#ifndef GUARD_CONSTANTS_BERRY_H #define GUARD_CONSTANTS_BERRY_H #define BERRY_NONE 0 #define BERRY_FIRMNESS_UNKNOWN 0 #define BERRY_FIRMNESS_VERY_SOFT 1 #define BERRY_FIRMNESS_SOFT 2 #define BERRY_FIRMNESS_HARD 3 #define BERRY_FIRMNESS_VERY_HARD 4 #define BERRY_FIRMNESS_SUPER_HARD 5 #define BERRY_COLOR_RED 0 #define BERRY_COLOR_BLUE 1 #define BERRY_COLOR_PURPLE 2 #define BERRY_COLOR_GREEN 3 #define BERRY_COLOR_YELLOW 4 #define BERRY_COLOR_PINK 5 enum __attribute__((__packed__)) Flavor { FLAVOR_SPICY, FLAVOR_DRY, FLAVOR_SWEET, FLAVOR_BITTER, FLAVOR_SOUR, FLAVOR_COUNT, }; #define BERRY_STAGE_NO_BERRY 0 // there is no tree planted and the soil is completely flat. #define BERRY_STAGE_PLANTED 1 #define BERRY_STAGE_SPROUTED 2 #define BERRY_STAGE_TALLER 3 #define BERRY_STAGE_FLOWERING 4 #define BERRY_STAGE_BERRIES 5 #define BERRY_STAGE_TRUNK 6 // These follow BERRY_STAGE_BERRIES to preserve save compatibility #define BERRY_STAGE_BUDDING 7 #define BERRY_STAGE_SPARKLING 255 // Berries can be watered in the following stages: // - BERRY_STAGE_PLANTED // - BERRY_STAGE_SPROUTED // - BERRY_STAGE_TALLER // - BERRY_STAGE_FLOWERING #define NUM_WATER_STAGES 4 // IDs for berry tree objects, indexes into berryTrees in SaveBlock1 // Named for whatever berry is initially planted there on a new game // Those with no initial berry are named "soil" // 90 reserved enum BerryTreeId { BERRY_TREES_COUNT = 90, }; #endif // GUARD_CONSTANTS_BERRY_H