pokeheartgold/include/bag.h
2021-11-11 16:55:36 -05:00

237 lines
7.6 KiB
C

#ifndef POKEHEARTGOLD_BAG_H
#define POKEHEARTGOLD_BAG_H
#include "constants/items.h"
#include "item.h"
#include "save.h"
#include "heap.h"
#include "bag_view.h"
#include "bag_cursor.h"
/*
* Return value of Bag_TryRegisterItem
*/
typedef enum RegisterItemResult {
REG_ITEM_FAIL,
REG_ITEM_SLOT1,
REG_ITEM_SLOT2,
} RegisterItemResult;
/*
* The player's inventory. All items in all pockets,
* and the two items registered to the touchscreen
* buttons. This is saved to flash.
*/
typedef struct BagData {
ITEM_SLOT items[NUM_BAG_ITEMS]; // General items
ITEM_SLOT keyItems[NUM_BAG_KEY_ITEMS]; // Key items
ITEM_SLOT TMsHMs[NUM_BAG_TMS_HMS]; // Move machines
ITEM_SLOT mail[NUM_BAG_MAIL]; // Mail items
ITEM_SLOT medicine[NUM_BAG_MEDICINE]; // Healing items
ITEM_SLOT berries[NUM_BAG_BERRIES]; // Berries
ITEM_SLOT balls[NUM_BAG_BALLS]; // Balls
ITEM_SLOT battleItems[NUM_BAG_BATTLE_ITEMS]; // Battle-only items
u16 registeredItems[2]; // IDs of registered key items
} BAG_DATA;
/*
* u32 Sav2_Bag_sizeof(void)
*
* Returns the size of the player's inventory in save memory
*
* @returns: The size of BAG_DATA
*/
u32 Sav2_Bag_sizeof(void);
/*
* BAG_DATA *Sav2_Bag_new(HeapID heap_id)
*
* Allocates a new BAG_DATA
*
* @param heap_id: ID of the heap to alloc from
*
* @returns: Pointer to the BAG_DATA instance
*/
BAG_DATA *Sav2_Bag_new(HeapID heap_id);
/*
* void Sav2_Bag_init(BAG_DATA *bagData)
*
* Initializes an existing BAG_DATA instance. This is also
* called by Sav2_Bag_new.
*
* @param bagData: The BAG_DATA instance
*/
void Sav2_Bag_init(BAG_DATA *bagData);
/*
* void Sav2_Bag_copy(const BAG_DATA *src, BAG_DATA *dst)
*
* Copies BAG_DATA from src to dst
*
* @param src: Origin BAG_DATA
* @param dst: Destination BAG_DATA
*/
void Sav2_Bag_copy(const BAG_DATA *src, BAG_DATA *dst);
/*
* u16 Bag_GetRegisteredItemSlot1(BAG_DATA *bag)
* u16 Bag_GetRegisteredItemSlot2(BAG_DATA *bag)
*
* Returns the item ID registered to touch screen button 1 or 2
*
* @param bag: Pointer to BAG_DATA
*
* @returns: Registered item ID in that slot
*/
u16 Bag_GetRegisteredItemSlot1(BAG_DATA *bag);
u16 Bag_GetRegisteredItemSlot2(BAG_DATA *bag);
/*
* RegisterItemResult Bag_TryRegisterItem(BAG_DATA *bag, u16 itemId)
*
* Registers the item to the first available quick-access slot.
* If none available, returns REG_ITEM_FAIL. Otherwise, returns
* REG_ITEM_SLOT1 or REG_ITEM_SLOT2.
*
* @param bag: Pointer to BAG_DATA
* @param itemId: Item to attempt registry
*
* @returns: Which slot the item was registered to, or 0 if failed
*/
RegisterItemResult Bag_TryRegisterItem(BAG_DATA *bag, u16 itemId);
/*
* void Bag_UnregisterItem(BAG_DATA *bag, u16 itemId)
*
* Removes the specified item from the registered items slots.
* If the item was in slot 1, and slot 2 is not empty, moves
* slot 2 to slot 1.
*
* @param bag: Pointer to BAG_DATA
* @param itemId: Item to attempt unregistry
*/
void Bag_UnregisterItem(BAG_DATA *bag, u16 itemId);
/*
* BOOL Bag_HasSpaceForItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id)
* BOOL Bag_AddItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id)
* BOOL Bag_TakeItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id)
* BOOL Bag_HasItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id)
*
* Inventory checkers and modifiers.
* HasSpaceForItem checks whether there is an empty slot
* for the item in its pocket or, if that item already occupies
* a slot, if its quantity was incremented as specified, if it
* will still be under the maximum.
