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#pragma once
#include <prim/seadSafeString.h>
#include "Game/Actor/actWeapon.h"
namespace uking::act {
enum class CreateEquipmentSlot : u8;
}
namespace uking::ui {
enum class EquipmentSlot;
enum class PouchItemType;
class PouchItem;
struct WeaponStats {
int durability{};
/// Attack power (for offensive weapons) or guard power (for shields).
int power{};
act::WeaponModifierInfo modifier{};
/// Bow modifier value ("add value") or 0 for weapons that are not bows.
int bow_add_value{};
};
bool isMasterSwordItem(const PouchItem& item);
int getItemHitPointRecover(const sead::SafeString& name);
void getWeaponStats(const PouchItem& item, WeaponStats* stats);
int getBowActorInfoAddValue(const sead::SafeString& name);
int getWeaponInventoryLife(const sead::SafeString& name);
bool isMasterSwordActorName(const sead::SafeString& name);
// TODO: move these to another translation unit (TBD)
// Do not implement until the location is figured out
bool isOneHitObliteratorActorName(const sead::SafeString& name);
int getItemGeneralLife(const char* name);
// TODO: move this to yet another translation unit (TBD but not the same one as the above)
void addItemForDebug(const sead::SafeString& name, int value);
void setShowCheckPoint(s32 icon_type, const sead::SafeString& counter_name);
void setShowFlyDistance(const sead::SafeString& distance);
void setShowGolfCount(const sead::SafeString& counter_name);
void setShowRaceResult(s32 result_type);
int countCookResultsCheck(const sead::SafeString& name, s32 effect_type);
int countCookResultsAllOk(const sead::SafeString& name);
int getItemValue(const sead::SafeString& name);
// TODO: move these to another translation unit (TBD)
// Do not implement until the location is figured out
void applyScreenFade(float progress);
act::CreateEquipmentSlot getCreateEquipmentSlot(ui::PouchItemType type);
ui::EquipmentSlot getEquipmentSlot(act::CreateEquipmentSlot slot);
bool createEquipmentFromItem(const ui::PouchItem* item, const sead::SafeString& caller);
} // namespace uking::ui
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