags = 0;
}
else
{
game->players[i].inputState = INPUT_STATE_NONE;
}
}
if (numPlayersPressed > 1)
{
// For each player that pressed A, flag their input as synchronous
// This is used to change their impact sprite to a big impact
for (i = 0; i < game->playerCount; i++)
{
if (game->players[i].inputState == INPUT_STATE_NONE)
continue;
game->players[i].inputState |= INPUT_STATE_HIT_SYNC;
game->players[i].numSyncedAPresses++;
}
}
if (numPlayersPressed == 0)
return;
game->bigSparkleCounter += numPlayersPressed;
numPlayersPressed += sSyncPressBonus[numPlayersPressed - 1];
game->sparkleCounter += numPlayersPressed;
game->totalAPresses += numPlayersPressed;
if (game->targetAPresses - game->totalAPresses > 0)
{
temp = (s32)game->totalAPresses;
temp = Q_24_8(temp);
temp = MathUtil_Div32(temp, game->targetDepth);
temp = Q_24_8_TO_INT(temp);
game->newDepth = (u8)temp;
return;
}
// Target number of A presses has been reached, game is complete
game->newDepth = 32;
game->localState.endGame = TRUE;
}
// Updates the crusher, input flags, and timer to send to group members
// Only used by the link leader
static void UpdateLeaderGameState(struct BerryCrushGame *game)
{
u8 numPlayersPressed = 0;
u16 flags = 0;
u16 temp = 0;
u8 i = 0;
for (i = 0; i < game->playerCount; i++)
{
if (game->players[i].inputState != INPUT_STATE_NONE)
{
numPlayersPressed++;
flags = game->players[i].inputFlags + F_INPUT_HIT_A;
if (game->players[i].inputState & INPUT_STATE_HIT_SYNC)
flags |= F_INPUT_HIT_SYNC;
flags <<= INPUT_FLAGS_PER_PLAYER * i;
game->localState.inputFlags |= flags;
}
}
temp = (u16)game->newDepth;
game->localState.depth = temp;
if (numPlayersPressed == 0)
{
if (game->gfx.vibrating)
game->gfx.counter++;
}
else if (game->gfx.vibrating)
{
if (numPlayersPressed != game->gfx.vibrationIdx)
{
game->gfx.vibrationIdx = numPlayersPressed - 1;
game->gfx.numVibrations = sVibrationData[numPlayersPressed - 1][0];
}
else
{
game->gfx.counter++;
}
}
else
{
game->gfx.counter = 0;
game->gfx.vibrationIdx = numPlayersPressed - 1;
game->gfx.numVibrations = sVibrationData[numPlayersPressed - 1][0];
game->gfx.vibrating = TRUE;
}
if (game->gfx.vibrating)
{
if (game->gfx.counter >= game->gfx.numVibrations)
{
game->gfx.counter = 0;
game->gfx.vibrationIdx = 0;
game->gfx.numVibrations = 0;
game->gfx.vibrating = FALSE;
temp = 0;
}
else
{
temp = sVibrationData[game->gfx.vibrationIdx][game->gfx.counter + 1];
}
game->localState.vibration = (u8)temp;
}
else
{
game->localState.vibration = 0;
}
game->localState.timer = game->leaderTimer;
}
// Checks for input and sends data to group members
static void HandlePlayerInput(struct BerryCrushGame *game)
{
if (JOY_NEW(A_BUTTON))
game->localState.pushedAButton = TRUE;
if (JOY_HELD(A_BUTTON))
{
if (game->players[game->localId].timePressingA < game->timer)
game->players[game->localId].timePressingA++;
}
// Only send data to other players if you are the leader or you pressed A
if (game->localId != 0 && !game->localState.pushedAButton)
return;
game->localState.sendFlag = SEND_GAME_STATE;
// Every 30 frames, check whether the sparkles produced should be big,
// depending on how many A presses there were in that time
if (game->timer % 30 == 0)
{
if (game->bigSparkleCounter > sBigSparkleThresholds[game->playerCount - 2])
{
game->numBigSparkles++;
game->bigSparkle = TRUE;
}
else
{
game->bigSparkle = FALSE;
