#include "global.h" #include "interface/parameter_static/parameter_static.h" // Bit Flag array in which gBitFlags[n] is (1 << n) u32 gBitFlags[] = { (1 << 0), (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7), (1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15), (1 << 16), (1 << 17), (1 << 18), (1 << 19), (1 << 20), (1 << 21), (1 << 22), (1 << 23), (1 << 24), (1 << 25), (1 << 26), (1 << 27), (1 << 28), (1 << 29), (1 << 30), (1 << 31), }; // four-bit masks u16 gEquipMasks[] = { 0xF << 0, // Sword 0xF << 4, // Shield 0xF << 8, // Unused (Tunic) 0xF << 12, // Unused (Boots) }; // four-bit masks u16 gEquipNegMasks[] = { ~(0xF << 0), // Sword ~(0xF << 4), // Shield ~(0xF << 8), // Unused (Tunic) (u16) ~(0xF << 12), // Unused (Boots) }; // 3 = two bit masks // 7 = three bit masks u32 gUpgradeMasks[] = { 7 << 0, // Quivers 7 << 3, // Bomb Bags 7 << 6, // Unused (Strength) 7 << 9, // Unused (Scale) 3 << 12, // Wallets 7 << 14, // Unused (Deku Seed Bullet Bags) 7 << 17, // Unused (Deku Stick) 7 << 20, // Unused (Deku Nut) }; // 3 = two-bit masks // 7 = three-bit masks u32 gUpgradeNegMasks[] = { ~(7 << 0), // Quivers ~(7 << 3), // Bomb Bags ~(7 << 6), // Unused (Strength) ~(7 << 9), // Unused (Scale) ~(3 << 12), // Wallets ~(7 << 14), // Unused (Deku Seed Bullet Bags) ~(7 << 17), // Unused (Deku Stick) ~(7 << 20), // Unused (Deku Nut) }; u8 gEquipShifts[] = { 0, // Sword 4, // Shield 8, // Unused (Tunic) 12, // Unused (Boots) }; u8 gUpgradeShifts[] = { 0, // Quivers 3, // Bomb Bags 6, // Unused (Strength) 9, // Unused (Scale) 12, // Wallets 14, // Unused (Deku Seed Bullet Bags) 17, // Unused (Deku Stick) 20, // Unused (Deku Nut) }; u16 gUpgradeCapacities[][4] = { { 0, 30, 40, 50 }, // Quivers { 0, 20, 30, 40 }, // Bomb Bags { 0, 0, 0, 0 }, // Unused (Strength) { 0, 0, 0, 0 }, // Unused (Scale) { 99, 200, 500, 500 }, // Wallets { 0, 30, 40, 50 }, // Unused (Deku Seed Bullet Bags) { 0, 10, 20, 30 }, // Unused (Deku Stick) { 0, 20, 30, 40 }, // Unused (Deku Nut) }; // eight-bit masks u32 gGsFlagsMask[] = { 0xFF << 0, 0xFF << 8, 0xFF << 16, 0xFF << 24, }; u32 gGsFlagsShift[] = { 0, 8, 16, 24, }; // TODO: use symbols for these icon textures once textures are properly in C void* gItemIcons[] = { 0x08000000, // ITEM_OCARINA 0x08001000, // ITEM_BOW 0x08002000, // ITEM_ARROW_FIRE 0x08003000, // ITEM_ARROW_ICE 0x08004000, // ITEM_ARROW_LIGHT 0x08005000, // ITEM_OCARINA_FAIRY 0x08006000, // ITEM_BOMB 0x08007000, // ITEM_BOMBCHU 0x08008000, // ITEM_STICK 0x08009000, // ITEM_NUT 0x0800A000, // ITEM_MAGIC_BEANS 0x0800B000, // ITEM_SLINGSHOT 0x0800C000, // ITEM_POWDER_KEG 