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66 lines
2.7 KiB
C
66 lines
2.7 KiB
C
#ifndef GUARD_CONSTANTS_BATTLE_PYRAMID_H
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#define GUARD_CONSTANTS_BATTLE_PYRAMID_H
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#define TOTAL_PYRAMID_ROUNDS 20
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#define PICKUP_ITEMS_PER_ROUND 10
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#define HINT_EXIT_DIRECTION 0
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#define HINT_REMAINING_ITEMS 1
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#define HINT_REMAINING_TRAINERS 2
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#define HINT_EXIT_SHORT_REMAINING_TRAINERS 3
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#define HINT_EXIT_SHORT_REMAINING_ITEMS 4
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#define HINT_EXIT_MEDIUM_REMAINING_TRAINERS 5
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#define HINT_EXIT_MEDIUM_REMAINING_ITEMS 6
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#define HINT_EXIT_FAR_REMAINING_TRAINERS 7
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#define HINT_EXIT_FAR_REMAINING_ITEMS 8
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#define MAX_PYRAMID_TRAINERS 8
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// Each floor of the Battle Pyramid is 32x32 metatiles, subdivided into a 4x4 grid of 8x8 metatile squares
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#define PYRAMID_FLOOR_SQUARES_WIDE 4
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#define PYRAMID_FLOOR_SQUARES_HIGH 4
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#define NUM_PYRAMID_FLOOR_SQUARES (PYRAMID_FLOOR_SQUARES_WIDE * PYRAMID_FLOOR_SQUARES_HIGH)
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#define OBJ_TRAINERS 0
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#define OBJ_ITEMS 1
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#define OBJ_POSITIONS_UNIFORM 0
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#define OBJ_POSITIONS_IN_AND_NEAR_ENTRANCE 1
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#define OBJ_POSITIONS_IN_AND_NEAR_EXIT 2
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#define OBJ_POSITIONS_NEAR_ENTRANCE 3
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#define OBJ_POSITIONS_NEAR_EXIT 4
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// Functions IDs for sBattlePyramidFunctions / CallBattlePyramidFunction
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#define BATTLE_PYRAMID_FUNC_INIT 0
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#define BATTLE_PYRAMID_FUNC_GET_DATA 1
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#define BATTLE_PYRAMID_FUNC_SET_DATA 2
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#define BATTLE_PYRAMID_FUNC_SAVE 3
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#define BATTLE_PYRAMID_FUNC_SET_PRIZE 4
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#define BATTLE_PYRAMID_FUNC_GIVE_PRIZE 5 // unused
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#define BATTLE_PYRAMID_FUNC_SEED_FLOOR 6
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#define BATTLE_PYRAMID_FUNC_SET_ITEM 7
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#define BATTLE_PYRAMID_FUNC_HIDE_ITEM 8
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#define BATTLE_PYRAMID_FUNC_SET_TRAINERS 9
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#define BATTLE_PYRAMID_FUNC_SHOW_HINT_TEXT 10
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#define BATTLE_PYRAMID_FUNC_UPDATE_STREAK 11 // unused
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#define BATTLE_PYRAMID_FUNC_IS_IN 12
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#define BATTLE_PYRAMID_FUNC_UPDATE_LIGHT 13
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#define BATTLE_PYRAMID_FUNC_CLEAR_HELD_ITEMS 14
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#define BATTLE_PYRAMID_FUNC_SET_FLOOR_PALETTE 15
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#define BATTLE_PYRAMID_FUNC_START_MENU 16 // unused
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#define BATTLE_PYRAMID_FUNC_RESTORE_PARTY 17
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#define PYRAMID_DATA_PRIZE 0
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#define PYRAMID_DATA_WIN_STREAK 1
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#define PYRAMID_DATA_WIN_STREAK_ACTIVE 2
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#define PYRAMID_DATA_WIN_STREAK_50 3 // the below streak data are redundant with the above when frontier.lvlMode is correct
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#define PYRAMID_DATA_WIN_STREAK_OPEN 4
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#define PYRAMID_DATA_WIN_STREAK_ACTIVE_50 5
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#define PYRAMID_DATA_WIN_STREAK_ACTIVE_OPEN 6
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#define PYRAMID_DATA_TRAINER_FLAGS 7
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#define PYRAMID_LIGHT_SET_RADIUS 0
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#define PYRAMID_LIGHT_INCR_RADIUS 1
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#endif // GUARD_CONSTANTS_BATTLE_PYRAMID_H
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