}
game->bigSparkleCounter = 0;
game->numBigSparkleChecks++;
}
// Every 15 frames, update the amount of sparkles that should be produced,
// depending on how many A presses there were in that time (including the bonus)
if (game->timer % 15 == 0)
{
// BUG: The wrong field is used twice below
// As a result, only a sparkleAmount of 0, 1, or 4 is attainable
#ifdef BUGFIX
#define field sparkleAmount
#else
#define field sparkleCounter
#endif
if (game->sparkleCounter < sSparkleThresholds[game->playerCount - 2][0])
game->sparkleAmount = 0;
else if (game->sparkleCounter < sSparkleThresholds[game->playerCount - 2][1])
game->sparkleAmount = 1;
else if (game->sparkleCounter < sSparkleThresholds[game->playerCount - 2][2])
game->field = 2;
else if (game->sparkleCounter < sSparkleThresholds[game->playerCount - 2][3])
game->field = 3;
else
game->sparkleAmount = 4;
game->sparkleCounter = 0;
#undef field
}
else
{
game->cmdTimer++;
if (game->cmdTimer > 60)
{
if (game->cmdTimer > 70)
{
ClearRecvCommands();
game->cmdTimer = 0;
}
else if (game->localState.playerPressedAFlags == 0)
{
ClearRecvCommands();
game->cmdTimer = 0;
}
}
}
if (game->timer >= MAX_TIME)
game->localState.endGame = TRUE;
game->localState.bigSparkle = game->bigSparkle;
game->localState.sparkleAmount = game->sparkleAmount;
memcpy(game->sendCmd, &game->localState, sizeof(game->sendCmd));
Rfu_SendPacket(game->sendCmd);
}
static void RecvLinkData(struct BerryCrushGame *game)
{
u8 i = 0;
struct BerryCrushGame_LinkState *linkState = NULL;
for (i = 0; i < game->playerCount; i++)
game->players[i].inputState = INPUT_STATE_NONE;
if ((gRecvCmds[0][0] & RFUCMD_MASK) != RFUCMD_SEND_PACKET)
{
game->playedSound = FALSE;
return;
}
if (gRecvCmds[0][1] != 2)
{
game->playedSound = FALSE;
return;
}
memcpy(game->recvCmd, gRecvCmds[0], sizeof(game->recvCmd));
linkState = (struct BerryCrushGame_LinkState *)&game->recvCmd;
game->depth = linkState->depth;
game->vibration = (s16)linkState->vibration;
game->timer = linkState->timer;
UpdateInputEffects(game, &(game->gfx));
if (linkState->endGame)
game->endGame = TRUE;
}
static u32 Cmd_PlayGame_Leader(struct BerryCrushGame *game, u8 *args)
{
memset(&game->localState, 0, sizeof(game->localState));
memset(&game->recvCmd, 0, sizeof(game->recvCmd));
RecvLinkData(game);
SetGpuReg(REG_OFFSET_BG0VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG2VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG3VOFS, -game->vibration);
if (game->endGame)
{
if (game->timer >= MAX_TIME)
{
game->timer = MAX_TIME;
RunOrScheduleCommand(CMD_TIMES_UP, SCHEDULE_CMD, NULL);
}
else
{
RunOrScheduleCommand(CMD_FINISH_GAME, SCHEDULE_CMD, NULL);
}
game->cmdTimer = 0;
game->cmdState = 0;
return 0;
}
else
{
game->leaderTimer++;
HandlePartnerInput(game);
UpdateLeaderGameState(game);
HandlePlayerInput(game);
return 0;
}
}
static u32 Cmd_PlayGame_Member(struct BerryCrushGame *game, u8 *args)
{
memset(&game->localState, 0, sizeof(game->localState));
memset(&game->recvCmd, 0, sizeof(game->recvCmd));
RecvLinkData(game);
SetGpuReg(REG_OFFSET_BG0VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG2VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG3VOFS, -game->vibration);
if (game->endGame)
{
if (game->timer >= MAX_TIME)
{
game->timer = MAX_TIME;
RunOrScheduleCommand(CMD_TIMES_UP, SCHEDULE_CMD, NULL);
}
else
{
