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roulette.c
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#include "global.h"
#include "malloc.h"
#include "bg.h"
#include "coins.h"
#include "decompress.h"
#include "event_data.h"
#include "field_screen_effect.h"
#include "gpu_regs.h"
#include "graphics.h"
#include "m4a.h"
#include "main.h"
#include "menu.h"
#include "menu_helpers.h"
#include "overworld.h"
#include "palette.h"
#include "palette_util.h"
#include "random.h"
#include "roulette.h"
#include "rtc.h"
#include "scanline_effect.h"
#include "script.h"
#include "sound.h"
#include "sprite.h"
#include "string_util.h"
#include "strings.h"
#include "task.h"
#include "trig.h"
#include "tv.h"
#include "window.h"
#include "constants/coins.h"
#include "constants/rgb.h"
#include "constants/roulette.h"
#include "constants/songs.h"
#define BALLS_PER_ROUND 6
// "Board" is used in this file to refer to both the wheel and the bet selection grid
#define NUM_BOARD_COLORS 3 // Rows on grid
#define NUM_BOARD_POKES 4 // Columns on grid
#define NUM_ROULETTE_SLOTS (NUM_BOARD_COLORS * NUM_BOARD_POKES)
// The degree change between each slot on the roulette wheel
#define DEGREES_PER_SLOT (360 / NUM_ROULETTE_SLOTS)
// Where in the slot the ball will drop when landing
#define SLOT_MIDPOINT (DEGREES_PER_SLOT / 2 - 1)
// IDs for grid selections when betting
#define SELECTION_NONE 0
#define COL_WYNAUT 1
#define COL_AZURILL 2
#define COL_SKITTY 3
#define COL_MAKUHITA 4
#define ROW_ORANGE (COL_MAKUHITA + 1)
#define SQU_ORANGE_WYNAUT (ROW_ORANGE + COL_WYNAUT)
#define SQU_ORANGE_AZURILL (ROW_ORANGE + COL_AZURILL)
#define SQU_ORANGE_SKITTY (ROW_ORANGE + COL_SKITTY)
#define SQU_ORANGE_MAKUHITA (ROW_ORANGE + COL_MAKUHITA)
#define ROW_GREEN (SQU_ORANGE_MAKUHITA + 1)
#define SQU_GREEN_WYNAUT (ROW_GREEN + COL_WYNAUT)
#define SQU_GREEN_AZURILL (ROW_GREEN + COL_AZURILL)
#define SQU_GREEN_SKITTY (ROW_GREEN + COL_SKITTY)
#define SQU_GREEN_MAKUHITA (ROW_GREEN + COL_MAKUHITA)
#define ROW_PURPLE (SQU_GREEN_MAKUHITA + 1)
#define SQU_PURPLE_WYNAUT (ROW_PURPLE + COL_WYNAUT)
#define SQU_PURPLE_AZURILL (ROW_PURPLE + COL_AZURILL)
#define SQU_PURPLE_SKITTY (ROW_PURPLE + COL_SKITTY)
#define SQU_PURPLE_MAKUHITA (ROW_PURPLE + COL_MAKUHITA)
#define NUM_GRID_SELECTIONS SQU_PURPLE_MAKUHITA
// Get the id of the col/row from the selection ID
// e.g. GET_ROW(SQU_PURPLE_SKITTY) is ROW_PURPLE
#define GET_COL(selectionId) ((selectionId) % (NUM_BOARD_POKES + 1))
#define GET_ROW(selectionId) ((selectionId) / (NUM_BOARD_POKES + 1) * (NUM_BOARD_POKES + 1))
// Get the col/row index from the selection ID
// e.g. GET_ROW_IDX(SQU_PURPLE_SKITTY) is 2 (purple being the 3rd row)
#define GET_COL_IDX(selectionId) (selectionId - 1)
#define GET_ROW_IDX(selectionId) (selectionId / 5 - 1)
// Flags for the above selections, used to set which spaces have been hit or bet on
#define F_WYNAUT_COL (1 << COL_WYNAUT)
