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68
include/decoration.h
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68
include/decoration.h
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#ifndef GUARD_DECORATION_H
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#define GUARD_DECORATION_H
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enum DecorationPermission
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{
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/*
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* The nomenclature here describes collision and placement permissions, in that order.
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*/
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DECORPERM_SOLID_FLOOR,
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DECORPERM_PASS_FLOOR,
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DECORPERM_BEHIND_FLOOR,
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DECORPERM_NA_WALL,
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DECORPERM_SPRITE,
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};
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enum DecorationShape
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{
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DECORSHAPE_1x1,
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DECORSHAPE_2x1,
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DECORSHAPE_3x1, // unused
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DECORSHAPE_4x2,
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DECORSHAPE_2x2,
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DECORSHAPE_1x2,
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DECORSHAPE_1x3, // unused
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DECORSHAPE_2x4,
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DECORSHAPE_3x3,
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DECORSHAPE_3x2,
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};
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enum DecorationCategory
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{
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DECORCAT_DESK,
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DECORCAT_CHAIR,
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DECORCAT_PLANT,
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DECORCAT_ORNAMENT,
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DECORCAT_MAT,
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DECORCAT_POSTER,
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DECORCAT_DOLL,
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DECORCAT_CUSHION,
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DECORCAT_COUNT,
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};
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struct Decoration
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{
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u8 id;
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u8 name[16];
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u8 permission;
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u8 shape;
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u8 category;
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u16 price;
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const u8 *description;
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const u16 *tiles;
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};
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extern const struct Decoration gDecorations[];
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extern EWRAM_DATA u8 *gCurDecorationItems;
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extern EWRAM_DATA u8 gCurDecorationIndex;
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void InitDecorationContextItems(void);
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void DoSecretBaseDecorationMenu(u8 taskId);
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void ShowDecorationOnMap(u16 mapX, u16 mapY, u16 decor);
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void DoPlayerRoomDecorationMenu(u8 taskId);
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void ShowDecorationCategoriesWindow(u8 taskId);
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void CopyDecorationCategoryName(u8 *dest, u8 decorCat);
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bool8 IsSelectedDecorInThePC(void);
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u8 AddDecorationIconObject(u8 decor, s16 x, s16 y, u8 priority, u16 tilesTag, u16 paletteTag);
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#endif //GUARD_DECORATION_H
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