49 lines
1.3 KiB
C
49 lines
1.3 KiB
C
#ifndef BLIND_H
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#define BLIND_H
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#include "sprite.h"
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#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
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// +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.
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static const int ante_lut[MAX_ANTE + 1] = {100, 300, 800, 2000, 5000, 11000, 20000, 35000, 50000};
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#define MAX_BLINDS 3
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#define SMALL_BLIND 0
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#define BIG_BLIND 1
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#define BOSS_BLIND 2
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#define SMALL_BLIND_PB 1
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#define BIG_BLIND_PB 2
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#define BOSS_BLIND_PB 3
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#define SMALL_BLIND_TID 832
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#define BIG_BLIND_TID (SMALL_BLIND_TID + 16)
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#define BOSS_BLIND_TID (BIG_BLIND_TID + 16)
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#define BLIND_TEXT_COLOR_INDEX 1
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#define BLIND_SHADOW_COLOR_INDEX 2
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#define BLIND_HIGHLIGHT_COLOR_INDEX 3
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#define BLIND_MAIN_COLOR_INDEX 4
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#define BLIND_BACKGROUND_MAIN_COLOR_INDEX 5
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#define BLIND_BACKGROUND_SECONDARY_COLOR_INDEX 6
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#define BLIND_BACKGROUND_SHADOW_COLOR_INDEX 7
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enum BlindState
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{
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BLIND_CURRENT,
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BLIND_UPCOMING,
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BLIND_DEFEATED,
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BLIND_SKIPPED
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};
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void blind_init();
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int blind_get_requirement(int type, int ante);
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int blind_get_reward(int type);
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u16 blind_get_color(int type, int index);
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Sprite *blind_token_new(int type, int x, int y, int sprite_index);
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#endif // BLIND_H
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