#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 { OBJ_EVENT_ID, X_COORD, Y_COORD, ANIM_NUM }; // shop options enum { SHOP_BUY, SHOP_SELL, SHOP_EXIT }; struct MartInfo { /* 0x0 */ void (* callback) (void); /* 0x4 */ const 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 Shop_CreatePokemartMenu(u16 *); void Shop_CreateDecorationShop1Menu(u16 *); void Shop_CreateDecorationShop2Menu(u16 *); void Shop_RunExitSellMenuTask(u8 taskId); void Shop_FadeReturnToMartMenu(void); #endif // GUARD_SHOP_H