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#include "Rando/Rando.h"
#include "2s2h/ShipUtils.h"
#include <cassert>
// Copied from z_player.c, we could instead move this to a header file, idk
typedef struct GetItemEntry {
/* 0x0 */ u8 itemId;
/* 0x1 */ u8 field; // various bit-packed data
/* 0x2 */ s8 gid; // defines the draw id and chest opening animation
/* 0x3 */ u8 textId;
/* 0x4 */ u16 objectId;
} GetItemEntry; // size = 0x6
#define GIFIELD_20 (1 << 5)
#define GIFIELD_40 (1 << 6)
extern "C" {
#include "variables.h"
#include "functions.h"
extern GetItemEntry sGetItemTable[GI_MAX - 1];
}
#define CAN_OWL_WARP(owlId) ((gSaveContext.save.saveInfo.playerData.owlActivationFlags >> owlId) & 1)
// ALRIGHT BUCKLE UP. This file is for converting items to their "obtainable" form. This is used for various reasons,
// and you don't always want to convert items, depending on the context. For example, if you're rendering ammo in a shop
// for an item you don't have yet, you don't want to convert it, because you want to show the player what they're
// missing. But if you're rendering a Mask they already have, you want to convert it, because they can't get it again.
//
// Progressive Items:
// - If an RC was provided, and the player has already obtained the check, the item is converted to a junk item.
// - If the player has obtained the highest level of the item, the item is converted to junk item.
//
// Keys, Fairies and Skulltulas:
// - If the settings deem this item should be persistent (NOT IMPLEMENTED YET), and the player has already obtained the
// check, the item is converted to a junk item.
//
// Ammo:
// - If the player does not have the associated item to use the ammo, the item is converted to a junk item.
//
// Refills:
// - If the player has no empty bottles, the item is converted to a junk item.
//
// Heart Pieces/Containers/One-Time Items:
// - If the player has already obtained the check, the item is converted to a junk item.
//
// Everything Else:
// - We check if the item has an associated GetItemEntry, and if it does, we check if vanilla would allow the player to
// obtain it. If not, we convert it to a junk item.
//
// Junk Items:
// - The list of junk items is defined below. We attempt to roll a random junk item one time, based on the RC provided,
// and if we fail, we return a blue rupee. This will still result in the "lots of blue rupees" problem, but it's better
// than _always_ converting to a blue rupee.
static std::vector<RandoItemId> junkItems = {
// Rupees
RI_RUPEE_GREEN,
RI_RUPEE_BLUE,
RI_RUPEE_RED,
RI_RUPEE_PURPLE,
// Ammo
RI_ARROWS_10,
RI_BOMBCHU_5,
RI_BOMBS_5,
RI_DEKU_NUTS_5,
RI_DEKU_STICKS_5,
RI_MAGIC_JAR_SMALL,
// Refill - Disabling for now, maybe temporarily, maybe permanently
// RI_RED_POTION_REFILL,
// RI_GREEN_POTION_REFILL,
// RI_BLUE_POTION_REFILL,
// RI_MILK_REFILL,
// Misc
RI_RECOVERY_HEART,
RI_NONE,
};
// Pick a random junk item every second
RandoItemId Rando::CurrentJunkItem() {
static RandoItemId lastJunkItem = RI_UNKNOWN;
static u32 lastChosenAt = 0;
