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inventory.c
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#define INCBIN_PREFIX
#include "incbin.h"
#include <tamtypes.h>
#include "inventory.h"
#include "libfchucker.h"
#include "codex.h"
int InventoriesDirty = 0;
char * GetTransferErrorMessage(int resultCode)
{
if(resultCode == 0)
{
return "Success";
}
switch (resultCode & 3) {
case 1:
return "No Free Inventory Slots";
case 2:
return "No Free Storage Slots";
case 3:
return "No Free Inventory or Storage Slots";
}
if(resultCode == TRANSFER_MAX_ONHAND_STORAGE) return "Inventory and Storage counts at max capacity (99 each)";
return "I dunno.";
}
void SetInventoriesClean()
{
InventoriesDirty = 0;
}
void EnumerateInventory(int dest)
{
u8 * Inventory = SourceInventory;
int * srcCount = &SourceInventoryCount;
int * srcStorage = &SourceStorageCount;
if(dest)
{
Inventory = DestInventory;
srcCount = &DestInventoryCount;
srcStorage = &DestStorageCount;
}
int invCount = 0;
int strCount = 0;
int i;
for(i = 0; i < 40; i++)
{
InventoryItem_t * item = (InventoryItem_t *)&Inventory[i * 4];
if(item->ItemID != ITEM_NONE) invCount++;
}
for(i = 0; i < 99; i++)
{
InventoryItem_t * item = (InventoryItem_t *)&Inventory[INVENTORY_SIZE + (i * 4)];
if(item->ItemID != ITEM_NONE) strCount++;
}
*srcCount = invCount;
*srcStorage = strCount;
}
int GetNextOrCurrentInventorySlot(int dest, int itemCategory, int itemID, int * nextFree)
{
int freeID = -1;
int currentID = -1;
int i = 0;
InventoryItem_t * inventory = (InventoryItem_t*)SourceInventory;
if(dest) inventory = (InventoryItem_t*)DestInventory;
for(i = 0; i < 40; i++)
{
InventoryItem_t * item = &inventory[i];
//printf("INVENTORY %d: %02X%02X%04X\n", i, item->Count, item->Category, item->ItemID);
if((item->Category == itemCategory) && (item->ItemID == itemID)) currentID = i;
if((item->ItemID == ITEM_NONE) && (item->Category == 0xFF) && (freeID == -1)) freeID = i;
}
*nextFree = freeID;
return currentID;
}
int GetNextOrCurrentStorageSlot(int dest, int itemCategory, int itemID, int * nextFree)
{
int freeID = -1;
int currentID = -1;
int i = 0;
InventoryItem_t * inventory = (InventoryItem_t*)SourceInventory;
if(dest) inventory = (InventoryItem_t*)DestInventory;
for(i = 40; i < 139; i++)
{
InventoryItem_t * item = &inventory[i];
if((item->Category == itemCategory) && (item->ItemID == itemID)) currentID = i;
if((item->ItemID == ITEM_NONE) && (item->Category == 0xFF) && (freeID == -1)) freeID = i;
}
*nextFree = freeID - 40;
return currentID - 40;
}
ItemTransferResult_t TransferItem(int inventorySlot, int dest, int transferAmount)
{
ItemTransferResult_t result;
result.inventoryCount = 0;
result.storageCount = 0;
result.remaining = 0;
result.resultFlags = 0;
result.totalLeft = 0;
InventoryItem_t * SInventory = (InventoryItem_t *)SourceInventory;
InventoryItem_t * DInventory = (InventoryItem_t *)DestInventory;
if(dest)
{
SInventory = (InventoryItem_t *)DestInventory;
DInventory = (InventoryItem_t *)SourceInventory;
}
InventoryItem_t * SourceItem = &SInventory[inventorySlot];
result.itemID = SourceItem->ItemID;
result.itemCategory = SourceItem->Category;
//Try transfering to On Hand inventory first...
int nextFreeSlot = -1;
int currentSlot = GetNextOrCurrentInventorySlot(dest ^ 1, SourceItem->Category, SourceItem->ItemID, &nextFreeSlot);
InventoryItem_t * DestItem = NULL;
int canTransferToInventory = 0;
int destSlot = -1;
if(currentSlot >= 0)
{
DestItem = &DInventory[currentSlot];
canTransferToInventory = 1;
destSlot = currentSlot;
}
else
{
if(nextFreeSlot != -1)
{
DestItem = &DInventory[nextFreeSlot];
canTransferToInventory = 1;
destSlot = nextFreeSlot;
}
else
{
result.resultFlags |= TRANSFER_NO_FREE_ONHAND;
}
}
if(canTransferToInventory)
{
if((DestItem->Count + transferAmount) > 99)
{
int remainder = (DestItem->Count + transferAmount) - 99;
DestItem->Count = 99;
result.inventoryCount = (transferAmount - remainder);
transferAmount = remainder;
}
else
{
DestItem->Count += transferAmount;
result.inventoryCount = transferAmount;
transferAmount = 0;
}
DestItem->ItemID = SourceItem->ItemID;
DestItem->Category = SourceItem->Category;
}
//Now check if there's anything left to go into storage...
