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