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https://github.com/Ninjdai1/pokeemerald.git
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81 lines
2.5 KiB
C
81 lines
2.5 KiB
C
#ifndef GUARD_ITEM_H
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#define GUARD_ITEM_H
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#include "constants/item.h"
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#include "constants/item_config.h"
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typedef void (*ItemUseFunc)(u8);
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struct Item
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{
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u8 name[ITEM_NAME_LENGTH];
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u16 itemId;
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u16 price;
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u8 holdEffect;
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u8 holdEffectParam;
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const u8 *description;
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u8 importance;
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bool8 registrability; // unused
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u8 pocket;
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u8 type;
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ItemUseFunc fieldUseFunc;
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u8 battleUsage;
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ItemUseFunc battleUseFunc;
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u8 secondaryId;
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u8 flingPower;
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};
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struct BagPocket
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{
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struct ItemSlot *itemSlots;
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u8 capacity;
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};
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extern const struct Item gItems[];
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extern struct BagPocket gBagPockets[];
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void ApplyNewEncryptionKeyToBagItems(u32 newKey);
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void ApplyNewEncryptionKeyToBagItems_(u32 newKey);
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void SetBagItemsPointers(void);
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void CopyItemName(u16 itemId, u8 *dst);
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void CopyItemNameHandlePlural(u16 itemId, u8 *dst, u32 quantity);
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void GetBerryCountString(u8 *dst, const u8 *berryName, u32 quantity);
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bool8 IsBagPocketNonEmpty(u8 pocket);
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bool8 CheckBagHasItem(u16 itemId, u16 count);
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bool8 HasAtLeastOneBerry(void);
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bool8 CheckBagHasSpace(u16 itemId, u16 count);
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bool8 AddBagItem(u16 itemId, u16 count);
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bool8 RemoveBagItem(u16 itemId, u16 count);
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u8 GetPocketByItemId(u16 itemId);
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void ClearItemSlots(struct ItemSlot *itemSlots, u8 itemCount);
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u8 CountUsedPCItemSlots(void);
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bool8 CheckPCHasItem(u16 itemId, u16 count);
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bool8 AddPCItem(u16 itemId, u16 count);
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void RemovePCItem(u8 index, u16 count);
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void CompactPCItems(void);
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void SwapRegisteredBike(void);
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u16 BagGetItemIdByPocketPosition(u8 pocketId, u16 pocketPos);
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u16 BagGetQuantityByPocketPosition(u8 pocketId, u16 pocketPos);
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void CompactItemsInBagPocket(struct BagPocket *bagPocket);
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void SortBerriesOrTMHMs(struct BagPocket *bagPocket);
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void MoveItemSlotInList(struct ItemSlot* itemSlots_, u32 from, u32 to_);
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void ClearBag(void);
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u16 CountTotalItemQuantityInBag(u16 itemId);
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bool8 AddPyramidBagItem(u16 itemId, u16 count);
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bool8 RemovePyramidBagItem(u16 itemId, u16 count);
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const u8 *ItemId_GetName(u16 itemId);
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u16 ItemId_GetPrice(u16 itemId);
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u8 ItemId_GetHoldEffect(u16 itemId);
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u8 ItemId_GetHoldEffectParam(u16 itemId);
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const u8 *ItemId_GetDescription(u16 itemId);
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u8 ItemId_GetImportance(u16 itemId);
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u8 ItemId_GetPocket(u16 itemId);
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u8 ItemId_GetType(u16 itemId);
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ItemUseFunc ItemId_GetFieldFunc(u16 itemId);
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u8 ItemId_GetBattleUsage(u16 itemId);
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ItemUseFunc ItemId_GetBattleFunc(u16 itemId);
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u8 ItemId_GetSecondaryId(u16 itemId);
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u8 ItemId_GetFlingPower(u16 itemId);
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#endif // GUARD_ITEM_H
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