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authorGriffinR <griffin.g.richards@gmail.com>2022-02-20 17:59:14 -0500
committerGitHub <noreply@github.com>2022-02-20 17:59:14 -0500
commiteca5233abe83a074ce97f9e47b30eb0c0f430a9e (patch)
tree8a69cc5ff827303bcd50243ecf6f337dc5b652b2
parent8c64ba335cfa442efd377b024326909c8d5f76d0 (diff)
parent08bf2587ce99a6731c60fe77fddb53fe748db193 (diff)
Merge pull request #1633 from abaresk/slot-cleanup
Clean up and document Slot Machines more
-rw-r--r--src/scrcmd.c4
-rw-r--r--src/slot_machine.c2739
2 files changed, 1644 insertions, 1099 deletions
diff --git a/src/scrcmd.c b/src/scrcmd.c
index 44bd14c28..418bf5877 100644
--- a/src/scrcmd.c
+++ b/src/scrcmd.c
@@ -1916,9 +1916,9 @@ bool8 ScrCmd_pokemartdecoration2(struct ScriptContext *ctx)
bool8 ScrCmd_playslotmachine(struct ScriptContext *ctx)
{
- u8 slotMachineIndex = VarGet(ScriptReadHalfword(ctx));
+ u8 machineId = VarGet(ScriptReadHalfword(ctx));
- PlaySlotMachine(slotMachineIndex, CB2_ReturnToFieldContinueScriptPlayMapMusic);
+ PlaySlotMachine(machineId, CB2_ReturnToFieldContinueScriptPlayMapMusic);
ScriptContext1_Stop();
return TRUE;
}
diff --git a/src/slot_machine.c b/src/slot_machine.c
index c58de415b..1dfa026e5 100644
--- a/src/slot_machine.c
+++ b/src/slot_machine.c
@@ -31,20 +31,60 @@
#define SLOTMACHINE_GFX_TILES 233
#define MAX_BET 3
-#define SYMBOLS_PER_REEL 21
-#define REEL_SYMBOL_HEIGHT 24
-
-// Lucky Flags
-#define LUCKY_BIAS_REPLAY (1 << 0)
-#define LUCKY_BIAS_CHERRY (1 << 1)
-#define LUCKY_BIAS_LOTAD (1 << 2)
-#define LUCKY_BIAS_AZURILL (1 << 3)
-#define LUCKY_BIAS_POWER (1 << 4)
-#define LUCKY_BIAS_REELTIME (1 << 5)
-#define LUCKY_BIAS_MIXED_777 (1 << 6)
-#define LUCKY_BIAS_777 (1 << 7)
+#define SYMBOLS_PER_REEL 21
+#define REEL_SYMBOL_HEIGHT 24
+#define REEL_HEIGHT (SYMBOLS_PER_REEL * REEL_SYMBOL_HEIGHT)
+
+#define REELTIME_SYMBOLS 6
+#define REELTIME_SYMBOL_HEIGHT 20
+#define REELTIME_REEL_HEIGHT (REELTIME_SYMBOLS * REELTIME_SYMBOL_HEIGHT)
+
+// There are three categories of biases: 7's, ReelTime, Regular
+// - 7's: BIAS_STRAIGHT_7, BIAS_MIXED_7
+// - ReelTime: BIAS_REELTIME
+// - Regular: everything else
+//
+// The 7's and ReelTime biases can be grouped together as 'Special' biases.
+//
+// There can be at most two biases at a time. If there are two, one bias will be
+// ReelTime and the other will be one of the Regular biases.
+//
+// A new bias is drawn every round, except during ReelTime. Bias towards 7's
+// persists across rounds until you match 7's. All other biases are reset after
+// the round.
+#define BIAS_REPLAY (1 << 0)
+#define BIAS_CHERRY (1 << 1)
+#define BIAS_LOTAD (1 << 2)
+#define BIAS_AZURILL (1 << 3)
+#define BIAS_POWER (1 << 4)
+#define BIAS_REELTIME (1 << 5)
+#define BIAS_MIXED_7 (1 << 6)
+#define BIAS_STRAIGHT_7 (1 << 7)
+
+#define BIAS_7 (BIAS_STRAIGHT_7 | BIAS_MIXED_7)
+#define BIAS_SPECIAL (BIAS_7 | BIAS_REELTIME)
+#define BIAS_REGULAR (BIAS_REPLAY | BIAS_CHERRY | BIAS_LOATAD | BIAS_AZURILL | BIAS_POWER)
+
+// The slot machine will try to manipulate the outcome by adding up to 4 extra
+// turns to the reel after you press stop.
+//
+// The only exception is when it is stopping the third reel and it has decided
+// you will lose. In this case, it adds as many turns as necessary to prevent a
+// match.
+#define MAX_EXTRA_TURNS 4
enum {
+ SYMBOL_7_RED,
+ SYMBOL_7_BLUE,
+ SYMBOL_AZURILL,
+ SYMBOL_LOTAD,
+ SYMBOL_CHERRY,
+ SYMBOL_POWER,
+ SYMBOL_REPLAY,
+};
+
+enum
+{
GFXTAG_7_RED,
GFXTAG_7_BLUE,
GFXTAG_AZURILL,
@@ -72,6 +112,10 @@ enum {
#define GFXTAG_SYMBOLS_START (GFXTAG_7_RED)
#define GFXTAG_NUMBERS_START (GFXTAG_NUM_0)
+#define REEL_NORMAL_SPEED 8
+#define REEL_HALF_SPEED 4
+#define REEL_QUARTER_SPEED 2
+
enum {
PALTAG_REEL,
PALTAG_REEL_TIME_PIKACHU,
@@ -84,16 +128,16 @@ enum {
};
enum {
- MATCHED_1CHERRY,
- MATCHED_2CHERRY,
- MATCHED_REPLAY,
- MATCHED_LOTAD,
- MATCHED_AZURILL,
- MATCHED_POWER,
- MATCHED_777_MIXED,
- MATCHED_777_RED,
- MATCHED_777_BLUE,
- MATCHED_NONE,
+ MATCH_CHERRY, // Cherry in center of first reel
+ MATCH_TOPBOT_CHERRY, // Cherry in top/bottom of first reel
+ MATCH_REPLAY,
+ MATCH_LOTAD,
+ MATCH_AZURILL,
+ MATCH_POWER,
+ MATCH_MIXED_7, // First two 7's are same color; last is other color
+ MATCH_RED_7,
+ MATCH_BLUE_7,
+ MATCH_NONE,
};
enum {
@@ -113,43 +157,78 @@ enum {
};
enum {
- SLOT_ACTION_UNFADE,
- SLOT_ACTION_WAIT_FADE,
- SLOT_ACTION_READY_NEW_SPIN,
- SLOT_ACTION_READY_NEW_RT_SPIN,
- SLOT_ACTION_ASK_INSERT_BET,
- SLOT_ACTION_BET_INPUT,
- SLOT_ACTION_MSG_NEED_3_COINS,
- SLOT_ACTION_WAIT_MSG_NEED_3_COINS,
- SLOT_ACTION_WAIT_INFO_BOX,
- SLOT_ACTION_START_SPIN,
- SLOT_ACTION_START_RT_SPIN,
- SLOT_ACTION_SET_LUCKY_SPINS,
- SLOT_ACTION_AWAIT_REEL_STOP,
- SLOT_ACTION_AWAIT_ALL_REELS_STOP,
- SLOT_ACTION_CHECK_MATCHES,
- SLOT_ACTION_WAIT_PAYOUT,
- SLOT_ACTION_END_PAYOUT,
- SLOT_ACTION_MATCHED_POWER,
- SLOT_ACTION_WAIT_RT_ANIM,
- SLOT_ACTION_RESET_BET_TILES,
- SLOT_ACTION_NO_MATCHES,
- SLOT_ACTION_ASK_QUIT,
- SLOT_ACTION_HANDLE_QUIT_INPUT,
- SLOT_ACTION_MSG_MAX_COINS,
- SLOT_ACTION_WAIT_MSG_MAX_COINS,
- SLOT_ACTION_MSG_NO_MORE_COINS,
- SLOT_ACTION_WAIT_MSG_NO_MORE_COINS,
- SLOT_ACTION_END,
- SLOT_ACTION_FREE,
+ SLOTTASK_UNFADE,
+ SLOTTASK_WAIT_FADE,
+ SLOTTASK_READY_NEW_SPIN,
+ SLOTTASK_READY_NEW_RT_SPIN,
+ SLOTTASK_ASK_INSERT_BET,
+ SLOTTASK_BET_INPUT,
+ SLOTTASK_MSG_NEED_3_COINS,
+ SLOTTASK_WAIT_MSG_NEED_3_COINS,
+ SLOTTASK_WAIT_INFO_BOX,
+ SLOTTASK_START_SPIN,
+ SLOTTASK_START_RT_SPIN,
+ SLOTTASK_RESET_BIAS_FAILURE,
+ SLOTTASK_WAIT_REEL_STOP,
+ SLOTTASK_WAIT_ALL_REELS_STOP,
+ SLOTTASK_CHECK_MATCHES,
+ SLOTTASK_WAIT_PAYOUT,
+ SLOTTASK_END_PAYOUT,
+ SLOTTASK_MATCHED_POWER,
+ SLOTTASK_WAIT_RT_ANIM,
+ SLOTTASK_RESET_BET_TILES,
+ SLOTTASK_NO_MATCHES,
+ SLOTTASK_ASK_QUIT,
+ SLOTTASK_HANDLE_QUIT_INPUT,
+ SLOTTASK_MSG_MAX_COINS,
+ SLOTTASK_WAIT_MSG_MAX_COINS,
+ SLOTTASK_MSG_NO_MORE_COINS,
+ SLOTTASK_WAIT_MSG_NO_MORE_COINS,
+ SLOTTASK_END,
+ SLOTTASK_FREE,
+};
+enum
+{
+ PAYOUT_TASK_INIT,
+ PAYOUT_TASK_GIVE_PAYOUT,
+ PAYOUT_TASK_FREE,
};
enum {
- REEL_ACTION_STILL,
- REEL_ACTION_SPIN,
- REEL_ACTION_STOP,
- REEL_ACTION_STOP_MOVE,
- REEL_ACTION_STOP_SHAKE,
+ REEL_TASK_STILL,
+ REEL_TASK_SPIN,
+ REEL_TASK_DECIDE_STOP,
+ REEL_TASK_STOP_MOVE,
+ REEL_TASK_STOP_SHAKE,
+};
+
+enum {
+ PIKABOLT_TASK_IDLE,
+ PIKABOLT_TASK_ADD_BOLT,
+ PIKABOLT_TASK_WAIT_ANIM,
+ PIKABOLT_TASK_CLEAR_ALL,
+};
+
+enum {
+ RT_TASK_INIT,
+ RT_TASK_WINDOW_ENTER,
+ RT_TASK_WAIT_START_PIKA,
+ RT_TASK_PIKA_SPEEDUP1,
+ RT_TASK_PIKA_SPEEDUP2,
+ RT_TASK_WAIT_REEL,
+ RT_TASK_CHECK_EXPLODE,
+ RT_TASK_LAND,
+ RT_TASK_PIKA_REACT,
+ RT_TASK_WAIT_CLEAR_POWER,
+ RT_TASK_CLOSE_WINDOW_SUCCESS,
+ RT_TASK_DESTROY_SPRITES,
+ RT_TASK_SET_REEL_SPEED,
+ RT_TASK_END_SUCCESS,
+ RT_TASK_EXPLODE,
+ RT_TASK_WAIT_EXPLODE,
+ RT_TASK_WAIT_SMOKE,
+ RT_TASK_CLOSE_WINDOW_FAILURE,
+ RT_TASK_END_FAILURE,
};
#define DIG_SPRITE_DUMMY {255, 0, 0}
@@ -235,29 +314,74 @@ enum {
DIG_DISPLAY_BONUS_BIG
};
+
+// How ReelTime works
+// ==================
+// Entering ReelTime:
+// - If the bias you draw at the start of the round is BIAS_REELTIME, the
+// ReelTime lottery begins.
+// - At the start of the lottery, the game selects how many ReelTime spins you
+// will get, based on how many Power bolts you've collected and whether it
+// is a lucky game.
+// - The lottery machine rolls until it lands on the selected number. If it
+// selected 0 spins, the lottery machine will mostly likely explode before
+// landing on 0.
+// - If you win:
+// - You receive the selected number of ReelTime spins
+// - You lose all the Power bolts you've collected thus far
+// - The lottery window closes and ReelTime officially begins
+//
+// During ReelTime:
+// - You still have to pay coins for bets.
+// - The slot reels may spin slower than usual in ReelTime. The machine draws a
+// reel speed at the beginning of each ReelTime spin. The more coins you've
+// lost to the machine, and the more consecutive ReelTime spins you've done,
+// the higher your chances of getting a slower reel speed.
+// - In ReelTime, the reel stops exactly on your input. That is, it won't add
+// extra turns to manipulate the outcome.
+// - ReelTime ends early if you win red 7's or blue 7's.
+
+
+// SlotMachine field explanations:
+//
+// luckyGame:
+// Determined at random when you start playing. Some events modify this:
+// - Blue 7 match: game becomes lucky
+// - Red 7 match: game becomes normal
+//
+// Effectively, a lucky game inreases the odds of getting more ReelTime spins.
+// If the game is lucky, you have a slightly higher chance of matching Power
+// bolts (at the expense of Replays). This helps you fill your Power bolt
+// gauge faster.
+//
+// During ReelTime, the more Power bolts you have, the greater your chances
+// of drawing more ReelTime spins. In a lucky game, you have greater odds of
+// drawing high yields (3+ RT spins). You also have greater odds of drawing 0
+// RT spins. But drawing 0 lets you keep all your Power bolts, allowing you to
+// fill your gauge further.
struct SlotMachine
{
/*0x00*/ u8 state;
/*0x01*/ u8 machineId;
- /*0x02*/ u8 pikaPower;
- /*0x03*/ u8 luckyGame;
- /*0x04*/ u8 luckyFlags;
+ /*0x02*/ u8 pikaPowerBolts;
+ /*0x03*/ bool8 luckyGame;
+ /*0x04*/ u8 machineBias;
/*0x05*/ u8 reelTimeDraw;
- /*0x06*/ u8 isLuckySpin;
- /*0x07*/ u8 biasTag;
- /*0x08*/ u16 matchedSymbols;
+ /*0x06*/ bool8 didNotFailBias;
+ /*0x07*/ u8 biasSymbol;
+ /*0x08*/ u16 matches;
/*0x0A*/ u8 reelTimeSpinsLeft;
/*0x0B*/ u8 reelTimeSpinsUsed;
/*0x0C*/ s16 coins;
/*0x0E*/ s16 payout;
- /*0x10*/ s16 netCoinLoss; // coins lost to machine (but never goes below 0)
+ /*0x10*/ s16 netCoinLoss; // never negative
/*0x12*/ s16 bet;
/*0x14*/ s16 reeltimePixelOffset;
/*0x16*/ s16 reeltimePosition;
- /*0x18*/ s16 currReel;
- /*0x1A*/ s16 reelIncrement; // speed of reel
+ /*0x18*/ s16 currentReel;
+ /*0x1A*/ s16 reelSpeed;
/*0x1C*/ s16 reelPixelOffsets[NUM_REELS];
- /*0x22*/ u16 reelPixelOffsetsWhileStopping[NUM_REELS];
+ /*0x22*/ u16 reelShockOffsets[NUM_REELS];
/*0x28*/ s16 reelPositions[NUM_REELS];
/*0x2E*/ s16 reelExtraTurns[NUM_REELS];
/*0x34*/ s16 winnerRows[NUM_REELS];
@@ -299,7 +423,7 @@ static void SlotMachineSetup_InitBgsWindows(void);
static void SlotMachineSetup_InitVRAM(void);
static void SlotMachineSetup_InitOAM(void);
static void SlotMachineSetup_InitGpuRegs(void);
-static void SlotMachineSetup_InitSlotMachineStruct(void);
+static void InitSlotMachine(void);
static void SlotMachineSetup_InitPalsSpritesTasks(void);
static void SlotMachineSetup_InitTilemaps(void);
static void SlotMachineSetup_LoadGfxAndTilemaps(void);
@@ -308,84 +432,84 @@ static void AllocDigitalDisplayGfx(void);
static void SetDigitalDisplayImagePtrs(void);
static void CreateSlotMachineSprites(void);
static void CreateGameplayTasks(void);
-static void CreateSlotMachineTask(void);
+static void CreateSlotMachineTasks(void);
static void DestroyDigitalDisplayScene(void);
static void Task_SlotMachine(u8);
-static bool8 SlotAction_UnfadeScreen(struct Task *);
-static bool8 SlotAction_WaitForUnfade(struct Task *);
-static bool8 SlotAction_ReadyNewSpin(struct Task *);
-static bool8 SlotAction_ReadyNewReelTimeSpin(struct Task *);
-static bool8 SlotAction_AskInsertBet(struct Task *);
-static bool8 SlotAction_HandleBetInput(struct Task *);
-static bool8 SlotAction_PrintMsg_Need3Coins(struct Task *);
-static bool8 SlotAction_WaitMsg_Need3Coins(struct Task *);
-static bool8 SlotAction_WaitForInfoBox(struct Task *);
-static bool8 SlotAction_StartSpin(struct Task *);
-static bool8 SlotAction_StartReelTimeSpin(struct Task *);
-static bool8 SlotAction_SetLuckySpins(struct Task *);
-static bool8 SlotAction_AwaitReelStop(struct Task *);
-static bool8 SlotAction_WaitForAllReelsToStop(struct Task *);
-static bool8 SlotAction_CheckMatches(struct Task *);
-static bool8 SlotAction_WaitForPayoutToBeAwarded(struct Task *);
-static bool8 SlotAction_EndPayout(struct Task *);
-static bool8 SlotAction_MatchedPower(struct Task *);
-static bool8 SlotAction_WaitReelTimeAnim(struct Task *);
-static bool8 SlotAction_ResetBetTiles(struct Task *);
-static bool8 SlotAction_NoMatches(struct Task *);
-static bool8 SlotAction_AskQuit(struct Task *);
-static bool8 SlotAction_HandleQuitInput(struct Task *);
-static bool8 SlotAction_PrintMsg_9999Coins(struct Task *);
-static bool8 SlotAction_WaitMsg_9999Coins(struct Task *);
-static bool8 SlotAction_PrintMsg_NoMoreCoins(struct Task *);
-static bool8 SlotAction_WaitMsg_NoMoreCoins(struct Task *);
-static bool8 SlotAction_EndGame(struct Task *);
-static bool8 SlotAction_FreeDataStructures(struct Task *);
-static void DrawLuckyFlags(void);
-static void SetLuckySpins(void);
-static bool8 IsThisRoundLucky(void);
-static u8 AttemptsAtLuckyFlags_Top3(void);
-static u16 SlowReelSpeed(void);
-static u8 AttemptsAtLuckyFlags_NotTop3(void);
+static bool8 SlotTask_UnfadeScreen(struct Task *);
+static bool8 SlotTask_WaitUnfade(struct Task *);
+static bool8 SlotTask_ReadyNewSpin(struct Task *);
+static bool8 SlotTask_ReadyNewReelTimeSpin(struct Task *);
+static bool8 SlotTask_AskInsertBet(struct Task *);
+static bool8 SlotTask_HandleBetInput(struct Task *);
+static bool8 SlotTask_PrintMsg_Need3Coins(struct Task *);
+static bool8 SlotTask_WaitMsg_Need3Coins(struct Task *);
+static bool8 SlotTask_WaitInfoBox(struct Task *);
+static bool8 SlotTask_StartSpin(struct Task *);
+static bool8 SlotTask_StartReelTimeSpin(struct Task *);
+static bool8 SlotTask_ResetBiasFailure(struct Task *);
+static bool8 SlotTask_WaitReelStop(struct Task *);
+static bool8 SlotTask_WaitAllReelsStop(struct Task *);
+static bool8 SlotTask_CheckMatches(struct Task *);
+static bool8 SlotTask_WaitPayout(struct Task *);
+static bool8 SlotTask_EndPayout(struct Task *);
+static bool8 SlotTask_MatchedPower(struct Task *);
+static bool8 SlotTask_WaitReelTimeAnim(struct Task *);
+static bool8 SlotTask_ResetBetTiles(struct Task *);
+static bool8 SlotTask_NoMatches(struct Task *);
+static bool8 SlotTask_AskQuit(struct Task *);
+static bool8 SlotTask_HandleQuitInput(struct Task *);
+static bool8 SlotTask_PrintMsg_MaxCoins(struct Task *);
+static bool8 SlotTask_WaitMsg_MaxCoins(struct Task *);
+static bool8 SlotTask_PrintMsg_NoMoreCoins(struct Task *);
+static bool8 SlotTask_WaitMsg_NoMoreCoins(struct Task *);
+static bool8 SlotTask_EndGame(struct Task *);
+static bool8 SlotTask_FreeDataStructures(struct Task *);
+static void DrawMachineBias(void);
+static void ResetBiasFailure(void);
+static bool8 ShouldTrySpecialBias(void);
+static u8 TrySelectBias_Special(void);
+static u16 ReelTimeSpeed(void);
+static u8 TrySelectBias_Regular(void);
static void CheckMatch(void);
static void CheckMatch_CenterRow(void);
static void CheckMatch_TopAndBottom(void);
static void CheckMatch_Diagonals(void);
static u8 GetMatchFromSymbols(u8, u8, u8);
static void AwardPayout(void);
-static void RunAwardPayoutActions(u8);
-static bool8 IsFinalTask_RunAwardPayoutActions(void);
-static bool8 AwardPayoutAction0(struct Task *);
-static bool8 AwardPayoutAction_GivePayoutToPlayer(struct Task *);
-static bool8 AwardPayoutAction_FreeTask(struct Task *);
-static u8 GetTagAtRest(u8, s16);
-static void CreateSlotReelTasks(void);
+static void Task_Payout(u8);
+static bool8 IsFinalTask_Task_Payout(void);
+static bool8 PayoutTask_Init(struct Task *);
+static bool8 PayoutTask_GivePayout(struct Task *);
+static bool8 PayoutTask_Free(struct Task *);
+static u8 GetSymbolAtRest(u8, s16);
+static void CreateReelTasks(void);
static void SpinSlotReel(u8);
static void StopSlotReel(u8);
static bool8 IsSlotReelMoving(u8);
-static void Task_RunSlotReelActions(u8);
-static bool8 SlotReelAction_StayStill(struct Task *);
-static bool8 SlotReelAction_Spin(struct Task *);
-static bool8 SlotReelAction_DecideWhereToStop(struct Task *);
-static bool8 SlotReelAction_MoveToStop(struct Task *);
-static bool8 SlotReelAction_OscillatingStop(struct Task *);
-static bool8 DecideReelTurns_BiasTag_Reel1(void);
-static bool8 DecideReelTurns_BiasTag_Reel1_Bet1(u8, u8);
-static bool8 DecideReelTurns_BiasTag_Reel1_Bet2or3(u8, u8);
-static bool8 DecideReelTurns_BiasTag_Reel2(void);
-static bool8 DecideReelTurns_BiasTag_Reel2_Bet1or2(void);
-static bool8 DecideReelTurns_BiasTag_Reel2_Bet3(void);
-static bool8 DecideReelTurns_BiasTag_Reel3(void);
-static bool8 DecideReelTurns_BiasTag_Reel3_Bet1or2(u8);
-static bool8 DecideReelTurns_BiasTag_Reel3_Bet3(u8);
-static void DecideReelTurns_NoBiasTag_Reel1(void);
-static void DecideReelTurns_NoBiasTag_Reel2(void);
-static void DecideReelTurns_NoBiasTag_Reel2_Bet1(void);
-static void DecideReelTurns_NoBiasTag_Reel2_Bet2(void);
-static void DecideReelTurns_NoBiasTag_Reel2_Bet3(void);
-static void DecideReelTurns_NoBiasTag_Reel3(void);
-static void DecideReelTurns_NoBiasTag_Reel3_Bet1(void);
-static void DecideReelTurns_NoBiasTag_Reel3_Bet2(void);
-static void DecideReelTurns_NoBiasTag_Reel3_Bet3(void);
+static void Task_Reel(u8);
+static bool8 ReelTask_StayStill(struct Task *);
+static bool8 ReelTask_Spin(struct Task *);
+static bool8 ReelTask_DecideStop(struct Task *);
+static bool8 ReelTask_MoveToStop(struct Task *);
+static bool8 ReelTask_ShakingStop(struct Task *);
+static bool8 DecideStop_Bias_Reel1(void);
+static bool8 DecideStop_Bias_Reel1_Bet1(u8, u8);
+static bool8 DecideStop_Bias_Reel1_Bet2or3(u8, u8);
+static bool8 DecideStop_Bias_Reel2(void);
+static bool8 DecideStop_Bias_Reel2_Bet1or2(void);
+static bool8 DecideStop_Bias_Reel2_Bet3(void);
+static bool8 DecideStop_Bias_Reel3(void);
+static bool8 DecideStop_Bias_Reel3_Bet1or2(u8);