if (gPlayState != NULL && ABS(gPlayState->gameplayFrames - lastChosenAt) > 20) {
lastChosenAt = gPlayState->gameplayFrames;
lastJunkItem = RI_UNKNOWN;
}
while (lastJunkItem == RI_UNKNOWN) {
RandoItemId randJunkItem = junkItems[rand() % junkItems.size()];
if (Rando::IsItemObtainable(randJunkItem)) {
lastJunkItem = randJunkItem;
}
}
return lastJunkItem;
}
bool Rando::IsItemObtainable(RandoItemId randoItemId, RandoCheckId randoCheckId) {
bool hasObtainedCheck = false;
if (randoCheckId != RC_UNKNOWN) {
hasObtainedCheck = RANDO_SAVE_CHECKS[randoCheckId].obtained;
}
u8 vanillaCantObtain = false;
if (Rando::StaticData::Items[randoItemId].itemId != ITEM_NONE &&
Rando::StaticData::Items[randoItemId].getItemId != GI_NONE) {
GetItemEntry* giEntry = &sGetItemTable[Rando::StaticData::Items[randoItemId].getItemId - 1];
vanillaCantObtain =
((Item_CheckObtainability(giEntry->itemId) != ITEM_NONE) && (giEntry->field & GIFIELD_20)) ||
((Item_CheckObtainability(giEntry->itemId) == ITEM_NONE) && (giEntry->field & GIFIELD_40));
}
switch (randoItemId) {
case RI_UNKNOWN:
return false;
case RI_PROGRESSIVE_WALLET:
if (hasObtainedCheck) {
return false;
} else if (CUR_UPG_VALUE(UPG_WALLET) >= 2) {
return false;
}
return true;
case RI_WALLET_ADULT:
if (CUR_UPG_VALUE(UPG_WALLET) >= 1) {
return false;
}
break;
case RI_WALLET_GIANT:
if (CUR_UPG_VALUE(UPG_WALLET) >= 2) {
return false;
}
break;
case RI_PROGRESSIVE_SWORD:
if (hasObtainedCheck) {
return false;
} else if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_GILDED ||
(STOLEN_ITEM_1 >= ITEM_SWORD_GILDED) || (STOLEN_ITEM_2 >= ITEM_SWORD_GILDED)) {
return false;
}
return true;
case RI_SWORD_KOKIRI:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_KOKIRI ||
(STOLEN_ITEM_1 >= ITEM_SWORD_KOKIRI) || (STOLEN_ITEM_2 >= ITEM_SWORD_KOKIRI)) {
return false;
}
break;
case RI_SWORD_RAZOR:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_RAZOR ||
(STOLEN_ITEM_1 >= ITEM_SWORD_RAZOR) || (STOLEN_ITEM_2 >= ITEM_SWORD_RAZOR)) {
return false;
}
break;
case RI_SWORD_GILDED:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) >= EQUIP_VALUE_SWORD_GILDED ||
(STOLEN_ITEM_1 >= ITEM_SWORD_GILDED) || (STOLEN_ITEM_2 >= ITEM_SWORD_GILDED)) {
return false;
}
break;
case RI_PROGRESSIVE_BOMB_BAG:
if (hasObtainedCheck) {
return false;
} else if (CUR_UPG_VALUE(UPG_BOMB_BAG) >= 3) {
return false;
}
return true;
case RI_BOMB_BAG_20:
if (CUR_UPG_VALUE(UPG_BOMB_BAG) >= 1) {
return false;
}
break;
case RI_BOMB_BAG_30:
if (CUR_UPG_VALUE(UPG_BOMB_BAG) >= 2) {
return false;
}
break;
case RI_BOMB_BAG_40:
if (CUR_UPG_VALUE(UPG_BOMB_BAG) >= 3) {
return false;
}
break;
case RI_PROGRESSIVE_BOW:
if (hasObtainedCheck) {
return false;
} else if (CUR_UPG_VALUE(UPG_QUIVER) >= 3) {
return false;
}
return true;
case RI_BOW:
if (CUR_UPG_VALUE(UPG_QUIVER) >= 1) {
return false;
}
break;
case RI_QUIVER_40:
if (CUR_UPG_VALUE(UPG_QUIVER) >= 2) {
return false;
}
break;
case RI_QUIVER_50:
if (CUR_UPG_VALUE(UPG_QUIVER) >= 3) {
return false;
}
break;
case RI_PROGRESSIVE_LULLABY:
if (hasObtainedCheck) {
