mirror of https://github.com/zeldaret/mm.git
731 lines
23 KiB
C
731 lines
23 KiB
C
#include "global.h"
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#include "interface/parameter_static/parameter_static.h"
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// Bit Flag array in which gBitFlags[n] is (1 << n)
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u32 gBitFlags[] = {
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(1 << 0), (1 << 1), (1 << 2), (1 << 3), (1 << 4), (1 << 5), (1 << 6), (1 << 7),
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(1 << 8), (1 << 9), (1 << 10), (1 << 11), (1 << 12), (1 << 13), (1 << 14), (1 << 15),
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(1 << 16), (1 << 17), (1 << 18), (1 << 19), (1 << 20), (1 << 21), (1 << 22), (1 << 23),
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(1 << 24), (1 << 25), (1 << 26), (1 << 27), (1 << 28), (1 << 29), (1 << 30), (1 << 31),
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};
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// four-bit masks
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u16 gEquipMasks[] = {
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0xF << 0, // Sword
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0xF << 4, // Shield
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0xF << 8, // Unused (Tunic)
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0xF << 12, // Unused (Boots)
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};
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// four-bit masks
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u16 gEquipNegMasks[] = {
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~(0xF << 0), // Sword
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~(0xF << 4), // Shield
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~(0xF << 8), // Unused (Tunic)
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(u16) ~(0xF << 12), // Unused (Boots)
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};
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// 3 = two bit masks
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// 7 = three bit masks
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u32 gUpgradeMasks[] = {
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7 << 0, // Quivers
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7 << 3, // Bomb Bags
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7 << 6, // Unused (Strength)
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7 << 9, // Unused (Scale)
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3 << 12, // Wallets
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7 << 14, // Unused (Deku Seed Bullet Bags)
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7 << 17, // Unused (Deku Stick)
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7 << 20, // Unused (Deku Nut)
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};
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// 3 = two-bit masks
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// 7 = three-bit masks
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u32 gUpgradeNegMasks[] = {
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~(7 << 0), // Quivers
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~(7 << 3), // Bomb Bags
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~(7 << 6), // Unused (Strength)
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~(7 << 9), // Unused (Scale)
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~(3 << 12), // Wallets
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~(7 << 14), // Unused (Deku Seed Bullet Bags)
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~(7 << 17), // Unused (Deku Stick)
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~(7 << 20), // Unused (Deku Nut)
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};
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u8 gEquipShifts[] = {
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0, // Sword
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4, // Shield
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8, // Unused (Tunic)
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12, // Unused (Boots)
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};
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u8 gUpgradeShifts[] = {
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0, // Quivers
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3, // Bomb Bags
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6, // Unused (Strength)
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9, // Unused (Scale)
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12, // Wallets
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14, // Unused (Deku Seed Bullet Bags)
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17, // Unused (Deku Stick)
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20, // Unused (Deku Nut)
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};
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u16 gUpgradeCapacities[][4] = {
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{ 0, 30, 40, 50 }, // Quivers
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{ 0, 20, 30, 40 }, // Bomb Bags
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{ 0, 0, 0, 0 }, // Unused (Strength)
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{ 0, 0, 0, 0 }, // Unused (Scale)
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{ 99, 200, 500, 500 }, // Wallets
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{ 0, 30, 40, 50 }, // Unused (Deku Seed Bullet Bags)
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{ 0, 10, 20, 30 }, // Unused (Deku Stick)
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{ 0, 20, 30, 40 }, // Unused (Deku Nut)
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};
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// eight-bit masks
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u32 gGsFlagsMask[] = {
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0xFF << 0,