RunOrScheduleCommand(CMD_FINISH_GAME, SCHEDULE_CMD, NULL);
}
game->cmdTimer = 0;
game->cmdState = 0;
return 0;
}
else
{
HandlePlayerInput(game);
return 0;
}
}
// Game was 'won', crusher was pushed down fully before time was up
static u32 Cmd_FinishGame(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
game->gameState = STATE_FINISHED;
PlaySE(SE_M_STRENGTH);
BlendPalettes(PALETTES_ALL, 8, RGB(31, 31, 0));
game->gfx.counter = 2;
break;
case 1:
if (--game->gfx.counter != (u8)-1)
return 0;
BlendPalettes(PALETTES_ALL, 0, RGB(31, 31, 0));
game->gfx.vibrationIdx = 4;
game->gfx.counter = 0;
game->gfx.numVibrations = sIntroOutroVibrationData[game->gfx.vibrationIdx][0];
break;
case 2:
game->vibration = sIntroOutroVibrationData[game->gfx.vibrationIdx][game->gfx.counter];
SetGpuReg(REG_OFFSET_BG0VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG2VOFS, -game->vibration);
SetGpuReg(REG_OFFSET_BG3VOFS, -game->vibration);
if (++game->gfx.counter < game->gfx.numVibrations)
return 0;
if (game->gfx.vibrationIdx != 0)
{
game->gfx.vibrationIdx--;
game->gfx.numVibrations = sIntroOutroVibrationData[game->gfx.vibrationIdx][0];
game->gfx.counter = 0;
return 0;
}
break;
case 3:
game->vibration = 0;
SetGpuReg(REG_OFFSET_BG0VOFS, 0);
SetGpuReg(REG_OFFSET_BG2VOFS, 0);
SetGpuReg(REG_OFFSET_BG3VOFS, 0);
break;
case 4:
if (!AreEffectsFinished(game, &game->gfx))
return 0;
Rfu_SetLinkStandbyCallback();
game->cmdTimer = 0;
break;
case 5:
if (!IsLinkTaskFinished())
return 0;
RunOrScheduleCommand(CMD_CALC_RESULTS, SCHEDULE_CMD, NULL);
game->cmdTimer = 0;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_HandleTimeUp(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
game->gameState = STATE_TIMES_UP;
PlaySE(SE_FAILURE);
BlendPalettes(PALETTES_ALL, 8, RGB(31, 0, 0));
game->gfx.counter = 4;
break;
case 1:
if (--game->gfx.counter != (u8)-1)
return 0;
BlendPalettes(PALETTES_ALL, 0, RGB(31, 0, 0));
game->gfx.counter = 0;
break;
case 2:
if (!AreEffectsFinished(game, &game->gfx))
return 0;
Rfu_SetLinkStandbyCallback();
game->cmdTimer = 0;
SetGpuReg(REG_OFFSET_BG0VOFS, 0);
SetGpuReg(REG_OFFSET_BG2VOFS, 0);
SetGpuReg(REG_OFFSET_BG3VOFS, 0);
break;
case 3:
if (!IsLinkTaskFinished())
return 0;
ConvertIntToDecimalStringN(gStringVar1, game->powder, STR_CONV_MODE_LEFT_ALIGN, 6);
SetPrintMessageArgs(args, MSG_TIMES_UP, F_MSG_CLEAR, 0, 0);
game->nextCmd = CMD_SAVE;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
game->cmdTimer = 0;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_TabulateResults(struct BerryCrushGame *game, u8 *args)
{
u8 i, j, tempPlayerId;
s32 temp1, temp2;
u16 tempStat;
switch (game->cmdState)
{
case 0:
memset(game->sendCmd, 0, 2 * sizeof(u16));
if (game->players[game->localId].timePressingA > game->timer)
game->players[game->localId].timePressingA = game->timer;
game->sendCmd[0] = game->players[game->localId].timePressingA;
SendBlock(0, game->sendCmd, 2);
break;
case 1:
if (!IsLinkTaskFinished())
return 0;
game->cmdTimer = 0;
break;
case 2:
if (GetBlockReceivedStatus() != sReceivedPlayerBitmasks[game->playerCount - 2])
return 0;
for (i = 0; i < game->playerCount; i++)
game->players[i].timePressingA = gBlockRecvBuffer[i][0];
game->cmdTimer = 0;
game->sendCmd[0] = 0;
ResetBlockReceivedFlags();
// If player is not leader, skip the steps
// where the results are calculated and sent.
