#ifndef GUARD_ITEMS_H #define GUARD_ITEMS_H #include "constants/item.h" #include "code_8092334.h" // size: 0x20 struct ItemDataEntry { /* 0x0 */ u8 *name; /* 0x4 */ u32 buyPrice; /* 0x8 */ u32 sellPrice; /* 0xC */ u8 category; /* 0xD */ u8 icon; /* 0x10 */ u8 *description; // Determines how the AI can use the item. // Index 0: Item can be used on self. // Index 1: Item can be thrown at allies. // Index 2: Item can be thrown at enemies. /* 0x14 */ bool8 aiFlags[3]; /* 0x18 */ s16 moveID; /* 0x1A */ u8 order; // Numbered order they are in storage /* 0x1B */ u8 spawnAmountRange[2]; /* 0x1D */ u8 palette; /* 0x1E */ u8 actionType; }; // size: 0x4 struct Item { /* 0x0 */ u8 flags; /* 0x1 */ u8 quantity; /* 0x2 */ u8 id; }; // size: 0x4 struct BulkItem { /* 0x0 */ u8 id; /* 0x1 */ u8 quantity; }; // size: 0x4 struct Gummi { /* 0x0 */ s16 boostAmount; /* 0x2 */ u16 flags; }; // size: 0xC struct unkStruct_8090F58 { u32 unk0; u8 unk4; u8 unk5; s16 unk6; u8 unk8; }; enum ItemFlag { ITEM_FLAG_EXISTS = 1 << 0, ITEM_FLAG_IN_SHOP = 1 << 1, // in a Kecleon shop ITEM_FLAG_UNPAID = 1 << 2, // Picked up in Kecleon shop but not paid for yet ITEM_FLAG_STICKY = 1 << 3, ITEM_FLAG_SET = 1 << 4 // This item can be thrown by pressing L+R instead of having to go to the bag menu. }; enum ItemAIFlag { ITEM_AI_FLAG_TARGET_SELF, ITEM_AI_FLAG_TARGET_ALLY, ITEM_AI_FLAG_TARGET_ENEMY }; #define NUMBER_OF_GUMMIS 18 #define INVENTORY_SIZE 20 #define STORAGE_SIZE NUMBER_OF_ITEM_IDS #define MIN_SPAWN_AMOUNT 0 #define MAX_SPAWN_AMOUNT 1 void LoadItemParameters(void); struct TeamInventory *GetMoneyItemsInfo(void); void InitializeMoneyItems(void); s32 GetNumberOfFilledInventorySlots(void); bool8 IsThrowableItem(u8 id); void xxx_init_itemslot_8090A8C(struct Item *param_1,u8 id,u8 param_3); void xxx_init_helditem_8090B08(struct BulkItem *param_1,u8 id); void HeldItemToSlot(struct Item *param_1, struct BulkItem *param_2); void SlotToHeldItem(struct BulkItem *held,struct Item *slot); u8 GetItemCategory(u8 index); s32 GetStackBuyValue(struct Item *param_1); s32 GetStackSellValue(struct Item *param_1); s32 GetStackBuyPrice(struct Item *param_1); s32 GetStackSellPrice(struct Item *param_1); s32 GetItemBuyPrice(u8 id); s32 GetItemSellPrice(u8 id); s32 GetItemOrder(u8 id); u8 GetItemPalette(u8 id); u32 GetItemActionType(u8 id); u32 GetSpawnAmountRange(u8 id, u32 r1); u8 *GetItemDescription(u8 id); bool8 GetItemAIFlag(u8 id, u32 r1); void sub_8090DC4(void* param_1,u8 id, struct unkStruct_8090F58* param_3); void sub_8090E14(u8* ext_buffer, struct Item* slot, struct unkStruct_8090F58* a3); bool8 AddItemToInventory(const struct Item* slot); void ConvertMoneyItemToMoney(); void AddToTeamMoney(s32 amount); u32 GetMoneyValue(struct Item* slot); u16 GetItemMoveID(u8 index); bool8 CanSellItem(u32 id); bool8 IsGummiItem(u8); void sub_8090F58(void*, u8 *, struct Item *, struct unkStruct_8090F58*); void ShiftItemsDownFrom(s32 start); void ClearItemSlotAt(u32 index); void MoveToStorage(struct Item* slot); s32 CountKecleonShopItems(void); void InitKecleonShopItem(u8 index); struct BulkItem *GetKecleonShopItem(u8 index); void FillKecleonShopGaps(void); void SortKecleonShopInventory(void); void ChooseKecleonShopInventory(u8 index); bool8 AddKecleonShopItem(u8 itemIndex); u32 CountKecleonWareItems(void); void InitKecleonWareItem(u8 index); struct BulkItem* GetKecleonWareItem(u8 index); void FillKecleonWareGaps(void); void SortKecleonWareInventory(void); void ChooseKecleonWareInventory(u8 index); bool8 AddKecleonWareItem(u8 itemIndex); void FillInventoryGaps(); bool8 AddHeldItemToInventory(struct BulkItem* slot); bool8 IsNotMoneyOrUsedTMItem(u8 id); s32 FindItemInInventory(u8 id); bool8 IsHMItem(u8 id); bool8 IsEdibleItem(u8 id); u8 xxx_bit_lut_lookup_8091E50(u8 i0, u8 i1); bool8 IsInvalidItemReward(u8 itemID); void RestoreHeldItem(struct unkStruct_8094924*, struct BulkItem*); void SaveHeldItem(struct unkStruct_8094924*, struct BulkItem*); void RestoreItemSlot(struct unkStruct_8094924 *a1, struct Item *a2); void SaveItemSlot(struct unkStruct_8094924 *a1, struct Item *a2); s32 RestoreTeamInventory(u8 *unk0, u32 size); s32 SaveTeamInventory(u8 *unk0, u32 size); #endif