mirror of
https://github.com/zeldaret/ph
synced 2026-05-24 07:10:52 -04:00
183 lines
4.8 KiB
C++
183 lines
4.8 KiB
C++
#pragma once
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#include "types.h"
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#include "SysNew.hpp"
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#include "Item.hpp"
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#include "Player/EquipItem.hpp"
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#include "Actors/Navi/Navi.hpp"
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#define MAX_HOURGLASS_SECONDS 1500 // 25 minutes
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typedef u32 FairyId;
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enum FairyId_ {
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FairyId_None = -1,
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FairyId_Courage = 0,
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FairyId_Power = 1,
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FairyId_Wisdom = 2,
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FairyId_COUNT = 3,
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};
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enum Gem {
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Gem_Courage,
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Gem_Power,
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Gem_Wisdom,
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Gem_COUNT,
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};
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typedef u32 ShipPart;
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enum ShipPart_ {
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ShipPart_Anchor,
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ShipPart_Prow,
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ShipPart_Hull,
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ShipPart_Cannon,
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ShipPart_Handrail,
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ShipPart_Wheel,
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ShipPart_Chimney,
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ShipPart_Bridge,
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ShipPart_COUNT,
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};
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typedef u32 ShipType;
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enum ShipType_ {
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ShipType_Linebeck,
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ShipType_Bright,
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ShipType_Iron,
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ShipType_Stone,
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ShipType_Vintage,
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ShipType_Demon,
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ShipType_Tropical,
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ShipType_Dignified,
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ShipType_Golden,
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ShipType_COUNT,
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};
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typedef u32 ShipItem;
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#define SHIP_ITEM(part, ship) (ShipPart_ ## part * ShipPart_COUNT + ShipType_ ## type)
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#define ShipItem_COUNT (ShipPart_COUNT * ShipType_COUNT)
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typedef u32 Treasure;
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enum Treasure_ {
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Treasure_PinkCoral,
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Treasure_WhitePearlLoop,
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Treasure_DarkPearlLoop,
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Treasure_ZoraScale,
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Treasure_GoronAmber,
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Treasure_RutoCrown,
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Treasure_HelmarocPlume,
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Treasure_RegalRing,
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Treasure_COUNT,
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};
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#define NUM_POTIONS 2
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typedef u8 Potion;
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enum Potion_ {
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Potion_None,
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Potion_Red,
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Potion_Blue,
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Potion_Yellow,
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Potion_COUNT,
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};
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struct ItemFlags {
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/* 00 */ u32 flags[CEIL_DIV(ItemFlag_COUNT, 32)];
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/* 10 */
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};
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struct ShipPartPricesShown {
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/* 0 */ u32 flags[CEIL_DIV(ShipItem_COUNT, 32)];
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/* c */
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};
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struct ShipParts {
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/* 0 */ u8 parts[ShipType_COUNT];
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/* 9 */
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};
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struct SaveInventory {
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/* 00 */ ItemFlags itemFlags;
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/* 10 */ u32 salvagedTreasureFlags;
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/* 14 */ ShipPartPricesShown shipPartPricesShown;
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/* 20 */ u32 treasurePriceShownFlags[CEIL_DIV(Treasure_COUNT, 32)];
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/* 24 */ u8 equippedShipParts[ShipPart_COUNT];
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/* 2c */ ShipParts shipParts[ShipPart_COUNT];
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/* 74 */ s8 treasure[Treasure_COUNT];
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/* 7c */ unk8 unk_7c[4];
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/* 80 */ u16 hourglassSeconds;
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/* 82 */ unk16 unk_82[6];
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/* 8e */ u16 numRupees;
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/* 90 */ unk8 unk_90;
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/* 91 */ unk8 unk_91;
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/* 92 */ unk8 unk_92;
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/* 93 */ u8 numBombs;
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/* 94 */ u8 numBombchus;
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/* 95 */ u8 numArrows;
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/* 96 */ u8 equippedItem;
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/* 97 */ Potion potions[NUM_POTIONS];
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/* 99 */ u8 numGems[Gem_COUNT];
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/* 9c */ u8 quiverSize;
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/* 9d */ u8 bombBagSize;
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/* 9e */ u8 bombchuBagSize;
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/* 9f */ unk8 unk_9f[6];
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/* a5 */ u8 equippedFairy;
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/* a6 */
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};
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class Inventory : public SysObject {
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private:
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/* 000 */ ItemFlag mEquippedItem;
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/* 004 */ ItemFlag mPrevEquippedItem;
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/* 008 */ ItemFlag mForcedItem; // game crashes when any item besides this one is equipped
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/* 00c */ u32 mHourglassSandFrames;
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/* 010 */ FairyId mEquippedFairy;
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/* 014 */ Navi *mNaviCourage;
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/* 018 */ Navi *mNaviPower;
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/* 01c */ Navi *mNaviWisdom;
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/* 020 */ u16 mEquipLoadTimer;
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/* 022 */ u16 mNumRupees;
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/* 024 */ u8 mNumGems[Gem_COUNT];
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/* 027 */ unk8 mUnk_027; // padding?
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/* 028 */ ShipType mEquippedShipParts[ShipPart_COUNT];
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/* 048 */ ShipParts mShipParts[ShipPart_COUNT];
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/* 090 */ s8 mTreasure[Treasure_COUNT];
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/* 098 */ u8 mUnk_098[6];
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/* 09e */ u16 mUnk_09e[6]; // corresponds with mUnk_098
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/* 0a6 */ unk16 mUnk_0a6; // padding?
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/* 0ac */ EquipItem *(*mEquipItems)[ItemFlag_EQUIP_COUNT];
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/* 0b0 */ u16 (*mAmmo)[ItemFlag_EQUIP_COUNT];
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/* 0b4 */ u16 mQuiverSize;
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/* 0b6 */ u16 mBombBagSize;
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/* 0b8 */ u16 mBombchuBagSize;
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/* 0ba */ unk16 mUnk_0ba; // only between 0 and 9
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/* 0bc */ Potion mPotions[2];
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/* 0be */ unk8 mUnk_0be[2]; // padding?
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/* 0c0 */ void *mIslandData[16];
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/* 100 */ void *mDungeonData[5]; // non-null in dungeons/caves, similar struct to mIslandData
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/* 114 */ void *mUnk_114;
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/* 118 */ unk32 mUnk_118;
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/* 11c */ unk32 mUnk_11c;
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/* 120 */ void *mUnk_120;
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/* 124 */ void *mUnk_124;
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/* 128 */ ItemFlags mItemFlags;
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/* 138 */ u32 mSalvagedTreasureFlags;
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/* 13c */ ShipPartPricesShown mShipPartPricesShown;
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/* 148 */ u32 mTreasurePriceShownFlags[CEIL_DIV(Treasure_COUNT, 32)];
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/* 14c */ unk8 mUnk_14c[0x4];
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/* 150 */
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public:
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static Inventory* Create();
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static void Destroy();
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Inventory();
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~Inventory();
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void ClearPrevEquippedItem();
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void Save(SaveInventory *save);
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void Load(const SaveInventory *save);
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bool HasItem(ItemFlag item);
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};
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extern Inventory *gInventory;
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