// Group members just read the results sent
// to them by the leader.
if (game->localId == 0)
game->cmdState = 3;
else
game->cmdState = 6;
return 0;
case 3:
memset(&game->results, 0, sizeof(game->results));
game->results.time = game->timer;
game->results.targetPressesPerSec = game->targetAPresses / (game->timer / 60);
// Calculate silkiness
// Silkiness is the percentage of times big sparkles were produced when possible,
// which itself depends on the number of A presses every 30 frames
temp1 = MathUtil_Mul32(Q_24_8(game->numBigSparkles), Q_24_8(50));
temp1 = MathUtil_Div32(temp1, Q_24_8(game->numBigSparkleChecks)) + Q_24_8(50);
temp1 = Q_24_8_TO_INT(temp1);
game->results.silkiness = temp1 & 0x7F;
// Calculate amount of powder
temp1 = Q_24_8(temp1);
temp1 = MathUtil_Div32(temp1, Q_24_8(100));
temp2 = Q_24_8(game->powder * game->playerCount);
temp2 = MathUtil_Mul32(temp2, temp1);
game->results.powder = Q_24_8_TO_INT(temp2);
// Choose random second results page
game->results.randomPageId = Random() % NUM_RANDOM_RESULTS_PAGES;
for (i = 0; i < game->playerCount; i++)
{
game->results.playerIdsRanked[RESULTS_PAGE_PRESSES][i] = i;
game->results.playerIdsRanked[RESULTS_PAGE_RANDOM][i] = i;
game->results.stats[RESULTS_PAGE_PRESSES][i] = game->players[i].numAPresses;
game->results.totalAPresses += game->results.stats[RESULTS_PAGE_PRESSES][i];
// Calculate value for random second results page
switch (game->results.randomPageId)
{
case RESULTS_PAGE_NEATNESS:
if (game->players[i].numAPresses != 0)
{
// Calculate percentage of inputs that were in largest "neat" streak
// "Neat" inputs are those done at a regular interval
temp1 = game->players[i].maxNeatInputStreak;
temp1 = Q_24_8(temp1);
temp1 = MathUtil_Mul32(temp1, Q_24_8(100));
temp2 = game->players[i].numAPresses;
temp2 = Q_24_8(temp2);
temp2 = MathUtil_Div32(temp1, temp2);
}
else
{
temp2 = 0;
}
break;
case RESULTS_PAGE_COOPERATIVE:
if (game->players[i].numAPresses != 0)
{
// Calculate percentage of inputs that were
// done at the same time as another player
temp1 = game->players[i].numSyncedAPresses;
temp1 = Q_24_8(temp1);
temp1 = MathUtil_Mul32(temp1, Q_24_8(100));
temp2 = game->players[i].numAPresses;
temp2 = Q_24_8(temp2);
temp2 = MathUtil_Div32(temp1, temp2);
}
else
{
temp2 = 0;
}
break;
case RESULTS_PAGE_POWER:
if (game->players[i].numAPresses == 0)
{
temp2 = 0;
}
else if (game->players[i].timePressingA >= game->timer)
{
// Spent 100% of the time pressing A
temp2 = Q_24_8(100);
}
else
{
// Calculate percentage of time the
// player spent pressing A
temp1 = game->players[i].timePressingA;
temp1 = Q_24_8(temp1);
temp1 = MathUtil_Mul32(temp1, Q_24_8(100));
temp2 = game->timer;
temp2 = Q_24_8(temp2);
temp2 = MathUtil_Div32(temp1, temp2);
}
break;
}
temp2 >>= 4;
game->results.stats[RESULTS_PAGE_RANDOM][i] = temp2;
}
break;
case 4:
for (i = 0; i < game->playerCount - 1; i++)
{
