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46 lines
1.2 KiB
C
46 lines
1.2 KiB
C
#ifndef GUARD_SHOP_H
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#define GUARD_SHOP_H
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enum
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{
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MART_TYPE_0, // normal mart
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MART_TYPE_1,
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MART_TYPE_2,
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};
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// shop view window NPC info enum
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enum
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{
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EVENT_OBJ_ID,
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X_COORD,
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Y_COORD,
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ANIM_NUM
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};
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// shop options
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enum
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{
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SHOP_BUY,
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SHOP_SELL,
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SHOP_EXIT
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};
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struct MartInfo
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{
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/* 0x0 */ void (* callback) (void);
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/* 0x4 */ const u16 *itemList;
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/* 0x8 */ u8 itemCount; // how many unique items are there for sale?
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/* 0x9 */ u8 cursor; // this shows the on-screen true index of the cursor and not the current item selected.
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/* 0xA */ u8 numChoices; // how many options does the mart have? can be either 2 or 1 (BUY/SELL vs BUY)
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/* 0xB */ u8 choicesAbove; // when your cursor is far down, there are choices that have scrolled up past the top. this is the count of that.
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/* 0xC */ u8 martType; // 0-2. 0 is normal mart while 1-2 seem to be decor shops or non-stackable purchases in general.
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/* 0xD */ u8 curItemCount; // if you are selling an item, this is the count of the current item stack you have.
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};
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void Shop_CreatePokemartMenu(u16 *);
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void Shop_CreateDecorationShop1Menu(u16 *);
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void Shop_CreateDecorationShop2Menu(u16 *);
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void Shop_RunExitSellMenuTask(u8 taskId);
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#endif // GUARD_SHOP_H
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