* AddItem finds an item slot that would satisfy HasSpaceForItem,
* then increments the quantity. If the added item is a TM, HM,
* or Berry, it then sorts the pocket.
* TakeItem finds an item slot containing the indicated item and,
* if the stored quantity meets or exceeds the requested amount,
* decrements the stored quantity by that amount. If the resulting
* stored quantity is 0, moves lower item slots up to fill the
* gap.
* HasItem follows the same logic as TakeItem but, instead of
* removing the item, simply returns whether it can or not.
*
* @param bag: Pointer to BAG_DATA
* @param itemId: ID of item to act upon
* @param quantity: Amount to add, remove, or check
* @param heap_id: Heap to allocate temp buffers from
*
* @returns: TRUE if the action succeeded or would succeed,
* otherwise FALSE.
*/
BOOL Bag_HasSpaceForItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id);
BOOL Bag_AddItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id);
BOOL Bag_TakeItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id);
BOOL Bag_HasItem(BAG_DATA *bag, u16 itemId, u16 quantity, HeapID heap_id);
/*
* BOOL Pocket_TakeItem(ITEM_SLOT *slots, u32 count, u16 itemId, u16 quantity)
*
* Like BAG_TakeItem, but acts directly on an array of item slots.
*
* @param slots: Pointer to ITEM_SLOT array
* @param count: Number of ITEM_SLOT in slots
* @param itemId: ID of item to act upon
* @param quantity: Amount to add, remove, or check
*
* @returns: TRUE if the action succeeded, otherwise FALSE.
*/
BOOL Pocket_TakeItem(ITEM_SLOT *slots, u32 count, u16 itemId, u16 quantity);
/*
* BOOL Bag_PocketNotEmpty(BAG_DATA *bag, int pocket)
*
* Checks whether the indicated pocket has any items in it.
*
* @param bag: Pointer to BAG_DATA
* @param pocket: POCKET_XXX constant
*
* @returns: TRUE if there is at least one item in the pocket,
* otherwise FALSE.
*/
BOOL Bag_PocketNotEmpty(BAG_DATA *bag, int pocket);
/*
* u16 Bag_GetQuantity(BAG_DATA *bag, u16 itemId, HeapID heap_id)
* u16 Pocket_GetQuantity(ITEM_SLOT *slots, u32 count, u16 itemId)
*
* Looks up the item in its pocket or the specified ITEM_SLOT
* array. If found, returns its quantity. Otherwise,
* returns 0.
*
* @param bag: (Bag_*) Pointer to BAG_DATA
* @param slots: (Pocket_*) Pointer to ITEM_SLOT array
* @param count: (Pocket_*) Number of ITEM_SLOT in slots
* @param itemId: Item to look up
* @param heap_id: (Bag_*) Heap to allocate temp buffers from
*
* @returns: Quantity of that item in the bag or array.
*/
u16 Bag_GetQuantity(BAG_DATA *bag, u16 itemId, HeapID heap_id);
u16 Pocket_GetQuantity(ITEM_SLOT *slots, u32 count, u16 itemId);
/*
* BAG_VIEW *CreateBagView(BAG_DATA *bag, const u8 *pockets, HeapID heap_id)
*
* Creates a BAG_VIEW with a specified subset of pockets.
*
* @param bag: Pointer to BAG_DATA
* @param pockets: Char array of POCKET_XXX IDs, terminated
* with POCKET_BAG_VIEW_END
* @param heap_id: Heap to allocate from
*
* @returns: Pointer to newly-allocated BAG_VIEW
*/
BAG_VIEW *CreateBagView(BAG_DATA *bag, const u8 *pockets, HeapID heap_id);
/*
* ITEM_SLOT *Bag_GetPocketSlotN(BAG_DATA *bag, u8 pocket, int n)
*
* Gets a pointer to the nth ITEM_SLOT in the given pocket.
*
* @param bag: Pointer to BAG_DATA
* @param pocket: POCKET_XXX index of the pocket to search
* @param n: Index of slot within pocket
*
* @returns: Pointer to the requested ITEM_SLOT, or NULL if
* out-of-bounds
*/
ITEM_SLOT *Bag_GetPocketSlotN(BAG_DATA *bag, u8 pocket, int n);
/*
* BAG_DATA *Sav2_Bag_get(SAVEDATA *saveData)
*
* Gets the pointer to BAG_DATA loaded from the save file.
*
* @param saveData: Pointer to SAVEDATA
*
* @returns: Pointer to BAG_DATA
*/
BAG_DATA *Sav2_Bag_get(SAVEDATA *saveData);
#endif //POKEHEARTGOLD_BAG_H