+static bool8 DecideStop_Bias_Reel3_Bet3(u8);
+static void DecideStop_NoBias_Reel1(void);
+static void DecideStop_NoBias_Reel2(void);
+static void DecideStop_NoBias_Reel2_Bet1(void);
+static void DecideStop_NoBias_Reel2_Bet2(void);
+static void DecideStop_NoBias_Reel2_Bet3(void);
+static void DecideStop_NoBias_Reel3(void);
+static void DecideStop_NoBias_Reel3_Bet1(void);
+static void DecideStop_NoBias_Reel3_Bet2(void);
+static void DecideStop_NoBias_Reel3_Bet3(void);
static void PressStopReelButton(u8);
static void Task_PressStopReelButton(u8);
static void LightenBetTiles(u8);
@@ -427,7 +551,7 @@ static void ReelTime_PikachuReact(struct Task *);
static void ReelTime_WaitClearPikaPower(struct Task *);
static void ReelTime_CloseWindow(struct Task *);
static void ReelTime_DestroySprites(struct Task *);
-static void ReelTime_SetReelIncrement(struct Task *);
+static void ReelTime_SetReelSpeed(struct Task *);
static void ReelTime_EndSuccess(struct Task *);
static void ReelTime_ExplodeMachine(struct Task *);
static void ReelTime_WaitExplode(struct Task *);
@@ -437,11 +561,11 @@ static void LoadReelTimeWindowTilemap(s16, s16);
static void ClearReelTimeWindowTilemap(s16);
static void OpenInfoBox(u8);
static bool8 IsInfoBoxClosed(void);
-static void RunInfoBoxActions(u8 );
+static void Task_InfoBox(u8 );
static void InfoBox_FadeIn(struct Task *);
-static void InfoBox_WaitForFade(struct Task *);
+static void InfoBox_WaitFade(struct Task *);
static void InfoBox_DrawWindow(struct Task *);
-static void InfoBox_AwaitPlayerInput(struct Task *);
+static void InfoBox_WaitInput(struct Task *);
static void InfoBox_AddText(struct Task *);
static void InfoBox_LoadPikaPowerMeter(struct Task *);
static void InfoBox_LoadSlotMachineTilemap(struct Task *);
@@ -557,10 +681,10 @@ 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[NUM_SLOT_MACHINE_IDS][MAX_BET];
-static const u8 sBiasTags[];
-static const u16 sLuckyFlagSettings_Top3[3];
-static const u16 sLuckyFlagSettings_NotTop3[5];
+static const u8 sSpecialDrawOdds[NUM_SLOT_MACHINE_IDS][MAX_BET];
+static const u8 sBiasSymbols[];
+static const u16 sBiasesSpecial[3];
+static const u16 sBiasesRegular[5];
static const s16 sDigitalDisplay_SpriteCoords[][2];
static const SpriteCallback sDigitalDisplay_SpriteCallbacks[];
static const struct SpriteTemplate *const sSpriteTemplates_DigitalDisplay[NUM_DIG_DISPLAY_SPRITES];
@@ -572,8 +696,8 @@ static const struct SpriteTemplate sSpriteTemplate_ReelTimeExplosion;
static const struct SpriteTemplate sSpriteTemplate_ReelTimePikachuAura;
static const u16 sReelTimeExplodeProbability[];
static const u16 *const sPokeballShiningPalTable[];
-static const u16 sReelIncrementTable[][2];
-static const u16 sReelTimeBonusIncrementTable[];
+static const u16 sReelTimeSpeed_Probabilities[][2];
+static const u16 sQuarterSpeed_ProbabilityBoost[];
static const u16 sSlotMatchFlags[];
static const u16 sSlotPayouts[];
static const u8 *const sReelBackground_Tilemap;
@@ -582,13 +706,13 @@ 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[][NUM_SLOT_MACHINE_IDS];
-static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS];
-static const u8 sReeltimeProbabilities_UnluckyGame[][17];
+static const u8 sBiasProbabilities_Special[][NUM_SLOT_MACHINE_IDS];
+static const u8 sBiasProbabilities_Regular[][NUM_SLOT_MACHINE_IDS];
+static const u8 sReelTimeProbabilities_NormalGame[][17];
static const u8 sReelTimeProbabilities_LuckyGame[][17];
-static const u8 sSymToMatch[];
-static const u8 sReelTimeTags[];
-static const u8 sReelSymbolTileTags[NUM_REELS][SYMBOLS_PER_REEL];
+static const u8 sSymbolToMatch[];
+static const u8 sReelTimeSymbols[];
+static const u8 sReelSymbols[NUM_REELS][SYMBOLS_PER_REEL];
static const u16 *const sLitMatchLinePalTable[NUM_MATCH_LINES];
static const u16 *const sDarkMatchLinePalTable[NUM_MATCH_LINES];
static const u8 sMatchLinePalOffsets[NUM_MATCH_LINES];
@@ -684,123 +808,131 @@ static const struct WindowTemplate sWindowTemplate_InfoBox =
static const u8 sColors_ReeltimeHelp[] = {TEXT_COLOR_LIGHT_GRAY, TEXT_COLOR_WHITE, TEXT_COLOR_DARK_GRAY};
-static bool8 (*const sSlotActions[])(struct Task *task) =
-{
- [SLOT_ACTION_UNFADE] = SlotAction_UnfadeScreen,
- [SLOT_ACTION_WAIT_FADE] = SlotAction_WaitForUnfade,
- [SLOT_ACTION_READY_NEW_SPIN] = SlotAction_ReadyNewSpin,
- [SLOT_ACTION_READY_NEW_RT_SPIN] = SlotAction_ReadyNewReelTimeSpin,
- [SLOT_ACTION_ASK_INSERT_BET] = SlotAction_AskInsertBet,
- [SLOT_ACTION_BET_INPUT] = SlotAction_HandleBetInput,
- [SLOT_ACTION_MSG_NEED_3_COINS] = SlotAction_PrintMsg_Need3Coins,
- [SLOT_ACTION_WAIT_MSG_NEED_3_COINS] = SlotAction_WaitMsg_Need3Coins,
- [SLOT_ACTION_WAIT_INFO_BOX] = SlotAction_WaitForInfoBox,
- [SLOT_ACTION_START_SPIN] = SlotAction_StartSpin,
- [SLOT_ACTION_START_RT_SPIN] = SlotAction_StartReelTimeSpin,
- [SLOT_ACTION_SET_LUCKY_SPINS] = SlotAction_SetLuckySpins,
- [SLOT_ACTION_AWAIT_REEL_STOP] = SlotAction_AwaitReelStop,
- [SLOT_ACTION_AWAIT_ALL_REELS_STOP] = SlotAction_WaitForAllReelsToStop,
- [SLOT_ACTION_CHECK_MATCHES] = SlotAction_CheckMatches,
- [SLOT_ACTION_WAIT_PAYOUT] = SlotAction_WaitForPayoutToBeAwarded,
- [SLOT_ACTION_END_PAYOUT] = SlotAction_EndPayout,
- [SLOT_ACTION_MATCHED_POWER] = SlotAction_MatchedPower,
- [SLOT_ACTION_WAIT_RT_ANIM] = SlotAction_WaitReelTimeAnim,
- [SLOT_ACTION_RESET_BET_TILES] = SlotAction_ResetBetTiles,
- [SLOT_ACTION_NO_MATCHES] = SlotAction_NoMatches,
- [SLOT_ACTION_ASK_QUIT] = SlotAction_AskQuit,
- [SLOT_ACTION_HANDLE_QUIT_INPUT] = SlotAction_HandleQuitInput,
- [SLOT_ACTION_MSG_MAX_COINS] = SlotAction_PrintMsg_9999Coins,
- [SLOT_ACTION_WAIT_MSG_MAX_COINS] = SlotAction_WaitMsg_9999Coins,
- [SLOT_ACTION_MSG_NO_MORE_COINS] = SlotAction_PrintMsg_NoMoreCoins,
- [SLOT_ACTION_WAIT_MSG_NO_MORE_COINS] = SlotAction_WaitMsg_NoMoreCoins,
- [SLOT_ACTION_END] = SlotAction_EndGame,
- [SLOT_ACTION_FREE] = SlotAction_FreeDataStructures,
-};
-
-static bool8 (*const sAwardPayoutActions[])(struct Task *task) =
-{
- AwardPayoutAction0,
- AwardPayoutAction_GivePayoutToPlayer,
- AwardPayoutAction_FreeTask
-};
-
-static bool8 (*const sSlotReelActions[])(struct Task *task) =
-{
- [REEL_ACTION_STILL] = SlotReelAction_StayStill,
- [REEL_ACTION_SPIN] = SlotReelAction_Spin,
- [REEL_ACTION_STOP] = SlotReelAction_DecideWhereToStop,
- [REEL_ACTION_STOP_MOVE] = SlotReelAction_MoveToStop,
- [REEL_ACTION_STOP_SHAKE] = SlotReelAction_OscillatingStop
-};
-
-// returns True if a match with the biasTag is possible in that reel
-// also modifies data in sSlotMachine reel arrays to indicate how to get to the matching state
-static bool8 (*const sDecideReelTurns_BiasTag[NUM_REELS])(void) =
-{
- DecideReelTurns_BiasTag_Reel1,
- DecideReelTurns_BiasTag_Reel2,
- DecideReelTurns_BiasTag_Reel3
-};
-
-static void (*const sDecideReelTurns_NoBiasTag[NUM_REELS])(void) =
-{
- DecideReelTurns_NoBiasTag_Reel1,
- DecideReelTurns_NoBiasTag_Reel2,
- DecideReelTurns_NoBiasTag_Reel3
-};
-
+static bool8 (*const sSlotTasks[])(struct Task *task) =
+{
+ [SLOTTASK_UNFADE] = SlotTask_UnfadeScreen,
+ [SLOTTASK_WAIT_FADE] = SlotTask_WaitUnfade,
+ [SLOTTASK_READY_NEW_SPIN] = SlotTask_ReadyNewSpin,
+ [SLOTTASK_READY_NEW_RT_SPIN] = SlotTask_ReadyNewReelTimeSpin,
+ [SLOTTASK_ASK_INSERT_BET] = SlotTask_AskInsertBet,
+ [SLOTTASK_BET_INPUT] = SlotTask_HandleBetInput,
+ [SLOTTASK_MSG_NEED_3_COINS] = SlotTask_PrintMsg_Need3Coins,
+ [SLOTTASK_WAIT_MSG_NEED_3_COINS] = SlotTask_WaitMsg_Need3Coins,
+ [SLOTTASK_WAIT_INFO_BOX] = SlotTask_WaitInfoBox,
+ [SLOTTASK_START_SPIN] = SlotTask_StartSpin,
+ [SLOTTASK_START_RT_SPIN] = SlotTask_StartReelTimeSpin,
+ [SLOTTASK_RESET_BIAS_FAILURE] = SlotTask_ResetBiasFailure,
+ [SLOTTASK_WAIT_REEL_STOP] = SlotTask_WaitReelStop,
+ [SLOTTASK_WAIT_ALL_REELS_STOP] = SlotTask_WaitAllReelsStop,
+ [SLOTTASK_CHECK_MATCHES] = SlotTask_CheckMatches,
+ [SLOTTASK_WAIT_PAYOUT] = SlotTask_WaitPayout,
+ [SLOTTASK_END_PAYOUT] = SlotTask_EndPayout,
+ [SLOTTASK_MATCHED_POWER] = SlotTask_MatchedPower,
+ [SLOTTASK_WAIT_RT_ANIM] = SlotTask_WaitReelTimeAnim,
+ [SLOTTASK_RESET_BET_TILES] = SlotTask_ResetBetTiles,
+ [SLOTTASK_NO_MATCHES] = SlotTask_NoMatches,
+ [SLOTTASK_ASK_QUIT] = SlotTask_AskQuit,
+ [SLOTTASK_HANDLE_QUIT_INPUT] = SlotTask_HandleQuitInput,
+ [SLOTTASK_MSG_MAX_COINS] = SlotTask_PrintMsg_MaxCoins,
+ [SLOTTASK_WAIT_MSG_MAX_COINS] = SlotTask_WaitMsg_MaxCoins,
+ [SLOTTASK_MSG_NO_MORE_COINS] = SlotTask_PrintMsg_NoMoreCoins,
+ [SLOTTASK_WAIT_MSG_NO_MORE_COINS] = SlotTask_WaitMsg_NoMoreCoins,
+ [SLOTTASK_END] = SlotTask_EndGame,
+ [SLOTTASK_FREE] = SlotTask_FreeDataStructures,
+};
+
+static bool8 (*const sPayoutTasks[])(struct Task *task) =
+{
+ [PAYOUT_TASK_INIT] = PayoutTask_Init,
+ [PAYOUT_TASK_GIVE_PAYOUT] = PayoutTask_GivePayout,
+ [PAYOUT_TASK_FREE] = PayoutTask_Free,
+};
+
+static bool8 (*const sReelTasks[])(struct Task *task) =
+{
+ [REEL_TASK_STILL] = ReelTask_StayStill,
+ [REEL_TASK_SPIN] = ReelTask_Spin,
+ [REEL_TASK_DECIDE_STOP] = ReelTask_DecideStop,
+ [REEL_TASK_STOP_MOVE] = ReelTask_MoveToStop,
+ [REEL_TASK_STOP_SHAKE] = ReelTask_ShakingStop,
+};
+
+// Returns true if it is possible to match the bias symbol in the reel.
+//
+// Modifies the winnerRows and reelExtraTurns to indicate how to match the bias
+// symbol.
+static bool8 (*const sDecideStop_Bias[NUM_REELS])(void) =
+{
+ DecideStop_Bias_Reel1,
+ DecideStop_Bias_Reel2,
+ DecideStop_Bias_Reel3,
+};
+
+// The player will always lose (barring a few rare circumstances that were not
+// accounted for in implementation).
+//
+// Modifies the winnerRows and reelExtraTurns to indicate how to make the player
+// lose.
+static void (*const sDecideStop_NoBias[NUM_REELS])(void) =
+{
+ DecideStop_NoBias_Reel1,
+ DecideStop_NoBias_Reel2,
+ DecideStop_NoBias_Reel3,
+};
+
+// The magnitude of the shock depends on how many extra turns are added.
static const u16 sReelStopShocks[] = {2, 4, 4, 4, 8};
-static bool8 (*const sDecideReelTurns_BiasTag_Reel1_Bets[MAX_BET])(u8 tag1, u8 tag2) =
+static bool8 (*const sDecideStop_Bias_Reel1_Bets[MAX_BET])(u8 sym1, u8 sym2) =
{
- DecideReelTurns_BiasTag_Reel1_Bet1,
- DecideReelTurns_BiasTag_Reel1_Bet2or3,
- DecideReelTurns_BiasTag_Reel1_Bet2or3
+ DecideStop_Bias_Reel1_Bet1,
+ DecideStop_Bias_Reel1_Bet2or3,
+ DecideStop_Bias_Reel1_Bet2or3,
};
-static bool8 (*const sDecideReelTurns_BiasTag_Reel2_Bets[MAX_BET])(void) =
+static bool8 (*const sDecideStop_Bias_Reel2_Bets[MAX_BET])(void) =
{
- DecideReelTurns_BiasTag_Reel2_Bet1or2,
- DecideReelTurns_BiasTag_Reel2_Bet1or2,
- DecideReelTurns_BiasTag_Reel2_Bet3
+ DecideStop_Bias_Reel2_Bet1or2,
+ DecideStop_Bias_Reel2_Bet1or2,
+ DecideStop_Bias_Reel2_Bet3,
};
-static bool8 (*const sDecideReelTurns_BiasTag_Reel3_Bets[MAX_BET])(u8 biasTag) =
+static bool8 (*const sDecideStop_Bias_Reel3_Bets[MAX_BET])(u8 biasSymbol) =
{
- DecideReelTurns_BiasTag_Reel3_Bet1or2,
- DecideReelTurns_BiasTag_Reel3_Bet1or2,
- DecideReelTurns_BiasTag_Reel3_Bet3
+ DecideStop_Bias_Reel3_Bet1or2,
+ DecideStop_Bias_Reel3_Bet1or2,
+ DecideStop_Bias_Reel3_Bet3,
};
-static void (*const sDecideReelTurns_NoBiasTag_Reel2_Bets[MAX_BET])(void) =
+static void (*const sDecideStop_NoBias_Reel2_Bets[MAX_BET])(void) =
{
- DecideReelTurns_NoBiasTag_Reel2_Bet1,
- DecideReelTurns_NoBiasTag_Reel2_Bet2,
- DecideReelTurns_NoBiasTag_Reel2_Bet3
+ DecideStop_NoBias_Reel2_Bet1,
+ DecideStop_NoBias_Reel2_Bet2,
+ DecideStop_NoBias_Reel2_Bet3,
};
-static void (*const sDecideReelTurns_NoBiasTag_Reel3_Bets[MAX_BET])(void) =
+static void (*const sDecideStop_NoBias_Reel3_Bets[MAX_BET])(void) =
{
- DecideReelTurns_NoBiasTag_Reel3_Bet1,
- DecideReelTurns_NoBiasTag_Reel3_Bet2,
- DecideReelTurns_NoBiasTag_Reel3_Bet3
+ DecideStop_NoBias_Reel3_Bet1,
+ DecideStop_NoBias_Reel3_Bet2,
+ DecideStop_NoBias_Reel3_Bet3,
};
-static void (*const sReelStopButtonFuncs[])(struct Task *task, u8 taskId) =
+static void (*const sReelStopButtonTasks[])(struct Task *task, u8 taskId) =
{
StopReelButton_Press,
StopReelButton_Wait,
- StopReelButton_Unpress
+ StopReelButton_Unpress,
};
static const s16 sReelButtonOffsets[NUM_REELS] = {5, 10, 15};
-static void (*const sPikaPowerBoltFuncs[])(struct Task *task) =
+static void (*const sPikaPowerBoltTasks[])(struct Task *task) =
{
PikaPowerBolt_Idle,
PikaPowerBolt_AddBolt,
PikaPowerBolt_WaitAnim,
- PikaPowerBolt_ClearAll
+ PikaPowerBolt_ClearAll,
};
static const u16 sPikaPowerTileTable[][2] =
@@ -810,65 +942,61 @@ static const u16 sPikaPowerTileTable[][2] =
{0xaf, 0x7f},
};
-static void (*const sReelTimeActions[])(struct Task *task) =
-{
- ReelTime_Init,
- ReelTime_WindowEnter,
- ReelTime_WaitStartPikachu,
- ReelTime_PikachuSpeedUp1,
- ReelTime_PikachuSpeedUp2,
- ReelTime_WaitReel,
- ReelTime_CheckExplode,
- ReelTime_LandOnOutcome,
- ReelTime_PikachuReact,
- ReelTime_WaitClearPikaPower,
- ReelTime_CloseWindow,
- ReelTime_DestroySprites,
- ReelTime_SetReelIncrement,
- ReelTime_EndSuccess,
- ReelTime_ExplodeMachine,
- ReelTime_WaitExplode,
- ReelTime_WaitSmoke,
- ReelTime_CloseWindow,
- ReelTime_EndFailure
+static void (*const sReelTimeTasks[])(struct Task *task) =
+{
+ [RT_TASK_INIT] = ReelTime_Init,
+ [RT_TASK_WINDOW_ENTER] = ReelTime_WindowEnter,
+ [RT_TASK_WAIT_START_PIKA] = ReelTime_WaitStartPikachu,
+ [RT_TASK_PIKA_SPEEDUP1] = ReelTime_PikachuSpeedUp1,
+ [RT_TASK_PIKA_SPEEDUP2] = ReelTime_PikachuSpeedUp2,
+ [RT_TASK_WAIT_REEL] = ReelTime_WaitReel,
+ [RT_TASK_CHECK_EXPLODE] = ReelTime_CheckExplode,
+ [RT_TASK_LAND] = ReelTime_LandOnOutcome,
+ [RT_TASK_PIKA_REACT] = ReelTime_PikachuReact,
+ [RT_TASK_WAIT_CLEAR_POWER] = ReelTime_WaitClearPikaPower,
+ [RT_TASK_CLOSE_WINDOW_SUCCESS] = ReelTime_CloseWindow,
+ [RT_TASK_DESTROY_SPRITES] = ReelTime_DestroySprites,
+ [RT_TASK_SET_REEL_SPEED] = ReelTime_SetReelSpeed,
+ [RT_TASK_END_SUCCESS] = ReelTime_EndSuccess,
+ [RT_TASK_EXPLODE] = ReelTime_ExplodeMachine,
+ [RT_TASK_WAIT_EXPLODE] = ReelTime_WaitExplode,
+ [RT_TASK_WAIT_SMOKE] = ReelTime_WaitSmoke,
+ [RT_TASK_CLOSE_WINDOW_FAILURE] = ReelTime_CloseWindow,
+ [RT_TASK_END_FAILURE] = ReelTime_EndFailure,
};
static const u8 sReelTimePikachuAnimIds[] = {1, 1, 2, 2};
static const s16 sReelTimeBoltDelays[] = {64, 48, 24, 8};
static const s16 sPikachuAuraFlashDelays[] = {10, 8, 6, 4};
-static void (*const sInfoBoxActions[])(struct Task *task) =
+static void (*const sInfoBoxTasks[])(struct Task *task) =
{
// Go to Info screen
InfoBox_FadeIn,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_DrawWindow,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_AddText,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
// On Info screen
- InfoBox_AwaitPlayerInput,
+ InfoBox_WaitInput,
// Exit Info screen
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_LoadSlotMachineTilemap,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_CreateDigitalDisplay,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_LoadPikaPowerMeter,
- InfoBox_WaitForFade,
+ InfoBox_WaitFade,
InfoBox_FreeTask,
};
// Just idles, digital display is handled by CreateDigitalDisplayScene and sprite callbacks
-static void (*const sDigitalDisplayActions[])(struct Task *task) =
+static void (*const sDigitalDisplayTasks[])(struct Task *task) =
{
DigitalDisplay_Idle,
};
-
-
-
-// code
#define tState data[0]
static void Task_FadeToSlotMachine(u8 taskId)
@@ -889,12 +1017,12 @@ static void Task_FadeToSlotMachine(u8 taskId)
}
}
-void PlaySlotMachine(u8 slotMachineIndex, MainCallback exitCallback)
+void PlaySlotMachine(u8 machineId, MainCallback exitCallback)
{
u8 taskId;
sSlotMachine = AllocZeroed(sizeof(*sSlotMachine));
- PlaySlotMachine_Internal(slotMachineIndex, exitCallback);
+ PlaySlotMachine_Internal(machineId, exitCallback);
taskId = CreateTask(Task_FadeToSlotMachine, 0);
gTasks[taskId].tState = 0;
}
@@ -907,7 +1035,7 @@ static void CB2_SlotMachineSetup(void)
{
case 0:
SlotMachineSetup_InitBgsWindows();
- SlotMachineSetup_InitSlotMachineStruct();
+ InitSlotMachine();
gMain.state++;
break;
case 1:
@@ -981,25 +1109,31 @@ static void SlotMachine_VBlankCB(void)
SetGpuReg(REG_OFFSET_WINOUT, sSlotMachine->winOut);
}
-static void PlaySlotMachine_Internal(u8 slotMachineIndex, MainCallback exitCallback)
+#define tMachineId data[0]
+#define tExitCallback data[1]
+
+static void PlaySlotMachine_Internal(u8 machineId, MainCallback exitCallback)
{
struct Task *task = &gTasks[CreateTask(SlotMachineDummyTask, 0xFF)];
- task->data[0] = slotMachineIndex;
- StoreWordInTwoHalfwords(&task->data[1], (intptr_t)exitCallback);
+ task->tMachineId = machineId;
+ StoreWordInTwoHalfwords(&task->tExitCallback, (intptr_t)exitCallback);
}
-
-static void SlotMachineInitDummyTask(void)
+// Extracts and assigns machineId and exit callback from task.
+static void SlotMachine_InitFromTask(void)
{
struct Task *task = &gTasks[FindTaskIdByFunc(SlotMachineDummyTask)];
- sSlotMachine->machineId = task->data[0];
- LoadWordFromTwoHalfwords((u16 *)&task->data[1], (u32 *)&sSlotMachine->prevMainCb);
+ sSlotMachine->machineId = task->tMachineId;
+ LoadWordFromTwoHalfwords((u16 *)&task->tExitCallback, (u32 *)&sSlotMachine->prevMainCb);
}
static void SlotMachineDummyTask(u8 taskId)
{
}
+#undef tMachineId
+#undef tExitCallback
+
static void SlotMachineSetup_InitBgsWindows(void)
{
SetVBlankCallback(NULL);
@@ -1048,25 +1182,25 @@ static void SlotMachineSetup_InitGpuRegs(void)
SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(9, 8));
}
-// set up initial state of slot machine
-static void SlotMachineSetup_InitSlotMachineStruct(void)
+// Set up initial state of slot machine
+static void InitSlotMachine(void)
{
u8 i;
- SlotMachineInitDummyTask(); // assigns sSlotMachine->machineId, etc.