0x0800D000, // ITEM_PICTO_BOX 0x0800E000, // ITEM_LENS 0x0800F000, // ITEM_HOOKSHOT 0x08010000, // ITEM_SWORD_GREAT_FAIRY 0x08011000, // ITEM_LONGSHOT 0x08012000, // ITEM_BOTTLE 0x08013000, // ITEM_POTION_RED 0x08014000, // ITEM_POTION_GREEN 0x08015000, // ITEM_POTION_BLUE 0x08016000, // ITEM_FAIRY 0x08017000, // ITEM_DEKU_PRINCESS 0x08018000, // ITEM_MILK_BOTTLE 0x08019000, // ITEM_MILK_HALF 0x0801A000, // ITEM_FISH 0x0801B000, // ITEM_BUG 0x0801C000, // ITEM_BLUE_FIRE 0x0801D000, // ITEM_POE 0x0801E000, // ITEM_BIG_POE 0x0801F000, // ITEM_SPRING_WATER 0x08020000, // ITEM_HOT_SPRING_WATER 0x08021000, // ITEM_ZORA_EGG 0x08022000, // ITEM_GOLD_DUST 0x08023000, // ITEM_MUSHROOM 0x08024000, // ITEM_SEAHORSE 0x08025000, // ITEM_CHATEAU 0x08026000, // ITEM_HYLIAN_LOACH 0x08027000, // ITEM_OBABA_DRINK 0x08028000, // ITEM_MOON_TEAR 0x08029000, // ITEM_DEED_LAND 0x0802A000, // ITEM_DEED_SWAMP 0x0802B000, // ITEM_DEED_MOUNTAIN 0x0802C000, // ITEM_DEED_OCEAN 0x0802D000, // ITEM_ROOM_KEY 0x0802E000, // ITEM_LETTER_MAMA 0x0802F000, // ITEM_LETTER_TO_KAFEI 0x08030000, // ITEM_PENDANT_OF_MEMORIES 0x08031000, // ITEM_TINGLE_MAP 0x08032000, // ITEM_MASK_DEKU 0x08033000, // ITEM_MASK_GORON 0x08034000, // ITEM_MASK_ZORA 0x08035000, // ITEM_MASK_FIERCE_DEITY 0x08036000, // ITEM_MASK_TRUTH 0x08037000, // ITEM_MASK_KAFEIS_MASK 0x08038000, // ITEM_MASK_ALL_NIGHT 0x08039000, // ITEM_MASK_BUNNY 0x0803A000, // ITEM_MASK_KEATON 0x0803B000, // ITEM_MASK_GARO 0x0803C000, // ITEM_MASK_ROMANI 0x0803D000, // ITEM_MASK_CIRCUS_LEADER 0x0803E000, // ITEM_MASK_POSTMAN 0x0803F000, // ITEM_MASK_COUPLE 0x08040000, // ITEM_MASK_GREAT_FAIRY 0x08041000, // ITEM_MASK_GIBDO 0x08042000, // ITEM_MASK_DON_GERO 0x08043000, // ITEM_MASK_KAMARO 0x08044000, // ITEM_MASK_CAPTAIN 0x08045000, // ITEM_MASK_STONE 0x08046000, // ITEM_MASK_BREMEN 0x08047000, // ITEM_MASK_BLAST 0x08048000, // ITEM_MASK_SCENTS 0x08049000, // ITEM_MASK_GIANT 0x0804A000, // ITEM_BOW_ARROW_FIRE 0x0804B000, // ITEM_BOW_ARROW_ICE 0x0804C000, // ITEM_BOW_ARROW_LIGHT 0x0804D000, // ITEM_SWORD_KOKIRI 0x0804E000, // ITEM_SWORD_RAZOR 0x0804F000, // ITEM_SWORD_GILDED 0x08050000, // ITEM_SWORD_DEITY 0x08051000, // ITEM_SHIELD_HERO 0x08052000, // ITEM_SHIELD_MIRROR 0x08053000, // ITEM_QUIVER_30 0x08054000, // ITEM_QUIVER_40 0x08055000, // ITEM_QUIVER_50 0x08056000, // ITEM_BOMB_BAG_20 0x08057000, // ITEM_BOMB_BAG_30 0x08058000, // ITEM_BOMB_BAG_40 0x08059000, // ITEM_WALLET_DEFAULT 0x0805A000, // ITEM_WALLET_ADULT 0x0805B000, // ITEM_WALLET_GIANT 0x0805C000, // ITEM_FISHING_ROD 0x0805D000, // ITEM_REMAINS_ODOLWA 0x0805E000, // ITEM_REMAINS_GOHT 