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0xFF << 8,
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0xFF << 16,
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0xFF << 24,
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};
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u32 gGsFlagsShift[] = {
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0,
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8,
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16,
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24,
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};
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// TODO: use symbols for these icon textures once textures are properly in C
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void* gItemIcons[] = {
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0x08000000, // ITEM_OCARINA
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0x08001000, // ITEM_BOW
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0x08002000, // ITEM_ARROW_FIRE
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0x08003000, // ITEM_ARROW_ICE
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0x08004000, // ITEM_ARROW_LIGHT
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0x08005000, // ITEM_OCARINA_FAIRY
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0x08006000, // ITEM_BOMB
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0x08007000, // ITEM_BOMBCHU
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0x08008000, // ITEM_STICK
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0x08009000, // ITEM_NUT
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0x0800A000, // ITEM_MAGIC_BEANS
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0x0800B000, // ITEM_SLINGSHOT
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0x0800C000, // ITEM_POWDER_KEG
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0x0800D000, // ITEM_PICTO_BOX
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0x0800E000, // ITEM_LENS
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0x0800F000, // ITEM_HOOKSHOT
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0x08010000, // ITEM_SWORD_GREAT_FAIRY
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0x08011000, // ITEM_LONGSHOT
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0x08012000, // ITEM_BOTTLE
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0x08013000, // ITEM_POTION_RED
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0x08014000, // ITEM_POTION_GREEN
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0x08015000, // ITEM_POTION_BLUE
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0x08016000, // ITEM_FAIRY
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0x08017000, // ITEM_DEKU_PRINCESS
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0x08018000, // ITEM_MILK_BOTTLE
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0x08019000, // ITEM_MILK_HALF
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0x0801A000, // ITEM_FISH
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0x0801B000, // ITEM_BUG
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0x0801C000, // ITEM_BLUE_FIRE
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0x0801D000, // ITEM_POE
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0x0801E000, // ITEM_BIG_POE
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0x0801F000, // ITEM_SPRING_WATER
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0x08020000, // ITEM_HOT_SPRING_WATER
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0x08021000, // ITEM_ZORA_EGG
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0x08022000, // ITEM_GOLD_DUST
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0x08023000, // ITEM_MUSHROOM
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0x08024000, // ITEM_SEAHORSE
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0x08025000, // ITEM_CHATEAU
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0x08026000, // ITEM_HYLIAN_LOACH
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0x08027000, // ITEM_OBABA_DRINK
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0x08028000, // ITEM_MOON_TEAR
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0x08029000, // ITEM_DEED_LAND
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0x0802A000, // ITEM_DEED_SWAMP
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0x0802B000, // ITEM_DEED_MOUNTAIN
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0x0802C000, // ITEM_DEED_OCEAN
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0x0802D000, // ITEM_ROOM_KEY
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0x0802E000, // ITEM_LETTER_MAMA
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0x0802F000, // ITEM_LETTER_TO_KAFEI
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0x08030000, // ITEM_PENDANT_OF_MEMORIES
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0x08031000, // ITEM_TINGLE_MAP
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0x08032000, // ITEM_MASK_DEKU
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0x08033000, // ITEM_MASK_GORON
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0x08034000, // ITEM_MASK_ZORA
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0x08035000, // ITEM_MASK_FIERCE_DEITY
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0x08036000, // ITEM_MASK_TRUTH
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0x08037000, // ITEM_MASK_KAFEIS_MASK
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0x08038000, // ITEM_MASK_ALL_NIGHT
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0x08039000, // ITEM_MASK_BUNNY
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0x0803A000, // ITEM_MASK_KEATON
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0x0803B000, // ITEM_MASK_GARO
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0x0803C000, // ITEM_MASK_ROMANI
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0x0803D000, // ITEM_MASK_CIRCUS_LEADER
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0x0803E000, // ITEM_MASK_POSTMAN
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0x0803F000, // ITEM_MASK_COUPLE