#define F_AZURILL_COL (1 << COL_AZURILL)
#define F_SKITTY_COL (1 << COL_SKITTY)
#define F_MAKUHITA_COL (1 << COL_MAKUHITA)
#define F_ORANGE_ROW (1 << ROW_ORANGE)
#define F_ORANGE_WYNAUT (1 << SQU_ORANGE_WYNAUT)
#define F_ORANGE_AZURILL (1 << SQU_ORANGE_AZURILL)
#define F_ORANGE_SKITTY (1 << SQU_ORANGE_SKITTY)
#define F_ORANGE_MAKUHITA (1 << SQU_ORANGE_MAKUHITA)
#define F_GREEN_ROW (1 << ROW_GREEN)
#define F_GREEN_WYNAUT (1 << SQU_GREEN_WYNAUT)
#define F_GREEN_AZURILL (1 << SQU_GREEN_AZURILL)
#define F_GREEN_SKITTY (1 << SQU_GREEN_SKITTY)
#define F_GREEN_MAKUHITA (1 << SQU_GREEN_MAKUHITA)
#define F_PURPLE_ROW (1 << ROW_PURPLE)
#define F_PURPLE_WYNAUT (1 << SQU_PURPLE_WYNAUT)
#define F_PURPLE_AZURILL (1 << SQU_PURPLE_AZURILL)
#define F_PURPLE_SKITTY (1 << SQU_PURPLE_SKITTY)
#define F_PURPLE_MAKUHITA (1 << SQU_PURPLE_MAKUHITA)
// Flags for flashing selections on the roulette wheel
#define F_FLASH_COLOR_O_WYNAUT (1 << 0)
#define F_FLASH_COLOR_G_AZURILL (1 << 1)
#define F_FLASH_COLOR_P_SKITTY (1 << 2)
#define F_FLASH_COLOR_O_MAKUHITA (1 << 3)
#define F_FLASH_COLOR_G_WYNAUT (1 << 4)
#define F_FLASH_COLOR_P_AZURILL (1 << 5)
#define F_FLASH_COLOR_O_SKITTY (1 << 6)
#define F_FLASH_COLOR_G_MAKUHITA (1 << 7)
#define F_FLASH_COLOR_P_WYNAUT (1 << 8)
#define F_FLASH_COLOR_O_AZURILL (1 << 9)
#define F_FLASH_COLOR_G_SKITTY (1 << 10)
#define F_FLASH_COLOR_P_MAKUHITA (1 << 11)
#define F_FLASH_OUTER_EDGES (1 << 12) // when the player wins
#define FLASH_ICON (NUM_ROULETTE_SLOTS + 1)
#define FLASH_ICON_2 (FLASH_ICON + 1)
#define FLASH_ICON_3 (FLASH_ICON + 2)
#define F_FLASH_ICON (1 << FLASH_ICON)
#define F_FLASH_COLUMN (1 << FLASH_ICON | 1 << FLASH_ICON_2 | 1 << FLASH_ICON_3)
#define MAX_MULTIPLIER 12
#define PALTAG_SHADOW 1
#define PALTAG_BALL 2
#define PALTAG_BALL_COUNTER 3
#define PALTAG_CURSOR 4
#define PALTAG_INTERFACE 5
#define PALTAG_SHROOMISH 6
#define PALTAG_TAILLOW 7
#define PALTAG_GRID_ICONS 8
#define PALTAG_WYNAUT 9
#define PALTAG_AZURILL 10
#define PALTAG_SKITTY 11
#define PALTAG_MAKUHITA 12
#define GFXTAG_WHEEL_ICONS 0
#define GFXTAG_HEADERS 4
#define GFXTAG_GRID_ICONS 5
#define GFXTAG_WHEEL_CENTER 6
#define GFXTAG_CREDIT 7
#define GFXTAG_CREDIT_DIGIT 8
#define GFXTAG_MULTIPLIER 9
#define GFXTAG_BALL_COUNTER 10
#define GFXTAG_CURSOR 11
#define GFXTAG_BALL 12
#define GFXTAG_SHROOMISH_TAILLOW 13
#define GFXTAG_SHADOW 14
// 2 different Roulette tables with 2 different rates (normal vs service day special)
// & 1 gets which table, >> 7 gets if ROULETTE_SPECIAL_RATE is set
#define GET_MIN_BET_ID(var) (((var) & 1) + (((var) >> 7) * 2))
// Having Shroomish or Taillow in the party can make rolls more consistent in length
// It also increases the likelihood that, if they appear to unstick a ball, they'll move it to a slot the player bet on
#define HAS_SHROOMISH (1 << 0)
#define HAS_TAILLOW (1 << 1)
#define NO_DELAY 0xFFFF
#if EUROPE
#define WIN_TILEMAP_LEFT 2
#define WIN_WIDTH 26