- sSlotMachine->state = 0;
- sSlotMachine->pikaPower = 0;
+ SlotMachine_InitFromTask();
+ sSlotMachine->state = SLOTTASK_UNFADE;
+ sSlotMachine->pikaPowerBolts = 0;
sSlotMachine->luckyGame = Random() & 1;
- sSlotMachine->luckyFlags = 0;
- sSlotMachine->matchedSymbols = 0;
+ sSlotMachine->machineBias = 0;
+ sSlotMachine->matches = 0;
sSlotMachine->reelTimeSpinsLeft = 0;
sSlotMachine->reelTimeSpinsUsed = 0;
sSlotMachine->coins = GetCoins();
sSlotMachine->payout = 0;
sSlotMachine->netCoinLoss = 0;
sSlotMachine->bet = 0;
- sSlotMachine->currReel = 0;
- sSlotMachine->reelIncrement = 8;
+ sSlotMachine->currentReel = LEFT_REEL;
+ sSlotMachine->reelSpeed = REEL_NORMAL_SPEED;
sSlotMachine->win0h = DISPLAY_WIDTH;
sSlotMachine->win0v = DISPLAY_HEIGHT;
sSlotMachine->winIn = WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR;
@@ -1075,10 +1209,10 @@ static void SlotMachineSetup_InitSlotMachineStruct(void)
for (i = 0; i < NUM_REELS; i++)
{
- sSlotMachine->reelPixelOffsetsWhileStopping[i] = 0;
+ sSlotMachine->reelShockOffsets[i] = 0;
sSlotMachine->reelPositions[i] = sInitialReelPositions[i][sSlotMachine->luckyGame] % SYMBOLS_PER_REEL;
- sSlotMachine->reelPixelOffsets[i] = SYMBOLS_PER_REEL * REEL_SYMBOL_HEIGHT - sSlotMachine->reelPositions[i] * REEL_SYMBOL_HEIGHT;
- sSlotMachine->reelPixelOffsets[i] %= SYMBOLS_PER_REEL * REEL_SYMBOL_HEIGHT;
+ sSlotMachine->reelPixelOffsets[i] = REEL_HEIGHT - sSlotMachine->reelPositions[i] * REEL_SYMBOL_HEIGHT;
+ sSlotMachine->reelPixelOffsets[i] %= REEL_HEIGHT;
}
AlertTVThatPlayerPlayedSlotMachine(GetCoins());
}
@@ -1129,89 +1263,92 @@ static void CreateSlotMachineSprites(void)
static void CreateGameplayTasks(void)
{
CreatePikaPowerBoltTask();
- CreateSlotReelTasks();
+ CreateReelTasks();
CreateDigitalDisplayTask();
- CreateSlotMachineTask();
+ CreateSlotMachineTasks();
}
-static void CreateSlotMachineTask(void)
+static void CreateSlotMachineTasks(void)
{
Task_SlotMachine(CreateTask(Task_SlotMachine, 0));
}
-// task->data[0] is a timer
static void Task_SlotMachine(u8 taskId)
{
- while (sSlotActions[sSlotMachine->state](&gTasks[taskId]))
+ while (sSlotTasks[sSlotMachine->state](&gTasks[taskId]))
;
}
-// SLOT_ACTION_UNFADE
-static bool8 SlotAction_UnfadeScreen(struct Task *task)
+#define tTimer data[0]
+#define tTimer2 data[1]
+
+// SLOTTASK_UNFADE
+static bool8 SlotTask_UnfadeScreen(struct Task *task)
{
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB(0, 0, 0));
- LoadPikaPowerMeter(sSlotMachine->pikaPower);
- sSlotMachine->state++; // SLOT_ACTION_WAIT_FADE
+ LoadPikaPowerMeter(sSlotMachine->pikaPowerBolts);
+ sSlotMachine->state++; // SLOTTASK_WAIT_FADE
return FALSE;
}
-// SLOT_ACTION_WAIT_FADE
-static bool8 SlotAction_WaitForUnfade(struct Task *task)
+// SLOTTASK_WAIT_FADE
+static bool8 SlotTask_WaitUnfade(struct Task *task)
{
if (!gPaletteFade.active)
sSlotMachine->state++;
return FALSE;
}
-// SLOT_ACTION_READY_NEW_SPIN
-static bool8 SlotAction_ReadyNewSpin(struct Task *task)
+// SLOTTASK_READY_NEW_SPIN
+static bool8 SlotTask_ReadyNewSpin(struct Task *task)
{
sSlotMachine->payout = 0;
sSlotMachine->bet = 0;
- sSlotMachine->currReel = 0;
- sSlotMachine->luckyFlags &= (LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777);
- sSlotMachine->state = SLOT_ACTION_ASK_INSERT_BET;
+ sSlotMachine->currentReel = LEFT_REEL;
+ sSlotMachine->machineBias &= (BIAS_STRAIGHT_7 | BIAS_MIXED_7);
+ sSlotMachine->state = SLOTTASK_ASK_INSERT_BET;
if (sSlotMachine->coins <= 0)
{
- sSlotMachine->state = SLOT_ACTION_MSG_NO_MORE_COINS;
+ sSlotMachine->state = SLOTTASK_MSG_NO_MORE_COINS;
}
else if (sSlotMachine->reelTimeSpinsLeft)
{
- sSlotMachine->state = SLOT_ACTION_READY_NEW_RT_SPIN;
+ sSlotMachine->state = SLOTTASK_READY_NEW_RT_SPIN;
CreateDigitalDisplayScene(DIG_DISPLAY_REEL_TIME);
}
return TRUE;
}
-// SLOT_ACTION_READY_NEW_RT_SPIN
-static bool8 SlotAction_ReadyNewReelTimeSpin(struct Task *task)
+// SLOTTASK_READY_NEW_RT_SPIN
+static bool8 SlotTask_ReadyNewReelTimeSpin(struct Task *task)
{
if (IsDigitalDisplayAnimFinished())
- sSlotMachine->state = SLOT_ACTION_ASK_INSERT_BET;
+ sSlotMachine->state = SLOTTASK_ASK_INSERT_BET;
return FALSE;
}
-// SLOT_ACTION_ASK_INSERT_BET
-static bool8 SlotAction_AskInsertBet(struct Task *task)
+// SLOTTASK_ASK_INSERT_BET
+static bool8 SlotTask_AskInsertBet(struct Task *task)
{
CreateDigitalDisplayScene(DIG_DISPLAY_INSERT_BET);
- sSlotMachine->state = SLOT_ACTION_BET_INPUT;
+ sSlotMachine->state = SLOTTASK_BET_INPUT;
if (sSlotMachine->coins >= MAX_COINS)
- sSlotMachine->state = SLOT_ACTION_MSG_MAX_COINS;
+ sSlotMachine->state = SLOTTASK_MSG_MAX_COINS;
return TRUE;
}
-// SLOT_ACTION_BET_INPUT
-static bool8 SlotAction_HandleBetInput(struct Task *task)
+// SLOTTASK_BET_INPUT
+static bool8 SlotTask_HandleBetInput(struct Task *task)
{
s16 i;
if (JOY_NEW(SELECT_BUTTON))
{
OpenInfoBox(DIG_DISPLAY_INSERT_BET);
- sSlotMachine->state = SLOT_ACTION_WAIT_INFO_BOX;
+ sSlotMachine->state = SLOTTASK_WAIT_INFO_BOX;
}
- else if (JOY_NEW(R_BUTTON)) // bet the max amount
+ // Try to bet the max amount
+ else if (JOY_NEW(R_BUTTON))
{
if (sSlotMachine->coins - (MAX_BET - sSlotMachine->bet) >= 0)
{
@@ -1219,12 +1356,13 @@ static bool8 SlotAction_HandleBetInput(struct Task *task)
LightenBetTiles(i);
sSlotMachine->coins -= (MAX_BET - sSlotMachine->bet);
sSlotMachine->bet = MAX_BET;
- sSlotMachine->state = SLOT_ACTION_START_SPIN;
+ sSlotMachine->state = SLOTTASK_START_SPIN;
PlaySE(SE_SHOP);
}
- else // you didn't have enough coins to bet the max
+ // Not enough coins
+ else
{
- sSlotMachine->state = SLOT_ACTION_MSG_NEED_3_COINS;
+ sSlotMachine->state = SLOTTASK_MSG_NEED_3_COINS;
}
}
else
@@ -1240,48 +1378,48 @@ static bool8 SlotAction_HandleBetInput(struct Task *task)
// Maxed bet or finished betting
if (sSlotMachine->bet >= MAX_BET || (sSlotMachine->bet != 0 && JOY_NEW(A_BUTTON)))
- sSlotMachine->state = SLOT_ACTION_START_SPIN;
+ sSlotMachine->state = SLOTTASK_START_SPIN;
// Quit prompt
if (JOY_NEW(B_BUTTON))
- sSlotMachine->state = SLOT_ACTION_ASK_QUIT;
+ sSlotMachine->state = SLOTTASK_ASK_QUIT;
}
return FALSE;
}
-// SLOT_ACTION_NEED_3_COINS
-static bool8 SlotAction_PrintMsg_Need3Coins(struct Task *task)
+// SLOTTASK_MSG_NEED_3_COINS
+static bool8 SlotTask_PrintMsg_Need3Coins(struct Task *task)
{
DrawDialogueFrame(0, 0);
AddTextPrinterParameterized(0, FONT_NORMAL, gText_YouDontHaveThreeCoins, 0, 1, 0, 0);
CopyWindowToVram(0, COPYWIN_FULL);
- sSlotMachine->state = SLOT_ACTION_WAIT_MSG_NEED_3_COINS;
+ sSlotMachine->state = SLOTTASK_WAIT_MSG_NEED_3_COINS;
return FALSE;
}
-// SLOT_ACTION_WAIT_MSG_NEED_3_COINS
-static bool8 SlotAction_WaitMsg_Need3Coins(struct Task *task)
+// SLOTTASK_WAIT_MSG_NEED_3_COINS
+static bool8 SlotTask_WaitMsg_Need3Coins(struct Task *task)
{
if (JOY_NEW(A_BUTTON | B_BUTTON))
{
ClearDialogWindowAndFrame(0, TRUE);
- sSlotMachine->state = SLOT_ACTION_BET_INPUT;
+ sSlotMachine->state = SLOTTASK_BET_INPUT;
}
return FALSE;
}
-// SLOT_ACTION_WAIT_INFO_BOX
-static bool8 SlotAction_WaitForInfoBox(struct Task *task)
+// SLOTTASK_WAIT_INFO_BOX
+static bool8 SlotTask_WaitInfoBox(struct Task *task)
{
if (IsInfoBoxClosed())
- sSlotMachine->state = SLOT_ACTION_BET_INPUT;
+ sSlotMachine->state = SLOTTASK_BET_INPUT;
return FALSE;
}
-// SLOT_ACTION_START_SPIN
-static bool8 SlotAction_StartSpin(struct Task *task)
+// SLOTTASK_START_SPIN
+static bool8 SlotTask_StartSpin(struct Task *task)
{
- DrawLuckyFlags();
+ DrawMachineBias();
DestroyDigitalDisplayScene();
SpinSlotReel(LEFT_REEL);
@@ -1290,79 +1428,79 @@ static bool8 SlotAction_StartSpin(struct Task *task)
IncrementDailySlotsUses();
- task->data[0] = 0;
- if (sSlotMachine->luckyFlags & LUCKY_BIAS_REELTIME)
+ task->tTimer = 0;
+ if (sSlotMachine->machineBias & BIAS_REELTIME)
{
BeginReelTime();
- sSlotMachine->state = SLOT_ACTION_START_RT_SPIN;
+ sSlotMachine->state = SLOTTASK_START_RT_SPIN;
}
else
{
CreateDigitalDisplayScene(DIG_DISPLAY_STOP_REEL);
- sSlotMachine->state = SLOT_ACTION_SET_LUCKY_SPINS;
+ sSlotMachine->state = SLOTTASK_RESET_BIAS_FAILURE;
}
- sSlotMachine->reelIncrement = 8;
+ sSlotMachine->reelSpeed = REEL_NORMAL_SPEED;
if (sSlotMachine->reelTimeSpinsLeft)
- sSlotMachine->reelIncrement = SlowReelSpeed();
+ sSlotMachine->reelSpeed = ReelTimeSpeed();
return FALSE;
}
-// SLOT_ACTION_START_RT_SPIN
-static bool8 SlotAction_StartReelTimeSpin(struct Task *task)
+// SLOTTASK_START_RT_SPIN
+static bool8 SlotTask_StartReelTimeSpin(struct Task *task)
{
if (IsReelTimeTaskDone())
{
CreateDigitalDisplayScene(DIG_DISPLAY_STOP_REEL);
- sSlotMachine->luckyFlags &= ~LUCKY_BIAS_REELTIME;
- sSlotMachine->state = SLOT_ACTION_SET_LUCKY_SPINS;
+ sSlotMachine->machineBias &= ~BIAS_REELTIME;
+ sSlotMachine->state = SLOTTASK_RESET_BIAS_FAILURE;
}
return FALSE;
}
-// SLOT_ACTION_SET_LUCKY_SPINS
-static bool8 SlotAction_SetLuckySpins(struct Task *task)
+// SLOTTASK_RESET_BIAS_FAILURE
+static bool8 SlotTask_ResetBiasFailure(struct Task *task)
{
- if (++task->data[0] >= 30)
+ if (++task->tTimer >= 30)
{
- SetLuckySpins();
- sSlotMachine->state = SLOT_ACTION_AWAIT_REEL_STOP;
+ ResetBiasFailure();
+ sSlotMachine->state = SLOTTASK_WAIT_REEL_STOP;
}
return FALSE;
}
-// SLOT_ACTION_AWAIT_REEL_STOP
-static bool8 SlotAction_AwaitReelStop(struct Task *task)
+// SLOTTASK_WAIT_REEL_STOP
+static bool8 SlotTask_WaitReelStop(struct Task *task)
{
if (JOY_NEW(A_BUTTON))
{
PlaySE(SE_CONTEST_PLACE);
- StopSlotReel(sSlotMachine->currReel);
- PressStopReelButton(sSlotMachine->currReel);
- sSlotMachine->state = SLOT_ACTION_AWAIT_ALL_REELS_STOP;
+ StopSlotReel(sSlotMachine->currentReel);
+ PressStopReelButton(sSlotMachine->currentReel);
+ sSlotMachine->state = SLOTTASK_WAIT_ALL_REELS_STOP;
}
return FALSE;
}
-// SLOT_ACTION_AWAIT_ALL_REELS_STOP
-static bool8 SlotAction_WaitForAllReelsToStop(struct Task *task)
+// SLOTTASK_WAIT_ALL_REELS_STOP
+static bool8 SlotTask_WaitAllReelsStop(struct Task *task)
{
- if (!IsSlotReelMoving(sSlotMachine->currReel))
+ if (!IsSlotReelMoving(sSlotMachine->currentReel))
{
- sSlotMachine->currReel++;
- sSlotMachine->state = SLOT_ACTION_AWAIT_REEL_STOP;
- if (sSlotMachine->currReel >= NUM_REELS)
+ sSlotMachine->currentReel++;
+ sSlotMachine->state = SLOTTASK_WAIT_REEL_STOP;
+ if (sSlotMachine->currentReel >= NUM_REELS)
{
- sSlotMachine->state = SLOT_ACTION_CHECK_MATCHES;
+ sSlotMachine->state = SLOTTASK_CHECK_MATCHES;
}
return TRUE;
}
return FALSE;
}
-// SLOT_ACTION_CHECK_MATCHES
-static bool8 SlotAction_CheckMatches(struct Task *task)
+// SLOTTASK_CHECK_MATCHES
+static bool8 SlotTask_CheckMatches(struct Task *task)
{
- sSlotMachine->luckyFlags &= (LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777);
+ sSlotMachine->machineBias &= (BIAS_STRAIGHT_7 | BIAS_MIXED_7);
CheckMatch();
if (sSlotMachine->reelTimeSpinsLeft)
{
@@ -1370,21 +1508,21 @@ static bool8 SlotAction_CheckMatches(struct Task *task)
sSlotMachine->reelTimeSpinsUsed++;
}
- if (sSlotMachine->matchedSymbols)
+ if (sSlotMachine->matches)
{
- sSlotMachine->state = SLOT_ACTION_WAIT_PAYOUT;
+ sSlotMachine->state = SLOTTASK_WAIT_PAYOUT;
AwardPayout();
FlashSlotMachineLights();
if ((sSlotMachine->netCoinLoss -= sSlotMachine->payout) < 0)
{
sSlotMachine->netCoinLoss = 0;
}
- if (sSlotMachine->matchedSymbols & ((1 << MATCHED_777_BLUE) | (1 << MATCHED_777_RED)))
+ if (sSlotMachine->matches & ((1 << MATCH_BLUE_7) | (1 << MATCH_RED_7)))
{
PlayFanfare(MUS_SLOTS_JACKPOT);
CreateDigitalDisplayScene(DIG_DISPLAY_BONUS_BIG);
}
- else if (sSlotMachine->matchedSymbols & (1 << MATCHED_777_MIXED))
+ else if (sSlotMachine->matches & (1 << MATCH_MIXED_7))
{
PlayFanfare(MUS_SLOTS_JACKPOT);
CreateDigitalDisplayScene(DIG_DISPLAY_BONUS_REG);
@@ -1394,212 +1532,212 @@ static bool8 SlotAction_CheckMatches(struct Task *task)
PlayFanfare(MUS_SLOTS_WIN);
CreateDigitalDisplayScene(DIG_DISPLAY_WIN);
}
- // if you matched 777...
- if (sSlotMachine->matchedSymbols & ((1 << MATCHED_777_MIXED) | (1 << MATCHED_777_BLUE) | (1 << MATCHED_777_RED)))
+
+ if (sSlotMachine->matches & ((1 << MATCH_MIXED_7) | (1 << MATCH_BLUE_7) | (1 << MATCH_RED_7)))
{
- sSlotMachine->luckyFlags &= ~(LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777);
- if (sSlotMachine->matchedSymbols & ((1 << MATCHED_777_BLUE) | (1 << MATCHED_777_RED)))
+ sSlotMachine->machineBias &= ~(BIAS_STRAIGHT_7 | BIAS_MIXED_7);
+ if (sSlotMachine->matches & ((1 << MATCH_BLUE_7) | (1 << MATCH_RED_7)))
{
+ // ReelTime ends if it was ongoing
sSlotMachine->reelTimeSpinsLeft = 0;
sSlotMachine->reelTimeSpinsUsed = 0;
sSlotMachine->luckyGame = FALSE;
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_777_BLUE))
- // this may be an error, but if you get blue 777, the game becomes lucky
+ if (sSlotMachine->matches & (1 << MATCH_BLUE_7))
sSlotMachine->luckyGame = TRUE;
}
}
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_POWER) && sSlotMachine->pikaPower < 16)
+ if (sSlotMachine->matches & (1 << MATCH_POWER) && sSlotMachine->pikaPowerBolts < 16)
{
- sSlotMachine->pikaPower++;
- AddPikaPowerBolt(sSlotMachine->pikaPower);
+ sSlotMachine->pikaPowerBolts++;
+ AddPikaPowerBolt(sSlotMachine->pikaPowerBolts);
}
}
else
{
CreateDigitalDisplayScene(DIG_DISPLAY_LOSE);
- sSlotMachine->state = SLOT_ACTION_NO_MATCHES;
+ sSlotMachine->state = SLOTTASK_NO_MATCHES;
if ((sSlotMachine->netCoinLoss += sSlotMachine->bet) > MAX_COINS)
sSlotMachine->netCoinLoss = MAX_COINS;
}
return FALSE;
}
-// SLOT_ACTION_WAIT_PAYOUT
-static bool8 SlotAction_WaitForPayoutToBeAwarded(struct Task *task)
+// SLOTTASK_WAIT_PAYOUT
+static bool8 SlotTask_WaitPayout(struct Task *task)
{
- if (IsFinalTask_RunAwardPayoutActions())
- sSlotMachine->state = SLOT_ACTION_END_PAYOUT;
+ if (IsFinalTask_Task_Payout())
+ sSlotMachine->state = SLOTTASK_END_PAYOUT;
return FALSE;
}
-// SLOT_ACTION_END_PAYOUT
-static bool8 SlotAction_EndPayout(struct Task *task)
+// SLOTTASK_END_PAYOUT
+static bool8 SlotTask_EndPayout(struct Task *task)
{
if (TryStopSlotMachineLights())
{
- sSlotMachine->state = SLOT_ACTION_RESET_BET_TILES;
+ sSlotMachine->state = SLOTTASK_RESET_BET_TILES;
- if (sSlotMachine->matchedSymbols & ((1 << MATCHED_777_RED) | (1 << MATCHED_777_BLUE)))
+ if (sSlotMachine->matches & ((1 << MATCH_RED_7) | (1 << MATCH_BLUE_7)))
IncrementGameStat(GAME_STAT_SLOT_JACKPOTS);
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_REPLAY))
+ if (sSlotMachine->matches & (1 << MATCH_REPLAY))
{
- sSlotMachine->currReel = 0;
- sSlotMachine->state = SLOT_ACTION_START_SPIN;
+ sSlotMachine->currentReel = LEFT_REEL;
+ sSlotMachine->state = SLOTTASK_START_SPIN;
}
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_POWER))
- sSlotMachine->state = SLOT_ACTION_MATCHED_POWER;
+ if (sSlotMachine->matches & (1 << MATCH_POWER))
+ sSlotMachine->state = SLOTTASK_MATCHED_POWER;
- if (sSlotMachine->reelTimeSpinsLeft && sSlotMachine->matchedSymbols & (1 << MATCHED_REPLAY))
+ if (sSlotMachine->reelTimeSpinsLeft && sSlotMachine->matches & (1 << MATCH_REPLAY))
{
CreateDigitalDisplayScene(DIG_DISPLAY_REEL_TIME);
- sSlotMachine->state = SLOT_ACTION_WAIT_RT_ANIM;
+ sSlotMachine->state = SLOTTASK_WAIT_RT_ANIM;
}
}
return FALSE;
}
-// SLOT_ACTION_MATCHED_POWER
-static bool8 SlotAction_MatchedPower(struct Task *task)
+// SLOTTASK_MATCHED_POWER
+static bool8 SlotTask_MatchedPower(struct Task *task)
{
if (!IsPikaPowerBoltAnimating())
{
- sSlotMachine->state = SLOT_ACTION_RESET_BET_TILES;
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_REPLAY))
+ sSlotMachine->state = SLOTTASK_RESET_BET_TILES;
+ if (sSlotMachine->matches & (1 << MATCH_REPLAY))
{
- sSlotMachine->state = SLOT_ACTION_START_SPIN;
+ sSlotMachine->state = SLOTTASK_START_SPIN;
if (sSlotMachine->reelTimeSpinsLeft)
{
CreateDigitalDisplayScene(DIG_DISPLAY_REEL_TIME);
- sSlotMachine->state = SLOT_ACTION_WAIT_RT_ANIM;
+ sSlotMachine->state = SLOTTASK_WAIT_RT_ANIM;
}
}
}
return FALSE;
}
-// SLOT_ACTION_WAIT_RT_ANIM
-static bool8 SlotAction_WaitReelTimeAnim(struct Task *task)
+// SLOTTASK_WAIT_RT_ANIM
+static bool8 SlotTask_WaitReelTimeAnim(struct Task *task)
{
if (IsDigitalDisplayAnimFinished())
{
- sSlotMachine->state = SLOT_ACTION_RESET_BET_TILES;
- if (sSlotMachine->matchedSymbols & (1 << MATCHED_REPLAY))
+ sSlotMachine->state = SLOTTASK_RESET_BET_TILES;
+ if (sSlotMachine->matches & (1 << MATCH_REPLAY))
{
- sSlotMachine->state = SLOT_ACTION_START_SPIN;
+ sSlotMachine->state = SLOTTASK_START_SPIN;
}
}
return FALSE;
}
-// SLOT_ACTION_RESET_BET_TILES
-static bool8 SlotAction_ResetBetTiles(struct Task *task)
+// SLOTTASK_RESET_BET_TILES
+static bool8 SlotTask_ResetBetTiles(struct Task *task)
{
DarkenBetTiles(0);
DarkenBetTiles(1);
DarkenBetTiles(2);
- sSlotMachine->state = SLOT_ACTION_READY_NEW_SPIN;
+ sSlotMachine->state = SLOTTASK_READY_NEW_SPIN;
return FALSE;
}
-// SLOT_ACTION_NO_MATCHES
-static bool8 SlotAction_NoMatches(struct Task *task)
+// SLOTTASK_NO_MATCHES
+static bool8 SlotTask_NoMatches(struct Task *task)
{
- if (++task->data[1] > 64)
+ if (++task->tTimer2 > 64)
{
- task->data[1] = 0;
- sSlotMachine->state = SLOT_ACTION_RESET_BET_TILES;
+ task->tTimer2 = 0;
+ sSlotMachine->state = SLOTTASK_RESET_BET_TILES;
}
return FALSE;
}
-// SLOT_ACTION_ASK_QUIT
-static bool8 SlotAction_AskQuit(struct Task *task)
+// SLOTTASK_ASK_QUIT
+static bool8 SlotTask_AskQuit(struct Task *task)
{
DrawDialogueFrame(0, 0);
AddTextPrinterParameterized(0, FONT_NORMAL, gText_QuitTheGame, 0, 1, 0, 0);
CopyWindowToVram(0, COPYWIN_FULL);
CreateYesNoMenuParameterized(0x15, 7, 0x214, 0x180, 0xE, 0xF);
- sSlotMachine->state = SLOT_ACTION_HANDLE_QUIT_INPUT;
+ sSlotMachine->state = SLOTTASK_HANDLE_QUIT_INPUT;
return FALSE;
}
-// SLOT_ACTION_HANDLE_QUIT_INPUT
-static bool8 SlotAction_HandleQuitInput(struct Task *task)
+// SLOTTASK_HANDLE_QUIT_INPUT
+static bool8 SlotTask_HandleQuitInput(struct Task *task)
{
s8 input = Menu_ProcessInputNoWrapClearOnChoose();
- if (input == 0) // player chooses to quit
+ if (input == 0) // Chose to quit
{
ClearDialogWindowAndFrame(0, TRUE);
DarkenBetTiles(0);
DarkenBetTiles(1);
DarkenBetTiles(2);
sSlotMachine->coins += sSlotMachine->bet;
- sSlotMachine->state = SLOT_ACTION_END;
+ sSlotMachine->state = SLOTTASK_END;
}
- else if (input == 1 || input == -1) // player chooses not to quit
+ else if (input == 1 || input == -1) // Chose not to quit
{
ClearDialogWindowAndFrame(0, TRUE);
- sSlotMachine->state = SLOT_ACTION_BET_INPUT;
+ sSlotMachine->state = SLOTTASK_BET_INPUT;
}
return FALSE;
}
-// SLOT_ACTION_MSG_MAX_COINS
-static bool8 SlotAction_PrintMsg_9999Coins(struct Task *task)
+// SLOTTASK_MSG_MAX_COINS
+static bool8 SlotTask_PrintMsg_MaxCoins(struct Task *task)
{
DrawDialogueFrame(0, 0);
AddTextPrinterParameterized(0, FONT_NORMAL, gText_YouveGot9999Coins, 0, 1, 0, 0);
CopyWindowToVram(0, COPYWIN_FULL);
- sSlotMachine->state = SLOT_ACTION_WAIT_MSG_MAX_COINS;
+ sSlotMachine->state = SLOTTASK_WAIT_MSG_MAX_COINS;
return FALSE;
}
-// SLOT_ACTION_WAIT_MSG_MAX_COINS
-static bool8 SlotAction_WaitMsg_9999Coins(struct Task *task)
+// SLOTTASK_WAIT_MSG_MAX_COINS
+static bool8 SlotTask_WaitMsg_MaxCoins(struct Task *task)
{
if (JOY_NEW(A_BUTTON | B_BUTTON))
{
ClearDialogWindowAndFrame(0, TRUE);
- sSlotMachine->state = SLOT_ACTION_BET_INPUT;
+ sSlotMachine->state = SLOTTASK_BET_INPUT;
}
return FALSE;
}
-// SLOT_ACTION_MSG_NO_MORE_COINS
-static bool8 SlotAction_PrintMsg_NoMoreCoins(struct Task *task)
+// SLOTTASK_MSG_NO_MORE_COINS
+static bool8 SlotTask_PrintMsg_NoMoreCoins(struct Task *task)
{
DrawDialogueFrame(0, 0);
AddTextPrinterParameterized(0, FONT_NORMAL, gText_YouveRunOutOfCoins, 0, 1, 0, 0);
CopyWindowToVram(0, COPYWIN_FULL);
- sSlotMachine->state = SLOT_ACTION_WAIT_MSG_NO_MORE_COINS;
+ sSlotMachine->state = SLOTTASK_WAIT_MSG_NO_MORE_COINS;
return FALSE;
}
-// SLOT_ACTION_WAIT_MSG_NO_MORE_COINS
-static bool8 SlotAction_WaitMsg_NoMoreCoins(struct Task *task)
+// SLOTTASK_WAIT_MSG_NO_MORE_COINS
+static bool8 SlotTask_WaitMsg_NoMoreCoins(struct Task *task)
{
if (JOY_NEW(A_BUTTON | B_BUTTON))
{
ClearDialogWindowAndFrame(0, TRUE);
- sSlotMachine->state = SLOT_ACTION_END;
+ sSlotMachine->state = SLOTTASK_END;
}
return FALSE;
}
-// SLOT_ACTION_END
-static bool8 SlotAction_EndGame(struct Task *task)
+// SLOTTASK_END
+static bool8 SlotTask_EndGame(struct Task *task)
{
SetCoins(sSlotMachine->coins);
TryPutFindThatGamerOnAir(GetCoins());
BeginNormalPaletteFade(PALETTES_ALL, 0, 0, 16, RGB(0, 0, 0));
- sSlotMachine->state++; // SLOT_ACTION_FREE
+ sSlotMachine->state++; // SLOTTASK_FREE
return FALSE;
}
-// SLOT_ACTION_FREE
-static bool8 SlotAction_FreeDataStructures(struct Task *task)
+// SLOTTASK_FREE
+static bool8 SlotTask_FreeDataStructures(struct Task *task)
{
if (!gPaletteFade.active)
{
@@ -1640,93 +1778,122 @@ static bool8 SlotAction_FreeDataStructures(struct Task *task)
return FALSE;
}
-static void DrawLuckyFlags(void)
+# undef tTimer
+# undef tTimer2
+
+// Determine the biases for this round. There can be at most two biases, one of
+// which would need to be a ReelTime bias.