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0x08040000, // ITEM_MASK_GREAT_FAIRY
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0x08041000, // ITEM_MASK_GIBDO
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0x08042000, // ITEM_MASK_DON_GERO
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0x08043000, // ITEM_MASK_KAMARO
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0x08044000, // ITEM_MASK_CAPTAIN
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0x08045000, // ITEM_MASK_STONE
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0x08046000, // ITEM_MASK_BREMEN
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0x08047000, // ITEM_MASK_BLAST
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0x08048000, // ITEM_MASK_SCENTS
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0x08049000, // ITEM_MASK_GIANT
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0x0804A000, // ITEM_BOW_ARROW_FIRE
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0x0804B000, // ITEM_BOW_ARROW_ICE
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0x0804C000, // ITEM_BOW_ARROW_LIGHT
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0x0804D000, // ITEM_SWORD_KOKIRI
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0x0804E000, // ITEM_SWORD_RAZOR
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0x0804F000, // ITEM_SWORD_GILDED
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0x08050000, // ITEM_SWORD_DEITY
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0x08051000, // ITEM_SHIELD_HERO
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0x08052000, // ITEM_SHIELD_MIRROR
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0x08053000, // ITEM_QUIVER_30
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0x08054000, // ITEM_QUIVER_40
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0x08055000, // ITEM_QUIVER_50
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0x08056000, // ITEM_BOMB_BAG_20
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0x08057000, // ITEM_BOMB_BAG_30
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0x08058000, // ITEM_BOMB_BAG_40
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0x08059000, // ITEM_WALLET_DEFAULT
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0x0805A000, // ITEM_WALLET_ADULT
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0x0805B000, // ITEM_WALLET_GIANT
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0x0805C000, // ITEM_FISHING_ROD
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0x0805D000, // ITEM_REMAINS_ODOLWA
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0x0805E000, // ITEM_REMAINS_GOHT
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0x0805F000, // ITEM_REMAINS_GYORG
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0x08060000, // ITEM_REMAINS_TWINMOLD
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0x08062000, // ITEM_SONG_SONATA
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0x08062000, // ITEM_SONG_LULLABY
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0x08062000, // ITEM_SONG_NOVA
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0x08062000, // ITEM_SONG_ELEGY
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0x08062000, // ITEM_SONG_OATH
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0x08062000, // ITEM_SONG_SARIA
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0x08062000, // ITEM_SONG_TIME
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0x08062000, // ITEM_SONG_HEALING
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0x08062000, // ITEM_SONG_EPONA
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0x08062000, // ITEM_SONG_SOARING
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0x08062000, // ITEM_SONG_STORMS
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0x08062000, // ITEM_SONG_SUN
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0x08061000, // ITEM_BOMBERS_NOTEBOOK
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0x09000000, // ITEM_SKULL_TOKEN
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0x09000900, // ITEM_HEART_CONTAINER
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0x09001200, // ITEM_HEART_PIECE
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0x08062000, //
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0x08062000, //
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0x08062000, // ITEM_SONG_LULLABY_INTRO
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0x09003600, // ITEM_KEY_BOSS
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0x09004800, // ITEM_COMPASS
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0x09003F00, // ITEM_DUNGEON_MAP
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0x09005100, // ITEM_STRAY_FAIRIES
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0x09005A00, // ITEM_KEY_SMALL
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0x09006300, // ITEM_MAGIC_SMALL
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0x09006C00, // ITEM_MAGIC_LARGE
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0x08062180, // ITEM_HEART_PIECE_2
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0x08062A80, // ITEM_INVALID_1
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0x08063380, // ITEM_INVALID_2
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gOcarinaCUpTex, // ITEM_INVALID_3
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gOcarinaCDownTex, // ITEM_INVALID_4
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gOcarinaCLeftTex, // ITEM_INVALID_5
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gOcarinaCRightTex, // ITEM_INVALID_6
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gOcarinaATex, // ITEM_INVALID_7
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};
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// Used to map item IDs to inventory slots
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u8 gItemSlots[] = {
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SLOT_OCARINA, // ITEM_OCARINA
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SLOT_BOW, // ITEM_BOW
