#pragma once #include "types.h" #include "SysNew.hpp" #include "Item.hpp" #include "Player/EquipItem.hpp" #include "Actors/Navi/Navi.hpp" #define MAX_HOURGLASS_SECONDS 1500 // 25 minutes typedef u32 FairyId; enum FairyId_ { FairyId_None = -1, FairyId_Courage = 0, FairyId_Power = 1, FairyId_Wisdom = 2, FairyId_COUNT = 3, }; enum Gem { Gem_Courage, Gem_Power, Gem_Wisdom, Gem_COUNT, }; typedef u32 ShipPart; enum ShipPart_ { ShipPart_Anchor, ShipPart_Prow, ShipPart_Hull, ShipPart_Cannon, ShipPart_Handrail, ShipPart_Wheel, ShipPart_Chimney, ShipPart_Bridge, ShipPart_COUNT, }; typedef u32 ShipType; enum ShipType_ { ShipType_Linebeck, ShipType_Bright, ShipType_Iron, ShipType_Stone, ShipType_Vintage, ShipType_Demon, ShipType_Tropical, ShipType_Dignified, ShipType_Golden, ShipType_COUNT, }; typedef u32 ShipItem; #define SHIP_ITEM(part, ship) (ShipPart_ ## part * ShipPart_COUNT + ShipType_ ## type) #define ShipItem_COUNT (ShipPart_COUNT * ShipType_COUNT) typedef u32 Treasure; enum Treasure_ { Treasure_PinkCoral, Treasure_WhitePearlLoop, Treasure_DarkPearlLoop, Treasure_ZoraScale, Treasure_GoronAmber, Treasure_RutoCrown, Treasure_HelmarocPlume, Treasure_RegalRing, Treasure_COUNT, }; #define NUM_POTIONS 2 typedef u8 Potion; enum Potion_ { Potion_None, Potion_Red, Potion_Blue, Potion_Yellow, Potion_COUNT, }; struct ItemFlags { /* 00 */ u32 flags[CEIL_DIV(ItemFlag_COUNT, 32)]; /* 10 */ }; struct ShipPartPricesShown { /* 0 */ u32 flags[CEIL_DIV(ShipItem_COUNT, 32)]; /* c */ }; struct ShipParts { /* 0 */ u8 parts[ShipType_COUNT]; /* 9 */ }; struct SaveInventory { /* 00 */ ItemFlags itemFlags; /* 10 */ u32 salvagedTreasureFlags; /* 14 */ ShipPartPricesShown shipPartPricesShown; /* 20 */ u32 treasurePriceShownFlags[CEIL_DIV(Treasure_COUNT, 32)]; /* 24 */ u8 equippedShipParts[ShipPart_COUNT]; /* 2c */ ShipParts shipParts[ShipPart_COUNT]; /* 74 */ s8 treasure[Treasure_COUNT]; /* 7c */ unk8 unk_7c[4]; /* 80 */ u16 hourglassSeconds; /* 82 */ unk16 unk_82[6]; /* 8e */ u16 numRupees; /* 90 */ unk8 unk_90; /* 91 */ unk8 unk_91; /* 92 */ unk8 unk_92; /* 93 */ u8 numBombs; /* 94 */ u8 numBombchus; /* 95 */ u8 numArrows; /* 96 */ u8 equippedItem; /* 97 */ Potion potions[NUM_POTIONS]; /* 99 */ u8 numGems[Gem_COUNT]; /* 9c */ u8 quiverSize; /* 9d */ u8 bombBagSize; /* 9e */ u8 bombchuBagSize; /* 9f */ unk8 unk_9f[6]; /* a5 */ u8 equippedFairy; /* a6 */ }; class Inventory : public SysObject { private: /* 000 */ ItemFlag mEquippedItem; /* 004 */ ItemFlag mPrevEquippedItem; /* 008 */ ItemFlag mForcedItem; // game crashes when any item besides this one is equipped /* 00c */ u32 mHourglassSandFrames; /* 010 */ FairyId mEquippedFairy; /* 014 */ Navi *mNaviCourage; /* 018 */ Navi *mNaviPower; /* 01c */ Navi *mNaviWisdom; /* 020 */ u16 mEquipLoadTimer; /* 022 */ u16 mNumRupees; /* 024 */ u8 mNumGems[Gem_COUNT]; /* 027 */ unk8 mUnk_027; // padding? /* 028 */ ShipType mEquippedShipParts[ShipPart_COUNT]; /* 048 */ ShipParts mShipParts[ShipPart_COUNT]; /* 090 */ s8 mTreasure[Treasure_COUNT]; /* 098 */ u8 mUnk_098[6]; /* 09e */ u16 mUnk_09e[6]; // corresponds with mUnk_098 /* 0a6 */ unk16 mUnk_0a6; // padding? /* 0ac */ EquipItem *(*mEquipItems)[ItemFlag_EQUIP_COUNT]; /* 0b0 */ u16 (*mAmmo)[ItemFlag_EQUIP_COUNT]; /* 0b4 */ u16 mQuiverSize; /* 0b6 */ u16 mBombBagSize; /* 0b8 */ u16 mBombchuBagSize; /* 0ba */ unk16 mUnk_0ba; // only between 0 and 9 /* 0bc */ Potion mPotions[2]; /* 0be */ unk8 mUnk_0be[2]; // padding? /* 0c0 */ void *mIslandData[16]; /* 100 */ void *mDungeonData[5]; // non-null in dungeons/caves, similar struct to mIslandData /* 114 */ void *mUnk_114; /* 118 */ unk32 mUnk_118; /* 11c */ unk32 mUnk_11c; /* 120 */ void *mUnk_120; /* 124 */ void *mUnk_124; /* 128 */ ItemFlags mItemFlags; /* 138 */ u32 mSalvagedTreasureFlags; /* 13c */ ShipPartPricesShown mShipPartPricesShown; /* 148 */ u32 mTreasurePriceShownFlags[CEIL_DIV(Treasure_COUNT, 32)]; /* 14c */ unk8 mUnk_14c[0x4]; /* 150 */ public: static Inventory* Create(); static void Destroy(); Inventory(); ~Inventory(); void ClearPrevEquippedItem(); void Save(SaveInventory *save); void Load(const SaveInventory *save); bool HasItem(ItemFlag item); }; extern Inventory *gInventory;