Label slot machine ids, fix GetPriceReduction

This commit is contained in:
GriffinR
2021-11-16 13:55:02 -05:00
parent 63c5905914
commit 5d9c31a610
12 changed files with 151 additions and 61 deletions
+86 -34
View File
@@ -557,10 +557,10 @@ static struct SpriteFrameImage *sImageTables_DigitalDisplay[NUM_DIG_DISPLAY_SPRI
// Const rom data.
static const struct DigitalDisplaySprite *const sDigitalDisplayScenes[];
static const u16 sUnkPalette[];
static const u8 sLuckyRoundProbabilities[][3];
static const u8 sLuckyRoundProbabilities[NUM_SLOT_MACHINE_IDS][MAX_BET];
static const u8 sBiasTags[];
static const u16 sLuckyFlagSettings_Top3[];
static const u16 sLuckyFlagSettings_NotTop3[];
static const u16 sLuckyFlagSettings_Top3[3];
static const u16 sLuckyFlagSettings_NotTop3[5];
static const s16 sDigitalDisplay_SpriteCoords[][2];
static const SpriteCallback sDigitalDisplay_SpriteCallbacks[];
static const struct SpriteTemplate *const sSpriteTemplates_DigitalDisplay[NUM_DIG_DISPLAY_SPRITES];
@@ -582,8 +582,8 @@ static const struct SpriteSheet sSlotMachineSpriteSheets[22];
static const struct SpritePalette sSlotMachineSpritePalettes[];
static const u16 *const sDigitalDisplay_Pal;
static const s16 sInitialReelPositions[NUM_REELS][2];
static const u8 sLuckyFlagProbabilities_Top3[][6];
static const u8 sLuckyFlagProbabilities_NotTop3[][6];
static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS];
static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS];
static const u8 sReeltimeProbabilities_UnluckyGame[][17];
static const u8 sReelTimeProbabilities_LuckyGame[][17];
static const u8 sSymToMatch[];
@@ -1651,22 +1651,18 @@ static void DrawLuckyFlags(void)
if (IsThisRoundLucky())
{
attempts = AttemptsAtLuckyFlags_Top3();
if (attempts != 3) // if you found a lucky number
if (attempts != ARRAY_COUNT(sLuckyFlagSettings_Top3)) // if you found a lucky number
{
// attempts == 1: reelTime flag set
sSlotMachine->luckyFlags |= sLuckyFlagSettings_Top3[attempts];
if (attempts != 1)
{
return;
}
}
}
// if it's not a lucky round or you got reel time, roll for the lower lucky flags
attempts = AttemptsAtLuckyFlags_NotTop3();
if (attempts != 5) // if you found a lucky number
{
if (attempts != ARRAY_COUNT(sLuckyFlagSettings_NotTop3)) // if you found a lucky number
sSlotMachine->luckyFlags |= sLuckyFlagSettings_NotTop3[attempts];
}
}
}
}
@@ -1704,7 +1700,7 @@ static u8 AttemptsAtLuckyFlags_Top3(void)
{
s16 count;
for (count = 0; count < 3; count++)
for (count = 0; count < (int)ARRAY_COUNT(sLuckyFlagSettings_Top3); count++)
{
s16 rval = Random() & 0xff;
s16 value = sLuckyFlagProbabilities_Top3[count][sSlotMachine->machineId];
@@ -1718,7 +1714,7 @@ static u8 AttemptsAtLuckyFlags_NotTop3(void)
{
s16 count;
for (count = 0; count < 5; count++)
for (count = 0; count < (int)ARRAY_COUNT(sLuckyFlagSettings_NotTop3); count++)
{
s16 rval = Random() & 0xff; // random byte
s16 value = sLuckyFlagProbabilities_NotTop3[count][sSlotMachine->machineId];
@@ -4807,27 +4803,83 @@ static const s16 sInitialReelPositions[NUM_REELS][2] = {
[RIGHT_REEL] = {0, 2}
};
static const u8 sLuckyRoundProbabilities[][3] = {
{1, 1, 12},
{1, 1, 14},
{2, 2, 14},
{2, 2, 14},
{2, 3, 16},
{3, 3, 16}
static const u8 sLuckyRoundProbabilities[NUM_SLOT_MACHINE_IDS][MAX_BET] = {
[SLOT_MACHINE_UNLUCKIEST] = {1, 1, 12},
[SLOT_MACHINE_UNLUCKIER] = {1, 1, 14},