0x0805F000, // ITEM_REMAINS_GYORG 0x08060000, // ITEM_REMAINS_TWINMOLD 0x08062000, // ITEM_SONG_SONATA 0x08062000, // ITEM_SONG_LULLABY 0x08062000, // ITEM_SONG_NOVA 0x08062000, // ITEM_SONG_ELEGY 0x08062000, // ITEM_SONG_OATH 0x08062000, // ITEM_SONG_SARIA 0x08062000, // ITEM_SONG_TIME 0x08062000, // ITEM_SONG_HEALING 0x08062000, // ITEM_SONG_EPONA 0x08062000, // ITEM_SONG_SOARING 0x08062000, // ITEM_SONG_STORMS 0x08062000, // ITEM_SONG_SUN 0x08061000, // ITEM_BOMBERS_NOTEBOOK 0x09000000, // ITEM_SKULL_TOKEN 0x09000900, // ITEM_HEART_CONTAINER 0x09001200, // ITEM_HEART_PIECE 0x08062000, // 0x08062000, // 0x08062000, // ITEM_SONG_LULLABY_INTRO 0x09003600, // ITEM_KEY_BOSS 0x09004800, // ITEM_COMPASS 0x09003F00, // ITEM_DUNGEON_MAP 0x09005100, // ITEM_STRAY_FAIRIES 0x09005A00, // ITEM_KEY_SMALL 0x09006300, // ITEM_MAGIC_SMALL 0x09006C00, // ITEM_MAGIC_LARGE 0x08062180, // ITEM_HEART_PIECE_2 0x08062A80, // ITEM_INVALID_1 0x08063380, // ITEM_INVALID_2 gOcarinaCUpTex, // ITEM_INVALID_3 gOcarinaCDownTex, // ITEM_INVALID_4 gOcarinaCLeftTex, // ITEM_INVALID_5 gOcarinaCRightTex, // ITEM_INVALID_6 gOcarinaATex, // ITEM_INVALID_7 }; // Used to map item IDs to inventory slots u8 gItemSlots[] = { SLOT_OCARINA, // ITEM_OCARINA SLOT_BOW, // ITEM_BOW SLOT_ARROW_FIRE, // ITEM_ARROW_FIRE SLOT_ARROW_ICE, // ITEM_ARROW_ICE SLOT_ARROW_LIGHT, // ITEM_ARROW_LIGHT SLOT_TRADE_DEED, // ITEM_OCARINA_FAIRY SLOT_BOMB, // ITEM_BOMB SLOT_BOMBCHU, // ITEM_BOMBCHU SLOT_STICK, // ITEM_STICK SLOT_NUT, // ITEM_NUT SLOT_MAGIC_BEANS, // ITEM_MAGIC_BEANS SLOT_TRADE_KEY_MAMA, // ITEM_SLINGSHOT SLOT_POWDER_KEG, // ITEM_POWDER_KEG SLOT_PICTO_BOX, // ITEM_PICTO_BOX SLOT_LENS, // ITEM_LENS SLOT_HOOKSHOT, // ITEM_HOOKSHOT SLOT_SWORD_GREAT_FAIRY, // ITEM_SWORD_GREAT_FAIRY SLOT_BOTTLE_1, // SLOT_BOTTLE_1, // ITEM_BOTTLE SLOT_BOTTLE_1, // ITEM_POTION_RED SLOT_BOTTLE_1, // ITEM_POTION_GREEN SLOT_BOTTLE_1, // ITEM_POTION_BLUE SLOT_BOTTLE_1, // ITEM_FAIRY SLOT_BOTTLE_1, // ITEM_DEKU_PRINCESS SLOT_BOTTLE_1, // ITEM_MILK_BOTTLE SLOT_BOTTLE_1, // ITEM_MILK_HALF SLOT_BOTTLE_1, // ITEM_FISH SLOT_BOTTLE_1, // ITEM_BUG SLOT_BOTTLE_1, // ITEM_BLUE_FIRE SLOT_BOTTLE_1, // ITEM_POE SLOT_BOTTLE_1, // ITEM_BIG_POE SLOT_BOTTLE_1, // ITEM_SPRING_WATER SLOT_BOTTLE_1, // ITEM_HOT_SPRING_WATER SLOT_BOTTLE_1, // ITEM_ZORA_EGG SLOT_BOTTLE_1, // ITEM_GOLD_DUST SLOT_BOTTLE_1, // ITEM_MUSHROOM SLOT_BOTTLE_1, // ITEM_SEAHORSE SLOT_BOTTLE_1, // ITEM_CHATEAU SLOT_BOTTLE_1, // ITEM_HYLIAN_LOACH SLOT_BOTTLE_1, // ITEM_OBABA_DRINK SLOT_TRADE_DEED, // ITEM_MOON_TEAR SLOT_TRADE_DEED, // ITEM_DEED_LAND SLOT_TRADE_DEED, // ITEM_DEED_SWAMP