+//
+// HOW IT WORKS:
+// If the machine is already biased toward 7's, keep this bias.
+//
+// Otherwise, there are up to three draws. You first draw to see if you'll get
+// to draw a Special bias. If so, then you draw for the Special bias (and can
+// still potentially miss).
+//
+// If you didn't get to draw a Special bias, missed a Special bias, or drew a
+// ReelTime bias, then you can still try to draw a Regular bias.
+static void DrawMachineBias(void)
{
- u8 attempts;
+ u8 whichBias;
if (sSlotMachine->reelTimeSpinsLeft == 0)
{
- if (!(sSlotMachine->luckyFlags & (LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777)))
+ if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7)))
{
- if (IsThisRoundLucky())
+ if (ShouldTrySpecialBias())
{
- attempts = AttemptsAtLuckyFlags_Top3();
- if (attempts != ARRAY_COUNT(sLuckyFlagSettings_Top3)) // if you found a lucky number
+ whichBias = TrySelectBias_Special();
+ if (whichBias != ARRAY_COUNT(sBiasesSpecial)) // A bias was selected
{
- // attempts == 1: reelTime flag set
- sSlotMachine->luckyFlags |= sLuckyFlagSettings_Top3[attempts];
- if (attempts != 1)
- return;
+ sSlotMachine->machineBias |= sBiasesSpecial[whichBias];
+
+ // ReelTime was not selected; don't add other biases
+ if (whichBias != 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 != ARRAY_COUNT(sLuckyFlagSettings_NotTop3)) // if you found a lucky number
- sSlotMachine->luckyFlags |= sLuckyFlagSettings_NotTop3[attempts];
+
+ whichBias = TrySelectBias_Regular();
+ if (whichBias != ARRAY_COUNT(sBiasesRegular)) // A bias was selected
+ sSlotMachine->machineBias |= sBiasesRegular[whichBias];
}
}
}
-static void SetLuckySpins(void)
+// Reset `didNotFailBias` to match `machineBias`.
+static void ResetBiasFailure(void)
{
- sSlotMachine->isLuckySpin = FALSE;
- if (sSlotMachine->luckyFlags)
- sSlotMachine->isLuckySpin = TRUE;
+ sSlotMachine->didNotFailBias = FALSE;
+ if (sSlotMachine->machineBias)
+ sSlotMachine->didNotFailBias = TRUE;
}
-static u8 GetBiasTag(u8 luckyFlags)
+// See sBiasSymbols for each bias's corresponding symbol.
+static u8 GetBiasSymbol(u8 machineBias)
{
u8 i;
for (i = 0; i < 8; i++)
{
- if (luckyFlags & 1)
- return sBiasTags[i];
- luckyFlags >>= 1;
+ if (machineBias & 1)
+ return sBiasSymbols[i];
+ machineBias >>= 1;
}
return 0;
}
-// you have way more luck betting 3 coins than anything lower
-static bool8 IsThisRoundLucky(void)
+// Decides whether you will be given the opportunity to draw for a Special bias.
+// Depends on your bet and the machine you're using.
+//
+// The probability of getting to draw a Special is miniscule if you don't bet 3
+// coins: barely 1% even on the luckiest machine.
+//
+// The odds increase to roughly ~5% if you bet 3 coins.
+static bool8 ShouldTrySpecialBias(void)
{
u8 rval = Random();
- if (sLuckyRoundProbabilities[sSlotMachine->machineId][sSlotMachine->bet - 1] > rval)
+ if (sSpecialDrawOdds[sSlotMachine->machineId][sSlotMachine->bet - 1] > rval)
return TRUE;
return FALSE;
}
-static u8 AttemptsAtLuckyFlags_Top3(void)
+// Draws for a Special bias. Note that even when you're given the opportunity to
+// draw a Special bias, you can still miss.
+//
+// On the luckiest machine, there's a 61% chance of drawing no Special bias. On
+// the unluckiest, a 73% chance.
+static u8 TrySelectBias_Special(void)
{
- s16 count;
+ s16 whichBias;
- for (count = 0; count < (int)ARRAY_COUNT(sLuckyFlagSettings_Top3); count++)
+ for (whichBias = 0; whichBias < (int)ARRAY_COUNT(sBiasesSpecial); whichBias++)
{
s16 rval = Random() & 0xff;
- s16 value = sLuckyFlagProbabilities_Top3[count][sSlotMachine->machineId];
+ s16 value = sBiasProbabilities_Special[whichBias][sSlotMachine->machineId];
if (value > rval)
break;
}
- return count;
+ return whichBias;
}
-static u8 AttemptsAtLuckyFlags_NotTop3(void)
+static u8 TrySelectBias_Regular(void)
{
- s16 count;
+ s16 whichBias;
- for (count = 0; count < (int)ARRAY_COUNT(sLuckyFlagSettings_NotTop3); count++)
+ for (whichBias = 0; whichBias < (int)ARRAY_COUNT(sBiasesRegular); whichBias++)
{
- s16 rval = Random() & 0xff; // random byte
- s16 value = sLuckyFlagProbabilities_NotTop3[count][sSlotMachine->machineId];
- // make first attempt easier if it's a lucky game
- if (count == 0 && sSlotMachine->luckyGame == TRUE)
+ s16 rval = Random() & 0xff;
+ s16 value = sBiasProbabilities_Regular[whichBias][sSlotMachine->machineId];
+
+ // Boost odds of BIAS_POWER if it's a lucky game.
+ if (whichBias == 0 && sSlotMachine->luckyGame == TRUE)
{
value += 10;
if (value > 0x100)
value = 0x100;
}
- // make last attempt harder if it's a lucky game
- else if (count == 4 && sSlotMachine->luckyGame == TRUE)
+ // Reduce odds of BIAS_REPLAY if it's a lucky game
+ else if (whichBias == 4 && sSlotMachine->luckyGame == TRUE)
{
value -= 10;
if (value < 0)
@@ -1735,45 +1902,60 @@ static u8 AttemptsAtLuckyFlags_NotTop3(void)
if (value > rval)
break;
}
- return count;
+ return whichBias;
}
-static u8 GetReelTimeProbability(u8 reelTimeDraw)
+// Return the probability of drawing the given number of ReelTime spins.
+//
+// This depends on whether it is a lucky game and the number of Power bolts you
+// have collected.
+static u8 GetReelTimeSpinProbability(u8 spins)
{
if (sSlotMachine->luckyGame == FALSE)
- return sReeltimeProbabilities_UnluckyGame[reelTimeDraw][sSlotMachine->pikaPower];
+ return sReelTimeProbabilities_NormalGame[spins][sSlotMachine->pikaPowerBolts];
else
- return sReelTimeProbabilities_LuckyGame[reelTimeDraw][sSlotMachine->pikaPower];
+ return sReelTimeProbabilities_LuckyGame[spins][sSlotMachine->pikaPowerBolts];
}
-static void GetReeltimeDraw(void)
+// The way this is computed skews the odds much more toward drawing a 0 than
+// intended. It initially checks whether you draw a 0 (using the intended
+// probability). It then tries to draw positive values, but if these draws all
+// miss, you'll still draw a 0.
+//
+// As a result, even when the power gauge is maxed out, you still have a ~30%
+// chance of drawing 0 spins. See sReelTimeProbabilities for more details.
+//
+// Drawing a random number via a cumulative pdf would have prevented this.
+static void GetReelTimeDraw(void)
{
u8 rval;
- s16 reelTimeDraw;
+ s16 spins;
sSlotMachine->reelTimeDraw = 0;
rval = Random();
- if (rval < GetReelTimeProbability(0))
+ if (rval < GetReelTimeSpinProbability(0))
return;
- for (reelTimeDraw = 5; reelTimeDraw > 0; reelTimeDraw--)
+ for (spins = 5; spins > 0; spins--)
{
rval = Random();
- if (rval < GetReelTimeProbability(reelTimeDraw))
+ if (rval < GetReelTimeSpinProbability(spins))
break;
}
- sSlotMachine->reelTimeDraw = reelTimeDraw;
+ sSlotMachine->reelTimeDraw = spins;
}
-static bool8 ShouldReelTimeMachineExplode(u16 i)
+// Returns true if the ReelTime machine should explode. Each time we check,
+// the odds of explosion increase.
+static bool8 ShouldReelTimeMachineExplode(u16 check)
{
u16 rval = Random() & 0xff;
- if (rval < sReelTimeExplodeProbability[i])
+ if (rval < sReelTimeExplodeProbability[check])
return TRUE;
else
return FALSE;
}
-static u16 SlowReelSpeed(void)
+static u16 ReelTimeSpeed(void)
{
u8 i = 0;
u8 rval;
@@ -1786,20 +1968,23 @@ static u16 SlowReelSpeed(void)
i = 2;
else if (sSlotMachine->netCoinLoss >= 150)
i = 1;
+
rval = Random() % 100;
- value = sReelIncrementTable[i][0];
+ value = sReelTimeSpeed_Probabilities[i][0];
if (rval < value)
- return 4;
+ return REEL_HALF_SPEED;
+
rval = Random() % 100;
- value = sReelIncrementTable[i][1] + sReelTimeBonusIncrementTable[sSlotMachine->reelTimeSpinsUsed];
+ value = sReelTimeSpeed_Probabilities[i][1] + sQuarterSpeed_ProbabilityBoost[sSlotMachine->reelTimeSpinsUsed];
if (rval < value)
- return 2;
- return 8;
+ return REEL_QUARTER_SPEED;
+
+ return REEL_NORMAL_SPEED;
}
static void CheckMatch(void)
{
- sSlotMachine->matchedSymbols = 0;
+ sSlotMachine->matches = 0;
CheckMatch_CenterRow();
if (sSlotMachine->bet > 1)
CheckMatch_TopAndBottom();
@@ -1809,140 +1994,146 @@ static void CheckMatch(void)
static void CheckMatch_CenterRow(void)
{
- u8 c1, c2, c3, match;
+ u8 sym1, sym2, sym3, match;
- c1 = GetTagAtRest(LEFT_REEL, 2);
- c2 = GetTagAtRest(MIDDLE_REEL, 2);
- c3 = GetTagAtRest(RIGHT_REEL, 2);
- match = GetMatchFromSymbols(c1, c2, c3);
- if (match != MATCHED_NONE)
+ sym1 = GetSymbolAtRest(LEFT_REEL, 2);
+ sym2 = GetSymbolAtRest(MIDDLE_REEL, 2);
+ sym3 = GetSymbolAtRest(RIGHT_REEL, 2);
+ match = GetMatchFromSymbols(sym1, sym2, sym3);
+ if (match != MATCH_NONE)
{
sSlotMachine->payout += sSlotPayouts[match];
- sSlotMachine->matchedSymbols |= sSlotMatchFlags[match];
+ sSlotMachine->matches |= sSlotMatchFlags[match];
FlashMatchLine(MATCH_MIDDLE_ROW);
}
}
static void CheckMatch_TopAndBottom(void)
{
- u8 c1, c2, c3, match;
+ u8 sym1, sym2, sym3, match;
- c1 = GetTagAtRest(LEFT_REEL, 1);
- c2 = GetTagAtRest(MIDDLE_REEL, 1);
- c3 = GetTagAtRest(RIGHT_REEL, 1);
- match = GetMatchFromSymbols(c1, c2, c3);
- if (match != MATCHED_NONE)
+ sym1 = GetSymbolAtRest(LEFT_REEL, 1);
+ sym2 = GetSymbolAtRest(MIDDLE_REEL, 1);
+ sym3 = GetSymbolAtRest(RIGHT_REEL, 1);
+ match = GetMatchFromSymbols(sym1, sym2, sym3);
+ if (match != MATCH_NONE)
{
- if (match == MATCHED_1CHERRY)
- match = MATCHED_2CHERRY;
+ if (match == MATCH_CHERRY)
+ match = MATCH_TOPBOT_CHERRY;
sSlotMachine->payout += sSlotPayouts[match];
- sSlotMachine->matchedSymbols |= sSlotMatchFlags[match];
+ sSlotMachine->matches |= sSlotMatchFlags[match];
FlashMatchLine(MATCH_TOP_ROW);
}
- c1 = GetTagAtRest(LEFT_REEL, 3);
- c2 = GetTagAtRest(MIDDLE_REEL, 3);
- c3 = GetTagAtRest(RIGHT_REEL, 3);
- match = GetMatchFromSymbols(c1, c2, c3);
- if (match != MATCHED_NONE)
+ sym1 = GetSymbolAtRest(LEFT_REEL, 3);
+ sym2 = GetSymbolAtRest(MIDDLE_REEL, 3);
+ sym3 = GetSymbolAtRest(RIGHT_REEL, 3);
+ match = GetMatchFromSymbols(sym1, sym2, sym3);
+ if (match != MATCH_NONE)
{
- if (match == MATCHED_1CHERRY)
- match = MATCHED_2CHERRY;
+ if (match == MATCH_CHERRY)
+ match = MATCH_TOPBOT_CHERRY;
sSlotMachine->payout += sSlotPayouts[match];
- sSlotMachine->matchedSymbols |= sSlotMatchFlags[match];
+ sSlotMachine->matches |= sSlotMatchFlags[match];
FlashMatchLine(MATCH_BOTTOM_ROW);
}
}
static void CheckMatch_Diagonals(void)
{
- u8 c1, c2, c3, match;
+ u8 sym1, sym2, sym3, match;
- c1 = GetTagAtRest(LEFT_REEL, 1);
- c2 = GetTagAtRest(MIDDLE_REEL, 2);
- c3 = GetTagAtRest(RIGHT_REEL, 3);
- match = GetMatchFromSymbols(c1, c2, c3);
- if (match != MATCHED_NONE)
+ sym1 = GetSymbolAtRest(LEFT_REEL, 1);
+ sym2 = GetSymbolAtRest(MIDDLE_REEL, 2);
+ sym3 = GetSymbolAtRest(RIGHT_REEL, 3);
+ match = GetMatchFromSymbols(sym1, sym2, sym3);
+ if (match != MATCH_NONE)
{
- if (match != MATCHED_1CHERRY)
+ // Don't add payout for cherry, since it's already counted in
+ // CheckMatch_TopAndBottom().
+ if (match != MATCH_CHERRY)
{
sSlotMachine->payout += sSlotPayouts[match];
- sSlotMachine->matchedSymbols |= sSlotMatchFlags[match];
+ sSlotMachine->matches |= sSlotMatchFlags[match];
}
FlashMatchLine(MATCH_NWSE_DIAG);
}
- c1 = GetTagAtRest(LEFT_REEL, 3);
- c2 = GetTagAtRest(MIDDLE_REEL, 2);
- c3 = GetTagAtRest(RIGHT_REEL, 1);
- match = GetMatchFromSymbols(c1, c2, c3);
- if (match != MATCHED_NONE)
+ sym1 = GetSymbolAtRest(LEFT_REEL, 3);
+ sym2 = GetSymbolAtRest(MIDDLE_REEL, 2);
+ sym3 = GetSymbolAtRest(RIGHT_REEL, 1);
+ match = GetMatchFromSymbols(sym1, sym2, sym3);
+ if (match != MATCH_NONE)
{
- if (match != MATCHED_1CHERRY)
+ // Don't add payout for cherry, since it's already counted in
+ // CheckMatch_TopAndBottom().
+ if (match != MATCH_CHERRY)
{
sSlotMachine->payout += sSlotPayouts[match];
- sSlotMachine->matchedSymbols |= sSlotMatchFlags[match];
+ sSlotMachine->matches |= sSlotMatchFlags[match];
}
FlashMatchLine(MATCH_NESW_DIAG);
}
}
-static u8 GetMatchFromSymbols(u8 c1, u8 c2, u8 c3)
+static u8 GetMatchFromSymbols(u8 sym1, u8 sym2, u8 sym3)
{
- if (c1 == c2 && c1 == c3)
- return sSymToMatch[c1];
- if (c1 == GFXTAG_7_RED && c2 == GFXTAG_7_RED && c3 == GFXTAG_7_BLUE)
- return MATCHED_777_MIXED;
- if (c1 == GFXTAG_7_BLUE && c2 == GFXTAG_7_BLUE && c3 == GFXTAG_7_RED)
- return MATCHED_777_MIXED;
- if (c1 == GFXTAG_CHERRY)
- return MATCHED_1CHERRY;
- return MATCHED_NONE;
+ if (sym1 == sym2 && sym1 == sym3)
+ return sSymbolToMatch[sym1];
+ if (sym1 == SYMBOL_7_RED && sym2 == SYMBOL_7_RED && sym3 == SYMBOL_7_BLUE)
+ return MATCH_MIXED_7;
+ if (sym1 == SYMBOL_7_BLUE && sym2 == SYMBOL_7_BLUE && sym3 == SYMBOL_7_RED)
+ return MATCH_MIXED_7;
+ if (sym1 == SYMBOL_CHERRY)
+ return MATCH_CHERRY;
+ return MATCH_NONE;
}
static void AwardPayout(void)
{
- RunAwardPayoutActions(CreateTask(RunAwardPayoutActions, 4));
+ Task_Payout(CreateTask(Task_Payout, 4));
}
-static bool8 IsFinalTask_RunAwardPayoutActions(void)
+static bool8 IsFinalTask_Task_Payout(void)
{
- if (FindTaskIdByFunc(RunAwardPayoutActions) == TAIL_SENTINEL)
+ if (FindTaskIdByFunc(Task_Payout) == TAIL_SENTINEL)
return TRUE;
else
return FALSE;
}
-static void RunAwardPayoutActions(u8 taskId)
+static void Task_Payout(u8 taskId)
{
- while (sAwardPayoutActions[gTasks[taskId].data[0]](&gTasks[taskId]))
+ while (sPayoutTasks[gTasks[taskId].data[0]](&gTasks[taskId]))
;
}
-static bool8 AwardPayoutAction0(struct Task *task)
+#define tState data[0]
+#define tTimer data[1]
+
+static bool8 PayoutTask_Init(struct Task *task)
{
if (IsMatchLineDoneFlashingBeforePayout())
{
- task->data[0]++;
+ task->tState++; // PAYOUT_TASK_GIVE_PAYOUT
if (sSlotMachine->payout == 0)
{
- task->data[0] = 2;
+ task->tState = PAYOUT_TASK_FREE;
return TRUE;
}
}
return FALSE;
}
-// task->data[1]: timer
-static bool8 AwardPayoutAction_GivePayoutToPlayer(struct Task *task)
+static bool8 PayoutTask_GivePayout(struct Task *task)
{
- if (!task->data[1]--)
+ if (!task->tTimer--)
{
if (IsFanfareTaskInactive())
PlaySE(SE_PIN);
sSlotMachine->payout--;
if (sSlotMachine->coins < MAX_COINS)
sSlotMachine->coins++;
- task->data[1] = 8;
+ task->tTimer = 8;
if (JOY_HELD(A_BUTTON))
- task->data[1] = 4;
+ task->tTimer = 4;
}
if (IsFanfareTaskInactive() && JOY_NEW(START_BUTTON))
{
@@ -1953,19 +2144,22 @@ static bool8 AwardPayoutAction_GivePayoutToPlayer(struct Task *task)
sSlotMachine->payout = 0;
}
if (sSlotMachine->payout == 0)
- task->data[0]++;
+ task->tState++; // PAYOUT_TASK_FREE
return FALSE;
}
-static bool8 AwardPayoutAction_FreeTask(struct Task *task)
+static bool8 PayoutTask_Free(struct Task *task)
{
if (TryStopMatchLinesFlashing())
- DestroyTask(FindTaskIdByFunc(RunAwardPayoutActions));
+ DestroyTask(FindTaskIdByFunc(Task_Payout));
return FALSE;
}
-// Get the tag at position `offset` below the top of the reel's tape. Note that
-// if `offset` is negative, it wraps around to the bottom of the tape.