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SLOT_ARROW_FIRE, // ITEM_ARROW_FIRE
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SLOT_ARROW_ICE, // ITEM_ARROW_ICE
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SLOT_ARROW_LIGHT, // ITEM_ARROW_LIGHT
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SLOT_TRADE_DEED, // ITEM_OCARINA_FAIRY
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SLOT_BOMB, // ITEM_BOMB
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SLOT_BOMBCHU, // ITEM_BOMBCHU
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SLOT_STICK, // ITEM_STICK
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SLOT_NUT, // ITEM_NUT
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SLOT_MAGIC_BEANS, // ITEM_MAGIC_BEANS
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SLOT_TRADE_KEY_MAMA, // ITEM_SLINGSHOT
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SLOT_POWDER_KEG, // ITEM_POWDER_KEG
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SLOT_PICTO_BOX, // ITEM_PICTO_BOX
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SLOT_LENS, // ITEM_LENS
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SLOT_HOOKSHOT, // ITEM_HOOKSHOT
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SLOT_SWORD_GREAT_FAIRY, // ITEM_SWORD_GREAT_FAIRY
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SLOT_BOTTLE_1, //
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SLOT_BOTTLE_1, // ITEM_BOTTLE
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SLOT_BOTTLE_1, // ITEM_POTION_RED
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SLOT_BOTTLE_1, // ITEM_POTION_GREEN
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SLOT_BOTTLE_1, // ITEM_POTION_BLUE
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SLOT_BOTTLE_1, // ITEM_FAIRY
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SLOT_BOTTLE_1, // ITEM_DEKU_PRINCESS
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SLOT_BOTTLE_1, // ITEM_MILK_BOTTLE
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SLOT_BOTTLE_1, // ITEM_MILK_HALF
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SLOT_BOTTLE_1, // ITEM_FISH
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SLOT_BOTTLE_1, // ITEM_BUG
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SLOT_BOTTLE_1, // ITEM_BLUE_FIRE
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SLOT_BOTTLE_1, // ITEM_POE
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SLOT_BOTTLE_1, // ITEM_BIG_POE
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SLOT_BOTTLE_1, // ITEM_SPRING_WATER
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SLOT_BOTTLE_1, // ITEM_HOT_SPRING_WATER
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SLOT_BOTTLE_1, // ITEM_ZORA_EGG
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SLOT_BOTTLE_1, // ITEM_GOLD_DUST
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SLOT_BOTTLE_1, // ITEM_MUSHROOM
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SLOT_BOTTLE_1, // ITEM_SEAHORSE
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SLOT_BOTTLE_1, // ITEM_CHATEAU
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SLOT_BOTTLE_1, // ITEM_HYLIAN_LOACH
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SLOT_BOTTLE_1, // ITEM_OBABA_DRINK
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SLOT_TRADE_DEED, // ITEM_MOON_TEAR
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SLOT_TRADE_DEED, // ITEM_DEED_LAND
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SLOT_TRADE_DEED, // ITEM_DEED_SWAMP
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SLOT_TRADE_DEED, // ITEM_DEED_MOUNTAIN
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SLOT_TRADE_DEED, // ITEM_DEED_OCEAN
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SLOT_TRADE_KEY_MAMA, // ITEM_ROOM_KEY
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SLOT_TRADE_KEY_MAMA, // ITEM_LETTER_MAMA
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SLOT_TRADE_COUPLE, // ITEM_LETTER_TO_KAFEI
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SLOT_TRADE_COUPLE, // ITEM_PENDANT_OF_MEMORIES
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SLOT_TRADE_COUPLE, // ITEM_TINGLE_MAP
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SLOT_MASK_DEKU, // ITEM_MASK_DEKU
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SLOT_MASK_GORON, // ITEM_MASK_GORON
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SLOT_MASK_ZORA, // ITEM_MASK_ZORA
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SLOT_MASK_FIERCE_DEITY, // ITEM_MASK_FIERCE_DEITY
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SLOT_MASK_TRUTH, // ITEM_MASK_TRUTH
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SLOT_MASK_KAFEIS_MASK, // ITEM_MASK_KAFEIS_MASK
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SLOT_MASK_ALL_NIGHT, // ITEM_MASK_ALL_NIGHT
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SLOT_MASK_BUNNY, // ITEM_MASK_BUNNY
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SLOT_MASK_KEATON, // ITEM_MASK_KEATON
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SLOT_MASK_GARO, // ITEM_MASK_GARO
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SLOT_MASK_ROMANI, // ITEM_MASK_ROMANI
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SLOT_MASK_CIRCUS_LEADER, // ITEM_MASK_CIRCUS_LEADER
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SLOT_MASK_POSTMAN, // ITEM_MASK_POSTMAN
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SLOT_MASK_COUPLE, // ITEM_MASK_COUPLE
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SLOT_MASK_GREAT_FAIRY, // ITEM_MASK_GREAT_FAIRY
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SLOT_MASK_GIBDO, // ITEM_MASK_GIBDO
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SLOT_MASK_DON_GERO, // ITEM_MASK_DON_GERO
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SLOT_MASK_KAMARO, // ITEM_MASK_KAMARO
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SLOT_MASK_CAPTAIN, // ITEM_MASK_CAPTAIN
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SLOT_MASK_STONE, // ITEM_MASK_STONE
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SLOT_MASK_BREMEN, // ITEM_MASK_BREMEN
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SLOT_MASK_BLAST, // ITEM_MASK_BLAST