return false;
} else if (CHECK_QUEST_ITEM(QUEST_SONG_LULLABY_INTRO) && CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
return false;
}
return true;
case RI_PROGRESSIVE_MAGIC:
if (hasObtainedCheck) {
return false;
} else if (gSaveContext.save.saveInfo.playerData.isMagicAcquired &&
gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired) {
return false;
}
return true;
case RI_DOUBLE_MAGIC:
return !gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired;
case RI_SINGLE_MAGIC:
return !gSaveContext.save.saveInfo.playerData.isMagicAcquired;
case RI_MAGIC_JAR_SMALL:
case RI_MAGIC_JAR_BIG:
return gSaveContext.save.saveInfo.playerData.isMagicAcquired;
// TODO: These should be based on a persistent setting
case RI_WOODFALL_SMALL_KEY:
case RI_SNOWHEAD_SMALL_KEY:
case RI_GREAT_BAY_SMALL_KEY:
case RI_STONE_TOWER_SMALL_KEY:
case RI_CLOCK_TOWN_STRAY_FAIRY:
case RI_WOODFALL_STRAY_FAIRY:
case RI_SNOWHEAD_STRAY_FAIRY:
case RI_GREAT_BAY_STRAY_FAIRY:
case RI_STONE_TOWER_STRAY_FAIRY:
case RI_GS_TOKEN_SWAMP:
case RI_GS_TOKEN_OCEAN:
case RI_FROG_BLUE:
case RI_FROG_CYAN:
case RI_FROG_PINK:
case RI_FROG_WHITE:
if (hasObtainedCheck) {
return false;
}
return true;
case RI_HEART_PIECE:
case RI_HEART_CONTAINER:
if (hasObtainedCheck) {
return false;
}
break;
case RI_GOLD_DUST_REFILL:
case RI_MILK_REFILL:
case RI_CHATEAU_ROMANI_REFILL:
case RI_FAIRY_REFILL:
case RI_RED_POTION_REFILL:
case RI_BLUE_POTION_REFILL:
case RI_GREEN_POTION_REFILL:
if (!Inventory_HasEmptyBottle()) {
return false;
}
break;
case RI_ARROWS_10:
case RI_ARROWS_30:
case RI_ARROWS_50:
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
return false;
}
break;
case RI_BOMBCHU:
case RI_BOMBCHU_5:
case RI_BOMBCHU_10:
case RI_BOMBS_5:
case RI_BOMBS_10:
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
return false;
}
break;
case RI_SHIELD_HERO:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) != EQUIP_VALUE_SHIELD_NONE) {
return false;
}
break;
case RI_SHIELD_MIRROR:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_MIRROR) {
return false;
}
break;
case RI_BOTTLE_EMPTY:
case RI_BOTTLE_CHATEAU_ROMANI:
case RI_BOTTLE_MILK:
case RI_BOTTLE_GOLD_DUST:
case RI_BOTTLE_RED_POTION:
if (hasObtainedCheck) {
return false;
}
for (s32 slot = SLOT_BOTTLE_1; slot <= SLOT_BOTTLE_6; slot++) {
if (gSaveContext.save.saveInfo.inventory.items[slot] == ITEM_NONE) {
return true;
}
}
return false;
case RI_MOONS_TEAR:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_MOONS_TEAR) && INV_CONTENT(ITEM_MOONS_TEAR) != ITEM_NONE);
case RI_DEED_LAND:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_DEED_LAND) && INV_CONTENT(ITEM_DEED_LAND) != ITEM_NONE);
case RI_DEED_SWAMP:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_DEED_SWAMP) && INV_CONTENT(ITEM_DEED_SWAMP) != ITEM_NONE);
case RI_DEED_MOUNTAIN:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_DEED_MOUNTAIN) &&
INV_CONTENT(ITEM_DEED_MOUNTAIN) != ITEM_NONE);
case RI_DEED_OCEAN:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_DEED_OCEAN) && INV_CONTENT(ITEM_DEED_OCEAN) != ITEM_NONE);