if(transferAmount > 0)
{
currentSlot = GetNextOrCurrentStorageSlot(dest ^ 1, SourceItem->Category, SourceItem->ItemID, &nextFreeSlot);
int canTransferToStorage = 0;
if(currentSlot >= 0)
{
DestItem = &DInventory[40 + currentSlot];
canTransferToStorage = 1;
}
else
{
if(nextFreeSlot != -1)
{
DestItem = &DInventory[40 + nextFreeSlot];
canTransferToStorage = 1;
}
else
{
result.resultFlags |= TRANSFER_NO_FREE_STORAGE;
}
}
if(canTransferToStorage)
{
if((DestItem->Count + transferAmount) > 99)
{
int remaineder = (DestItem->Count + transferAmount) - 99;
DestItem->Count = 99;
result.storageCount = transferAmount - remaineder;
transferAmount = remaineder;
}
else
{
DestItem->Count += transferAmount;
result.storageCount = transferAmount;
transferAmount = 0;
}
DestItem->ItemID = SourceItem->ItemID;
DestItem->Category = SourceItem->Category;
}
}
result.remaining = transferAmount;
if(result.remaining > 0)
{
if((result.resultFlags & 3) == 0)
{
result.resultFlags |= TRANSFER_MAX_ONHAND_STORAGE;
}
}
int totalTransfered = result.storageCount + result.inventoryCount;
if(totalTransfered > 0)
{
if(totalTransfered == SourceItem->Count)
{
SourceItem->Count = 0;
SourceItem->ItemID = ITEM_NONE;
SourceItem->Category = 0xFF;
result.totalLeft = 0;
}
else
{
SourceItem->Count -= totalTransfered;
result.totalLeft = SourceItem->Count;
}
}
if(totalTransfered != 0)
{
InventoriesDirty = 1;
}
return result;
}
unsigned char *GetItemName(int category, int id)
{
unsigned char * result = (unsigned char*)"INVALID ITEM";
int * itemListCount = 0;
unsigned char * itemList = NULL;
switch (category) {
case ITEM_TYPE_TWINBLADE:
itemList = TwinBlade;
itemListCount = &TwinBladeCount;
break;
case ITEM_TYPE_BLADEMASTER:
itemList = BladeMaster;
itemListCount = &BladeMasterCount;
break;
case ITEM_TYPE_HEAVYBLADE:
itemList = HeavyBlade;
itemListCount = &HeavyBladeCount;
break;
case ITEM_TYPE_HEAVEAXE:
itemList = HeavyAxe;
itemListCount = &HeavyAxeCount;
break;
case ITEM_TYPE_LONGARM:
itemList = LongArm;
itemListCount = &LongArmCount;
break;
case ITEM_TYPE_WAVEMASTER:
itemList = Wavemaster;
itemListCount = &WavemasterCount;
break;
case ITEM_TYPE_HELMET:
itemList = Helmet;
itemListCount = &HelmetCount;
break;
case ITEM_TYPE_ARMOR:
itemList = Armor;
itemListCount = &ArmorCount;
break;
case ITEM_TYPE_HANDARMOR:
itemList = HandArmor;
itemListCount = &HandArmorCount;
break;
case ITEM_TYPE_LEGARMOR:
itemList = LegArmor;
itemListCount = &LegArmorCount;
break;
case ITEM_TYPE_ITEM:
itemList = Items;
itemListCount = &ItemsCount;
break;
case ITEM_TYPE_SCROLLS:
itemList = Scrolls;
itemListCount = &ScrollsCount;
break;
case ITEM_TYPE_SPECIAL_USE:
itemList = SpecialItems;
itemListCount = &SpecialItemsCount;
break;
case ITEM_TYPE_TREASURE:
itemList = Treasure;
itemListCount = &TreasureCount;
break;
default:
break;
}
if(itemList != NULL)
{
if(id < *itemListCount)
{
result = &itemList[id * 0x20];
}
}
return result;
}
int GetTotalAvailableCapacity(int dest, int categoryID, int itemID)
{
int totalQty = 0;
InventoryItem_t * inv = (InventoryItem_t *)&SourceInventory;
if(dest) inv = (InventoryItem_t *)&DestInventory;
//Search on hand
int i = 0;
for(i = 0; i < 40; i++)
{
InventoryItem_t * t = inv + i;
if(t->Category == categoryID && t->ItemID == itemID)
{
totalQty += t->Count;
}
}
//Search Storage
for(i = 40; i < 139; i++)
{
InventoryItem_t * t = inv + i;
if(t->Category == categoryID && t->ItemID == itemID)
{
totalQty += t->Count;
}
}
return 198 - totalQty;
}