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SLOT_MASK_SCENTS, // ITEM_MASK_SCENTS
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SLOT_MASK_GIANT, // ITEM_MASK_GIANT
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SLOT_BOW, // ITEM_BOW_ARROW_FIRE
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SLOT_BOW, // ITEM_BOW_ARROW_ICE
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SLOT_BOW, // ITEM_BOW_ARROW_LIGHT
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};
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s16 gItemPrices[] = {
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0, // ITEM_OCARINA
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0, // ITEM_BOW
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0, // ITEM_ARROW_FIRE
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0, // ITEM_ARROW_ICE
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0, // ITEM_ARROW_LIGHT
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0, // ITEM_OCARINA_FAIRY
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0, // ITEM_BOMB
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0, // ITEM_BOMBCHU
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0, // ITEM_STICK
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0, // ITEM_NUT
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0, // ITEM_MAGIC_BEANS
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0, // ITEM_SLINGSHOT
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0, // ITEM_POWDER_KEG
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0, // ITEM_PICTO_BOX
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0, // ITEM_LENS
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0, // ITEM_HOOKSHOT
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0, // ITEM_SWORD_GREAT_FAIRY
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0, // ITEM_LONGSHOT
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0, // ITEM_BOTTLE
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20, // ITEM_POTION_RED
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20, // ITEM_POTION_GREEN
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20, // ITEM_POTION_BLUE
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20, // ITEM_FAIRY
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0, // ITEM_DEKU_PRINCESS
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20, // ITEM_MILK_BOTTLE
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5, // ITEM_MILK_HALF
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20, // ITEM_FISH
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20, // ITEM_BUG
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50, // ITEM_BLUE_FIRE
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50, // ITEM_POE
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200, // ITEM_BIG_POE
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20, // ITEM_SPRING_WATER
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20, // ITEM_HOT_SPRING_WATER
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20, // ITEM_ZORA_EGG
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200, // ITEM_GOLD_DUST
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5, // ITEM_MUSHROOM
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0, // ITEM_SEAHORSE
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200, // ITEM_CHATEAU
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20, // ITEM_HYLIAN_LOACH
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0, // ITEM_OBABA_DRINK
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0, // ITEM_MOON_TEAR
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0, // ITEM_DEED_LAND
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0, // ITEM_DEED_SWAMP
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0, // ITEM_DEED_MOUNTAIN
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0, // ITEM_DEED_OCEAN
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0, // ITEM_ROOM_KEY
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0, // ITEM_LETTER_MAMA
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0, // ITEM_LETTER_KAFEI
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0, // ITEM_PENDANT_OF_MEMORIES
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0, // ITEM_TINGLE_MAP
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};
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// Used to map scene indexes to their region in Termina
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u16 gScenesPerRegion[11][27] = {
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// Great Bay
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{
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SCENE_30GYOSON,
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SCENE_LABO,
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SCENE_FISHERMAN,
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SCENE_SINKAI,
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SCENE_31MISAKI,
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SCENE_TORIDE,
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SCENE_KAIZOKU,
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SCENE_PIRATE,
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SCENE_35TAKI,
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SCENE_KINDAN2,
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-1,
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},
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// Zora Hall
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{
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SCENE_33ZORACITY,
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SCENE_BANDROOM,
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-1,
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},
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// Romani Ranch
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{
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SCENE_F01,
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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);
|
|
}
|