#define WIN_BASEBLOCK 0xBD
#else //ENGLISH
#define WIN_TILEMAP_LEFT 3
#define WIN_WIDTH 24
#define WIN_BASEBLOCK 0xC5
#endif
enum {
BALL_STATE_ROLLING,
BALL_STATE_STUCK,
BALL_STATE_LANDED = 0xFF,
};
enum {
SELECT_STATE_WAIT,
SELECT_STATE_DRAW,
SELECT_STATE_UPDATE,
SELECT_STATE_ERASE = 0xFF,
};
// Roulette uses a large amount of sprites, and stores ids for these in a single array
// Many are looped over rather than referenced directly
enum {
SPR_WHEEL_BALL_1,
SPR_WHEEL_BALL_2,
SPR_WHEEL_BALL_3,
SPR_WHEEL_BALL_4,
SPR_WHEEL_BALL_5,
SPR_WHEEL_BALL_6,
SPR_WHEEL_CENTER,
SPR_WHEEL_ICON_ORANGE_WYNAUT,
SPR_WHEEL_ICON_GREEN_AZURILL,
SPR_WHEEL_ICON_PURPLE_SKITTY,
SPR_WHEEL_ICON_ORANGE_MAKUHITA,
SPR_WHEEL_ICON_GREEN_WYNAUT,
SPR_WHEEL_ICON_PURPLE_AZURILL,
SPR_WHEEL_ICON_ORANGE_SKITTY,
SPR_WHEEL_ICON_GREEN_MAKUHITA,
SPR_WHEEL_ICON_PURPLE_WYNAUT,
SPR_WHEEL_ICON_ORANGE_AZURILL,
SPR_WHEEL_ICON_GREEN_SKITTY,
SPR_WHEEL_ICON_PURPLE_MAKUHITA,
SPR_19, // Unused
SPR_CREDIT,
SPR_CREDIT_DIG_1,
SPR_CREDIT_DIG_10,
SPR_CREDIT_DIG_100,
SPR_CREDIT_DIG_1000,
SPR_MULTIPLIER,
SPR_BALL_COUNTER_1,
SPR_BALL_COUNTER_2,
SPR_BALL_COUNTER_3,
SPR_GRID_ICON_ORANGE_WYNAUT,
SPR_GRID_ICON_GREEN_AZURILL,
SPR_GRID_ICON_PURPLE_SKITTY,
SPR_GRID_ICON_ORANGE_MAKUHITA,
SPR_GRID_ICON_GREEN_WYNAUT,
SPR_GRID_ICON_PURPLE_AZURILL,
SPR_GRID_ICON_ORANGE_SKITTY,
SPR_GRID_ICON_GREEN_MAKUHITA,
SPR_GRID_ICON_PURPLE_WYNAUT,
SPR_GRID_ICON_ORANGE_AZURILL,
SPR_GRID_ICON_GREEN_SKITTY,
SPR_GRID_ICON_PURPLE_MAKUHITA,
SPR_POKE_HEADER_1,
SPR_POKE_HEADER_2,
SPR_POKE_HEADER_3,
SPR_POKE_HEADER_4,
SPR_COLOR_HEADER_1,
SPR_COLOR_HEADER_2,
SPR_COLOR_HEADER_3,
SPR_WIN_SLOT_CURSOR,
SPR_GRID_BALL_1,
SPR_GRID_BALL_2,
SPR_GRID_BALL_3,
SPR_GRID_BALL_4,
SPR_GRID_BALL_5,
SPR_GRID_BALL_6,
SPR_CLEAR_MON, // Shroomish/Taillow
SPR_CLEAR_MON_SHADOW_1,
SPR_CLEAR_MON_SHADOW_2,
SPR_58, // Here below unused
SPR_59,
SPR_60,
SPR_61,
SPR_62,
SPR_63,
};
// Start points for sprite IDs that are looped over
#define SPR_WHEEL_BALLS SPR_WHEEL_BALL_1
#define SPR_WHEEL_ICONS SPR_WHEEL_ICON_ORANGE_WYNAUT
#define SPR_BALL_COUNTER SPR_BALL_COUNTER_1
#define SPR_CREDIT_DIGITS SPR_CREDIT_DIG_1
#define SPR_GRID_ICONS SPR_GRID_ICON_ORANGE_WYNAUT
#define SPR_POKE_HEADERS SPR_POKE_HEADER_1
#define SPR_COLOR_HEADERS SPR_COLOR_HEADER_1
#define SPR_GRID_BALLS SPR_GRID_BALL_1
struct Shroomish
{
u16 startAngle;
u16 dropAngle;
u16 fallSlowdown;
};
struct Taillow
{
u16 baseDropDelay;
u16 rightStartAngle;
u16 leftStartAngle;
};
struct RouletteTable
{
u8 minBet; // Never read
u8 randDistanceHigh;
u8 randDistanceLow;
u8 wheelSpeed;
u8 wheelDelay;
struct Shroomish shroomish;
struct Taillow taillow;
u16 ballSpeed;
u16 baseTravelDist;
f32 var1C;
};
struct GridSelection
{
u8 spriteIdOffset;
u8 baseMultiplier:4;
u8 column:4; // Never read
u8 row; // Never read
u8 x;
u8 y;
u8 var05; // Never read
u8 tilemapOffset;
u32 flag;
u32 inSelectionFlags;
u16 flashFlags;
};
