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0421d36979
* started overlay 8 * progress * progress * progress * more headers * progress * more progress * symbols * fix splits + new headers * more progress * func_ov008_02112ee0 & func_ov008_02112f28 * document fish in save item manager and unrelated things because precommit is mad * SaveItemManager ctor * progress? * fix build issues * split files to match data * format * format * cleanup and match vfunc_08 * add reloc for overlay 0 * fix vtable symbol * improve non-matching functions --------- Co-authored-by: Aetias <144526980+AetiasHax@users.noreply.github.com>
217 lines
7.3 KiB
C++
217 lines
7.3 KiB
C++
#pragma once
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extern "C" {
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#include <string.h>
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}
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#include "global.h"
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#include "nds/math.h"
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#include "types.h"
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#include "Actor/Navi/ActorNavi.hpp"
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#include "DTCM/UnkStruct_027e0d38.hpp"
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#include "Item/Item.hpp"
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#include "Player/EquipItem.hpp"
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#include "Render/ModelRender.hpp"
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#include "Save/SaveItemManager.hpp"
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#include "Sound/Sfx.hpp"
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#include "System/SysNew.hpp"
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#define MAX_HOURGLASS_SECONDS 1500 // 25 minutes
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#define MAX_AMMO_UPGRADE 2
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#define MAX_UNK_0BA 9
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typedef u32 ItemModelId;
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enum ItemModelId_ {
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ItemModelId_OshusSword, // swA
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ItemModelId_PhantomSword, // swB
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ItemModelId_WoodenShield, // shA
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ItemModelId_Bow, // bow
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ItemModelId_Arrow, // arrow
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ItemModelId_ArrowS, // arrow_s, purpose unknown
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ItemModelId_Boomerang, // boomerang
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ItemModelId_Scoop, // scp
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ItemModelId_Bomb, // bomb
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ItemModelId_Bombchu, // bomchu
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ItemModelId_RedPotion, // rev_bin
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ItemModelId_PurplePotion, // rev_binP
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ItemModelId_YellowPotion, // rev_binY
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ItemModelId_Hammer, // ham
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ItemModelId_RopeTop, // ropetop
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ItemModelId_BombchuPt, // bomchu_pt, purpose unknown
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ItemModelId_COUNT,
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};
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typedef u32 DungeonItemModelId;
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enum DungeonItemModelId_ {
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DungeonItemModelId_ForceGem, // force
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DungeonItemModelId_BossKey, // bosskey
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DungeonItemModelId_RoundCrystal, // switch_cstl_c_c
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DungeonItemModelId_SquareCrystal, // switch_cstl_s_c
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DungeonItemModelId_TriangleCrystal, // switch_cstl_t_c
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DungeonItemModelId_COUNT,
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};
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class ItemManager : public SysObject {
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public:
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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 */ ActorNaviBase *mFairies[FairyId_COUNT];
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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 */ s8 mShipParts[ShipPart_COUNT][ShipType_COUNT];
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/* 090 */ s8 mTreasure[Treasure_COUNT];
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/* 098 */ FishType mFishCount[FishType_COUNT];
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/* 09e */ u16 mFishSize[FishType_COUNT];
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/* 0aa */ unk16 mUnk_0aa; // 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 */ u16 mUnk_0ba; // only between 0 and 9
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/* 0bc */ Potion mPotions[MAX_POTIONS];
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/* 0be */ unk8 mUnk_0be[2]; // padding?
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/* 0c0 */ ItemModel *mItemModels[ItemModelId_COUNT];
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/* 100 */ ItemModel *mDungeonItemModels[DungeonItemModelId_COUNT]; // non-null in dungeons/caves
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/* 114 */ ModelRender *mUnk_114;
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/* 118 */ ItemId mFanfareItem;
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/* 11c */ SfxId mFanfareSfx;
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/* 120 */ void *mFanfareItemModel;
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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 */ bool mMuteNextFanfare;
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/* 14d */ u8 mUnk_14d;
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/* 14e */ unk8 mUnk_14e[0x2]; // padding?
