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95 lines
3.3 KiB
C
95 lines
3.3 KiB
C
#ifndef GUARD_ITEMS_H
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#define GUARD_ITEMS_H
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#include "code_8092334.h"
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#include "structs/str_items.h"
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#include "structs/str_pokemon.h"
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#include "structs/subStruct_203B240.h"
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extern TeamInventory *gTeamInventoryRef;
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void LoadItemParameters(void);
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TeamInventory *GetMoneyItemsInfo(void);
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void InitializeMoneyItems(void);
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s32 GetNumberOfFilledInventorySlots(void);
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bool8 IsThrowableItem(u8 id);
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void xxx_init_itemslot_8090A8C(Item *param_1,u8 id,u8 param_3);
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void xxx_init_helditem_8090B08(BulkItem *param_1,u8 id);
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void HeldItemToSlot(Item *param_1, BulkItem *param_2);
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void SlotToHeldItem(BulkItem *held, Item *slot);
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u8 GetItemCategory(u8 index);
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s32 GetStackBuyValue(Item *param_1);
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s32 GetStackSellValue(Item *param_1);
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s32 GetStackBuyPrice(Item *param_1);
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s32 GetStackSellPrice(Item *param_1);
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s32 GetItemBuyPrice(u8 id);
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s32 GetItemSellPrice(u8 id);
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s32 GetItemOrder(u8 id);
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u8 GetItemPalette(u8 id);
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u32 GetItemActionType(u8 id);
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u32 GetSpawnAmountRange(u8 id, u32 r1);
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u8 *GetItemDescription(u8 id);
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bool8 GetItemAIFlag(u8 id, u32 r1);
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void BufferItemName(u8 *, u8 id, unkStruct_8090F58 *);
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void sub_8090E14(u8 *ext_buffer, Item *slot, const unkStruct_8090F58 *);
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bool8 AddItemToInventory(const Item* slot);
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void ConvertMoneyItemToMoney();
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void AddToTeamMoney(s32 amount);
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u32 GetMoneyValue(Item* slot);
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u16 GetItemMoveID(u8 index);
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bool8 CanSellItem(u32 id);
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bool8 IsGummiItem(u8);
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void ShiftItemsDownFrom(s32 start);
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void ClearItemSlotAt(u32 index);
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void MoveToStorage(Item *slot);
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s32 CountKecleonShopItems(void);
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void InitKecleonShopItem(u8 index);
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BulkItem *GetKecleonShopItem(u8 index);
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void FillKecleonShopGaps(void);
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void SortKecleonShopInventory(void);
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void ChooseKecleonShopInventory(u8 index);
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bool8 AddKecleonShopItem(u8 itemIndex);
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u32 CountKecleonWareItems(void);
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void InitKecleonWareItem(u8 index);
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BulkItem* GetKecleonWareItem(u8 index);
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void FillKecleonWareGaps(void);
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void SortKecleonWareInventory(void);
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void ChooseKecleonWareInventory(u8 index);
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bool8 AddKecleonWareItem(u8 itemIndex);
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void FillInventoryGaps();
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bool8 AddHeldItemToInventory(BulkItem* slot);
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bool8 IsNotMoneyOrUsedTMItem(u8 id);
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bool8 IsNotSpecialItem(u8 id);
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s32 FindItemInInventory(u8 id);
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bool8 IsHMItem(u8 id);
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bool8 IsEdibleItem(u8 id);
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u8 xxx_bit_lut_lookup_8091E50(u8 i0, u8 i1);
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bool8 IsInvalidItemReward(u8 itemID);
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bool8 HasGummiItem(void);
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void GetGummiItemStatBoost(PokemonStruct1* pokemon, u8 id, bool8 checkBoostFlags, Gummi *gummi);
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void RestoreHeldItem(unkStruct_8094924 *, BulkItem *);
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void SaveHeldItem(unkStruct_8094924 *, BulkItem *);
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void RestoreItemSlot(unkStruct_8094924 *, Item *);
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void SaveItemSlot(unkStruct_8094924 *, Item *);
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s32 RestoreTeamInventory(u8 *, u32 size);
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s32 SaveTeamInventory(u8 *, u32 size);
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s32 sub_8090FEC(s32, u8 *strbuf, u8);
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u32 sub_80913E0(Item *slot, u32, struct subStruct_203B240 **);
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// This macro doesn't do anything, it creates unused variables for the purpose of tricking the compiler and matching the asm.
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// It's possible there was some unknown macro, or the structure of TeamInventory/Item is not 100% how it was originally written.
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#define DUMMY_TEAM_ITEMS_ASM_MATCH(id) \
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{ \
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UNUSED size_t offs = id * sizeof(Item); \
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UNUSED Item *item = &gTeamInventoryRef->teamItems[id]; \
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}
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#endif // GUARD_ITEMS_H
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