struct RouletteSlot
{
u8 id1; // Never read
u8 id2; // Never read
u8 gridSquare;
u32 flag;
};
static EWRAM_DATA struct Roulette
{
u8 unk0; // Never read
u8 shroomishShadowTimer;
u8 partySpeciesFlags;
bool8 useTaillow:5;
bool8 ballStuck:1;
bool8 ballUnstuck:1;
bool8 ballRolling:1; // Never read
u8 tableId:2;
u8 unused:5;
bool8 isSpecialRate:1;
u32 hitFlags;
u8 hitSquares[BALLS_PER_ROUND];
u8 pokeHits[NUM_BOARD_POKES];
u8 colorHits[NUM_BOARD_COLORS];
u8 minBet;
u8 curBallNum:4; // Never actually gets incremented, tracked with tBallNum instead
u8 unk1:4; // Never read
u8 betSelection[BALLS_PER_ROUND]; // Because curBallNum is used as the only index, only the first element is ever used (prev bet selections are never needed)
u8 wheelDelayTimer;
u8 wheelSpeed;
u8 wheelDelay;
s16 wheelAngle;
s16 gridX;
s16 selectionRectDrawState;
s16 updateGridHighlight;
struct OamMatrix wheelRotation;
u16 shroomishShadowAlpha;
struct Sprite *ball;
u8 spriteIds[MAX_SPRITES];
u8 curBallSpriteId;
u8 ballState;
u8 hitSlot;
u8 stuckHitSlot;
s16 ballTravelDist; // Never read
s16 ballTravelDistFast;
u16 ballTravelDistMed;
u16 ballTravelDistSlow;
f32 ballAngle;
f32 ballAngleSpeed;
f32 ballAngleAccel;
f32 ballDistToCenter;
f32 ballFallSpeed;
f32 ballFallAccel;
f32 varA0;
u8 playTaskId;
u8 spinTaskId;
u8 filler_1[2];
u16 taskWaitDelay;
u16 taskWaitKey;
TaskFunc nextTask;
u8 filler_2[4];
TaskFunc prevTask;
struct RouletteFlashUtil flashUtil;
u16 tilemapBuffers[7][0x400];
u16 *gridTilemap;
} *sRoulette = NULL;
static EWRAM_DATA u8 sTextWindowId = 0;
static void Task_SpinWheel(u8);
static void Task_StartPlaying(u8);
static void Task_ContinuePlaying(u8);
static void Task_StopPlaying(u8);
static void Task_SelectFirstEmptySquare(u8);
static void Task_HandleBetGridInput(u8);
static void Task_SlideGridOffscreen(u8);
static void Task_InitBallRoll(u8);
static void Task_RollBall(u8);
static void Task_RecordBallHit(u8);
static void Task_SlideGridOnscreen(u8);
static void Task_FlashBallOnWinningSquare(u8);
static void Task_PrintSpinResult(u8);
static void Task_PrintPayout(u8);
static void Task_EndTurn(u8);
static void Task_TryPrintEndTurnMsg(u8);
static void Task_ClearBoard(u8);
static void ExitRoulette(u8);
static void Task_ExitRoulette(u8);
static void StartTaskAfterDelayOrInput(u8, TaskFunc, u16, u16);
static void ResetBallDataForNewSpin(u8);
static void ResetHits(void);
static void Task_AcceptMinBet(u8);
static void Task_DeclineMinBet(u8);
static u8 RecordHit(u8, u8);
static bool8 IsHitInBetSelection(u8, u8);
static void FlashSelectionOnWheel(u8);
static void DrawGridBackground(u8);
static u8 GetMultiplier(u8);
static void UpdateWheelPosition(void);
static void LoadOrFreeMiscSpritePalettesAndSheets(u8);
static void CreateGridSprites(void);
static void ShowHideGridIcons(bool8, u8);
static void CreateGridBallSprites(void);
static void ShowHideGridBalls(bool8, u8);
static void ShowHideWinSlotCursor(u8);
