#include "global.h" // Bit Flag array in which gBitFlags[n] is literally (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), }; u16 gEquipMasks[] = { 0x000F, 0x00F0, 0x0F00, 0xF000 }; u16 gEquipNegMasks[] = { 0xFFF0, 0xFF0F, 0xF0FF, 0x0FFF }; u32 gUpgradeMasks[] = { 0x00000007, 0x00000038, 0x000001C0, 0x00000E00, 0x00003000, 0x0001C000, 0x000E0000, 0x00700000, }; u32 gUpgradeNegMasks[] = { 0xFFFFFFF8, 0xFFFFFFC7, 0xFFFFFE3F, 0xFFFFF1FF, 0xFFFFCFFF, 0xFFFE3FFF, 0xFFF1FFFF, 0xFF8FFFFF, }; u8 gEquipShifts[] = { 0, 4, 8, 12 }; u8 gUpgradeShifts[] = { 0, 3, 6, 9, 12, 14, 17, 20, 0, 0, 0, 30, 0, 40, 0, 50 }; u16 gUpgradeCapacities[][4] = { { 0, 20, 30, 40 }, // Bomb Bags { 0, 0, 0, 0 }, // Unused (Scale) { 0, 0, 0, 0 }, // Unused (Strength) { 99, 200, 500, 500 }, // Wallets { 0, 30, 40, 50 }, // Quivers { 0, 10, 20, 30 }, // Unused (Deku Stick) { 0, 20, 30, 40 }, // Unused (Deku Nut) }; u32 gGsFlagsMask[] = { 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 }; u32 gGsFlagsShift[] = { 0, 8, 16, 24 }; // TODO: use symbols for these icon textures once textures are properly in C void* gItemIcons[] = { 0x08000000, 0x08001000, 0x08002000, 0x08003000, 0x08004000, 0x08005000, 0x08006000, 0x08007000, 0x08008000, 0x08009000, 0x0800A000, 0x0800B000, 0x0800C000, 0x0800D000, 0x0800E000, 0x0800F000, 0x08010000, 0x08011000, 0x08012000, 0x08013000, 0x08014000, 0x08015000, 0x08016000, 0x08017000, 0x08018000, 0x08019000, 0x0801A000, 0x0801B000, 0x0801C000, 0x0801D000, 0x0801E000, 0x0801F000, 0x08020000, 0x08021000, 0x08022000, 0x08023000, 0x08024000, 0x08025000, 0x08026000, 0x08027000, 0x08028000, 0x08029000, 0x0802A000, 0x0802B000, 0x0802C000, 0x0802D000, 0x0802E000, 0x0802F000, 0x08030000, 0x08031000, 0x08032000, 0x08033000, 0x08034000, 0x08035000, 0x08036000, 0x08037000, 0x08038000, 0x08039000, 0x0803A000, 0x0803B000, 0x0803C000, 0x0803D000, 0x0803E000, 0x0803F000, 0x08040000, 0x08041000, 0x08042000, 0x08043000, 0x08044000, 0x08045000, 0x08046000, 0x08047000, 0x08048000, 0x08049000, 0x0804A000, 0x0804B000, 0x0804C000, 0x0804D000, 0x0804E000, 0x0804F000, 0x08050000, 0x08051000, 0x08052000, 0x08053000, 0x08054000, 0x08055000, 0x08056000, 0x08057000, 0x08058000, 0x08059000, 0x0805A000, 0x0805B000, 0x0805C000, 0x0805D000, 0x0805E000, 0x0805F000, 0x08060000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08062000, 0x08061000, 0x09000000, 0x09000900, 0x09001200, 0x08062000, 0x08062000, 0x08062000, 0x09003600, 0x09004800, 0x09003F00, 0x09005100, 0x09005A00, 0x09006300, 0x09006C00, 0x08062180, 0x08062A80, 0x08063380, 0x020028A0, 0x020025A0, 0x020027A0, 0x020026A0, 0x020024A0, }; // Used to map item IDs to inventory slots u8 gItemSlots[] = { 0x00, 0x01, 0x02, 0x03, 0x04, 0x05, 0x06, 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D, 0x0E, 0x0F, 0x10, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x12, 0x05, 0x05, 0x05, 0x05, 0x05, 0x0B, 0x0B, 0x11, 0x11, 0x11, 0x1D, 0x23, 0x29, 0x2F, 0x28, 0x26, 0x19, 0x20, 0x1E, 0x2C, 0x24, 0x25, 0x18, 0x27, 0x1C, 0x2B, 0x21, 0x2A, 0x2D, 0x1B, 0x1F, 0x1A, 0x22, 0x2E, 0x01, 0x01, 0x01, 0x00, 0x00, 0x00, }; s16 gItemPrices[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 20, 20, 20, 0, 20, 5, 20, 20, 50, 50, 200, 20, 20, 20, 200, 5, 0, 200, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, }; // 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 func_8012EC80(GlobalContext* globalCtx) { if (gSaveContext.buttonStatus[0] == BTN_DISABLED) { return 0xFF; } else if (gSaveContext.unk_1015 == 0xFF) { return 0xFF; } else if (gSaveContext.equips.buttonItems[((gSaveContext.playerForm == 4) ? 0 : gSaveContext.playerForm)][0] == 0xFF) { if (globalCtx->interfaceCtx.unk_21C != 0) { if (globalCtx->interfaceCtx.unk_21E != 0) { return globalCtx->interfaceCtx.unk_21E; } } return 0xFF; } else { return gSaveContext.equips.buttonItems[((gSaveContext.playerForm == 4) ? 