for (j = game->playerCount - 1; j > i; j--)
{
// Calculate player rankings for "Number of Presses" by sorting arrays
if (game->results.stats[RESULTS_PAGE_PRESSES][j - 1] < game->results.stats[RESULTS_PAGE_PRESSES][j])
{
SWAP(game->results.stats[RESULTS_PAGE_PRESSES][j],
game->results.stats[RESULTS_PAGE_PRESSES][j - 1],
tempStat);
SWAP(game->results.playerIdsRanked[RESULTS_PAGE_PRESSES][j],
game->results.playerIdsRanked[RESULTS_PAGE_PRESSES][j - 1],
tempPlayerId);
}
// Calculate player rankings for random second results page by sorting arrays
if (game->results.stats[RESULTS_PAGE_RANDOM][j - 1] < game->results.stats[RESULTS_PAGE_RANDOM][j])
{
SWAP(game->results.stats[RESULTS_PAGE_RANDOM][j],
game->results.stats[RESULTS_PAGE_RANDOM][j - 1],
tempStat);
SWAP(game->results.playerIdsRanked[RESULTS_PAGE_RANDOM][j],
game->results.playerIdsRanked[RESULTS_PAGE_RANDOM][j - 1],
tempPlayerId);
}
}
}
SendBlock(0, &game->results, sizeof(game->results));
break;
case 5:
if (!IsLinkTaskFinished())
return 0;
game->cmdTimer = 0;
break;
case 6:
if (GetBlockReceivedStatus() != 1)
return 0;
// Receive results calculated by leader
memset(&game->results, 0, sizeof(game->results));
memcpy(&game->results, gBlockRecvBuffer, sizeof(game->results));
ResetBlockReceivedFlags();
game->cmdTimer = 0;
break;
case 7:
SaveResults();
RunOrScheduleCommand(CMD_SHOW_RESULTS, SCHEDULE_CMD, NULL);
game->gameState = STATE_RESULTS_PRESSES;
game->cmdState = 0;
game->newDepth = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_ShowResults(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
if (!OpenResultsWindow(game, &game->gfx))
return 0;
break;
case 1:
CopyBgTilemapBufferToVram(0);
game->gfx.counter = 30;
break;
case 2:
if (game->gfx.counter != 0)
{
game->gfx.counter--;
return 0;
}
if (!(JOY_NEW(A_BUTTON)))
return 0;
PlaySE(SE_SELECT);
CloseResultsWindow(game);
break;
case 3:
// Progress through each page of the results
if (game->gameState < RESULTS_STATE_END)
{
game->gameState++;
game->cmdState = 0;
return 0;
}
break;
case 4:
// Print message showing how much powder was created
ConvertIntToDecimalStringN(gStringVar1, game->powder, STR_CONV_MODE_LEFT_ALIGN, 6);
ConvertIntToDecimalStringN(gStringVar2, GetBerryPowder(), STR_CONV_MODE_LEFT_ALIGN, 6);
SetPrintMessageArgs(args, MSG_POWDER, F_MSG_CLEAR | F_MSG_EXPAND, 0, 0);
game->nextCmd = CMD_SAVE;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_SaveGame(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
if (game->timer >= MAX_TIME)
HideTimer(&game->gfx);
SetPrintMessageArgs(args, MSG_COMM_STANDBY, 0, 0, 1);
game->nextCmd = CMD_SAVE;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
game->cmdState = 0; // State is progressed by CMD_PRINT_MSG
return 0;
case 1:
Rfu_SetLinkStandbyCallback();
break;
case 2:
if (!IsLinkTaskFinished())
return 0;
DrawDialogueFrame(0, 0);