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/* 150 */
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static ItemManager *Create();
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static void Destroy();
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ItemManager();
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~ItemManager();
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void Init();
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// Access to members
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inline u8 GetUnk_14d(void) {
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return mUnk_14d;
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}
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// Save/load
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void Save(SaveItemManager *save);
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void Load(const SaveItemManager *save);
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// Fairy
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FairyId GetEquippedFairy() const;
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ActorNaviBase *GetFairy(FairyId id) const;
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u32 GetActiveFairyLevel(FairyId id) const;
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u32 GetFairyLevel(FairyId id) const;
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void SpawnFairies();
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// Equip item
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void ClearPrevEquippedItem();
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void TickEquipItem();
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ItemFlag GetEquippedItem() const;
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void Sword_vfunc_38(unk32 param1);
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void Shield_vfunc_38(unk32 param1);
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void EquipItem_vfunc_38(unk32 param1);
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bool EquipCollidesWith(Cylinder *cylinder, ItemFlag equipId);
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s32 EquipItem_vfunc_2c(ItemFlag equipId);
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EquipItem *GetEquipItem(ItemFlag equipId);
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bool func_ov00_020ad790(unk32 param1);
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bool SetEquippedItem(ItemFlag equipId);
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void EquipPreviousItem();
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void ForceEquipItem(ItemFlag equipId);
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bool ClearForcedEquipItem();
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void UpdateSwordShieldInUse();
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static EquipItem *GetEquipItemUnchecked(ItemFlag equipId);
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void InitEquipItems();
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void func_ov004_02107648();
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void func_ov004_02107650();
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void func_ov004_02107698();
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void func_ov004_021076bc();
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// Ammo
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u16 GetAmmo(ItemFlag equipId) const;
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void GiveAmmo(ItemFlag equipId, u32 amount);
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u16 GetMaxAmmo(ItemFlag equipId) const;
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void UpgradeQuiver();
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void UpgradeBombBag();
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void UpgradeBombchuBag();
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// Item model
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void func_ov00_020ad528();
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ItemModel *GetItemModel(ItemModelId id);
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void func_ov00_020ad538(unk32 param1) const;
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void func_ov00_020ad560(unk32 param1) const;
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ItemModel *GetDungeonItemModel(DungeonItemModelId id);
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void func_ov00_020ad594(unk32 param1) const;
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void LoadFanfareItem(ItemId id);
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bool GetFanfareItemScale(Vec3p *pScale) const;
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void LoadDungeonItemModels();
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static void PlayItemFanfareSfx(ItemId item);
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// Ship
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ShipType GetEquippedShipPart(ShipPart part) const;
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void EquipShipPart(ShipPart part, ShipType type);
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s8 GetShipPartCount(ShipPart part, ShipType type) const;
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void SetShipPartCount(ShipPart part, ShipType type, s8 count);
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bool HasShipPartPriceShown(ShipPart part, ShipType type) const;
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void AddShipPartPriceShown(ShipPart part, ShipType type);
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u8 GetMaxShipPartCount() const;
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// Treasure
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s8 GetTreasureCount(Treasure treasure) const;
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void SetTreasureCount(Treasure treasure, s8 count);
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bool HasTreasurePriceShown(Treasure treasure) const;
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void AddTreasurePriceShown(Treasure treasure);
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bool IsTreasureSalvaged(u32 index) const;
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void SetTreasureSalvaged(u32 index);
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u8 GetMaxTreasureCount() const;
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// mFishCount, mFishSize
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u8 GetCollectedFishCount(u32 index) const;
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u16 GetFishSize(u32 index) const;
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s32 GetFishSize_Divided(u32 index) const;
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void SetFishSize(u32 index, u16 value); // also increments the corresponding mFishCount value
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// Item
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bool HasItem(ItemFlag item) const;
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void AddItem(ItemFlag item);
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void RemoveItem(ItemFlag item);
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void GiveItem(ItemId id);
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void GiveEquipItem(ItemFlag item, u16 ammo);
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// Rupees
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s32 GetMaxRupees() const;
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void GiveRupees(s32 amount, bool param2);
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inline u16 GetNumRupees(void) {
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return this->mNumRupees;
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}
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// Potion
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void SetPotion(u32 index, Potion potion);
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bool HasPotion(u32 index) const;
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bool HasAllPotions() const;
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bool HasPurplePotion() const;
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void UnequipPotion();
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// Keys
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unk32 GetNumKeys() const;
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void GiveKeys(u32 amount);
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// Unknown
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void func_ov00_020ae4dc(s32 param1);
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void func_ov000_020c0c44(void *);
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void func_ov000_020c0e5c(void *, unk32);
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};
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extern ItemManager *gItemManager;
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