#ifndef BLIND_H #define BLIND_H #include "sprite.h" #define MAX_ANTE 8 // The GBA's max uint value is around 4 billion, so we're going to not add endless mode for simplicity's sake // +1 is added because we'll actually be indexing at 1, but if something causes you to go to ante 0, there will still be a value there. static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000}; #define MAX_BLINDS 3 #define SMALL_BLIND 0 #define BIG_BLIND 1 #define BOSS_BLIND 2 #define SMALL_BLIND_PB 1 #define BIG_BLIND_PB 2 #define BOSS_BLIND_PB 3 #define SMALL_BLIND_TID 832 #define BIG_BLIND_TID (SMALL_BLIND_TID + 16) #define BOSS_BLIND_TID (BIG_BLIND_TID + 16) #define BLIND_TEXT_COLOR_INDEX 1 #define BLIND_SHADOW_COLOR_INDEX 2 #define BLIND_HIGHLIGHT_COLOR_INDEX 3 #define BLIND_MAIN_COLOR_INDEX 4 enum BlindState { BLIND_CURRENT, BLIND_UPCOMING, BLIND_DEFEATED, BLIND_SKIPPED }; void blinds_init(); int blind_get_requirement(int type, int ante); int blind_get_reward(int type); u16 blind_get_color(int type, int index); Sprite *blind_token_new(int type, int x, int y, int sprite_index); #endif // BLIND_H