[SLOT_MACHINE_UNLUCKY] = {2, 2, 14},
[SLOT_MACHINE_LUCKY] = {2, 2, 14},
[SLOT_MACHINE_LUCKIER] = {2, 3, 16},
[SLOT_MACHINE_LUCKIEST] = {3, 3, 16}
};
static const u8 sLuckyFlagProbabilities_Top3[][6] = {
{25, 25, 30, 40, 40, 50},
{25, 25, 30, 30, 35, 35},
{25, 25, 30, 25, 25, 30}
static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS] = {
{ // Probabilities for LUCKY_BIAS_777
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
[SLOT_MACHINE_LUCKY] = 40,
[SLOT_MACHINE_LUCKIER] = 40,
[SLOT_MACHINE_LUCKIEST] = 50
},
{ // Probabilities for LUCKY_BIAS_REELTIME
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
[SLOT_MACHINE_LUCKY] = 30,
[SLOT_MACHINE_LUCKIER] = 35,
[SLOT_MACHINE_LUCKIEST] = 35
},
{ // Probabilities for LUCKY_BIAS_MIXED_777
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
[SLOT_MACHINE_LUCKY] = 25,
[SLOT_MACHINE_LUCKIER] = 25,
[SLOT_MACHINE_LUCKIEST] = 30
}
};
static const u8 sLuckyFlagProbabilities_NotTop3[][6] = {
{20, 25, 25, 20, 25, 25},
{12, 15, 15, 18, 19, 22},
{25, 25, 25, 30, 30, 40},
{25, 25, 20, 20, 15, 15},
{40, 40, 35, 35, 40, 40}
static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
{ // Probabilities for LUCKY_BIAS_POWER
[SLOT_MACHINE_UNLUCKIEST] = 20,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 25,
[SLOT_MACHINE_LUCKY] = 20,
[SLOT_MACHINE_LUCKIER] = 25,
[SLOT_MACHINE_LUCKIEST] = 25
},
{ // Probabilities for LUCKY_BIAS_AZURILL
[SLOT_MACHINE_UNLUCKIEST] = 12,
[SLOT_MACHINE_UNLUCKIER] = 15,
[SLOT_MACHINE_UNLUCKY] = 15,
[SLOT_MACHINE_LUCKY] = 18,
[SLOT_MACHINE_LUCKIER] = 19,
[SLOT_MACHINE_LUCKIEST] = 22
},
{ // Probabilities for LUCKY_BIAS_LOTAD
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 25,
[SLOT_MACHINE_LUCKY] = 30,
[SLOT_MACHINE_LUCKIER] = 30,
[SLOT_MACHINE_LUCKIEST] = 40
},
{ // Probabilities for LUCKY_BIAS_CHERRY
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 20,
[SLOT_MACHINE_LUCKY] = 20,
[SLOT_MACHINE_LUCKIER] = 15,
[SLOT_MACHINE_LUCKIEST] = 15
},
{ // Probabilities for LUCKY_BIAS_REPLAY
[SLOT_MACHINE_UNLUCKIEST] = 40,
[SLOT_MACHINE_UNLUCKIER] = 40,
[SLOT_MACHINE_UNLUCKY] = 35,
[SLOT_MACHINE_LUCKY] = 35,
[SLOT_MACHINE_LUCKIER] = 40,
[SLOT_MACHINE_LUCKIEST] = 40
}
};
static const u8 sReeltimeProbabilities_UnluckyGame[][17] = {
@@ -5708,7 +5760,7 @@ static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Insert =
static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Stop =
{
.tileTag = 18,
.tileTag = GFXTAG_STOP,
.paletteTag = PALTAG_DIG_DISPLAY,
.oam = &sOam_8x8,
.anims = sAnims_SingleFrame,
@@ -5741,7 +5793,7 @@ static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Lose =
static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Bonus =
{
.tileTag = 19,
.tileTag = GFXTAG_BONUS,
.paletteTag = PALTAG_DIG_DISPLAY,
.oam = &sOam_8x8,
.anims = sAnims_SingleFrame,
@@ -5752,7 +5804,7 @@ static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Bonus =
static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Big =
{
.tileTag = 20,
.tileTag = GFXTAG_BIG,
.paletteTag = PALTAG_DIG_DISPLAY,
.oam = &sOam_8x8,
.anims = sAnims_SingleFrame,
@@ -5763,7 +5815,7 @@ static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Big =
static const struct SpriteTemplate sSpriteTemplate_DigitalDisplay_Reg =
{
.tileTag = 21,
.tileTag = GFXTAG_REG,
.paletteTag = PALTAG_DIG_DISPLAY,
.oam = &sOam_8x8,
.anims = sAnims_SingleFrame,