+#undef tState
+#undef tTimer
+
+// Get the symbol at position `offset` below the top of the reel's tape. Note
+// that if `offset` is negative, it wraps around to the bottom of the tape.
// .-----------------.
// | [ ] | [ ] | [ ] | <- offset = 0
// /-----|-----|-----\
@@ -1976,40 +2170,42 @@ static bool8 AwardPayoutAction_FreeTask(struct Task *task)
// | ... | ... | ... |
// | [ ] | [ ] | [ ] | <- offset = 20
// .-----------------.
-static u8 GetTagAtRest(u8 reel, s16 offset)
+static u8 GetSymbolAtRest(u8 reel, s16 offset)
{
s16 pos = (sSlotMachine->reelPositions[reel] + offset) % SYMBOLS_PER_REEL;
if (pos < 0)
pos += SYMBOLS_PER_REEL;
- return sReelSymbolTileTags[reel][pos];
+ return sReelSymbols[reel][pos];
}
-// Calculates GetTagAtRest as if the reel were snapped downwards into place.
-static u8 GetTag(u8 reel, s16 offset)
+// Calculates GetSymbolAtRest as if the reel were snapped downwards into place.
+static u8 GetSymbol(u8 reel, s16 offset)
{
s16 inc = 0;
s16 pixelOffset = sSlotMachine->reelPixelOffsets[reel] % REEL_SYMBOL_HEIGHT;
if (pixelOffset != 0)
inc = -1;
- return GetTagAtRest(reel, offset + inc);
+ return GetSymbolAtRest(reel, offset + inc);
}
-static u8 GetNearbyReelTimeTag(s16 n)
+static u8 GetReelTimeSymbol(s16 offset)
{
- s16 newPosition = (sSlotMachine->reeltimePosition + n) % 6;
+ s16 newPosition = (sSlotMachine->reeltimePosition + offset) % REELTIME_SYMBOLS;
if (newPosition < 0)
- newPosition += 6;
- return sReelTimeTags[newPosition];
+ newPosition += REELTIME_SYMBOLS;
+ return sReelTimeSymbols[newPosition];
}
static void AdvanceSlotReel(u8 reelIndex, s16 value)
{
sSlotMachine->reelPixelOffsets[reelIndex] += value;
- sSlotMachine->reelPixelOffsets[reelIndex] %= 504;
+ sSlotMachine->reelPixelOffsets[reelIndex] %= REEL_HEIGHT;
sSlotMachine->reelPositions[reelIndex] = SYMBOLS_PER_REEL - sSlotMachine->reelPixelOffsets[reelIndex] / REEL_SYMBOL_HEIGHT;
}
-s16 AdvanceSlotReelToNextTag(u8 reelIndex, s16 value)
+// Advances the reel no further than the next symbol. Returns the remaining
+// pixels until the next symbol.
+s16 AdvanceSlotReelToNextSymbol(u8 reelIndex, s16 value)
{
s16 offset = sSlotMachine->reelPixelOffsets[reelIndex] % REEL_SYMBOL_HEIGHT;
if (offset != 0)
@@ -2025,48 +2221,53 @@ s16 AdvanceSlotReelToNextTag(u8 reelIndex, s16 value)
static void AdvanceReeltimeReel(s16 value)
{
sSlotMachine->reeltimePixelOffset += value;
- sSlotMachine->reeltimePixelOffset %= 120;
- sSlotMachine->reeltimePosition = 6 - sSlotMachine->reeltimePixelOffset / 20;
+ sSlotMachine->reeltimePixelOffset %= REELTIME_REEL_HEIGHT;
+ sSlotMachine->reeltimePosition = REELTIME_SYMBOLS - sSlotMachine->reeltimePixelOffset / REELTIME_SYMBOL_HEIGHT;
}
-s16 AdvanceReeltimeReelToNextTag(s16 value)
+// Advances the reel no further than the next symbol. Returns the remaining
+// pixels until the next symbol.
+s16 AdvanceReeltimeReelToNextSymbol(s16 value)
{
- s16 offset = sSlotMachine->reeltimePixelOffset % 20;
+ s16 offset = sSlotMachine->reeltimePixelOffset % REELTIME_SYMBOL_HEIGHT;
if (offset != 0)
{
if (offset < value)
value = offset;
AdvanceReeltimeReel(value);
- offset = sSlotMachine->reeltimePixelOffset % 20;
+ offset = sSlotMachine->reeltimePixelOffset % REELTIME_SYMBOL_HEIGHT;
}
return offset;
}
-#define tState data[0]
-#define tMoving data[14]
-#define tReelId data[15]
+#define tState data[0]
+#define tExtraTurns data[1]
+#define tShockMagnitude data[1]
+#define tTimer data[2]
+#define tMoving data[14]
+#define tReelId data[15]
-static void CreateSlotReelTasks(void)
+static void CreateReelTasks(void)
{
u8 i;
for (i = 0; i < NUM_REELS; i++)
{
- u8 taskId = CreateTask(Task_RunSlotReelActions, 2);
+ u8 taskId = CreateTask(Task_Reel, 2);
gTasks[taskId].tReelId = i;
sSlotMachine->slotReelTasks[i] = taskId;
- Task_RunSlotReelActions(taskId);
+ Task_Reel(taskId);
}
}
static void SpinSlotReel(u8 reelIndex)
{
- gTasks[sSlotMachine->slotReelTasks[reelIndex]].tState = REEL_ACTION_SPIN;
+ gTasks[sSlotMachine->slotReelTasks[reelIndex]].tState = REEL_TASK_SPIN;
gTasks[sSlotMachine->slotReelTasks[reelIndex]].tMoving = TRUE;
}
static void StopSlotReel(u8 reelIndex)
{
- gTasks[sSlotMachine->slotReelTasks[reelIndex]].tState = REEL_ACTION_STOP;
+ gTasks[sSlotMachine->slotReelTasks[reelIndex]].tState = REEL_TASK_DECIDE_STOP;
}
static bool8 IsSlotReelMoving(u8 reelIndex)
@@ -2074,43 +2275,52 @@ static bool8 IsSlotReelMoving(u8 reelIndex)
return gTasks[sSlotMachine->slotReelTasks[reelIndex]].tMoving;
}
-static void Task_RunSlotReelActions(u8 taskId)
+static void Task_Reel(u8 taskId)
{
- while (sSlotReelActions[gTasks[taskId].tState](&gTasks[taskId]))
+ while (sReelTasks[gTasks[taskId].tState](&gTasks[taskId]))
;
}
-// task->data[1] reel turns
-static bool8 SlotReelAction_StayStill(struct Task *task)
+static bool8 ReelTask_StayStill(struct Task *task)
{
return FALSE;
}
-static bool8 SlotReelAction_Spin(struct Task *task)
+static bool8 ReelTask_Spin(struct Task *task)
{
- AdvanceSlotReel(task->tReelId, sSlotMachine->reelIncrement);
+ AdvanceSlotReel(task->tReelId, sSlotMachine->reelSpeed);
return FALSE;
}
-// As in previous generations, the slot machine often doesn't stop exactly when you press stop
-static bool8 SlotReelAction_DecideWhereToStop(struct Task *task)
+// In ReelTime, the reel stops immediately. Otherwise, the game may manipulate
+// the results by stopping after at most 4 extra turns. The exact behavior
+// differs depending on whether the machine has a bias.
+//
+// If the machine has a bias, it will try to match the bias symbol in each reel.
+//
+// Otherwise, if the machine doesn't have a bias or it could not line up the
+// bias symbol in any of the previous reels, it will perform the NoBias stopping
+// routine, which manipulates the outcome so the player loses.
+static bool8 ReelTask_DecideStop(struct Task *task)
{
- task->tState++;
- // initialize data for that reel --> these will be changed if sBiasTags can be lined up
+ task->tState++; // REEL_TASK_STOP_MOVE
sSlotMachine->winnerRows[task->tReelId] = 0;
sSlotMachine->reelExtraTurns[task->tReelId] = 0;
- if (sSlotMachine->reelTimeSpinsLeft == 0 && (sSlotMachine->luckyFlags == 0 || !sSlotMachine->isLuckySpin || !sDecideReelTurns_BiasTag[task->tReelId]()))
+ if (sSlotMachine->reelTimeSpinsLeft == 0)
{
- sSlotMachine->isLuckySpin = FALSE;
- sDecideReelTurns_NoBiasTag[task->tReelId]();
+ if (sSlotMachine->machineBias == 0 || !sSlotMachine->didNotFailBias || !sDecideStop_Bias[task->tReelId]())
+ {
+ sSlotMachine->didNotFailBias = FALSE;
+ sDecideStop_NoBias[task->tReelId]();
+ }
}
- task->data[1] = sSlotMachine->reelExtraTurns[task->tReelId];
+ task->tExtraTurns = sSlotMachine->reelExtraTurns[task->tReelId];
return TRUE;
}
-// go to next tag and then do any additional turns
-static bool8 SlotReelAction_MoveToStop(struct Task *task)
+// Go to the next symbol, then add any extra turns.
+static bool8 ReelTask_MoveToStop(struct Task *task)
{
u16 reelStopShocks[ARRAY_COUNT(sReelStopShocks)];
s16 reelPixelPos;
@@ -2118,112 +2328,147 @@ static bool8 SlotReelAction_MoveToStop(struct Task *task)
memcpy(reelStopShocks, sReelStopShocks, sizeof(sReelStopShocks));
reelPixelPos = sSlotMachine->reelPixelOffsets[task->tReelId] % REEL_SYMBOL_HEIGHT;
if (reelPixelPos != 0)
- reelPixelPos = AdvanceSlotReelToNextTag(task->tReelId, sSlotMachine->reelIncrement);
+ reelPixelPos = AdvanceSlotReelToNextSymbol(task->tReelId, sSlotMachine->reelSpeed);
else if (sSlotMachine->reelExtraTurns[task->tReelId])
{
sSlotMachine->reelExtraTurns[task->tReelId]--;
- AdvanceSlotReel(task->tReelId, sSlotMachine->reelIncrement);
+ AdvanceSlotReel(task->tReelId, sSlotMachine->reelSpeed);
reelPixelPos = sSlotMachine->reelPixelOffsets[task->tReelId] % REEL_SYMBOL_HEIGHT;
}
+
if (reelPixelPos == 0 && sSlotMachine->reelExtraTurns[task->tReelId] == 0)
{
- task->tState++;
- task->data[1] = reelStopShocks[task->data[1]];
- task->data[2] = 0;
+ task->tState++; // REEL_TASK_STOP_SHAKE
+ task->tShockMagnitude = reelStopShocks[task->tExtraTurns];
+ task->tTimer = 0;
}
return FALSE;
}
-// make selected tag oscillate before it becomes still
-static bool8 SlotReelAction_OscillatingStop(struct Task *task)
+// The reel shakes a little at the selected symbol before settling.
+static bool8 ReelTask_ShakingStop(struct Task *task)
{
- sSlotMachine->reelPixelOffsetsWhileStopping[task->tReelId] = task->data[1];
- task->data[1] = -task->data[1];
- task->data[2]++;
- if ((task->data[2] & 0x3) == 0)
- task->data[1] >>= 1;
- if (task->data[1] == 0)
+ sSlotMachine->reelShockOffsets[task->tReelId] = task->tShockMagnitude;
+ task->tShockMagnitude = -task->tShockMagnitude;
+ task->tTimer++;
+ if ((task->tTimer & 0x3) == 0)
+ task->tShockMagnitude >>= 1;
+ if (task->tShockMagnitude == 0)
{
task->tState = 0;
task->tMoving = FALSE;
- sSlotMachine->reelPixelOffsetsWhileStopping[task->tReelId] = 0;
+ sSlotMachine->reelShockOffsets[task->tReelId] = 0;
}
return FALSE;
}
#undef tState
+#undef tExtraTurns
+#undef tShockMagnitude
+#undef tTimer
#undef tMoving
#undef tReelId
-static bool8 DecideReelTurns_BiasTag_Reel1(void)
+// We pass along two symbols to bias toward. If the machine is biased toward
+// 7's, we pass both the 7 symbols. Otherwise, we just pass the bias symbol
+// twice.
+static bool8 DecideStop_Bias_Reel1(void)
{
- u8 tag2 = GetBiasTag(sSlotMachine->luckyFlags);
- u8 tag1 = tag2;
- if (sSlotMachine->luckyFlags & (LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777))
+ u8 sym2 = GetBiasSymbol(sSlotMachine->machineBias);
+ u8 sym1 = sym2;
+ if (sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7))
{
- tag1 = GFXTAG_7_RED;
- tag2 = GFXTAG_7_BLUE;
+ sym1 = SYMBOL_7_RED;
+ sym2 = SYMBOL_7_BLUE;
}
- return sDecideReelTurns_BiasTag_Reel1_Bets[sSlotMachine->bet - 1](tag1, tag2);
+ return sDecideStop_Bias_Reel1_Bets[sSlotMachine->bet - 1](sym1, sym2);
}
-static bool8 AreTagsAtPosition_Reel1(s16 pos, u8 tag1, u8 tag2)
+// The biasSymbol for subsequent reels is determined based on which of the bias
+// symbols can be found in reel 1. This really only matters when the machine is
+// biased toward 7's. It will try to match a 7 of the same color as reel 1.
+static bool8 EitherSymbolAtPos_Reel1(s16 pos, u8 sym1, u8 sym2)
{
- u8 tag = GetTag(LEFT_REEL, pos);
- if (tag == tag1 || tag == tag2)
+ u8 sym = GetSymbol(LEFT_REEL, pos);
+ if (sym == sym1 || sym == sym2)
{
- sSlotMachine->biasTag = tag;
+ sSlotMachine->biasSymbol = sym;
return TRUE;
}
return FALSE;
}
-static bool8 AreCherriesOnScreen_Reel1(s16 offsetFromCenter)
+// Returns true if there are cherries on screen in reel 1 after the given number
+// of turns.
+static bool8 AreCherriesOnScreen_Reel1(s16 turns)
{
- if (GetTag(LEFT_REEL, 1 - offsetFromCenter) == GFXTAG_CHERRY
- || GetTag(LEFT_REEL, 2 - offsetFromCenter) == GFXTAG_CHERRY
- || GetTag(LEFT_REEL, 3 - offsetFromCenter) == GFXTAG_CHERRY)
+ if (GetSymbol(LEFT_REEL, 1 - turns) == SYMBOL_CHERRY
+ || GetSymbol(LEFT_REEL, 2 - turns) == SYMBOL_CHERRY
+ || GetSymbol(LEFT_REEL, 3 - turns) == SYMBOL_CHERRY)
return TRUE;
else
return FALSE;
}
-static bool8 IsBiasTowardsCherryOr7s(void)
+static bool8 BiasedTowardCherryOr7s(void)
{
- if (sSlotMachine->luckyFlags & (LUCKY_BIAS_777 | LUCKY_BIAS_MIXED_777 | LUCKY_BIAS_CHERRY))
+ if (sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7 | BIAS_CHERRY))
return TRUE;
else
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel1_Bet1(u8 tag1, u8 tag2)
+// If a bias symbol appears in the center of reel 1 within the next 4 turns,
+// stop there. That symbol becomes the biasSymbol for the subsequent reels.
+static bool8 DecideStop_Bias_Reel1_Bet1(u8 sym1, u8 sym2)
{
s16 i;
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- // if a lucky tag appears in the center row within 4 turns
- if (AreTagsAtPosition_Reel1(2 - i, tag1, tag2))
+ if (EitherSymbolAtPos_Reel1(2 - i, sym1, sym2))
{
sSlotMachine->winnerRows[LEFT_REEL] = 2;
- sSlotMachine->reelExtraTurns[0] = i;
+ sSlotMachine->reelExtraTurns[LEFT_REEL] = i;
return TRUE;
}
}
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel1_Bet2or3(u8 tag1, u8 tag2)
+// There is slightly different behavior depending on the machine's bias.
+//
+// Bias toward cherry or 7s:
+// - Check if a cherry or 7 is currently on screen. If so, stop immediately.
+// - Roll up to 4 extra turns to see if a cherry or 7 enters the screen:
+// - If it enters after 1 turn, stop the reel when it gets the bottom row.
+// - Otherwise, if it enters before the 4th turn, stop the reel when it gets
+// to the middle row.
+// - If it enters on the 4th turn, stop here. It will be in the top row.
+//
+// Other bias:
+// - This is very similar, except the game is checking for the bias symbol
+// rather than cherries / 7s.
+//
+// However, the game adds an additional constraint: it will not stop if there
+// will be any cherries on screen. Presumably, this ensures that you will not
+// get any matches if you fail to line up the bias symbol in the remaining
+// reels.
+//
+// This is programmed in such a way that it excludes more options than
+// necessary. If there are cherries in the two positions below the bias symbol,
+// it will skip over this option, even if those cherries would not have ended
+// up on screen.
+static bool8 DecideStop_Bias_Reel1_Bet2or3(u8 sym1, u8 sym2)
{
s16 i;
- bool8 biased = IsBiasTowardsCherryOr7s();
- // if lucky numbers or no cherries are currently on screen in reel 1...
- if (biased || !AreCherriesOnScreen_Reel1(0))
+ bool8 cherry7Bias = BiasedTowardCherryOr7s();
+ if (cherry7Bias || !AreCherriesOnScreen_Reel1(0))
{
- for (i = 1; i < 4; i++)
+ // Check the current screen
+ for (i = 1; i <= 3; i++)
{
- // if a bias tag is currently on the screen
- if (AreTagsAtPosition_Reel1(i, tag1, tag2))
+ if (EitherSymbolAtPos_Reel1(i, sym1, sym2))
{
sSlotMachine->winnerRows[0] = i;
sSlotMachine->reelExtraTurns[0] = 0;
@@ -2231,30 +2476,27 @@ static bool8 DecideReelTurns_BiasTag_Reel1_Bet2or3(u8 tag1, u8 tag2)
}
}
}
- for (i = 1; i < 5; i++)
+
+ // Check the next 4 turns
+ for (i = 1; i <= MAX_EXTRA_TURNS; i++)
{
- bool8 biasedCopy = biased; // redundant
- // if biased or if in the next 4 turns there is a screen with no cherries...
- if (biasedCopy || !AreCherriesOnScreen_Reel1(i))
+ bool8 cherry7BiasCopy = cherry7Bias; // redundant
+ if (cherry7BiasCopy || !AreCherriesOnScreen_Reel1(i))
{
- //...and if a bias tag is in top row of that screen
- if (AreTagsAtPosition_Reel1(1 - i, tag1, tag2))
+ if (EitherSymbolAtPos_Reel1(1 - i, sym1, sym2))
{
- //...and if it only took 1 turn and the lucky tag could also be the bottom row of a screen with no cherries...
- if (i == 1 && (biasedCopy || !AreCherriesOnScreen_Reel1(3)))
+ if (i == 1 && (cherry7BiasCopy || !AreCherriesOnScreen_Reel1(3)))
{
sSlotMachine->winnerRows[0] = 3;
sSlotMachine->reelExtraTurns[0] = 3;
return TRUE;
}
- //...or if it isn't the last turn and the lucky tag could be in the center row of a screen with no cherries...
- if (i < 4 && (biasedCopy || !AreCherriesOnScreen_Reel1(i + 1)))
+ if (i <= 3 && (cherry7BiasCopy || !AreCherriesOnScreen_Reel1(i + 1)))
{
sSlotMachine->winnerRows[0] = 2;
sSlotMachine->reelExtraTurns[0] = i + 1;
return TRUE;
}
- //...else
sSlotMachine->winnerRows[0] = 1;
sSlotMachine->reelExtraTurns[0] = i;
return TRUE;
@@ -2264,22 +2506,23 @@ static bool8 DecideReelTurns_BiasTag_Reel1_Bet2or3(u8 tag1, u8 tag2)
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel2(void)
+static bool8 DecideStop_Bias_Reel2(void)
{
- return sDecideReelTurns_BiasTag_Reel2_Bets[sSlotMachine->bet - 1]();
+ return sDecideStop_Bias_Reel2_Bets[sSlotMachine->bet - 1]();
}
-static bool8 DecideReelTurns_BiasTag_Reel2_Bet1or2(void)
+// Turn at most 4 extra turns to try to line up the bias symbol in the same row
+// as reel 1.
+static bool8 DecideStop_Bias_Reel2_Bet1or2(void)
{
s16 i;
- s16 biasTagLocation_Reel1 = sSlotMachine->winnerRows[0];
+ s16 reel1BiasRow = sSlotMachine->winnerRows[0];
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- // if biasTag appears in the same row within 4 turns
- if (GetTag(MIDDLE_REEL, biasTagLocation_Reel1 - i) == sSlotMachine->biasTag)
+ if (GetSymbol(MIDDLE_REEL, reel1BiasRow - i) == sSlotMachine->biasSymbol)
{
- sSlotMachine->winnerRows[1] = biasTagLocation_Reel1;
+ sSlotMachine->winnerRows[1] = reel1BiasRow;
sSlotMachine->reelExtraTurns[1] = i;
return TRUE;
}
@@ -2287,19 +2530,55 @@ static bool8 DecideReelTurns_BiasTag_Reel2_Bet1or2(void)
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel2_Bet3(void)
+// Checks whether it can match the bias symbol diagonally, and sometimes skews
+// toward this type of match rather than a match straight across.
+//
+// The behavior is different depending on where the bias symbol landed in
+// reel 1:
+//
+// Landed in middle row:
+// A diagonal match is impossible. Just try to match the bias symbol in the
+// middle row of reel 2 within 4 turns.
+//
+// Landed in top/bottom row:
+// - If it would take 2 or 3 turns to get the bias symbol into the same row as
+// reel 1, force a diagonal match by stopping it in the middle row instead.
+// - Check if the bias symbol is already in the same row as reel 1, or if it
+// takes 1 or 4 turns to get it there. If so, stop when it reaches that row.
+// - Otherwise, check if the bias symbol is already in the middle row of
+// reel 2. If so, stop here.
+//
+// So in how many more cases would betting 3 coins let you win compared to
+// betting 2?
+// Not many. Most of the time, the game would have matched the symbol in the
+// same row as reel 1 if you had bet 2 coins. Betting 3 effectively adds
+// coverage for only two additional cases:
+// - Bias symbol is in top row of reel 1 and bias symbol is currently in
+// middle row of reel 2.
+// - Bias symbol is in bottom row of reel 1 and bias symbol could get to the
+// middle row of reel 2 in 4 turns.
+//
+// Assuming this is the implementation Game Freak intended, the game effectively
+// turns straight matches into diagonal matches with 2/5 probability.
+// Presumably, this makes the player feel fortunate that they bet 3 coins rather
+// than 2, even though most times the game would have still forced a match with
+// only 2 coins.
+static bool8 DecideStop_Bias_Reel2_Bet3(void)
{
s16 i;
- // if biasTag appears in the same row within 4 turns...
- if (DecideReelTurns_BiasTag_Reel2_Bet1or2())
+ // If you can line up the bias symbol in the same row as reel 1 within 4
+ // turns
+ if (DecideStop_Bias_Reel2_Bet1or2())
{
- //...and if the biasTag is not in middle row of reel 1 and if biasTag appears in middle row of reel 2 in 2 or 3 turns...
+ // If bias symbol is not in the middle row of reel 1 and it takes either
+ // 2 or 3 turns to get it in the same row for reel 2
if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4)
{
- for (i = 0; i < 5; i++)
+ // Try turning this into a diagonal match by lining up the bias
+ // symbol in the middle row of reel 2 within 4 turns.
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- //...and if the bias tag will appear in the middle row within 4 turns
- if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)
+ if (GetSymbol(MIDDLE_REEL, 2 - i) == sSlotMachine->biasSymbol)
{
sSlotMachine->winnerRows[1] = 2;
sSlotMachine->reelExtraTurns[1] = i;
@@ -2309,13 +2588,16 @@ static bool8 DecideReelTurns_BiasTag_Reel2_Bet3(void)
}
return TRUE;
}
- // else if the biasTag is not in middle row of reel 1...
+
+ // If you can't line up the bias symbol in the same row in 4 turns, and the
+ // bias symbol is not in the middle row of reel 1
if (sSlotMachine->winnerRows[0] != 2)
{
- for (i = 0; i < 5; i++)
+ // Try to match the bias symbol in middle row of reel 2 within 4 turns.
+ // Adds coverage for the two cases mentioned above.
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- //...and if the biasTag will appear in the center row of reel 2 within 4 turns
- if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)
+ if (GetSymbol(MIDDLE_REEL, 2 - i) == sSlotMachine->biasSymbol)
{
sSlotMachine->winnerRows[1] = 2;
sSlotMachine->reelExtraTurns[1] = i;
@@ -2326,31 +2608,34 @@ static bool8 DecideReelTurns_BiasTag_Reel2_Bet3(void)
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel3(void)
+// If the machine is biased toward mixed 7's, swap the color of the bias symbol
+// from red 7 to blue 7, or vice versa.
