6#ifndef GAME_VARIABLES_H
7#define GAME_VARIABLES_H
15#define GAME_SPEED_MIN 1
16#define GAME_SPEED_MAX 4
19#define VOLUME_OPTION_MIN 0
20#define VOLUME_OPTION_MAX 5
21#define VOLUME_OPTION_INCREMENT 20
23#define DEFAULT_GAME_SPEED 1
24#define DEFAULT_MUSIC_VOLUME VOLUME_OPTION_MAX
25#define DEFAULT_SOUND_VOLUME VOLUME_OPTION_MAX
30#define DEFAULT_HAND_SIZE 8
54 u32 nb_played_hands[HAND_TYPE_MAX];
60 enum BlindState blinds_states[NUM_BLINDS_PER_ANTE];
68 Sprite* playing_blind_token;
69 Sprite* round_end_blind_token;
Data structures and functions relative to the behaviour and graphics of Blinds.
BlindType
All Blind types in the game are listed here.
BlindState
All the possible states an Ante's Blinds can be in when viewed in the "Blind Select" screen.
Functions relative to manipulating and analyzing the contents of the Hand, a.k.a. the Cards we hold a...
Common functions to handle RNG manipulation. Using this interface has three goals:
A central location for all game variables.
Information to track and restore RNG state.
Sprite struct for GBA hardware specifics.