AddTextPrinterParameterized2(0, FONT_NORMAL, gText_SavingDontTurnOffPower, 0, 0, 2, 1, 3);
CopyWindowToVram(0, COPYWIN_FULL);
CreateTask(Task_LinkFullSave, 0);
break;
case 3:
if (FuncIsActiveTask(Task_LinkFullSave))
return 0;
break;
case 4:
RunOrScheduleCommand(CMD_ASK_PLAY_AGAIN, SCHEDULE_CMD, NULL);
game->gameState = STATE_PLAY_AGAIN;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_AskPlayAgain(struct BerryCrushGame *game, u8 *args)
{
s8 input = 0;
switch (game->cmdState)
{
case 0:
SetPrintMessageArgs(args, MSG_PLAY_AGAIN, 0, 0, 1);
game->nextCmd = CMD_ASK_PLAY_AGAIN;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
game->cmdState = 0; // State is progressed by CMD_PRINT_MSG
return 0;
case 1:
DisplayYesNoMenuDefaultYes();
break;
case 2:
input = Menu_ProcessInputNoWrapClearOnChoose();
if (input != -2)
{
memset(game->sendCmd, 0, sizeof(game->sendCmd));
if (input == 0)
{
// Selected Yes
if (HasAtLeastOneBerry())
game->playAgainState = PLAY_AGAIN_YES;
else
game->playAgainState = PLAY_AGAIN_NO_BERRIES;
}
else
{
// Selected No
game->playAgainState = PLAY_AGAIN_NO;
}
// Close Yes/No and start communication
ClearDialogWindowAndFrame(0, 1);
SetPrintMessageArgs(args, MSG_COMM_STANDBY, 0, 0, 0);
game->nextCmd = CMD_COMM_PLAY_AGAIN;
RunOrScheduleCommand(CMD_PRINT_MSG, SCHEDULE_CMD, NULL);
game->cmdState = 0;
}
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_CommunicatePlayAgainResponses(struct BerryCrushGame *game, u8 *args)
{
u8 i = 0;
switch (game->cmdState)
{
case 0:
Rfu_SetLinkStandbyCallback();
break;
case 1:
if (!IsLinkTaskFinished())
return 0;
// Send player's Yes/No response to partners
game->sendCmd[0] = game->playAgainState;
game->recvCmd[0] = 0;
SendBlock(0, game->sendCmd, sizeof(u16));
break;
case 2:
if (!IsLinkTaskFinished())
return 0;
game->cmdTimer = 0;
break;
case 3:
// Wait for partners responses
if (GetBlockReceivedStatus() != sReceivedPlayerBitmasks[game->playerCount - 2])
return 0;
// Read partners responses
for (i = 0; i < game->playerCount; i++)
game->recvCmd[0] += gBlockRecvBuffer[i][0];
if (game->recvCmd[0] != PLAY_AGAIN_YES)
RunOrScheduleCommand(CMD_PLAY_AGAIN_NO, SCHEDULE_CMD, NULL);
else
RunOrScheduleCommand(CMD_PLAY_AGAIN_YES, SCHEDULE_CMD, NULL);
ResetBlockReceivedFlags();
game->sendCmd[0] = 0;
game->recvCmd[0] = 0;
game->cmdTimer = 0;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_PlayAgain(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
BeginNormalPaletteFade(PALETTES_ALL, 1, 0, 16, RGB_BLACK);
UpdatePaletteFade();
break;
case 1:
if (UpdatePaletteFade())
return 0;
break;
case 2:
ClearDialogWindowAndFrame(0, 1);
ResetCrusherPos(game);
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB_BLACK);
UpdatePaletteFade();
break;
case 3:
if (UpdatePaletteFade())
return 0;
RunOrScheduleCommand(CMD_ASK_PICK_BERRY, SCHEDULE_CMD, NULL);
game->gameState = STATE_PICK_BERRY;
game->cmdState = 0;
