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-rw-r--r--include/shop.h36
1 files changed, 33 insertions, 3 deletions
diff --git a/include/shop.h b/include/shop.h
index cca6091c9..b785ca764 100644
--- a/include/shop.h
+++ b/include/shop.h
@@ -1,6 +1,34 @@
#ifndef GUARD_SHOP_H
#define GUARD_SHOP_H
+enum
+{
+ MART_TYPE_0, // normal mart
+ MART_TYPE_1,
+ MART_TYPE_2,
+};
+
+// shop view window NPC info enum
+enum
+{
+ MAP_OBJ_ID,
+ X_COORD,
+ Y_COORD,
+ ANIM_NUM
+};
+
+struct MartInfo
+{
+ /* 0x0 */ void (* callback) (void);
+ /* 0x4 */ u16 *itemList;
+ /* 0x8 */ u8 itemCount; // how many unique items are there for sale?
+ /* 0x9 */ u8 cursor; // this shows the on-screen true index of the cursor and not the current item selected.
+ /* 0xA */ u8 numChoices; // how many options does the mart have? can be either 2 or 1 (BUY/SELL vs BUY)
+ /* 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.
+ /* 0xC */ u8 martType; // 0-2. 0 is normal mart while 1-2 seem to be decor shops or non-stackable purchases in general.
+ /* 0xD */ u8 curItemCount; // if you are selling an item, this is the count of the current item stack you have.
+};
+
void sub_80B2E38(u8);
void HandleShopMenuQuit(u8);
void sub_80B2FA0(u8);
@@ -11,8 +39,10 @@ void BuyMenuDrawMapGraphics(void);
void sub_80B3764(int, int);
void sub_80B37EC(void);
void sub_80B40E8(u8);
-void CreatePokemartMenu(void *);
-void CreateDecorationShop1Menu(void *);
-void CreateDecorationShop2Menu(void *);
+void CreatePokemartMenu(u16 *);
+void CreateDecorationShop1Menu(u16 *);
+void CreateDecorationShop2Menu(u16 *);
+void sub_80B356C(void);
+void sub_80B368C(void);
#endif // GUARD_SHOP_H