+static bool8 DecideStop_Bias_Reel3(void)
{
- u8 biasTag = sSlotMachine->biasTag;
- if (sSlotMachine->luckyFlags & LUCKY_BIAS_MIXED_777)
+ u8 biasSymbol = sSlotMachine->biasSymbol;
+ if (sSlotMachine->machineBias & BIAS_MIXED_7)
{
- biasTag = GFXTAG_7_RED;
- if (sSlotMachine->biasTag == GFXTAG_7_RED)
+ biasSymbol = SYMBOL_7_RED;
+ if (sSlotMachine->biasSymbol == SYMBOL_7_RED)
{
- biasTag = GFXTAG_7_BLUE;
+ biasSymbol = SYMBOL_7_BLUE;
}
}
- return sDecideReelTurns_BiasTag_Reel3_Bets[sSlotMachine->bet - 1](biasTag);
+ return sDecideStop_Bias_Reel3_Bets[sSlotMachine->bet - 1](biasSymbol);
}
-static bool8 DecideReelTurns_BiasTag_Reel3_Bet1or2(u8 biasTag)
+// Turn at most 4 extra turns to try to line up the bias symbol in the same
+// row as reel 2.
+static bool8 DecideStop_Bias_Reel3_Bet1or2(u8 biasSymbol)
{
s16 i;
- s16 biasTagLocation_Reel2 = sSlotMachine->winnerRows[1];
+ s16 reel2BiasRow = sSlotMachine->winnerRows[1];
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- // if the biasTag appears in the same row as in reel 2 within 4 turns
- if (GetTag(RIGHT_REEL, biasTagLocation_Reel2 - i) == biasTag)
+ if (GetSymbol(RIGHT_REEL, reel2BiasRow - i) == biasSymbol)
{
- sSlotMachine->winnerRows[2] = biasTagLocation_Reel2;
+ sSlotMachine->winnerRows[2] = reel2BiasRow;
sSlotMachine->reelExtraTurns[2] = i;
return TRUE;
}
@@ -2358,35 +2643,40 @@ static bool8 DecideReelTurns_BiasTag_Reel3_Bet1or2(u8 biasTag)
return FALSE;
}
-static bool8 DecideReelTurns_BiasTag_Reel3_Bet3(u8 biasTag)
+// Try to complete a match in reel 3 by lining up a bias symbol with the bias
+// symbols from the first two reels.
+static bool8 DecideStop_Bias_Reel3_Bet3(u8 biasSymbol)
{
s16 i;
- s16 biasTagFinalPos;
- // if the final position of the biasTag matches in reel 1 and reel 2...
+ s16 biasRow;
+
+ // First two bias symbols in the same row. Try to line up bias symbol in
+ // same the row here too
if (sSlotMachine->winnerRows[0] == sSlotMachine->winnerRows[1])
- //...then try to line it up in reel 3
- return DecideReelTurns_BiasTag_Reel3_Bet1or2(biasTag);
- // else place it in the row opposite reel 1's
+ return DecideStop_Bias_Reel3_Bet1or2(biasSymbol);
+
+ // Otherwise, try to line up the bias symbol diagonally
if (sSlotMachine->winnerRows[0] == 1)
- biasTagFinalPos = 3;
+ biasRow = 3;
else
- biasTagFinalPos = 1;
- for (i = 0; i < 5; i++)
+ biasRow = 1;
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- // if the biasTag lands in that position within 4 turns
- if (GetTag(RIGHT_REEL, biasTagFinalPos - i) == biasTag)
+ if (GetSymbol(RIGHT_REEL, biasRow - i) == biasSymbol)
{
sSlotMachine->reelExtraTurns[2] = i;
- sSlotMachine->winnerRows[2] = biasTagFinalPos;
+ sSlotMachine->winnerRows[2] = biasRow;
return TRUE;
}
}
return FALSE;
}
-// Advance until there are no cherries on screen in reel 1
-
-static void DecideReelTurns_NoBiasTag_Reel1(void)
+// Advance as many turns as needed until there are no cherries on screen in
+// reel 1, as cherries would cause a match.
+//
+// Based on the distribution of reel 1, this will add at most 3 extra turns.
+static void DecideStop_NoBias_Reel1(void)
{
s16 i = 0;
@@ -2395,41 +2685,60 @@ static void DecideReelTurns_NoBiasTag_Reel1(void)
sSlotMachine->reelExtraTurns[0] = i;
}
-static bool8 IsBiasTag777_SwitchColor(u8 *biasTagPtr)
+// If the bias symbol is one of the 7's, switch to the opposite color and return
+// true. Otherwise, return false.
+static bool8 IfSymbol7_SwitchColor(u8 *symbol)
{
- if (*biasTagPtr == GFXTAG_7_RED)
+ if (*symbol == SYMBOL_7_RED)
{
- *biasTagPtr = GFXTAG_7_BLUE;
+ *symbol = SYMBOL_7_BLUE;
return TRUE;
}
- if (*biasTagPtr == GFXTAG_7_BLUE)
+ if (*symbol == SYMBOL_7_BLUE)
{
- *biasTagPtr = GFXTAG_7_RED;
+ *symbol = SYMBOL_7_RED;
return TRUE;
}
return FALSE;
}
-static void DecideReelTurns_NoBiasTag_Reel2(void)
-{
- sDecideReelTurns_NoBiasTag_Reel2_Bets[sSlotMachine->bet - 1]();
-}
-
-// only does stuff if the biasTag is one of the 7's, plus other conditions
-static void DecideReelTurns_NoBiasTag_Reel2_Bet1(void)
-{
- if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->luckyFlags & LUCKY_BIAS_777)
- {
- u8 biasTag = GetTag(LEFT_REEL, 2 - sSlotMachine->reelExtraTurns[0]);
- //...and if biasTag is one of the 7's...
- if (IsBiasTag777_SwitchColor(&biasTag))
- //...swap color of biasTag...
+// If the machine doesn't have a bias, the reel stops immediately.
+//
+// Otherwise, the machine tries to taunt the player if it is biased toward
+// straight 7's. This would only happen if the player did not stop near the
+// correct-color 7, so the machine couldn't force a match.
+//
+// Instead, the machine now tries to line up the opposite-color 7, which is not
+// a valid match.
+static void DecideStop_NoBias_Reel2(void)
+{
+ sDecideStop_NoBias_Reel2_Bets[sSlotMachine->bet - 1]();
+}
+
+// If the machine has no bias, stop immediately.
+//
+// Otherwise, the machine manipulates the results if all the following
+// conditions are met:
+// If
+// - The machine is biased toward straight 7's
+// - The machine managed to match a 7 in the middle of reel 1
+// - The machine could not line up a 7 of the same color in reel 2
+// Then
+// The machine will try to line up a 7 of the opposite color in reel 2
+static void DecideStop_NoBias_Reel2_Bet1(void)
+{
+ if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->machineBias & BIAS_STRAIGHT_7)
+ {
+ // Note here and in other NoBias functions, reelExtraTurns is 0 if it
+ // corresponds to a previous reel. That reel has already stopped and any
+ // extra turns were applied.
+ u8 reel1MiddleSym = GetSymbol(LEFT_REEL, 2 - sSlotMachine->reelExtraTurns[0]);
+ if (IfSymbol7_SwitchColor(&reel1MiddleSym))
{
s16 i;
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- //...and if the biasTag appears within 4 turns
- if (biasTag == GetTag(MIDDLE_REEL, 2 - i))
+ if (reel1MiddleSym == GetSymbol(MIDDLE_REEL, 2 - i))
{
sSlotMachine->winnerRows[1] = 2;
sSlotMachine->reelExtraTurns[1] = i;
@@ -2440,20 +2749,27 @@ static void DecideReelTurns_NoBiasTag_Reel2_Bet1(void)
}
}
-static void DecideReelTurns_NoBiasTag_Reel2_Bet2(void)
+// If the machine has no bias, stop immediately.
+//
+// Otherwise, the machine manipulates the results if all the following
+// conditions are met:
+// If
+// - The machine is biased toward straight 7's
+// - The machine managed to match a 7 anywhere in reel 1
+// - The machine could not line up a 7 of the same color in reel 2
+// Then
+// The machine will try to line up a 7 of the opposite color in reel 2
+static void DecideStop_NoBias_Reel2_Bet2(void)
{
- if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->luckyFlags & LUCKY_BIAS_777)
+ if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->machineBias & BIAS_STRAIGHT_7)
{
- u8 biasTag = GetTag(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
- //...and if biasTag is one of the 7's...
- if (IsBiasTag777_SwitchColor(&biasTag))
- //...swap color of biasTag...
+ u8 reel1BiasSym = GetSymbol(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
+ if (IfSymbol7_SwitchColor(&reel1BiasSym))
{
s16 i;
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- //...and if the biasTag appears in same row in reel 2 within 4 turns
- if (biasTag == GetTag(MIDDLE_REEL, sSlotMachine->winnerRows[0] - i))
+ if (reel1BiasSym == GetSymbol(MIDDLE_REEL, sSlotMachine->winnerRows[0] - i))
{
sSlotMachine->winnerRows[1] = sSlotMachine->winnerRows[0];
sSlotMachine->reelExtraTurns[1] = i;
@@ -2464,146 +2780,225 @@ static void DecideReelTurns_NoBiasTag_Reel2_Bet2(void)
}
}
-static void DecideReelTurns_NoBiasTag_Reel2_Bet3(void)
+// If the machine has no bias, stop immediately.
+//
+// Otherwise, the machine manipulates the results if all the following
+// conditions are met:
+// If
+// - The machine is biased toward straight 7's
+// - The machine managed to match a 7 anywhere in reel 1
+// - The machine could not line up a 7 of the same color in reel 2
+// Then
+// The machine will try to line up a 7 of the opposite color in reel 2
+//
+// The way it tries to line up an opposite-color 7 differs depending on where
+// the 7 is in reel 1:
+//
+// Middle row:
+// Try to line up an opposite-color 7 in the middle of reel 2 within 4 turns.
+//
+// Top row:
+// - First check for an opposite-color 7 in the top and middle rows of the
+// current screen. If found, stop immediately.
+// - Otherwise, check if an opposite-color 7 will enter the top row within 4
+// turns.
+// - If one enters in 1 or 2 turns, stop the reel when it gets to the middle
+// row.
+// - If one enters in 3 or 4 turns, stop the reel when it gets to the top
+// row.
+//
+// Bottom row:
+// - First check for an opposite-color 7 in the middle and bottom rows of the
+// current screen. If found, stop immediately.
+// - Otherwise, check if an opposite-color 7 will enter the bottom row within 4
+// turns.
+// - If one enters in 1 or 2 turns, stop the reel when it gets to the bottom
+// row.
+// - If one enters in 3 or 4 turns, stop the reel when it gets to the middle
+// row.
+//
+// BUG: This procedure misses an opportunity to line up an opposite-color 7 in
+// one scenario, when:
+// - There is a 7 in the bottom row of reel 1
+// - And, you can get an opposite-color 7 in the middle row of reel 2 in 4
+// turns
+static void DecideStop_NoBias_Reel2_Bet3(void)
{
s16 i;
s16 j;
- // if reel 1 has a biasTag and bit 7 is set in luckyFlags...
- if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->luckyFlags & LUCKY_BIAS_777)
+ u8 reel1BiasSym;
+
+ if (sSlotMachine->winnerRows[0] != 0 && sSlotMachine->machineBias & BIAS_STRAIGHT_7)
{
- //...and if biasTag appeared in the center row of reel 1
+ // Lined up 7 in middle of reel 1
if (sSlotMachine->winnerRows[0] == 2)
{
- DecideReelTurns_NoBiasTag_Reel2_Bet2();
+ DecideStop_NoBias_Reel2_Bet2();
+ return;
}
- else
+
+ reel1BiasSym = GetSymbol(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
+ if (IfSymbol7_SwitchColor(&reel1BiasSym))
{
- u8 biasTag = GetTag(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
- //...and if biasTag is one of the 7's...
- if (IsBiasTag777_SwitchColor(&biasTag))
- //...swap the color of the 7...
+ // Check current screen to see if there is already an opposite-color
+ // 7 lined up for a match.
+ j = 2;
+ if (sSlotMachine->winnerRows[0] == 3)
+ j = 3;
+ for (i = 0; i < 2; i++, j--)
{
- j = 2;
- if (sSlotMachine->winnerRows[0] == 3)
- j = 3;
- for (i = 0; i < 2; i++, j--)
+ if (reel1BiasSym == GetSymbol(MIDDLE_REEL, j))
{
- if (biasTag == GetTag(MIDDLE_REEL, j))
- {
- sSlotMachine->winnerRows[1] = j;
- sSlotMachine->reelExtraTurns[1] = 0;
- return;
- }
+ sSlotMachine->winnerRows[1] = j;
+ sSlotMachine->reelExtraTurns[1] = 0;
+ return;
}
- for (j = 1; j < 5; j++)
+ }
+
+ // Check if opposite-color 7 will appear in same row as reel 1 in
+ // over the next 4 turns
+ for (j = 1; j <= MAX_EXTRA_TURNS; j++)
+ {
+ if (reel1BiasSym == GetSymbol(MIDDLE_REEL, sSlotMachine->winnerRows[0] - j))
{
- if (biasTag == GetTag(MIDDLE_REEL, sSlotMachine->winnerRows[0] - j))
+ // If 7 appeared in top row of reel 1
+ if (sSlotMachine->winnerRows[0] == 1)
+ {
+ if (j <= 2)
+ {
+ sSlotMachine->winnerRows[1] = 2;
+ sSlotMachine->reelExtraTurns[1] = j + 1;
+ }
+ else
+ {
+ sSlotMachine->winnerRows[1] = 1;
+ sSlotMachine->reelExtraTurns[1] = j;
+ }
+ }
+ // If 7 appeared in bottom row of reel 1
+ else
{
- if (sSlotMachine->winnerRows[0] == 1)
+ if (j <= 2)
{
- if (j < 3)
- {
- sSlotMachine->winnerRows[1] = 2;
- sSlotMachine->reelExtraTurns[1] = j + 1;
- }
- else
- {
- sSlotMachine->winnerRows[1] = 1;
- sSlotMachine->reelExtraTurns[1] = j;
- }
+ sSlotMachine->winnerRows[1] = 3;
+ sSlotMachine->reelExtraTurns[1] = j;
}
else
{
- if (j < 3)
- {
- sSlotMachine->winnerRows[1] = 3;
- sSlotMachine->reelExtraTurns[1] = j;
- }
- else
- {
- sSlotMachine->winnerRows[1] = 2;
- sSlotMachine->reelExtraTurns[1] = j - 1;
- }
+ sSlotMachine->winnerRows[1] = 2;
+ sSlotMachine->reelExtraTurns[1] = j - 1;
}
- return;
}
+ return;
}
}
}
}
}
-static bool8 AreTagsMixed77(u8 tag1, u8 tag2)
+// Returns true if the reel 1 and reel 2 symbols are opposite-color 7's.
+//
+// Note that if true, this does not constitue a MATCH_MIXED_7, as the first two
+// reels are not the same color.
+static bool8 MismatchedSyms_77(u8 sym1, u8 sym2)
{
- if ((tag1 == GFXTAG_7_RED && tag2 == GFXTAG_7_BLUE) || (tag1 == GFXTAG_7_BLUE && tag2 == GFXTAG_7_RED))
+ if ((sym1 == SYMBOL_7_RED && sym2 == SYMBOL_7_BLUE) || (sym1 == SYMBOL_7_BLUE && sym2 == SYMBOL_7_RED))
return TRUE;
else
return FALSE;
}
-static bool8 AreTagsMixed777(u8 tag1, u8 tag2, u8 tag3)
+// Returns true if the reel 1, reel 2 and reel 3 symbolss form a 7 mismatch,
+// i.e. {7R, 7B, 7R} or {7B, 7R, 7B}.
+static bool8 MismatchedSyms_777(u8 sym1, u8 sym2, u8 sym3)
{
- if ((tag1 == GFXTAG_7_RED && tag2 == GFXTAG_7_BLUE && tag3 == GFXTAG_7_RED) ||
- (tag1 == GFXTAG_7_BLUE && tag2 == GFXTAG_7_RED && tag3 == GFXTAG_7_BLUE))
+ if ((sym1 == SYMBOL_7_RED && sym2 == SYMBOL_7_BLUE && sym3 == SYMBOL_7_RED) ||
+ (sym1 == SYMBOL_7_BLUE && sym2 == SYMBOL_7_RED && sym3 == SYMBOL_7_BLUE))
return TRUE;
else
return FALSE;
}
-static bool8 TagsDontMatchOrHaveAny7s(u8 tag1, u8 tag2, u8 tag3)
+// Returns false if either:
+// - The symbols form a match (including MATCH_MIXED_7)
+// - Or, the symbols form a 7 mismatch (i.e., {7R, 7B, 7R} or {7B, 7R, 7B})
+//
+// Note, this does not account for cherry matches.
+static bool8 NeitherMatchNor7Mismatch(u8 sym1, u8 sym2, u8 sym3)
{
- if ((tag1 == GFXTAG_7_RED && tag2 == GFXTAG_7_BLUE && tag3 == GFXTAG_7_RED) ||
- (tag1 == GFXTAG_7_BLUE && tag2 == GFXTAG_7_RED && tag3 == GFXTAG_7_BLUE) ||
- (tag1 == GFXTAG_7_RED && tag2 == GFXTAG_7_RED && tag3 == GFXTAG_7_BLUE) ||
- (tag1 == GFXTAG_7_BLUE && tag2 == GFXTAG_7_BLUE && tag3 == GFXTAG_7_RED) ||
- (tag1 == tag2 && tag1 == tag3))
+ if ((sym1 == SYMBOL_7_RED && sym2 == SYMBOL_7_BLUE && sym3 == SYMBOL_7_RED)
+ || (sym1 == SYMBOL_7_BLUE && sym2 == SYMBOL_7_RED && sym3 == SYMBOL_7_BLUE)
+ || (sym1 == SYMBOL_7_RED && sym2 == SYMBOL_7_RED && sym3 == SYMBOL_7_BLUE)
+ || (sym1 == SYMBOL_7_BLUE && sym2 == SYMBOL_7_BLUE && sym3 == SYMBOL_7_RED)
+ || (sym1 == sym2 && sym1 == sym3))
{
return FALSE;
}
return TRUE;
}
-static void DecideReelTurns_NoBiasTag_Reel3(void)
+// Spin until there's no match, or try to taunt the player with a 7 mismatch if
+// they failed the straight 7 bias.
+static void DecideStop_NoBias_Reel3(void)
{
- sDecideReelTurns_NoBiasTag_Reel3_Bets[sSlotMachine->bet - 1]();
+ sDecideStop_NoBias_Reel3_Bets[sSlotMachine->bet - 1]();
}
-static void DecideReelTurns_NoBiasTag_Reel3_Bet1(void)
+// Spin until there is no match in reel 3. Additionally, if the player failed a
+// straight 7 bias, try to taunt them with a 7 mismatch.
+//
+// The way this plays out depends on the first two matched symbols.
+//
+// If first two symbols are the same:
+// Spin until you get a symbol that won't complete a match.
+//
+// Otherwise, if the first two symbols are opposite-color 7's:
+// - If the machine is biased toward straight 7's, then the player must have
+// failed with this bias. The machine tries to taunt the player by turning
+// up to 4 turns to complete a 7 mismatch (i.e., {7R, 7B, 7R} or
+// {7B, 7R, 7B}).
+// - Otherwise, spin until you get a symbol that won't complete a match.
+static void DecideStop_NoBias_Reel3_Bet1(void)
{
s16 i = 0;
- u8 tag1 = GetTag(LEFT_REEL, 2 - sSlotMachine->reelExtraTurns[0]);
- u8 tag2 = GetTag(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
- // if tags match in first 2 reels...
- if (tag1 == tag2)
+ u8 sym1 = GetSymbol(LEFT_REEL, 2 - sSlotMachine->reelExtraTurns[0]);
+ u8 sym2 = GetSymbol(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
+
+ // If first two symbols match, spin until you get a non-matching symbol
+ if (sym1 == sym2)
{
- //...spin until you get non-matching tag
- while (1)
+ while (TRUE)
{
- u8 tag3;
- if (!(tag1 == (tag3 = GetTag(RIGHT_REEL, 2 - i)) || (tag1 == GFXTAG_7_RED && tag3 == GFXTAG_7_BLUE) || (tag1 == GFXTAG_7_BLUE && tag3 == GFXTAG_7_RED)))
+ u8 sym3;
+ if (!((sym1 == (sym3 = GetSymbol(RIGHT_REEL, 2 - i)))
+ || (sym1 == SYMBOL_7_RED && sym3 == SYMBOL_7_BLUE)
+ || (sym1 == SYMBOL_7_BLUE && sym3 == SYMBOL_7_RED)))
break;
i++;
}
}
- else if (AreTagsMixed77(tag1, tag2))
+ // First two symbols are opposite-color 7's
+ else if (MismatchedSyms_77(sym1, sym2))
{
- if (sSlotMachine->luckyFlags & LUCKY_BIAS_777)
+ // If biased toward straight 7's, try to complete the 7 mismatch in 4
+ // turns
+ if (sSlotMachine->machineBias & BIAS_STRAIGHT_7)
{
- //...see if you can match with reel 1 within 4 turns
- for (i = 0; i < 5; i++)
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- if (tag1 == GetTag(RIGHT_REEL, 2 - i))
+ if (sym1 == GetSymbol(RIGHT_REEL, 2 - i))
{
sSlotMachine->reelExtraTurns[2] = i;
return;
}
}
}
- // turn until you aren't matching with reel 1
+
+ // Otherwise, just spin until you get a non-matching symbol
i = 0;
- while (1)
+ while (TRUE)
{
- if (tag1 != GetTag(RIGHT_REEL, 2 - i))
+ if (sym1 != GetSymbol(RIGHT_REEL, 2 - i))
break;
i++;
}
@@ -2611,25 +3006,49 @@ static void DecideReelTurns_NoBiasTag_Reel3_Bet1(void)
sSlotMachine->reelExtraTurns[2] = i;
}
-static void DecideReelTurns_NoBiasTag_Reel3_Bet2(void)
+// Spin until there is no match in reel 3. Additionally, if the player failed a
+// straight 7 bias, try to taunt them with a 7 mismatch.
+//
+// There are up to two stages, depending on the first two matched symbols:
+//
+// 1. [Optional] If first two symbols are opposite-color 7's in the same row and
+// the machine is biased toward straight 7's:
+// Check if a 7 with the same color as reel 1 appears in the same row
+// within 4 turns. If so, initially advance to that position.
+//
+// 2. Check rows. Keep advancing the reel a turn at a time as long as:
+// - There is a match in any row
+// - Or, there is a 7 mismatch in any row and the machine isn't biased
+// toward straight 7's
+//
+// Note, stage 2 is not limited to 4 turns. The reel keeps spinning until you
+// lose.
+static void DecideStop_NoBias_Reel3_Bet2(void)
{
s16 extraTurns = 0;
s16 i;
- u8 tag1;
- u8 tag2;
- u8 tag3;
- if (sSlotMachine->winnerRows[1] != 0 && sSlotMachine->winnerRows[0] == sSlotMachine->winnerRows[1] && sSlotMachine->luckyFlags & LUCKY_BIAS_777)
- {
- tag1 = GetTag(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
- tag2 = GetTag(MIDDLE_REEL, sSlotMachine->winnerRows[1] - sSlotMachine->reelExtraTurns[1]);
- //...and if tags are mixed 7s...
- if (AreTagsMixed77(tag1, tag2))
+ u8 sym1;
+ u8 sym2;
+ u8 sym3;
+
+ // Effectively, if you lined up two 7's in the same row
+ if (sSlotMachine->winnerRows[1] != 0 &&
+ sSlotMachine->winnerRows[0] == sSlotMachine->winnerRows[1] &&
+ sSlotMachine->machineBias & BIAS_STRAIGHT_7)
+ {
+ sym1 = GetSymbol(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
+ sym2 = GetSymbol(MIDDLE_REEL, sSlotMachine->winnerRows[1] - sSlotMachine->reelExtraTurns[1]);
+
+ // If the first two 7's are opposite colors, see if you can line up a 7
+ // mismatch in the same row. If so, advance initially to that position.
+ // More turns may be added further below.
+ if (MismatchedSyms_77(sym1, sym2))
{
- //...try to match with reel 1 within 4 turns
- for (i = 0; i < 5; i++)
+ // Iterate over the next 4 turns
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- tag3 = GetTag(RIGHT_REEL, sSlotMachine->winnerRows[1] - i);
- if (tag1 == tag3)
+ sym3 = GetSymbol(RIGHT_REEL, sSlotMachine->winnerRows[1] - i);
+ if (sym1 == sym3)
{
extraTurns = i;
break;
@@ -2637,53 +3056,100 @@ static void DecideReelTurns_NoBiasTag_Reel3_Bet2(void)
}
}
}
- // GUESS: spin until there's no possible match within 4 turns of you stopping
- while (1)
+
+ while (TRUE)
{
- s16 loopExit;
- for (i = 1, loopExit = 0; i < 4; i++)
+ s16 numMatches;
+ // Iterate over the rows of the screen after `extraTurns` turns
+ for (i = 1, numMatches = 0; i <= 3; i++)
{
- tag1 = GetTag(LEFT_REEL, i - sSlotMachine->reelExtraTurns[0]); // why does this update with i
- tag2 = GetTag(MIDDLE_REEL, i - sSlotMachine->reelExtraTurns[1]);
- tag3 = GetTag(RIGHT_REEL, i - extraTurns);
- // if bit 7 of luckyFlags is unset...