static void CreateWheelIconSprites(void);
static void SpriteCB_WheelIcon(struct Sprite *);
static void CreateInterfaceSprites(void);
static void SetCreditDigits(u16);
static void SetMultiplierSprite(u8);
static void SetBallCounterNumLeft(u8);
static void SpriteCB_GridSquare(struct Sprite *);
static void CreateWheelCenterSprite(void);
static void SpriteCB_WheelCenter(struct Sprite *);
static void CreateWheelBallSprites(void);
static void HideWheelBalls(void);
static void SpriteCB_RollBall_Start(struct Sprite *);
static void CreateShroomishSprite(struct Sprite *);
static void CreateTaillowSprite(struct Sprite *);
static void SetBallStuck(struct Sprite *);
static void SpriteCB_Shroomish(struct Sprite *);
static void SpriteCB_Taillow(struct Sprite *);
static const u16 sWheel_Pal[] = INCBIN_U16("graphics/roulette/wheel.gbapal"); // also palette for grid
static const u32 sGrid_Tilemap[] = INCBIN_U32("graphics/roulette/grid.bin.lz");
static const u32 sWheel_Tilemap[] = INCBIN_U32("graphics/roulette/wheel.bin.lz");
static const struct BgTemplate sBgTemplates[] =
{
// Text box
{
.bg = 0,
.charBaseIndex = 2,
.mapBaseIndex = 31,
.screenSize = 0,
.paletteMode = 0,
.priority = 0,
.baseTile = 0
},
// Selection grid
{
.bg = 1,
.charBaseIndex = 0,
.mapBaseIndex = 4,
.screenSize = 1,
.paletteMode = 0,
.priority = 1,
.baseTile = 0
},
// Wheel
{
.bg = 2,
.charBaseIndex = 1,
.mapBaseIndex = 6,
.screenSize = 1,
.paletteMode = 1,
.priority = 2,
.baseTile = 0
}
};
static const struct WindowTemplate sWindowTemplates[] =
{
{
.bg = 0,
.tilemapLeft = WIN_TILEMAP_LEFT,
.tilemapTop = 15,
.width = WIN_WIDTH,
.height = 4,
.paletteNum = 15,
.baseBlock = WIN_BASEBLOCK
},
#ifdef UBFIX
DUMMY_WIN_TEMPLATE,
#endif
};
static const struct GridSelection sGridSelections[NUM_GRID_SELECTIONS + 1] =
{
[SELECTION_NONE] = {
.spriteIdOffset = 0xFF,
.baseMultiplier = 0,
.column = 0,
.row = 0,
.x = 7,
.y = 7,
.var05 = 0,
.tilemapOffset = 0,
.flag = 0,
.inSelectionFlags = 0,
.flashFlags = 0,
},
[COL_WYNAUT] = {
.spriteIdOffset = 12,
.baseMultiplier = NUM_BOARD_POKES,
.column = 1,
.row = 0,
.x = 17,
.y = 7,
.var05 = 0,
.tilemapOffset = 0,
.flag = F_WYNAUT_COL,
.inSelectionFlags = F_WYNAUT_COL | F_ORANGE_WYNAUT | F_GREEN_WYNAUT | F_PURPLE_WYNAUT,
.flashFlags = F_FLASH_COLUMN,
},
[COL_AZURILL] = {
.spriteIdOffset = 13,
.baseMultiplier = NUM_BOARD_POKES,
.column = 2,
.row = 0,
.x = 20,
.y = 7,
.var05 = 0,
.tilemapOffset = 0,
.flag = F_AZURILL_COL,
.inSelectionFlags = F_AZURILL_COL | F_ORANGE_AZURILL | F_GREEN_AZURILL | F_PURPLE_AZURILL,
.flashFlags = F_FLASH_COLUMN,
},
[COL_SKITTY] = {
.spriteIdOffset = 14,
.baseMultiplier = NUM_BOARD_POKES,
.column = 3,
.row = 0,
.x = 23,
.y = 7,
.var05 = 0,
.tilemapOffset = 0,
.flag = F_SKITTY_COL,
.inSelectionFlags = F_SKITTY_COL | F_ORANGE_SKITTY | F_GREEN_SKITTY | F_PURPLE_SKITTY,
.flashFlags = F_FLASH_COLUMN,
},
[COL_MAKUHITA] = {
.spriteIdOffset = 15,