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_StopGame(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
DrawDialogueFrame(0, 0);
if (game->playAgainState == PLAY_AGAIN_NO_BERRIES)
AddTextPrinterParameterized2(0, FONT_NORMAL, sMessages[MSG_NO_BERRIES], game->textSpeed, 0, 2, 1, 3);
else
AddTextPrinterParameterized2(0, FONT_NORMAL, sMessages[MSG_DROPPED], game->textSpeed, 0, 2, 1, 3);
CopyWindowToVram(0, COPYWIN_FULL);
break;
case 1:
if (IsTextPrinterActive(0))
return 0;
game->gfx.counter = 120;
break;
case 2:
if (game->gfx.counter != 0)
game->gfx.counter--;
else
{
RunOrScheduleCommand(CMD_CLOSE_LINK, SCHEDULE_CMD, NULL);
game->cmdState = 0;
}
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_CloseLink(struct BerryCrushGame *game, u8 *args)
{
switch (game->cmdState)
{
case 0:
Rfu_SetLinkStandbyCallback();
break;
case 1:
if (!IsLinkTaskFinished())
return 0;
SetCloseLinkCallback();
break;
case 2:
if (gReceivedRemoteLinkPlayers != 0)
return 0;
game->nextCmd = CMD_QUIT;
RunOrScheduleCommand(CMD_HIDE_GAME, SCHEDULE_CMD, NULL);
game->cmdState = 2; // ???
return 0;
}
game->cmdState++;
return 0;
}
static u32 Cmd_Quit(struct BerryCrushGame *game, u8 *args)
{
QuitBerryCrush(NULL);
return 0;
}
static void ResetGame(struct BerryCrushGame *game)
{
u8 i = 0;
IncrementGameStat(GAME_STAT_PLAYED_BERRY_CRUSH);
game->unused = 0;
game->cmdTimer = 0;
game->gameState = STATE_RESET;
game->playAgainState = 0;
game->powder = 0;
game->targetAPresses = 0;
game->totalAPresses = 0;
game->targetDepth = 0;
game->newDepth = 0;
game->noRoomForPowder = FALSE;
game->newRecord = FALSE;
game->playedSound = FALSE;
game->endGame = FALSE;
game->bigSparkle = FALSE;
game->sparkleAmount = 0;
game->leaderTimer = 0;
game->timer = 0;
game->bigSparkleCounter = 0;
game->numBigSparkleChecks = -1;
game->numBigSparkles = 0;
game->sparkleCounter = 0;
for (i = 0; i < MAX_RFU_PLAYERS; i++)
{
game->players[i].berryId = -1;
game->players[i].inputTime = 0;
game->players[i].neatInputStreak = 0;
game->players[i].timeSincePrevInput = 1;
game->players[i].maxNeatInputStreak = 0;
game->players[i].numAPresses = 0;
game->players[i].numSyncedAPresses = 0;
game->players[i].timePressingA = 0;
game->players[i].inputFlags = 0;
game->players[i].inputState = INPUT_STATE_NONE;
}
}
static void SetPaletteFadeArgs(u8 *args, bool8 communicateAfter, u32 selectedPals, s8 delay, u8 startY, u8 targetY, u16 palette)
{
args[0] = ((u8 *)&selectedPals)[0];
args[1] = ((u8 *)&selectedPals)[1];
args[2] = ((u8 *)&selectedPals)[2];
args[3] = ((u8 *)&selectedPals)[3];
args[4] = delay;
args[5] = startY;
args[6] = targetY;
args[7] = ((u8 *)&palette)[0];
args[8] = ((u8 *)&palette)[1];
args[9] = communicateAfter;
}
static void SetPrintMessageArgs(u8 *args, u8 msgId, u8 flags, u16 waitKeys, u8 followupState)
{
args[0] = msgId;
args[1] = flags;
args[2] = ((u8 *)&waitKeys)[0];
args[3] = ((u8 *)&waitKeys)[1];
args[4] = followupState;
}