- //...and if all 3 tags match and they're not mixed 7s
- if (!TagsDontMatchOrHaveAny7s(tag1, tag2, tag3) && (!AreTagsMixed777(tag1, tag2, tag3) || !(sSlotMachine->luckyFlags & LUCKY_BIAS_777)))
+ sym1 = GetSymbol(LEFT_REEL, i - sSlotMachine->reelExtraTurns[0]);
+ sym2 = GetSymbol(MIDDLE_REEL, i - sSlotMachine->reelExtraTurns[1]);
+ sym3 = GetSymbol(RIGHT_REEL, i - extraTurns);
+
+ // This boils down to:
+ // If there's a match on screen, keep spinning. Otherwise, if
+ // there's a 7 mismatch on screen, keep spinning if the machine
+ // isn't biased toward straight 7's.
+ if (!NeitherMatchNor7Mismatch(sym1, sym2, sym3) &&
+ !(MismatchedSyms_777(sym1, sym2, sym3) && (sSlotMachine->machineBias & BIAS_STRAIGHT_7)))
{
- loopExit++;
+ numMatches++;
break;
}
}
- if (loopExit == 0)
+
+ // If no matches were found, stop here. Otherwise, add an extra spin and
+ // check again.
+ if (numMatches == 0)
break;
extraTurns++;
}
sSlotMachine->reelExtraTurns[2] = extraTurns;
}
-static void DecideReelTurns_NoBiasTag_Reel3_Bet3(void)
-{
- u8 tag1;
- u8 tag2;
- u8 tag3;
- s16 j;
+// Try to spin until there is no match in reel 3. Additionally, if the player
+// failed a straight 7 bias, try to taunt them with a 7 mismatch.
+//
+// There are up to four stages:
+//
+// 1. Advance the reel as if 2 coins were bet: to mildly oversimplify, spin
+// until there's no matches straight across in any rows.
+//
+// 2. [Optional] If you've lined up two opposite-color 7's diagonally and the
+// machine is biased toward straight 7's:
+// Check if a 7 with the same color as reel 1 appears in the final diagonal
+// position within 4 turns. If so, advance to that position.
+//
+// 3. Check NWSE diagonal. Keep advancing the reel a turn at a time as long as:
+// - There is a match in the diagonal
+// - Or, there is a 7 mismatch in the diagonal and the machine isn't
+// biased toward straight 7's
+//
+// 3. Check NESW diagonal. Keep advancing the reel a turn at a time as long as:
+// - There is a match in the diagonal
+// - Or, there is a 7 mismatch in the diagonal and the machine isn't
+// biased toward straight 7's
+//
+// Note that stages 3 and 4 are not limited to 4 turns.
+//
+// Also, note that it actually is possible to win a match here. After stage 1,
+// the game never again checks whether it will be matching any rows straight
+// across. So any extra turns added in stages 2-4 could result in a match
+// occurring straight across.
+static void DecideStop_NoBias_Reel3_Bet3(void)
+{
+ u8 sym1;
+ u8 sym2;
+ u8 sym3;
+ s16 row;
s16 i;
- DecideReelTurns_NoBiasTag_Reel3_Bet2();
- if (sSlotMachine->winnerRows[1] != 0 && sSlotMachine->winnerRows[0] != sSlotMachine->winnerRows[1] && sSlotMachine->luckyFlags & LUCKY_BIAS_777)
+ // Spin until there's no matches in any row straight across, potentially
+ // skewing toward a 7 mismatch. Consider this the new starting position for
+ // this function.
+ DecideStop_NoBias_Reel3_Bet2();
+
+ // Essentially, if you lined up two 7's diagonally
+ if (sSlotMachine->winnerRows[1] != 0 &&
+ sSlotMachine->winnerRows[0] != sSlotMachine->winnerRows[1] &&
+ sSlotMachine->machineBias & BIAS_STRAIGHT_7)
{
- tag1 = GetTag(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
- tag2 = GetTag(MIDDLE_REEL, sSlotMachine->winnerRows[1] - sSlotMachine->reelExtraTurns[1]);
- //..and if tags are mixed 7s...
- if (AreTagsMixed77(tag1, tag2))
+ sym1 = GetSymbol(LEFT_REEL, sSlotMachine->winnerRows[0] - sSlotMachine->reelExtraTurns[0]);
+ sym2 = GetSymbol(MIDDLE_REEL, sSlotMachine->winnerRows[1] - sSlotMachine->reelExtraTurns[1]);
+
+ // If the first two 7's are opposite colors, try advancing up to 4
+ // additional turns to line up a diagonal 7 mismatch. More turns may be
+ // added further below.
+ if (MismatchedSyms_77(sym1, sym2))
{
- j = 1;
+ row = 1;
if (sSlotMachine->winnerRows[0] == 1)
- j = 3;
- for (i = 0; i < 5; i++)
+ row = 3;
+ for (i = 0; i <= MAX_EXTRA_TURNS; i++)
{
- tag3 = GetTag(RIGHT_REEL, j - (sSlotMachine->reelExtraTurns[2] + i));
- if (tag1 == tag3)
+ sym3 = GetSymbol(RIGHT_REEL, row - (sSlotMachine->reelExtraTurns[2] + i));
+ if (sym1 == sym3)
{
sSlotMachine->reelExtraTurns[2] += i;
break;
@@ -2691,21 +3157,27 @@ static void DecideReelTurns_NoBiasTag_Reel3_Bet3(void)
}
}
}
- while (1)
+
+ while (TRUE)
{
- tag1 = GetTag(LEFT_REEL, 1 - sSlotMachine->reelExtraTurns[0]);
- tag2 = GetTag(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
- tag3 = GetTag(RIGHT_REEL, 3 - sSlotMachine->reelExtraTurns[2]);
- if (TagsDontMatchOrHaveAny7s(tag1, tag2, tag3) || (AreTagsMixed777(tag1, tag2, tag3) && sSlotMachine->luckyFlags & LUCKY_BIAS_777))
+ // Check NWSE diagonal
+ sym1 = GetSymbol(LEFT_REEL, 1 - sSlotMachine->reelExtraTurns[0]);
+ sym2 = GetSymbol(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
+ sym3 = GetSymbol(RIGHT_REEL, 3 - sSlotMachine->reelExtraTurns[2]);
+ if (NeitherMatchNor7Mismatch(sym1, sym2, sym3)
+ || (MismatchedSyms_777(sym1, sym2, sym3) && sSlotMachine->machineBias & BIAS_STRAIGHT_7))
break;
sSlotMachine->reelExtraTurns[2]++;
}
- while (1)
+
+ while (TRUE)
{
- tag1 = GetTag(LEFT_REEL, 3 - sSlotMachine->reelExtraTurns[0]);
- tag2 = GetTag(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
- tag3 = GetTag(RIGHT_REEL, 1 - sSlotMachine->reelExtraTurns[2]);
- if (TagsDontMatchOrHaveAny7s(tag1, tag2, tag3) || (AreTagsMixed777(tag1, tag2, tag3) && sSlotMachine->luckyFlags & LUCKY_BIAS_777))
+ // Check NESW diagonal
+ sym1 = GetSymbol(LEFT_REEL, 3 - sSlotMachine->reelExtraTurns[0]);
+ sym2 = GetSymbol(MIDDLE_REEL, 2 - sSlotMachine->reelExtraTurns[1]);
+ sym3 = GetSymbol(RIGHT_REEL, 1 - sSlotMachine->reelExtraTurns[2]);
+ if (NeitherMatchNor7Mismatch(sym1, sym2, sym3)
+ || (MismatchedSyms_777(sym1, sym2, sym3) && sSlotMachine->machineBias & BIAS_STRAIGHT_7))
break;
sSlotMachine->reelExtraTurns[2]++;
}
@@ -2720,7 +3192,7 @@ static void PressStopReelButton(u8 reelNum)
static void Task_PressStopReelButton(u8 taskId)
{
- sReelStopButtonFuncs[gTasks[taskId].data[0]](&gTasks[taskId], taskId);
+ sReelStopButtonTasks[gTasks[taskId].data[0]](&gTasks[taskId], taskId);
}
static void StopReelButton_Press(struct Task *task, u8 taskId)
@@ -2926,11 +3398,11 @@ static void CreatePikaPowerBoltTask(void)
sSlotMachine->pikaPowerBoltTaskId = CreateTask(Task_CreatePikaPowerBolt, 8);
}
-static void AddPikaPowerBolt(u8 pikaPower)
+static void AddPikaPowerBolt(u8 bolts)
{
struct Task *task = &gTasks[sSlotMachine->pikaPowerBoltTaskId];
ResetPikaPowerBoltTask(task);
- task->tState = 1;
+ task->tState = PIKABOLT_TASK_ADD_BOLT;
task->tNumBolts++;
task->tAnimating = TRUE;
}
@@ -2939,7 +3411,7 @@ static void ResetPikaPowerBolts(void)
{
struct Task *task = &gTasks[sSlotMachine->pikaPowerBoltTaskId];
ResetPikaPowerBoltTask(task);
- task->tState = 3;
+ task->tState = PIKABOLT_TASK_CLEAR_ALL;
task->tAnimating = TRUE;
}
@@ -2950,7 +3422,7 @@ static bool8 IsPikaPowerBoltAnimating(void)
static void Task_CreatePikaPowerBolt(u8 taskId)
{
- sPikaPowerBoltFuncs[gTasks[taskId].tState](&gTasks[taskId]);
+ sPikaPowerBoltTasks[gTasks[taskId].tState](&gTasks[taskId]);
}
static void PikaPowerBolt_Idle(struct Task *task)
@@ -2960,7 +3432,7 @@ static void PikaPowerBolt_Idle(struct Task *task)
static void PikaPowerBolt_AddBolt(struct Task *task)
{
task->tSpriteId = CreatePikaPowerBoltSprite((task->tNumBolts << 3) + 20, 20);
- task->tState++;
+ task->tState++; // PIKABOLT_TASK_WAIT_ANIM
}
// The bolt sprite spins around as it appears
@@ -2979,7 +3451,7 @@ static void PikaPowerBolt_WaitAnim(struct Task *task)
sSelectedPikaPowerTile[r2] = sPikaPowerTileTable[r3][0];
LoadBgTilemap(2, &sSelectedPikaPowerTile[r2], 2, r5 + 0x40);
DestroyPikaPowerBoltSprite(task->tSpriteId);
- task->tState = 0;
+ task->tState = PIKABOLT_TASK_IDLE;
task->tAnimating = 0;
}
}
@@ -3003,7 +3475,7 @@ static void PikaPowerBolt_ClearAll(struct Task *task)
task->tTimer = 0;
if (task->tNumBolts == 0)
{
- task->tState = 0;
+ task->tState = PIKABOLT_TASK_IDLE;
task->tAnimating = 0;
}
}
@@ -3016,17 +3488,17 @@ static void ResetPikaPowerBoltTask(struct Task *task)
task->data[i] = 0;
}
-static void LoadPikaPowerMeter(u8 pikaPower)
+static void LoadPikaPowerMeter(u8 bolts)
{
s16 i;
s16 r3 = 0, r1 = 0;
s16 r4 = 3;
- for (i = 0; i < pikaPower; i++, r4++)
+ for (i = 0; i < bolts; i++, r4++)
{
r3 = 0, r1 = 0;
if (i == 0)
r3 = 1, r1 = 1;
- else if (i == 15) // pikaPower meter is full
+ else if (i == 15) // meter is full
r3 = 2, r1 = 2;
sSelectedPikaPowerTile[r1] = sPikaPowerTileTable[r3][0];
LoadBgTilemap(2, &sSelectedPikaPowerTile[r1], 2, r4 + 0x40);
@@ -3041,7 +3513,7 @@ static void LoadPikaPowerMeter(u8 pikaPower)
sSelectedPikaPowerTile[r1] = sPikaPowerTileTable[r3][1];
LoadBgTilemap(2, &sSelectedPikaPowerTile[r1], 2, r4 + 0x40);
}
- gTasks[sSlotMachine->pikaPowerBoltTaskId].data[1] = pikaPower;
+ gTasks[sSlotMachine->pikaPowerBoltTaskId].data[1] = bolts;
}
#undef tState
@@ -3050,7 +3522,13 @@ static void LoadPikaPowerMeter(u8 pikaPower)
#undef tTimer
#undef tAnimating
-#define tState data[0]
+#define tState data[0]
+#define tReelSpeed data[1]
+#define tTimer3 data[2]
+#define tRtReelSpeed data[4]
+#define tTimer2 data[4]
+#define tTimer1 data[5]
+#define tExplodeChecks data[6]
static void BeginReelTime(void)
{
@@ -3067,10 +3545,7 @@ static bool8 IsReelTimeTaskDone(void)
static void Task_ReelTime(u8 taskId)
{
- // task.data[1] has something to do with the threshold
- // task.data[4] says how many pixels to advance the reel
- // task.data[5] is a timer
- sReelTimeActions[gTasks[taskId].tState](&gTasks[taskId]);
+ sReelTimeTasks[gTasks[taskId].tState](&gTasks[taskId]);
}
static void ReelTime_Init(struct Task *task)
@@ -3078,10 +3553,10 @@ static void ReelTime_Init(struct Task *task)
sSlotMachine->reelTimeSpinsLeft = 0;
sSlotMachine->reeltimePixelOffset = 0;
sSlotMachine->reeltimePosition = 0;
- task->tState++;
+ task->tState++; // RT_TASK_WINDOW_ENTER
task->data[1] = 0;
task->data[2] = 30;
- task->data[4] = 1280; // reel speed
+ task->tRtReelSpeed = 1280;
gSpriteCoordOffsetX = 0;
gSpriteCoordOffsetY = 0;
SetGpuReg(REG_OFFSET_BG1HOFS, 0);
@@ -3092,7 +3567,7 @@ static void ReelTime_Init(struct Task *task)
CreateReelTimeNumberSprites();
CreateReelTimeShadowSprites();
CreateReelTimeNumberGapSprite();
- GetReeltimeDraw();
+ GetReelTimeDraw();
StopMapMusic();
PlayNewMapMusic(MUS_ROULETTE);
}
@@ -3112,18 +3587,18 @@ static void ReelTime_WindowEnter(struct Task *task)
}
if (task->data[1] >= 200)
{
- task->tState++;
+ task->tState++; // RT_TASK_WAIT_START_PIKA
task->data[3] = 0;
}
- AdvanceReeltimeReel(task->data[4] >> 8);
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
}
static void ReelTime_WaitStartPikachu(struct Task *task)
{
- AdvanceReeltimeReel(task->data[4] >> 8);
- if (++task->data[5] >= 60)
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
+ if (++task->tTimer1 >= 60)
{
- task->tState++;
+ task->tState++; // RT_TASK_PIKA_SPEEDUP1
CreateReelTimeBoltSprites();
CreateReelTimePikachuAuraSprites();
}
@@ -3140,29 +3615,29 @@ static void ReelTime_PikachuSpeedUp1(struct Task *task)
memcpy(reelTimeBoltDelays, sReelTimeBoltDelays, sizeof(sReelTimeBoltDelays));
memcpy(pikachuAuraFlashDelays, sPikachuAuraFlashDelays, sizeof(sPikachuAuraFlashDelays));
- AdvanceReeltimeReel(task->data[4] >> 8);
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
// gradually slow down the reel
- task->data[4] -= 4;
- i = 4 - (task->data[4] >> 8);
+ task->tRtReelSpeed -= 4;
+ i = 4 - (task->tRtReelSpeed >> 8);
SetReelTimeBoltDelay(reelTimeBoltDelays[i]);
SetReelTimePikachuAuraFlashDelay(pikachuAuraFlashDelays[i]);
StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], pikachuAnimIds[i]);
- // once speed goes below 256, go to next ReelTimeAction and keep the speed level
- if (task->data[4] <= 0x100)
+ // once speed goes below 256, go to next ReelTime task and keep the speed level
+ if (task->tRtReelSpeed <= 0x100)
{
- task->tState++;
- task->data[4] = 0x100;
- task->data[5] = 0;
+ task->tState++; // RT_TASK_PIKA_SPEEDUP2
+ task->tRtReelSpeed = 0x100;
+ task->tTimer1 = 0;
}
}
static void ReelTime_PikachuSpeedUp2(struct Task *task)
{
- AdvanceReeltimeReel(task->data[4] >> 8);
- if (++task->data[5] >= 80)
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
+ if (++task->tTimer1 >= 80)
{
- task->tState++;
- task->data[5] = 0;
+ task->tState++; // RT_TASK_WAIT_REEL
+ task->tTimer1 = 0;
SetReelTimePikachuAuraFlashDelay(2);
StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], 3);
}
@@ -3170,83 +3645,94 @@ static void ReelTime_PikachuSpeedUp2(struct Task *task)
static void ReelTime_WaitReel(struct Task *task)
{
- AdvanceReeltimeReel(task->data[4] >> 8);
- task->data[4] = (u8)task->data[4] + 0x80;
- if (++task->data[5] >= 80)
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
+ task->tRtReelSpeed = (u8)task->tRtReelSpeed + 0x80;
+ if (++task->tTimer1 >= 80)
{
- task->tState++;
- task->data[5] = 0;
+ task->tState++; // RT_TASK_CHECK_EXPLODE
+ task->tTimer1 = 0;
}
}
+// Check whether the ReelTime machine should explode.
+//
+// The ReelTime machine displays 0 when this task starts. If there is a positive
+// ReelTime draw, the machine keeps spinning until it lands on that number.
+//
+// Otherwise, it checks every 40 frames whether it should explode. If so, it
+// explodes immediately. After 4 checks, the machine won't explode but continues
+// to spin until it lands on 0.
static void ReelTime_CheckExplode(struct Task *task)
{
- AdvanceReeltimeReel(task->data[4] >> 8);
- task->data[4] = (u8)task->data[4] + 0x40;
- if (++task->data[5] >= 40)
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
+ task->tRtReelSpeed = (u8)task->tRtReelSpeed + 0x40;
+ if (++task->tTimer1 >= 40)
{
- task->data[5] = 0;
+ task->tTimer1 = 0;
if (sSlotMachine->reelTimeDraw)
{
- if (sSlotMachine->reelTimeSpinsLeft <= task->data[6])
- task->tState++;
+ if (sSlotMachine->reelTimeSpinsLeft <= task->tExplodeChecks)
+ task->tState++; // RT_TASK_LAND
}
- else if (task->data[6] > 3)
+ else if (task->tExplodeChecks > 3)
{
- task->tState++;
+ task->tState++; // RT_TASK_LAND
}
- else if (ShouldReelTimeMachineExplode(task->data[6]))
+ else if (ShouldReelTimeMachineExplode(task->tExplodeChecks))
{
- task->tState = 14; // ReelTime_ExplodeMachine
+ task->tState = RT_TASK_EXPLODE;
}
- task->data[6]++;
+ task->tExplodeChecks++;
}
}
+// Reel spins until it lands on the selected outcome.
static void ReelTime_LandOnOutcome(struct Task *task)
{
s16 reeltimePixelOffset = sSlotMachine->reeltimePixelOffset % 20;
if (reeltimePixelOffset)
{
- reeltimePixelOffset = AdvanceReeltimeReelToNextTag(task->data[4] >> 8);
- task->data[4] = (u8)task->data[4] + 0x40;
+ reeltimePixelOffset = AdvanceReeltimeReelToNextSymbol(task->tRtReelSpeed >> 8);
+ task->tRtReelSpeed = (u8)task->tRtReelSpeed + 0x40;
}
- else if (GetNearbyReelTimeTag(1) != sSlotMachine->reelTimeDraw)
+ else if (GetReelTimeSymbol(1) != sSlotMachine->reelTimeDraw)
{
- AdvanceReeltimeReel(task->data[4] >> 8);
+ AdvanceReeltimeReel(task->tRtReelSpeed >> 8);
reeltimePixelOffset = sSlotMachine->reeltimePixelOffset % 20;
- task->data[4] = (u8)task->data[4] + 0x40;
+ task->tRtReelSpeed = (u8)task->tRtReelSpeed + 0x40;
}
- if (reeltimePixelOffset == 0 && GetNearbyReelTimeTag(1) == sSlotMachine->reelTimeDraw)
+ if (reeltimePixelOffset == 0 && GetReelTimeSymbol(1) == sSlotMachine->reelTimeDraw)
{
- task->data[4] = 0; // stop moving
- task->tState++;
+ task->tRtReelSpeed = 0; // Also initializes task->tTimer2
+ task->tState++; // RT_TASK_PIKA_REACT
}
}
+// Animate Pikachu reaction. Clear any power bolts the player may have won if
+// they got a positive ReelTime draw.
static void ReelTime_PikachuReact(struct Task *task)
{
- if (++task->data[4] >= 60)
+ if (++task->tTimer2 >= 60)
{
StopMapMusic();
DestroyReelTimeBoltSprites();
DestroyReelTimePikachuAuraSprites();
- task->tState++;
+ task->tState++; // RT_TASK_WAIT_CLEAR_POWER
if(sSlotMachine->reelTimeDraw == 0)
{
- task->data[4] = 0xa0;
+ task->tTimer2 = 0xa0;
StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], 5);
PlayFanfare(MUS_TOO_BAD);
}
else
{
- task->data[4] = 0xc0;
+ task->tTimer2 = 0xc0;
StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], 4);
gSprites[sSlotMachine->reelTimePikachuSpriteId].animCmdIndex = 0;
- if (sSlotMachine->pikaPower)
+ if (sSlotMachine->pikaPowerBolts)
{
ResetPikaPowerBolts();
- sSlotMachine->pikaPower = 0;
+ sSlotMachine->pikaPowerBolts = 0;
}
PlayFanfare(MUS_SLOTS_WIN);
}
@@ -3255,8 +3741,8 @@ static void ReelTime_PikachuReact(struct Task *task)
static void ReelTime_WaitClearPikaPower(struct Task *task)
{
- if ((task->data[4] == 0 || --task->data[4] == 0) && !IsPikaPowerBoltAnimating())
- task->tState++;
+ if ((task->tTimer2 == 0 || --task->tTimer2 == 0) && !IsPikaPowerBoltAnimating())
+ task->tState++; // RT_TASK_CLOSE_WINDOW_SUCCESS
}
static void ReelTime_CloseWindow(struct Task *task)
@@ -3270,16 +3756,20 @@ static void ReelTime_CloseWindow(struct Task *task)
if (task->data[3] >> 3 <= 25)
ClearReelTimeWindowTilemap(r4);
else
- task->tState++;
+ task->tState++; // RT_TASK_DESTROY_SPRITES
}
+// Destroy sprites and wrap up the ReelTime task.
+//
+// If the player got a positive ReelTime draw, select the speed that the slot
+// reels will initially move at.
static void ReelTime_DestroySprites(struct Task *task)
{
sSlotMachine->reelTimeSpinsUsed = 0;
sSlotMachine->reelTimeSpinsLeft = sSlotMachine->reelTimeDraw;
gSpriteCoordOffsetX = 0;
SetGpuReg(REG_OFFSET_BG1HOFS, 0);
- sSlotMachine->reelIncrement = 8;
+ sSlotMachine->reelSpeed = REEL_NORMAL_SPEED;
DestroyReelTimePikachuSprite();
DestroyReelTimeMachineSprites();
DestroyReelTimeShadowSprites();
@@ -3291,19 +3781,20 @@ static void ReelTime_DestroySprites(struct Task *task)
else
{
CreateDigitalDisplayScene(DIG_DISPLAY_REEL_TIME);
- task->data[1] = SlowReelSpeed();
- task->data[2] = 0;
+ task->tReelSpeed = ReelTimeSpeed();
+ task->tTimer3 = 0;
task->data[3] = 0;
- task->tState++;
+ task->tState++; // RT_TASK_SET_REEL_SPEED
}
}
-static void ReelTime_SetReelIncrement(struct Task *task)
+// Slow the slot reels down until they match the selected speed.