case RI_ROOM_KEY:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_ROOM_KEY) && INV_CONTENT(ITEM_ROOM_KEY) != ITEM_NONE);
case RI_LETTER_TO_MAMA:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_LETTER_TO_MAMA) &&
INV_CONTENT(ITEM_LETTER_MAMA) != ITEM_NONE);
case RI_LETTER_TO_KAFEI:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_LETTER_TO_KAFEI) &&
INV_CONTENT(ITEM_LETTER_TO_KAFEI) != ITEM_NONE);
case RI_PENDANT_OF_MEMORIES:
return !(Flags_GetRandoInf(RANDO_INF_OBTAINED_PENDANT_OF_MEMORIES) &&
INV_CONTENT(ITEM_PENDANT_OF_MEMORIES) != ITEM_NONE);
case RI_DOUBLE_DEFENSE:
return !gSaveContext.save.saveInfo.playerData.doubleDefense;
case RI_GREAT_SPIN_ATTACK:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_GREAT_SPIN_ATTACK);
case RI_WOODFALL_BOSS_KEY:
return !CHECK_DUNGEON_ITEM(DUNGEON_BOSS_KEY, DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE);
case RI_WOODFALL_COMPASS:
return !CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE);
case RI_WOODFALL_MAP:
return !CHECK_DUNGEON_ITEM(DUNGEON_MAP, DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE);
case RI_SNOWHEAD_BOSS_KEY:
return !CHECK_DUNGEON_ITEM(DUNGEON_BOSS_KEY, DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE);
case RI_SNOWHEAD_COMPASS:
return !CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE);
case RI_SNOWHEAD_MAP:
return !CHECK_DUNGEON_ITEM(DUNGEON_MAP, DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE);
case RI_GREAT_BAY_BOSS_KEY:
return !CHECK_DUNGEON_ITEM(DUNGEON_BOSS_KEY, DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE);
case RI_GREAT_BAY_COMPASS:
return !CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE);
case RI_GREAT_BAY_MAP:
return !CHECK_DUNGEON_ITEM(DUNGEON_MAP, DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE);
case RI_STONE_TOWER_BOSS_KEY:
return !CHECK_DUNGEON_ITEM(DUNGEON_BOSS_KEY, DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE);
case RI_STONE_TOWER_COMPASS:
return !CHECK_DUNGEON_ITEM(DUNGEON_COMPASS, DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE);
case RI_STONE_TOWER_MAP:
return !CHECK_DUNGEON_ITEM(DUNGEON_MAP, DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE);
case RI_OWL_CLOCK_TOWN_SOUTH:
return !CAN_OWL_WARP(OWL_WARP_CLOCK_TOWN);
case RI_OWL_GREAT_BAY_COAST:
return !CAN_OWL_WARP(OWL_WARP_GREAT_BAY_COAST);
case RI_OWL_IKANA_CANYON:
return !CAN_OWL_WARP(OWL_WARP_IKANA_CANYON);
case RI_OWL_MILK_ROAD:
return !CAN_OWL_WARP(OWL_WARP_MILK_ROAD);
case RI_OWL_MOUNTAIN_VILLAGE:
return !CAN_OWL_WARP(OWL_WARP_MOUNTAIN_VILLAGE);
case RI_OWL_SNOWHEAD:
return !CAN_OWL_WARP(OWL_WARP_SNOWHEAD);
case RI_OWL_SOUTHERN_SWAMP:
return !CAN_OWL_WARP(OWL_WARP_SOUTHERN_SWAMP);
case RI_OWL_STONE_TOWER:
return !CAN_OWL_WARP(OWL_WARP_STONE_TOWER);
case RI_OWL_WOODFALL:
return !CAN_OWL_WARP(OWL_WARP_WOODFALL);
case RI_OWL_ZORA_CAPE:
return !CAN_OWL_WARP(OWL_WARP_ZORA_CAPE);
// These items are technically fine to receive again because they don't do anything, but we'll convert them to
// ensure it's clear to the player something didn't go wrong.