0 : gSaveContext.playerForm)][0]; } } void func_8012ED34(s16 equipment); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED34.s") u8 func_8012ED78(GlobalContext* globalCtx, s16 equipment); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012ED78.s") void func_8012EDE8(s16 arg0, u32 arg1); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012EDE8.s") s32 func_8012EE34(s16 arg0) { s16 num = 0; if (arg0 >= 0x20) { if (arg0 < 0x40) { num = 1; } else if (arg0 < 0x60) { num = 2; } else if (arg0 < 0x80) { num = 3; } else if (arg0 < 0xA0) { num = 4; } else if (arg0 < 0xC0) { num = 5; } else if (arg0 < 0xE0) { num = 6; } } if (gSaveContext.roomInf[125][num] & gBitFlags[arg0 - (num << 5)]) { return 1; } return 0; } static u16 D_801C2380[6][12] = { { SCENE_00KEIKOKU, SCENE_BOTI, SCENE_13HUBUKINOMITI, SCENE_24KEMONOMITI, SCENE_IKANAMAE, SCENE_TOWN, SCENE_ICHIBA, SCENE_BACKTOWN, SCENE_CLOCKTOWER, SCENE_ALLEY, -1 }, { SCENE_20SICHITAI, SCENE_20SICHITAI2, SCENE_21MITURINMAE, SCENE_22DEKUCITY, SCENE_DEKU_KING, SCENE_KINSTA1, -1 }, { SCENE_10YUKIYAMANOMURA, SCENE_10YUKIYAMANOMURA2, SCENE_11GORONNOSATO, SCENE_11GORONNOSATO2, SCENE_16GORON_HOUSE, SCENE_12HAKUGINMAE, SCENE_14YUKIDAMANOMITI, SCENE_GORONRACE, SCENE_17SETUGEN, SCENE_17SETUGEN2, -1 }, { SCENE_F01, SCENE_ROMANYMAE, SCENE_OMOYA, SCENE_F01C, SCENE_F01_B, SCENE_KOEPONARACE, -1 }, { SCENE_30GYOSON, SCENE_SINKAI, SCENE_31MISAKI, SCENE_TORIDE, SCENE_KAIZOKU, SCENE_33ZORACITY, SCENE_35TAKI, -1 }, { SCENE_F40, SCENE_F41, SCENE_CASTLE, SCENE_IKANA, SCENE_REDEAD, -1 }, }; void func_8012EF0C(s16 arg0) { s16 phi_v0 = 0; s16 phi_v1 = 0; u16(*new_var)[] = &D_801C2380[arg0]; if ((arg0 >= 0) && (arg0 < 6)) { while (true) { if ((*new_var)[phi_v0] == 0xFFFF) { break; } if (((s16)(*new_var)[phi_v0]) < 0x20) { phi_v1 = 0; } else if (((s16)(*new_var)[phi_v0]) < 0x40) { phi_v1 = 1; } else if (((s16)(*new_var)[phi_v0]) < 0x60) { phi_v1 = 2; } else if (((s16)(*new_var)[phi_v0]) < 0x80) { phi_v1 = 3; } else if (((s16)(*new_var)[phi_v0]) < 0xA0) { phi_v1 = 4; } else if (((s16)(*new_var)[phi_v0]) < 0xC0) { phi_v1 = 5; } else if (((s16)(*new_var)[phi_v0]) < 0xE0) { phi_v1 = 6; } // Required to match gSaveContext.roomInf[125][phi_v1] = gSaveContext.roomInf[125][phi_v1] | gBitFlags[(s16)(*new_var)[phi_v0] - (phi_v1 << 5)]; phi_v0++; } if ((*new_var) == D_801C2380[0]) { gSaveContext.unk_F60 |= 3; } else if ((*new_var) == D_801C2380[1]) { gSaveContext.unk_F60 |= 0x1C; } else if ((*new_var) == D_801C2380[2]) { gSaveContext.unk_F60 |= 0xE0; } else if ((*new_var) == D_801C2380[3]) { gSaveContext.unk_F60 |= 0x100; } else if ((*new_var) == D_801C2380[4]) { gSaveContext.unk_F60 |= 0x1E00; } else if ((*new_var) == D_801C2380[5]) { gSaveContext.unk_F60 |= 0x6000; } } XREG(95) = 0; } void func_8012F0EC(s16 arg0); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F0EC.s") #ifdef NON_MATCHING // regalloc void func_8012F1BC(s16 sceneIndex) { if (sceneIndex == SCENE_KINSTA1) { gSaveContext.roomInf[126][0] = ((((gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10) + 1) << 0x10) | (gSaveContext.roomInf[126][0] & 0xFFFF); } else { gSaveContext.roomInf[126][0] = ((gSaveContext.roomInf[126][0] + 1) & 0xFFFF) | (gSaveContext.roomInf[126][0] & 0xFFFF0000); } } #else void func_8012F1BC(s16 arg0); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F1BC.s") #endif s16 func_8012F22C(s16 sceneIndex) { if (sceneIndex == SCENE_KINSTA1) { return (gSaveContext.roomInf[126][0] & 0xFFFF0000) >> 0x10; } else { return gSaveContext.roomInf[126][0] & 0xFFFF; } } void func_8012F278(GlobalContext* globalCtx); #pragma GLOBAL_ASM("asm/non_matchings/code/code_8012EC80/func_8012F278.s")