+static void ReelTime_SetReelSpeed(struct Task *task)
{
- if (sSlotMachine->reelIncrement == task->data[1])
- task->tState++;
- else if (sSlotMachine->reelPixelOffsets[0] % REEL_SYMBOL_HEIGHT == 0 && (++task->data[2]& 0x07) == 0)
- sSlotMachine->reelIncrement >>= 1;
+ if (sSlotMachine->reelSpeed == task->tReelSpeed)
+ task->tState++; // RT_TASK_END_SUCCESS
+ else if (sSlotMachine->reelPixelOffsets[0] % REEL_SYMBOL_HEIGHT == 0 && (++task->tTimer3 & 0x07) == 0)
+ sSlotMachine->reelSpeed >>= 1;
}
static void ReelTime_EndSuccess(struct Task *task)
@@ -3320,9 +3811,9 @@ static void ReelTime_ExplodeMachine(struct Task *task)
CreateReelTimeExplosionSprite();
gSprites[sSlotMachine->reelTimeShadowSpriteIds[0]].invisible = TRUE;
StartSpriteAnimIfDifferent(&gSprites[sSlotMachine->reelTimePikachuSpriteId], 5);
- task->tState++;
+ task->tState++; // RT_TASK_WAIT_EXPLODE
task->data[4] = 4;
- task->data[5] = 0;
+ task->tTimer1 = 0;
StopMapMusic();
PlayFanfare(MUS_TOO_BAD);
PlaySE(SE_M_EXPLOSION);
@@ -3332,9 +3823,9 @@ static void ReelTime_WaitExplode(struct Task *task)
{
gSpriteCoordOffsetY = task->data[4];
SetGpuReg(REG_OFFSET_BG1VOFS, task->data[4]);
- if (task->data[5] & 0x01)
+ if (task->tTimer1 & 0x01)
task->data[4] = -task->data[4];
- if ((++task->data[5] & 0x1f) == 0)
+ if ((++task->tTimer1 & 0x1f) == 0)
task->data[4] >>= 1;
if (task->data[4] == 0)
{
@@ -3343,8 +3834,8 @@ static void ReelTime_WaitExplode(struct Task *task)
CreateBrokenReelTimeMachineSprite();
CreateReelTimeSmokeSprite();
gSprites[sSlotMachine->reelTimeShadowSpriteIds[0]].invisible = FALSE;
- task->tState++;
- task->data[5] = 0;
+ task->tState++; // RT_TASK_WAIT_SMOKE
+ task->tTimer1 = 0;
}
}
@@ -3354,7 +3845,7 @@ static void ReelTime_WaitSmoke(struct Task *task)
SetGpuReg(REG_OFFSET_BG1VOFS, 0);
if (IsReelTimeSmokeAnimFinished())
{
- task->tState++;
+ task->tState++; // RT_TASK_CLOSE_WINDOW_FAILURE
DestroyReelTimeSmokeSprite();
}
}
@@ -3392,28 +3883,33 @@ static void ClearReelTimeWindowTilemap(s16 a0)
}
#undef tState
+#undef tReelSpeed
+#undef tRtReelSpeed
+#undef tTimer2
+#undef tTimer1
+#undef tExplodeChecks
#define tState data[0]
// Info Box is the screen shown when Select is pressed
static void OpenInfoBox(u8 digDisplayId)
{
- u8 taskId = CreateTask(RunInfoBoxActions, 1);
+ u8 taskId = CreateTask(Task_InfoBox, 1);
gTasks[taskId].data[1] = digDisplayId;
- RunInfoBoxActions(taskId);
+ Task_InfoBox(taskId);
}
static bool8 IsInfoBoxClosed(void)
{
- if (FindTaskIdByFunc(RunInfoBoxActions) == TASK_NONE)
+ if (FindTaskIdByFunc(Task_InfoBox) == TASK_NONE)
return TRUE;
else
return FALSE;
}
-static void RunInfoBoxActions(u8 taskId)
+static void Task_InfoBox(u8 taskId)
{
- sInfoBoxActions[gTasks[taskId].tState](&gTasks[taskId]);
+ sInfoBoxTasks[gTasks[taskId].tState](&gTasks[taskId]);
}
static void InfoBox_FadeIn(struct Task *task)
@@ -3422,7 +3918,7 @@ static void InfoBox_FadeIn(struct Task *task)
task->tState++;
}
-static void InfoBox_WaitForFade(struct Task *task)
+static void InfoBox_WaitFade(struct Task *task)
{
if (!gPaletteFade.active)
task->tState++;
@@ -3446,7 +3942,7 @@ static void InfoBox_AddText(struct Task *task)
task->tState++;
}
-static void InfoBox_AwaitPlayerInput(struct Task *task)
+static void InfoBox_WaitInput(struct Task *task)
{
if (JOY_NEW(B_BUTTON | SELECT_BUTTON))
{
@@ -3474,14 +3970,14 @@ static void InfoBox_CreateDigitalDisplay(struct Task *task)
static void InfoBox_LoadPikaPowerMeter(struct Task *task)
{
- LoadPikaPowerMeter(sSlotMachine->pikaPower);
+ LoadPikaPowerMeter(sSlotMachine->pikaPowerBolts);
BeginNormalPaletteFade(PALETTES_ALL, 0, 16, 0, RGB(0, 0, 0));
task->tState++;
}
static void InfoBox_FreeTask(struct Task *task)
{
- DestroyTask(FindTaskIdByFunc(RunInfoBoxActions));
+ DestroyTask(FindTaskIdByFunc(Task_InfoBox));
}
#undef tState
@@ -3572,7 +4068,7 @@ static bool8 IsDigitalDisplayAnimFinished(void)
static void Task_DigitalDisplay(u8 taskId)
{
- sDigitalDisplayActions[gTasks[taskId].data[0]](&gTasks[taskId]);
+ sDigitalDisplayTasks[gTasks[taskId].data[0]](&gTasks[taskId]);
}
static void DigitalDisplay_Idle(struct Task *task)
@@ -3601,8 +4097,8 @@ static void SpriteCB_ReelSymbol(struct Sprite *sprite)
{
sprite->data[2] = sSlotMachine->reelPixelOffsets[sprite->data[0]] + sprite->data[1];
sprite->data[2] %= 120;
- sprite->y = sSlotMachine->reelPixelOffsetsWhileStopping[sprite->data[0]] + 28 + sprite->data[2];
- sprite->sheetTileStart = GetSpriteTileStartByTag(GetTagAtRest(sprite->data[0], sprite->data[2] / 24));
+ sprite->y = sSlotMachine->reelShockOffsets[sprite->data[0]] + 28 + sprite->data[2];
+ sprite->sheetTileStart = GetSpriteTileStartByTag(GetSymbolAtRest(sprite->data[0], sprite->data[2] / 24));
SetSpriteSheetFrameTileNum(sprite);
}
@@ -3773,7 +4269,7 @@ static void SpriteCB_ReelTimeNumbers(struct Sprite *sprite)
s16 r0 = (u16)(sSlotMachine->reeltimePixelOffset + sprite->data[7]);
r0 %= 40;
sprite->y = r0 + 59;
- StartSpriteAnimIfDifferent(sprite, GetNearbyReelTimeTag(r0 / 20));
+ StartSpriteAnimIfDifferent(sprite, GetReelTimeSymbol(r0 / 20));
}
static void CreateReelTimeShadowSprites(void)
@@ -4720,90 +5216,92 @@ static void AllocDigitalDisplayGfx(void)
sImageTable_DigitalDisplay_DPad[1].size = 0x180;
}
-static const u8 sReelSymbolTileTags[NUM_REELS][SYMBOLS_PER_REEL] =
+static const u8 sReelSymbols[NUM_REELS][SYMBOLS_PER_REEL] =
{
[LEFT_REEL] = {
- GFXTAG_7_RED,
- GFXTAG_CHERRY,
- GFXTAG_AZURILL,
- GFXTAG_REPLAY,
- GFXTAG_POWER,
- GFXTAG_LOTAD,
- GFXTAG_7_BLUE,
- GFXTAG_LOTAD,
- GFXTAG_CHERRY,
- GFXTAG_POWER,
- GFXTAG_REPLAY,
- GFXTAG_AZURILL,
- GFXTAG_7_RED,
- GFXTAG_POWER,
- GFXTAG_LOTAD,
- GFXTAG_REPLAY,
- GFXTAG_AZURILL,
- GFXTAG_7_BLUE,
- GFXTAG_POWER,
- GFXTAG_LOTAD,
- GFXTAG_REPLAY
+ SYMBOL_7_RED,
+ SYMBOL_CHERRY,
+ SYMBOL_AZURILL,
+ SYMBOL_REPLAY,
+ SYMBOL_POWER,
+ SYMBOL_LOTAD,
+ SYMBOL_7_BLUE,
+ SYMBOL_LOTAD,
+ SYMBOL_CHERRY,
+ SYMBOL_POWER,
+ SYMBOL_REPLAY,
+ SYMBOL_AZURILL,
+ SYMBOL_7_RED,
+ SYMBOL_POWER,
+ SYMBOL_LOTAD,
+ SYMBOL_REPLAY,
+ SYMBOL_AZURILL,
+ SYMBOL_7_BLUE,
+ SYMBOL_POWER,
+ SYMBOL_LOTAD,
+ SYMBOL_REPLAY
},
[MIDDLE_REEL] = {
- GFXTAG_7_RED,
- GFXTAG_CHERRY,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_AZURILL,
- GFXTAG_CHERRY,
- GFXTAG_REPLAY,
- GFXTAG_POWER,
- GFXTAG_POWER,
- GFXTAG_LOTAD,
- GFXTAG_7_BLUE,
- GFXTAG_LOTAD,
- GFXTAG_REPLAY,
- GFXTAG_CHERRY,
- GFXTAG_AZURILL,
- GFXTAG_LOTAD,
- GFXTAG_REPLAY,
- GFXTAG_CHERRY,
- GFXTAG_LOTAD,
- GFXTAG_REPLAY,
- GFXTAG_CHERRY
+ SYMBOL_7_RED,
+ SYMBOL_CHERRY,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_AZURILL,
+ SYMBOL_CHERRY,
+ SYMBOL_REPLAY,
+ SYMBOL_POWER,
+ SYMBOL_POWER,
+ SYMBOL_LOTAD,
+ SYMBOL_7_BLUE,
+ SYMBOL_LOTAD,
+ SYMBOL_REPLAY,
+ SYMBOL_CHERRY,
+ SYMBOL_AZURILL,
+ SYMBOL_LOTAD,
+ SYMBOL_REPLAY,
+ SYMBOL_CHERRY,
+ SYMBOL_LOTAD,
+ SYMBOL_REPLAY,
+ SYMBOL_CHERRY
},
[RIGHT_REEL] = {
- GFXTAG_7_RED,
- GFXTAG_POWER,
- GFXTAG_7_BLUE,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_AZURILL,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_POWER,
- GFXTAG_AZURILL,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_AZURILL,
- GFXTAG_POWER,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_AZURILL,
- GFXTAG_POWER,
- GFXTAG_REPLAY,
- GFXTAG_LOTAD,
- GFXTAG_CHERRY
+ SYMBOL_7_RED,
+ SYMBOL_POWER,
+ SYMBOL_7_BLUE,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_AZURILL,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_POWER,
+ SYMBOL_AZURILL,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_AZURILL,
+ SYMBOL_POWER,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_AZURILL,
+ SYMBOL_POWER,
+ SYMBOL_REPLAY,
+ SYMBOL_LOTAD,
+ SYMBOL_CHERRY
},
};
-static const u8 sReelTimeTags[] = {
+static const u8 sReelTimeSymbols[] = {
1, 0, 5, 4, 3, 2
};
+// Column 0: Normal game
+// Column 1: Lucky game
static const s16 sInitialReelPositions[NUM_REELS][2] = {
[LEFT_REEL] = {0, 6},
[MIDDLE_REEL] = {0, 10},
[RIGHT_REEL] = {0, 2}
};
-static const u8 sLuckyRoundProbabilities[NUM_SLOT_MACHINE_IDS][MAX_BET] = {
+static const u8 sSpecialDrawOdds[NUM_SLOT_MACHINE_IDS][MAX_BET] = {
[SLOT_MACHINE_UNLUCKIEST] = {1, 1, 12},
[SLOT_MACHINE_UNLUCKIER] = {1, 1, 14},
[SLOT_MACHINE_UNLUCKY] = {2, 2, 14},
@@ -4812,8 +5310,9 @@ static const u8 sLuckyRoundProbabilities[NUM_SLOT_MACHINE_IDS][MAX_BET] = {
[SLOT_MACHINE_LUCKIEST] = {3, 3, 16}
};
-static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS] = {
- { // Probabilities for LUCKY_BIAS_777
+static const u8 sBiasProbabilities_Special[][NUM_SLOT_MACHINE_IDS] = {
+ {
+ // Probabilities for BIAS_STRAIGHT_7
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
@@ -4821,7 +5320,8 @@ static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 40,
[SLOT_MACHINE_LUCKIEST] = 50
},
- { // Probabilities for LUCKY_BIAS_REELTIME
+ {
+ // Probabilities for BIAS_REELTIME
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
@@ -4829,7 +5329,8 @@ static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 35,
[SLOT_MACHINE_LUCKIEST] = 35
},
- { // Probabilities for LUCKY_BIAS_MIXED_777
+ {
+ // Probabilities for BIAS_MIXED_7
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 30,
@@ -4839,8 +5340,9 @@ static const u8 sLuckyFlagProbabilities_Top3[][NUM_SLOT_MACHINE_IDS] = {
}
};
-static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
- { // Probabilities for LUCKY_BIAS_POWER
+static const u8 sBiasProbabilities_Regular[][NUM_SLOT_MACHINE_IDS] = {
+ {
+ // Probabilities for BIAS_POWER
[SLOT_MACHINE_UNLUCKIEST] = 20,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 25,
@@ -4848,7 +5350,8 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 25,
[SLOT_MACHINE_LUCKIEST] = 25
},
- { // Probabilities for LUCKY_BIAS_AZURILL
+ {
+ // Probabilities for BIAS_AZURILL
[SLOT_MACHINE_UNLUCKIEST] = 12,
[SLOT_MACHINE_UNLUCKIER] = 15,
[SLOT_MACHINE_UNLUCKY] = 15,
@@ -4856,7 +5359,8 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 19,
[SLOT_MACHINE_LUCKIEST] = 22
},
- { // Probabilities for LUCKY_BIAS_LOTAD
+ {
+ // Probabilities for BIAS_LOTAD
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 25,
@@ -4864,7 +5368,8 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 30,
[SLOT_MACHINE_LUCKIEST] = 40
},
- { // Probabilities for LUCKY_BIAS_CHERRY
+ {
+ // Probabilities for BIAS_CHERRY
[SLOT_MACHINE_UNLUCKIEST] = 25,
[SLOT_MACHINE_UNLUCKIER] = 25,
[SLOT_MACHINE_UNLUCKY] = 20,
@@ -4872,7 +5377,8 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
[SLOT_MACHINE_LUCKIER] = 15,
[SLOT_MACHINE_LUCKIEST] = 15
},
- { // Probabilities for LUCKY_BIAS_REPLAY
+ {
+ // Probabilities for BIAS_REPLAY
[SLOT_MACHINE_UNLUCKIEST] = 40,
[SLOT_MACHINE_UNLUCKIER] = 40,
[SLOT_MACHINE_UNLUCKY] = 35,
@@ -4882,29 +5388,61 @@ static const u8 sLuckyFlagProbabilities_NotTop3[][NUM_SLOT_MACHINE_IDS] = {
}
};
-static const u8 sReeltimeProbabilities_UnluckyGame[][17] = {
- {243, 243, 243, 80, 80, 80, 80, 40, 40, 40, 40, 40, 40, 5, 5, 5, 5},
- { 5, 5, 5, 150, 150, 150, 150, 130, 130, 130, 130, 130, 130, 100, 100, 100, 5},
- { 4, 4, 4, 20, 20, 20, 20, 80, 80, 80, 80, 80, 80, 100, 100, 100, 40},
- { 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 45, 45, 45, 100},
- { 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5, 5, 100},
- { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6}
-};
-
+// INTENTION:
+// As you get more Power bolts, the odds of getting higher yields (3+ spins)
+// increases modestly. There's a high chance of getting at least 1 spin, which
+// will clear your Power bolts.
+//
+// NOTE: The way these probabilities are drawn significantly skews the odds
+// toward drawing 0 spins:
+//
+// | Up to N bolts | Prob intended | Prob actual |
+// |---------------|---------------|-------------|
+// | 2 | 94% | 99% |
+// | 6 | 31% | 57% |
+// | 12 | 16% | 44% |
+// | 15 | 2% | 31% |
+// | 16 | 2% | 31% |
+static const u8 sReelTimeProbabilities_NormalGame[][17] = {
+ {243, 243, 243, 80, 80, 80, 80, 40, 40, 40, 40, 40, 40, 5, 5, 5, 5}, // 0 spins
+ { 5, 5, 5, 150, 150, 150, 150, 130, 130, 130, 130, 130, 130, 100, 100, 100, 5}, // 1 spin
+ { 4, 4, 4, 20, 20, 20, 20, 80, 80, 80, 80, 80, 80, 100, 100, 100, 40}, // 2 spins
+ { 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 45, 45, 45, 100}, // 3 spins
+ { 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 5, 5, 5, 100}, // 4 spins
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 6} // 5 spins
+};
+
+// INTENTION:
+// As you get more Power bolts, the odds of getting higher yields (3+ spins)
+// increases substantially. There is always a high chance of getting no spins,
+// which lets you keep your Power bolts.
+//
+// NOTE: The way these probabilities are drawn significantly skews the odds
+// toward drawing 0 spins:
+//
+// | Up to N bolts | Prob intended | Prob actual |
+// |---------------|---------------|-------------|
+// | 2 | 94% | 99% |
+// | 6 | 78% | 96% |
+// | 12 | 63% | 88% |
+// | 15 | 27% | 58% |
+// | 16 | 2% | 33% |
static const u8 sReelTimeProbabilities_LuckyGame[][17] = {
- { 243, 243, 243, 200, 200, 200, 200, 160, 160, 160, 160, 160, 160, 70, 70, 70, 5},
- { 5, 5, 5, 25, 25, 25, 25, 5, 5, 5, 5, 5, 5, 2, 2, 2, 6},
- { 4, 4, 4, 25, 25, 25, 25, 30, 30, 30, 30, 30, 30, 40, 40, 40, 35},
- { 2, 2, 2, 3, 3, 3, 3, 30, 30, 30, 30, 30, 30, 100, 100, 100, 50},
- { 1, 1, 1, 2, 2, 2, 2, 30, 30, 30, 30, 30, 30, 40, 40, 40, 100},
- { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 60}
+ { 243, 243, 243, 200, 200, 200, 200, 160, 160, 160, 160, 160, 160, 70, 70, 70, 5}, // 0 spins
+ { 5, 5, 5, 25, 25, 25, 25, 5, 5, 5, 5, 5, 5, 2, 2, 2, 6}, // 1 spin
+ { 4, 4, 4, 25, 25, 25, 25, 30, 30, 30, 30, 30, 30, 40, 40, 40, 35}, // 2 spins
+ { 2, 2, 2, 3, 3, 3, 3, 30, 30, 30, 30, 30, 30, 100, 100, 100, 50}, // 3 spins
+ { 1, 1, 1, 2, 2, 2, 2, 30, 30, 30, 30, 30, 30, 40, 40, 40, 100}, // 4 spins
+ { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 4, 4, 4, 60} // 5 spins
};
static const u16 sReelTimeExplodeProbability[] = {
128, 175, 200, 225, 256
};
-static const u16 sReelIncrementTable[][2] = {
+// Column 0: Probability of half-speed
+// Column 1: Base probability of quarter-speed
+static const u16 sReelTimeSpeed_Probabilities[][2] = {
{10, 5},
{10, 10},
{10, 15},
@@ -4912,55 +5450,62 @@ static const u16 sReelIncrementTable[][2] = {
{10, 35}
};
-static const u16 sReelTimeBonusIncrementTable[] = {
+// Boosted odds of quarter speed during ReelTime
+static const u16 sQuarterSpeed_ProbabilityBoost[] = {
0, 5, 10, 15, 20
};
-// tentative name
-static const u8 sBiasTags[] = {
- GFXTAG_REPLAY, GFXTAG_CHERRY, GFXTAG_LOTAD, GFXTAG_AZURILL, GFXTAG_POWER, GFXTAG_7_RED, GFXTAG_7_RED, GFXTAG_7_RED
+static const u8 sBiasSymbols[] = {
+ SYMBOL_REPLAY, // BIAS_REPLAY
+ SYMBOL_CHERRY, // BIAS_CHERRY
+ SYMBOL_LOTAD, // BIAS_LOTAD
+ SYMBOL_AZURILL, // BIAS_AZURILL
+ SYMBOL_POWER, // BIAS_POWER
+ SYMBOL_7_RED, // BIAS_REELTIME
+ SYMBOL_7_RED, // BIAS_MIXED_7
+ SYMBOL_7_RED // BIAS_STRAIGHT_7
};
-static const u16 sLuckyFlagSettings_Top3[] = {
- LUCKY_BIAS_777, LUCKY_BIAS_REELTIME, LUCKY_BIAS_MIXED_777
+static const u16 sBiasesSpecial[] = {
+ BIAS_STRAIGHT_7, BIAS_REELTIME, BIAS_MIXED_7
};
-static const u16 sLuckyFlagSettings_NotTop3[] = {
- LUCKY_BIAS_POWER, LUCKY_BIAS_AZURILL, LUCKY_BIAS_LOTAD, LUCKY_BIAS_CHERRY, LUCKY_BIAS_REPLAY
+static const u16 sBiasesRegular[] = {
+ BIAS_POWER, BIAS_AZURILL, BIAS_LOTAD, BIAS_CHERRY, BIAS_REPLAY
};
-static const u8 sSymToMatch[] = {
- [GFXTAG_7_RED] = MATCHED_777_RED,
- [GFXTAG_7_BLUE] = MATCHED_777_BLUE,
- [GFXTAG_AZURILL] = MATCHED_AZURILL,
- [GFXTAG_LOTAD] = MATCHED_LOTAD,
- [GFXTAG_CHERRY] = MATCHED_1CHERRY,
- [GFXTAG_POWER] = MATCHED_POWER,
- [GFXTAG_REPLAY] = MATCHED_REPLAY
+static const u8 sSymbolToMatch[] = {
+ [SYMBOL_7_RED] = MATCH_RED_7,
+ [SYMBOL_7_BLUE] = MATCH_BLUE_7,
+ [SYMBOL_AZURILL] = MATCH_AZURILL,
+ [SYMBOL_LOTAD] = MATCH_LOTAD,
+ [SYMBOL_CHERRY] = MATCH_CHERRY,
+ [SYMBOL_POWER] = MATCH_POWER,
+ [SYMBOL_REPLAY] = MATCH_REPLAY
};
static const u16 sSlotMatchFlags[] = {
- [MATCHED_1CHERRY] = 1 << MATCHED_1CHERRY,
- [MATCHED_2CHERRY] = 1 << MATCHED_2CHERRY,
- [MATCHED_REPLAY] = 1 << MATCHED_REPLAY,
- [MATCHED_LOTAD] = 1 << MATCHED_LOTAD,
- [MATCHED_AZURILL] = 1 << MATCHED_AZURILL,
- [MATCHED_POWER] = 1 << MATCHED_POWER,
- [MATCHED_777_MIXED] = 1 << MATCHED_777_MIXED,
- [MATCHED_777_RED] = 1 << MATCHED_777_RED,
- [MATCHED_777_BLUE] = 1 << MATCHED_777_BLUE
+ [MATCH_CHERRY] = 1 << MATCH_CHERRY,
+ [MATCH_TOPBOT_CHERRY] = 1 << MATCH_TOPBOT_CHERRY,
+ [MATCH_REPLAY] = 1 << MATCH_REPLAY,
+ [MATCH_LOTAD] = 1 << MATCH_LOTAD,
+ [MATCH_AZURILL] = 1 << MATCH_AZURILL,
+ [MATCH_POWER] = 1 << MATCH_POWER,
+ [MATCH_MIXED_7] = 1 << MATCH_MIXED_7,
+ [MATCH_RED_7] = 1 << MATCH_RED_7,
+ [MATCH_BLUE_7] = 1 << MATCH_BLUE_7
};
static const u16 sSlotPayouts[] = {
- [MATCHED_1CHERRY] = 2,
- [MATCHED_2CHERRY] = 4,
- [MATCHED_REPLAY] = 0,
- [MATCHED_LOTAD] = 6,
- [MATCHED_AZURILL] = 12,
- [MATCHED_POWER] = 3,
- [MATCHED_777_MIXED] = 90,
- [MATCHED_777_RED] = 300,
- [MATCHED_777_BLUE] = 300
+ [MATCH_CHERRY] = 2,
+ [MATCH_TOPBOT_CHERRY] = 4,
+ [MATCH_REPLAY] = 0,
+ [MATCH_LOTAD] = 6,
+ [MATCH_AZURILL] = 12,
+ [MATCH_POWER] = 3,
+ [MATCH_MIXED_7] = 90,
+ [MATCH_RED_7] = 300,
+ [MATCH_BLUE_7] = 300
};
static const s16 sDigitalDisplay_SpriteCoords[][2] = {
@@ -7203,8 +7748,8 @@ static const u8 sMatchLinePalOffsets[NUM_MATCH_LINES] = {
static const u8 sBetToMatchLineIds[MAX_BET][2] =
{
{MATCH_MIDDLE_ROW, MATCH_MIDDLE_ROW}, // Bet 1
- {MATCH_TOP_ROW, MATCH_BOTTOM_ROW}, // Bet 2
- {MATCH_NWSE_DIAG, MATCH_NESW_DIAG}, // Bet 3
+ {MATCH_TOP_ROW, MATCH_BOTTOM_ROW}, // Bet 2
+ {MATCH_NWSE_DIAG, MATCH_NESW_DIAG}, // Bet 3
};
static const u8 sMatchLinesPerBet[MAX_BET] = { 1, 2, 2 };