// Quest Items
case RI_REMAINS_ODOLWA:
return !CHECK_QUEST_ITEM(QUEST_REMAINS_ODOLWA);
case RI_REMAINS_GOHT:
return !CHECK_QUEST_ITEM(QUEST_REMAINS_GOHT);
case RI_REMAINS_GYORG:
return !CHECK_QUEST_ITEM(QUEST_REMAINS_GYORG);
case RI_REMAINS_TWINMOLD:
return !CHECK_QUEST_ITEM(QUEST_REMAINS_TWINMOLD);
case RI_SONG_NOVA:
return !CHECK_QUEST_ITEM(QUEST_SONG_BOSSA_NOVA);
case RI_SONG_ELEGY:
return !CHECK_QUEST_ITEM(QUEST_SONG_ELEGY);
case RI_SONG_EPONA:
return !CHECK_QUEST_ITEM(QUEST_SONG_EPONA);
case RI_SONG_HEALING:
return !CHECK_QUEST_ITEM(QUEST_SONG_HEALING);
case RI_SONG_LULLABY_INTRO:
return !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY_INTRO);
case RI_SONG_LULLABY:
return !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY);
case RI_SONG_OATH:
return !CHECK_QUEST_ITEM(QUEST_SONG_OATH);
case RI_SONG_SARIA:
return !CHECK_QUEST_ITEM(QUEST_SONG_SARIA);
case RI_SONG_SOARING:
return !CHECK_QUEST_ITEM(QUEST_SONG_SOARING);
case RI_SONG_SONATA:
return !CHECK_QUEST_ITEM(QUEST_SONG_SONATA);
case RI_SONG_STORMS:
return !CHECK_QUEST_ITEM(QUEST_SONG_STORMS);
case RI_SONG_SUN:
return !CHECK_QUEST_ITEM(QUEST_SONG_SUN);
case RI_SONG_TIME:
return !CHECK_QUEST_ITEM(QUEST_SONG_TIME);
case RI_TINGLE_MAP_CLOCK_TOWN:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_CLOCK_TOWN);
case RI_TINGLE_MAP_WOODFALL:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_WOODFALL);
case RI_TINGLE_MAP_GREAT_BAY:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_GREAT_BAY);
case RI_TINGLE_MAP_ROMANI_RANCH:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_ROMANI_RANCH);
case RI_TINGLE_MAP_SNOWHEAD:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_SNOWHEAD);
case RI_TINGLE_MAP_STONE_TOWER:
return !CHECK_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_STONE_TOWER);
case RI_SOUL_GOHT:
case RI_SOUL_GYORG:
case RI_SOUL_MAJORA:
case RI_SOUL_ODOLWA:
case RI_SOUL_TWINMOLD:
return !Flags_GetRandoInf(RANDO_INF_OBTAINED_SOUL_OF_GOHT + (randoItemId - RI_SOUL_GOHT));
// These items are technically fine to receive again because they don't do anything, but we'll convert them to
// ensure it's clear to the player something didn't go wrong. We just simply check the inventory state
// Masks
case RI_MASK_ALL_NIGHT:
case RI_MASK_BLAST:
case RI_MASK_BREMEN:
case RI_MASK_BUNNY:
case RI_MASK_CAPTAIN:
case RI_MASK_CIRCUS_LEADER:
case RI_MASK_COUPLE:
case RI_MASK_DEKU:
case RI_MASK_DON_GERO:
case RI_MASK_FIERCE_DEITY:
case RI_MASK_GARO:
case RI_MASK_GIANT:
case RI_MASK_GIBDO:
case RI_MASK_GORON:
case RI_MASK_GREAT_FAIRY:
case RI_MASK_KAFEIS_MASK:
case RI_MASK_KAMARO:
case RI_MASK_KEATON:
case RI_MASK_POSTMAN:
case RI_MASK_ROMANI:
case RI_MASK_SCENTS:
case RI_MASK_STONE:
case RI_MASK_TRUTH:
case RI_MASK_ZORA: {
ItemId itemId = StaticData::Items[randoItemId].itemId;