.baseMultiplier = NUM_BOARD_POKES,
.column = 4,
.row = 0,
.x = 26,
.y = 7,
.var05 = 0,
.tilemapOffset = 0,
.flag = F_MAKUHITA_COL,
.inSelectionFlags = F_MAKUHITA_COL | F_ORANGE_MAKUHITA | F_GREEN_MAKUHITA | F_PURPLE_MAKUHITA,
.flashFlags = F_FLASH_COLUMN,
},
[ROW_ORANGE] = {
.spriteIdOffset = 16,
.baseMultiplier = NUM_BOARD_COLORS,
.column = 0,
.row = 1,
.x = 14,
.y = 10,
.var05 = 0,
.tilemapOffset = 12,
.flag = F_ORANGE_ROW,
.inSelectionFlags = F_ORANGE_ROW | F_ORANGE_WYNAUT | F_ORANGE_AZURILL | F_ORANGE_SKITTY | F_ORANGE_MAKUHITA,
.flashFlags = F_FLASH_COLOR_O_WYNAUT | F_FLASH_COLOR_O_AZURILL | F_FLASH_COLOR_O_SKITTY | F_FLASH_COLOR_O_MAKUHITA,
},
[SQU_ORANGE_WYNAUT] = {
.spriteIdOffset = 0,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 1,
.row = 1,
.x = 17,
.y = 10,
.var05 = 3,
.tilemapOffset = 3,
.flag = F_ORANGE_WYNAUT,
.inSelectionFlags = F_ORANGE_WYNAUT,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_O_WYNAUT,
},
[SQU_ORANGE_AZURILL] = {
.spriteIdOffset = 9,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 2,
.row = 1,
.x = 20,
.y = 10,
.var05 = 3,
.tilemapOffset = 3,
.flag = F_ORANGE_AZURILL,
.inSelectionFlags = F_ORANGE_AZURILL,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_O_AZURILL,
},
[SQU_ORANGE_SKITTY] = {
.spriteIdOffset = 6,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 3,
.row = 1,
.x = 23,
.y = 10,
.var05 = 3,
.tilemapOffset = 3,
.flag = F_ORANGE_SKITTY,
.inSelectionFlags = F_ORANGE_SKITTY,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_O_SKITTY,
},
[SQU_ORANGE_MAKUHITA] = {
.spriteIdOffset = 3,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 4,
.row = 1,
.x = 26,
.y = 10,
.var05 = 3,
.tilemapOffset = 3,
.flag = F_ORANGE_MAKUHITA,
.inSelectionFlags = F_ORANGE_MAKUHITA,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_O_MAKUHITA,
},
[ROW_GREEN] = {
.spriteIdOffset = 17,
.baseMultiplier = NUM_BOARD_COLORS,
.column = 0,
.row = 2,
.x = 14,
.y = 13,
.var05 = 3,
.tilemapOffset = 15,
.flag = F_GREEN_ROW,
.inSelectionFlags = F_GREEN_ROW | F_GREEN_WYNAUT | F_GREEN_AZURILL | F_GREEN_SKITTY | F_GREEN_MAKUHITA,
.flashFlags = F_FLASH_COLOR_G_WYNAUT | F_FLASH_COLOR_G_AZURILL | F_FLASH_COLOR_G_SKITTY | F_FLASH_COLOR_G_MAKUHITA,
},
[SQU_GREEN_WYNAUT] = {
.spriteIdOffset = 4,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 1,
.row = 2,
.x = 17,
.y = 13,
.var05 = 6,
.tilemapOffset = 6,
.flag = F_GREEN_WYNAUT,
.inSelectionFlags = F_GREEN_WYNAUT,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_G_WYNAUT,
},
[SQU_GREEN_AZURILL] = {
.spriteIdOffset = 1,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 2,
.row = 2,
.x = 20,
.y = 13,
.var05 = 6,
.tilemapOffset = 6,
.flag = F_GREEN_AZURILL,
.inSelectionFlags = F_GREEN_AZURILL,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_G_AZURILL,
},
[SQU_GREEN_SKITTY] = {
.spriteIdOffset = 10,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 3,
.row = 2,