SLOT_TRADE_DEED, // ITEM_DEED_MOUNTAIN SLOT_TRADE_DEED, // ITEM_DEED_OCEAN SLOT_TRADE_KEY_MAMA, // ITEM_ROOM_KEY SLOT_TRADE_KEY_MAMA, // ITEM_LETTER_MAMA SLOT_TRADE_COUPLE, // ITEM_LETTER_TO_KAFEI SLOT_TRADE_COUPLE, // ITEM_PENDANT_OF_MEMORIES SLOT_TRADE_COUPLE, // ITEM_TINGLE_MAP SLOT_MASK_DEKU, // ITEM_MASK_DEKU SLOT_MASK_GORON, // ITEM_MASK_GORON SLOT_MASK_ZORA, // ITEM_MASK_ZORA SLOT_MASK_FIERCE_DEITY, // ITEM_MASK_FIERCE_DEITY SLOT_MASK_TRUTH, // ITEM_MASK_TRUTH SLOT_MASK_KAFEIS_MASK, // ITEM_MASK_KAFEIS_MASK SLOT_MASK_ALL_NIGHT, // ITEM_MASK_ALL_NIGHT SLOT_MASK_BUNNY, // ITEM_MASK_BUNNY SLOT_MASK_KEATON, // ITEM_MASK_KEATON SLOT_MASK_GARO, // ITEM_MASK_GARO SLOT_MASK_ROMANI, // ITEM_MASK_ROMANI SLOT_MASK_CIRCUS_LEADER, // ITEM_MASK_CIRCUS_LEADER SLOT_MASK_POSTMAN, // ITEM_MASK_POSTMAN SLOT_MASK_COUPLE, // ITEM_MASK_COUPLE SLOT_MASK_GREAT_FAIRY, // ITEM_MASK_GREAT_FAIRY SLOT_MASK_GIBDO, // ITEM_MASK_GIBDO SLOT_MASK_DON_GERO, // ITEM_MASK_DON_GERO SLOT_MASK_KAMARO, // ITEM_MASK_KAMARO SLOT_MASK_CAPTAIN, // ITEM_MASK_CAPTAIN SLOT_MASK_STONE, // ITEM_MASK_STONE SLOT_MASK_BREMEN, // ITEM_MASK_BREMEN SLOT_MASK_BLAST, // ITEM_MASK_BLAST SLOT_MASK_SCENTS, // ITEM_MASK_SCENTS SLOT_MASK_GIANT, // ITEM_MASK_GIANT SLOT_BOW, // ITEM_BOW_ARROW_FIRE SLOT_BOW, // ITEM_BOW_ARROW_ICE SLOT_BOW, // ITEM_BOW_ARROW_LIGHT }; s16 gItemPrices[] = { 0, // ITEM_OCARINA 0, // ITEM_BOW 0, // ITEM_ARROW_FIRE 0, // ITEM_ARROW_ICE 0, // ITEM_ARROW_LIGHT 0, // ITEM_OCARINA_FAIRY 0, // ITEM_BOMB 0, // ITEM_BOMBCHU 0, // ITEM_STICK 0, // ITEM_NUT 0, // ITEM_MAGIC_BEANS 0, // ITEM_SLINGSHOT 0, // ITEM_POWDER_KEG 0, // ITEM_PICTO_BOX 0, // ITEM_LENS 0, // ITEM_HOOKSHOT 0, // ITEM_SWORD_GREAT_FAIRY 0, // ITEM_LONGSHOT 0, // ITEM_BOTTLE 20, // ITEM_POTION_RED 20, // ITEM_POTION_GREEN 20, // ITEM_POTION_BLUE 20, // ITEM_FAIRY 0, // ITEM_DEKU_PRINCESS 20, // ITEM_MILK_BOTTLE 5, // ITEM_MILK_HALF 20, // ITEM_FISH 20, // ITEM_BUG 50, // ITEM_BLUE_FIRE 50, // ITEM_POE 200, // ITEM_BIG_POE 20, // ITEM_SPRING_WATER 20, // ITEM_HOT_SPRING_WATER 20, // ITEM_ZORA_EGG 200, // ITEM_GOLD_DUST 5, // ITEM_MUSHROOM 0, // ITEM_SEAHORSE 200, // ITEM_CHATEAU 20, // ITEM_HYLIAN_LOACH 0, // ITEM_OBABA_DRINK 0, // ITEM_MOON_TEAR 0, // ITEM_DEED_LAND 0, // ITEM_DEED_SWAMP 0, // ITEM_DEED_MOUNTAIN 0, // ITEM_DEED_OCEAN 0, // ITEM_ROOM_KEY 0, // ITEM_LETTER_MAMA 0, // ITEM_LETTER_KAFEI 0, // ITEM_PENDANT_OF_MEMORIES 0, // ITEM_TINGLE_MAP }; // Used to map scene indexes to their region in Termina u16 gScenesPerRegion[11][27] = { // Great Bay { SCENE_30GYOSON, SCENE_LABO, SCENE_FISHERMAN, SCENE_SINKAI, SCENE_31MISAKI, SCENE_TORIDE, SCENE_KAIZOKU, SCENE_PIRATE, SCENE_35TAKI, SCENE_KINDAN2, -1, }, // Zora Hall { SCENE_33ZORACITY, SCENE_BANDROOM, -1, }, // Romani Ranch { SCENE_F01, SCENE_ROMANYMAE, SCENE_OMOYA, SCENE_F01C, SCENE_F01_B, SCENE_KOEPONARACE, -1, }, // Deku Palace { SCENE_22DEKUCITY, SCENE_DEKU_KING, SCENE_26SARUNOMORI, SCENE_DANPEI, -1, }, // Southern Swamp { SCENE_20SICHITAI, SCENE_20SICHITAI2, SCENE_MAP_SHOP, SCENE_WITCH_SHOP, SCENE_21MITURINMAE, SCENE_KINSTA1, -1, }, // Clock Town { SCENE_00KEIKOKU, SCENE_TENMON_DAI, SCENE_13HUBUKINOMITI, SCENE_24KEMONOMITI, SCENE_SYATEKI_MORI, SCENE_IKANAMAE, SCENE_TOWN, SCENE_SYATEKI_MIZU, SCENE_BOWLING, SCENE_TAKARAYA, SCENE_YADOYA, SCENE_SONCHONOIE, SCENE_MILK_BAR, SCENE_ICHIBA, SCENE_BOMYA, SCENE_AYASHIISHOP, SCENE_8ITEMSHOP, SCENE_DOUJOU, SCENE_POSTHOUSE, SCENE_TAKARAKUJI, SCENE_BACKTOWN, SCENE_CLOCKTOWER, SCENE_INSIDETOWER, SCENE_OKUJOU, SCENE_ALLEY, SCENE_DEKUTES, -1, }, // Snowhead { SCENE_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA2, SCENE_KAJIYA, SCENE_12HAKUGINMAE, SCENE_14YUKIDAMANOMITI, SCENE_GORONRACE, SCENE_GORON_HAKA, SCENE_17SETUGEN, SCENE_17SETUGEN2, -1, }, // Ikana Graveyard { SCENE_BOTI, SCENE_DANPEI2TEST, -1, }, // Ikana Canyon { SCENE_CASTLE, SCENE_IKNINSIDE, SCENE_IKANA, SCENE_SECOM, SCENE_MUSICHOUSE, SCENE_RANDOM, SCENE_REDEAD, SCENE_TOUGITES, SCENE_HAKASHITA, -1, }, // Goron Village { SCENE_11GORONNOSATO, SCENE_11GORONNOSATO2, SCENE_16GORON_HOUSE, SCENE_GORONSHOP, -1, }, // Stone Tower { SCENE_F40, SCENE_F41, -1, }, }; s32 Inventory_GetBtnBItem(PlayState* play) { if (gSaveContext.buttonStatus[0] == BTN_DISABLED) { return ITEM_NONE; } else if (gSaveContext.unk_1015 == ITEM_NONE) { return ITEM_NONE; } else if (CUR_FORM_EQUIP(EQUIP_SLOT_B) == ITEM_NONE) { if (play->interfaceCtx.unk_21C != 0) { if (play->interfaceCtx.bButtonDoAction != 0) { return play->interfaceCtx.bButtonDoAction; } } return ITEM_NONE; } else { return CUR_FORM_EQUIP(EQUIP_SLOT_B); } } /** * Only changes shield */ void Inventory_ChangeEquipment(s16 value) { SET_EQUIP_VALUE(EQUIP_TYPE_SHIELD, value); } /** * Only deletes shield, equipment argument unused and is a remnant of OoT */ u8 Inventory_DeleteEquipment(PlayState* play, s16 equipment) { Player* player = GET_PLAYER(play); if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE) { SET_EQUIP_VALUE(EQUIP_TYPE_SHIELD, EQUIP_VALUE_SHIELD_NONE); Player_SetEquipmentData(play, player); return true; } return false; } void Inventory_ChangeUpgrade(s16 upgrade, u32 value) { u32 upgrades = gSaveContext.save.inventory.upgrades; upgrades &= gUpgradeNegMasks[upgrade]; upgrades |= value << gUpgradeShifts[upgrade]; gSaveContext.save.inventory.upgrades = upgrades; } s32 Inventory_IsMapVisible(s16 sceneNum) { s16 index = 0; /** * a single index of scenesVisible can only hold 32 bits. So for every 32 scenes in the scene enum, * increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible, * 224 bits were allocated to this although there are only 112 scenes */ if (sceneNum >= 0x20) { if (sceneNum < 0x40) { index = 1; } else if (sceneNum < 0x60) { index = 2; } else if (sceneNum < 0x80) { index = 3; } else if (sceneNum < 0xA0) { index = 4; } else if (sceneNum < 0xC0) { index = 5; } else if (sceneNum < 0xE0) { index = 6; } } if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneNum - (index << 5)]) { return true; } return false; } static u16 sScenesPerTingleMap[6][12] = { { // Clock Town Tingle Map SCENE_00KEIKOKU, SCENE_BOTI, SCENE_13HUBUKINOMITI, SCENE_24KEMONOMITI, SCENE_IKANAMAE, SCENE_TOWN, SCENE_ICHIBA, SCENE_BACKTOWN, SCENE_CLOCKTOWER, SCENE_ALLEY, -1, }, { // Woodfall Tingle Map SCENE_20SICHITAI, SCENE_20SICHITAI2, SCENE_21MITURINMAE, SCENE_22DEKUCITY, SCENE_DEKU_KING, SCENE_KINSTA1, -1, }, { // Snowhead Tingle Map SCENE_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA2, SCENE_11GORONNOSATO, SCENE_11GORONNOSATO2, SCENE_16GORON_HOUSE, SCENE_12HAKUGINMAE, SCENE_14YUKIDAMANOMITI, SCENE_GORONRACE, SCENE_17SETUGEN, SCENE_17SETUGEN2, -1, }, { // Romani Ranch Tingle Map SCENE_F01, SCENE_ROMANYMAE, SCENE_OMOYA, SCENE_F01C, SCENE_F01_B, SCENE_KOEPONARACE, -1, }, { // Great Bay Tingle Map SCENE_30GYOSON, SCENE_SINKAI, SCENE_31MISAKI, SCENE_TORIDE, SCENE_KAIZOKU, SCENE_33ZORACITY, SCENE_35TAKI, -1, }, { // Stone Tower Tingle Map SCENE_F40, SCENE_F41, SCENE_CASTLE, SCENE_IKANA, SCENE_REDEAD, -1, }, }; /** * Map visibility is achieved by purchasing a tingle map */ void Inventory_SetMapVisibility(s16 tingleIndex) { s16 i = 0; s16 index = 0; u16(*tingleMapSceneIndices)[] = &sScenesPerTingleMap[tingleIndex]; if ((tingleIndex >= 0) && (tingleIndex < 6)) { while (true) { if ((*tingleMapSceneIndices)[i] == 0xFFFF) { break; } /** * a single index of scenesVisible can only hold 32 bits. So for every 32 scenes in the scene enum, * increment to the next index of scenesVisible so that every scene gets a unique flag in scenesVisible, * 224 bits were allocated to this although there are only 112 scenes */ if (((s16)(*tingleMapSceneIndices)[i]) < 0x20) { index = 0; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0x40) { index = 1; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0x60) { index = 2; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0x80) { index = 3; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0xA0) { index = 4; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0xC0) { index = 5; } else if (((s16)(*tingleMapSceneIndices)[i]) < 0xE0) { index = 6; } gSaveContext.save.scenesVisible[index] = gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIndices)[i] - (index << 5)]; i++; } if ((*tingleMapSceneIndices) == sScenesPerTingleMap[0]) { gSaveContext.save.mapsVisible |= 3; } else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[1]) { gSaveContext.save.mapsVisible |= 0x1C; } else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[2]) { gSaveContext.save.mapsVisible |= 0xE0; } else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[3]) { gSaveContext.save.mapsVisible |= 0x100; } else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[4]) { gSaveContext.save.mapsVisible |= 0x1E00; } else if ((*tingleMapSceneIndices) == sScenesPerTingleMap[5]) { gSaveContext.save.mapsVisible |= 0x6000; } } XREG(95) = 0; } /** * Also stores the players filename into dekuPlaygroundPlayerName */ void Inventory_SaveDekuPlaygroundHighScore(s16 timerId) { s16 i; gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.unk_3DE0[timerId]; for (i = 0; i < 8; i++) { gSaveContext.save.inventory.dekuPlaygroundPlayerName[CURRENT_DAY - 1][i] = gSaveContext.save.playerData.playerName[i]; } } void Inventory_IncrementSkullTokenCount(s16 sceneIndex) { if (sceneIndex == SCENE_KINSTA1) { // Swamp Spider House (increment high bits of skullTokenCount) gSaveContext.save.skullTokenCount = ((u16)(((gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10) + 1) << 0x10) | (gSaveContext.save.skullTokenCount & 0xFFFF); } else { // Ocean Spider House (increment low bits of skullTokenCount) gSaveContext.save.skullTokenCount = (((u16)gSaveContext.save.skullTokenCount + 1) & 0xFFFF) | (gSaveContext.save.skullTokenCount & 0xFFFF0000); } } s16 Inventory_GetSkullTokenCount(s16 sceneIndex) { if (sceneIndex == SCENE_KINSTA1) { // Swamp Spider House return (gSaveContext.save.skullTokenCount & 0xFFFF0000) >> 0x10; } else { // Ocean Spider House return gSaveContext.save.skullTokenCount & 0xFFFF; } } void Inventory_SaveLotteryCodeGuess(PlayState* play) { u16 lotteryCodeGuess; lotteryCodeGuess = ((play->msgCtx.unk12054[0] & 0xF) << 8); // First Digit lotteryCodeGuess |= ((play->msgCtx.unk12054[1] & 0xF) << 4); // Second Digit lotteryCodeGuess |= (play->msgCtx.unk12054[2] & 0xF); // Third Digit gSaveContext.save.lotteryCodeGuess = (gSaveContext.save.lotteryCodeGuess & 0xFFFF0000) | (lotteryCodeGuess & 0xFFFF); }