return INV_CONTENT(itemId) != itemId;
}
default:
break;
}
if (vanillaCantObtain) {
return false;
}
return true;
}
RandoItemId Rando::ConvertItem(RandoItemId randoItemId, RandoCheckId randoCheckId) {
if (IsItemObtainable(randoItemId, randoCheckId)) {
switch (randoItemId) {
case RI_PROGRESSIVE_BOMB_BAG:
if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 0) {
return RI_BOMB_BAG_20;
} else if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 1) {
return RI_BOMB_BAG_30;
} else if (CUR_UPG_VALUE(UPG_BOMB_BAG) == 2) {
return RI_BOMB_BAG_40;
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
case RI_PROGRESSIVE_BOW:
if (CUR_UPG_VALUE(UPG_QUIVER) == 0) {
return RI_BOW;
} else if (CUR_UPG_VALUE(UPG_QUIVER) == 1) {
return RI_QUIVER_40;
} else if (CUR_UPG_VALUE(UPG_QUIVER) == 2) {
return RI_QUIVER_50;
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
case RI_PROGRESSIVE_LULLABY:
if (!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY_INTRO)) {
return RI_SONG_LULLABY_INTRO;
} else {
if (!CHECK_QUEST_ITEM(QUEST_SONG_LULLABY)) {
return RI_SONG_LULLABY;
}
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
case RI_PROGRESSIVE_MAGIC:
if (!gSaveContext.save.saveInfo.playerData.isMagicAcquired) {
return RI_SINGLE_MAGIC;
} else if (!gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired) {
return RI_DOUBLE_MAGIC;
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
case RI_PROGRESSIVE_WALLET:
if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
return RI_WALLET_ADULT;
} else if (CUR_UPG_VALUE(UPG_WALLET) == 1) {
return RI_WALLET_GIANT;
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
case RI_PROGRESSIVE_SWORD:
if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_NONE &&
(STOLEN_ITEM_1 < ITEM_SWORD_KOKIRI) && (STOLEN_ITEM_2 < ITEM_SWORD_KOKIRI)) {
return RI_SWORD_KOKIRI;
} else if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_KOKIRI ||
(STOLEN_ITEM_1 == ITEM_SWORD_KOKIRI) || (STOLEN_ITEM_2 == ITEM_SWORD_KOKIRI)) {
return RI_SWORD_RAZOR;
} else if (GET_CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_RAZOR ||
(STOLEN_ITEM_1 == ITEM_SWORD_RAZOR) || (STOLEN_ITEM_2 == ITEM_SWORD_RAZOR)) {
return RI_SWORD_GILDED;
}
// Shouldn't happen, just in case
assert(false);
return RI_JUNK;
default:
break;
}
return randoItemId;
} else {
switch (randoItemId) {
case RI_BOTTLE_GOLD_DUST:
if (Inventory_HasEmptyBottle()) {
return RI_GOLD_DUST_REFILL;
}
break;
case RI_BOTTLE_MILK:
if (Inventory_HasEmptyBottle()) {
return RI_MILK_REFILL;
}
break;
case RI_BOTTLE_CHATEAU_ROMANI:
if (Inventory_HasEmptyBottle()) {
return RI_CHATEAU_ROMANI_REFILL;
}
break;
case RI_BOTTLE_RED_POTION:
if (Inventory_HasEmptyBottle()) {
return RI_RED_POTION_REFILL;
}
default:
break;
}
return RI_JUNK;
}
}
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