.x = 23,
.y = 13,
.var05 = 6,
.tilemapOffset = 6,
.flag = F_GREEN_SKITTY,
.inSelectionFlags = F_GREEN_SKITTY,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_G_SKITTY,
},
[SQU_GREEN_MAKUHITA] = {
.spriteIdOffset = 7,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 4,
.row = 2,
.x = 26,
.y = 13,
.var05 = 6,
.tilemapOffset = 6,
.flag = F_GREEN_MAKUHITA,
.inSelectionFlags = F_GREEN_MAKUHITA,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_G_MAKUHITA,
},
[ROW_PURPLE] = {
.spriteIdOffset = 18,
.baseMultiplier = NUM_BOARD_COLORS,
.column = 0,
.row = 3,
.x = 14,
.y = 16,
.var05 = 6,
.tilemapOffset = 18,
.flag = F_PURPLE_ROW,
.inSelectionFlags = F_PURPLE_ROW | F_PURPLE_WYNAUT | F_PURPLE_AZURILL | F_PURPLE_SKITTY | F_PURPLE_MAKUHITA,
.flashFlags = F_FLASH_COLOR_P_WYNAUT | F_FLASH_COLOR_P_AZURILL | F_FLASH_COLOR_P_SKITTY | F_FLASH_COLOR_P_MAKUHITA,
},
[SQU_PURPLE_WYNAUT] = {
.spriteIdOffset = 8,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 1,
.row = 3,
.x = 17,
.y = 16,
.var05 = 9,
.tilemapOffset = 9,
.flag = F_PURPLE_WYNAUT,
.inSelectionFlags = F_PURPLE_WYNAUT,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_P_WYNAUT,
},
[SQU_PURPLE_AZURILL] = {
.spriteIdOffset = 5,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 2,
.row = 3,
.x = 20,
.y = 16,
.var05 = 9,
.tilemapOffset = 9,
.flag = F_PURPLE_AZURILL,
.inSelectionFlags = F_PURPLE_AZURILL,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_P_AZURILL,
},
[SQU_PURPLE_SKITTY] = {
.spriteIdOffset = 2,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 3,
.row = 3,
.x = 23,
.y = 16,
.var05 = 9,
.tilemapOffset = 9,
.flag = F_PURPLE_SKITTY,
.inSelectionFlags = F_PURPLE_SKITTY,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_P_SKITTY,
},
[SQU_PURPLE_MAKUHITA] = {
.spriteIdOffset = 11,
.baseMultiplier = NUM_ROULETTE_SLOTS,
.column = 4,
.row = 3,
.x = 26,
.y = 16,
.var05 = 9,
.tilemapOffset = 9,
.flag = F_PURPLE_MAKUHITA,
.inSelectionFlags = F_PURPLE_MAKUHITA,
.flashFlags = F_FLASH_ICON | F_FLASH_COLOR_P_MAKUHITA,
},
};
static const struct RouletteSlot sRouletteSlots[] =
{
{
.id1 = 0,
.id2 = 1,
.gridSquare = SQU_ORANGE_WYNAUT,
.flag = F_ORANGE_WYNAUT,
},
{
.id1 = 1,
.id2 = 3,
.gridSquare = SQU_GREEN_AZURILL,
.flag = F_GREEN_AZURILL,
},
{
.id1 = 2,
.id2 = 5,
.gridSquare = SQU_PURPLE_SKITTY,
.flag = F_PURPLE_SKITTY,
},
{
.id1 = 3,
.id2 = 7,
.gridSquare = SQU_ORANGE_MAKUHITA,
.flag = F_ORANGE_MAKUHITA,
},
{
.id1 = 4,
.id2 = 9,
.gridSquare = SQU_GREEN_WYNAUT,
.flag = F_GREEN_WYNAUT,
},
{
.id1 = 5,
.id2 = 11,
.gridSquare = SQU_PURPLE_AZURILL,
.flag = F_PURPLE_AZURILL,
},
{
.id1 = 6,
.id2 = 13,
.gridSquare = SQU_ORANGE_SKITTY,
.flag = F_ORANGE_SKITTY,
},
{
.id1 = 7,
.id2 = 15,
.gridSquare = SQU_GREEN_MAKUHITA,
.flag = F_GREEN_MAKUHITA,
},
{
.id1 = 8,
.id2 = 17,
.gridSquare = SQU_PURPLE_WYNAUT,
.flag = F_PURPLE_WYNAUT,
},
{
.id1 = 9,
.id2 = 19,
.gridSquare = SQU_ORANGE_AZURILL,
.flag = F_ORANGE_AZURILL,
},
{
.id1 = 10,
.id2 = 21,
.gridSquare = SQU_GREEN_SKITTY,
.flag = F_GREEN_SKITTY,
},
{
.id1 = 11,
.id2 = 23,
.gridSquare = SQU_PURPLE_MAKUHITA,
.flag = F_PURPLE_MAKUHITA,
},
};
static const u8 sTableMinBets[] = {1, 3, 1, 6};
static const struct RouletteTable sRouletteTables[] =
{
// Left table
{
.minBet = 1,
.randDistanceHigh = DEGREES_PER_SLOT * 2,
.randDistanceLow = DEGREES_PER_SLOT,
.wheelSpeed = 1,
.wheelDelay = 1,
.shroomish = {
.startAngle = 45,
.dropAngle = 30,
.fallSlowdown = 1,
},
.taillow = {
.baseDropDelay = 75,
.rightStartAngle = 27,
.leftStartAngle = 24,
},
.ballSpeed = 10,
.baseTravelDist = 360,
.var1C = -0.5f
},
// Right table
{
.minBet = 3,
.randDistanceHigh = DEGREES_PER_SLOT,
.randDistanceLow = DEGREES_PER_SLOT / 2,
.wheelSpeed = 1,
.wheelDelay = 0,
.shroomish = {
.startAngle = 75,
.dropAngle = 60,
.fallSlowdown = 2,
},
.taillow = {
.baseDropDelay = 0,
.rightStartAngle = 54,
.leftStartAngle = 48,
},
.ballSpeed = 10,
.baseTravelDist = 270,
.var1C = -1.0f
}
};
// Data to flash the color indicator for each slot on the roulette wheel
static const struct RouletteFlashSettings sFlashData_Colors[NUM_ROULETTE_SLOTS + 1] =
{
{ // F_FLASH_COLOR_O_WYNAUT
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(0) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_G_AZURILL
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(0) + 10,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_P_SKITTY
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(1) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_O_MAKUHITA
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(5) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_G_WYNAUT
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(5) + 10,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_P_AZURILL
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(6) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_O_SKITTY
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(7) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_G_MAKUHITA
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(7) + 10,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_P_WYNAUT
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(8) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_O_AZURILL
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(9) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_G_SKITTY
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(9) + 10,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_COLOR_P_MAKUHITA
.color = FLASHUTIL_USE_EXISTING_COLOR,
.paletteOffset = BG_PLTT_ID(10) + 5,
.numColors = 1,
.delay = 1,
.unk6 = -1,
.numFadeCycles = 8,
.unk7_5 = -2,
.colorDeltaDir = 0,
},
{ // F_FLASH_OUTER_EDGES
.color = RGB(22, 30, 29),
.paletteOffset = BG_PLTT_ID(2) + 8,
.numColors = 2,
.delay = 10,
.unk6 = -1,
.numFadeCycles = 14,
.unk7_5 = -2,
.colorDeltaDir = 0,
},