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#include "Rando/Rando.h"
#include "Rando/ActorBehavior/Souls.h"
#include "Rando/MiscBehavior/MiscBehavior.h"
#include "Rando/MiscBehavior/ClockShuffle.h"
extern "C" {
#include "variables.h"
#include "functions.h"
}
void Rando::GiveItem(RandoItemId randoItemId) {
switch (randoItemId) {
case RI_CLOCK_TOWN_STRAY_FAIRY:
SET_WEEKEVENTREG(WEEKEVENTREG_08_80);
break;
case RI_WOODFALL_STRAY_FAIRY:
gSaveContext.save.saveInfo.inventory.strayFairies[DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE]++;
break;
case RI_SNOWHEAD_STRAY_FAIRY:
gSaveContext.save.saveInfo.inventory.strayFairies[DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE]++;
break;
case RI_GREAT_BAY_STRAY_FAIRY:
gSaveContext.save.saveInfo.inventory.strayFairies[DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE]++;
break;
case RI_STONE_TOWER_STRAY_FAIRY:
gSaveContext.save.saveInfo.inventory.strayFairies[DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE]++;
break;
case RI_GREAT_SPIN_ATTACK:
SET_WEEKEVENTREG(WEEKEVENTREG_RECEIVED_GREAT_SPIN_ATTACK);
break;
case RI_DOUBLE_DEFENSE:
gSaveContext.save.saveInfo.playerData.doubleDefense = true;
gSaveContext.save.saveInfo.inventory.defenseHearts = 20;
break;
case RI_SINGLE_MAGIC:
gSaveContext.save.saveInfo.playerData.isMagicAcquired = true;
gSaveContext.save.saveInfo.playerData.magic = gSaveContext.magicFillTarget = MAGIC_NORMAL_METER;
SET_WEEKEVENTREG(WEEKEVENTREG_12_80);
break;
case RI_DOUBLE_MAGIC:
gSaveContext.save.saveInfo.playerData.isMagicAcquired = true;
gSaveContext.save.saveInfo.playerData.isDoubleMagicAcquired = true;
gSaveContext.save.saveInfo.playerData.magic = gSaveContext.magicFillTarget = MAGIC_DOUBLE_METER;
gSaveContext.save.saveInfo.playerData.magicLevel = 0;
SET_WEEKEVENTREG(WEEKEVENTREG_12_80);
break;
// Don't love this because it doesn't hit GameInteractor_ExecuteOnItemGive()
// but not sure how else to account for collecting outside of dungeon
case RI_WOODFALL_BOSS_KEY:
case RI_WOODFALL_MAP:
case RI_WOODFALL_COMPASS:
SET_DUNGEON_ITEM(Rando::StaticData::Items[randoItemId].itemId - ITEM_KEY_BOSS,
DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE);
break;
case RI_WOODFALL_SMALL_KEY:
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE) < 0) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE] = 1;
} else {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE)++;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE]++;
}
break;
case RI_SNOWHEAD_BOSS_KEY:
case RI_SNOWHEAD_MAP:
case RI_SNOWHEAD_COMPASS:
SET_DUNGEON_ITEM(Rando::StaticData::Items[randoItemId].itemId - ITEM_KEY_BOSS,
DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE);
break;
case RI_SNOWHEAD_SMALL_KEY:
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE) < 0) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE] = 1;
} else {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE)++;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE]++;
}
break;
case RI_GREAT_BAY_BOSS_KEY:
case RI_GREAT_BAY_MAP:
case RI_GREAT_BAY_COMPASS:
SET_DUNGEON_ITEM(Rando::StaticData::Items[randoItemId].itemId - ITEM_KEY_BOSS,
DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE);
break;
case RI_GREAT_BAY_SMALL_KEY:
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE) < 0) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE] = 1;
} else {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE)++;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE]++;
}
break;
case RI_STONE_TOWER_BOSS_KEY:
case RI_STONE_TOWER_MAP:
case RI_STONE_TOWER_COMPASS:
SET_DUNGEON_ITEM(Rando::StaticData::Items[randoItemId].itemId - ITEM_KEY_BOSS,
DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE);
break;
case RI_STONE_TOWER_SMALL_KEY:
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE) < 0) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE] = 1;
} else {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE)++;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE]++;
}
break;
// Grants the max small keys for every dungeon at once (Woodfall 1, Snowhead 3, Great Bay 1, Stone Tower 4)
case RI_SKELETON_KEY:
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE) < 1) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_WOODFALL_TEMPLE] = 1;
}
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE) < 3) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE) = 3;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_SNOWHEAD_TEMPLE] = 3;
}
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE) < 1) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE) = 1;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_GREAT_BAY_TEMPLE] = 1;
}
if (DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE) < 4) {
DUNGEON_KEY_COUNT(DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE) = 4;
gSaveContext.save.shipSaveInfo.rando.foundDungeonKeys[DUNGEON_SCENE_INDEX_STONE_TOWER_TEMPLE] = 4;
}
break;
case RI_TRIFORCE_PIECE:
case RI_TRIFORCE_PIECE_PREVIOUS:
gSaveContext.save.shipSaveInfo.rando.foundTriforcePieces++;
if (gSaveContext.save.shipSaveInfo.rando.foundTriforcePieces ==
RANDO_SAVE_OPTIONS[RO_TRIFORCE_PIECES_REQUIRED]) {
// Blocks the ability to beat the game through killing Majora until all Triforce Pieces are found.
if (!Flags_GetRandoInf(RANDO_INF_OBTAINED_SOUL_OF_BOSS_MAJORA)) {
Rando::GiveItem(RI_SOUL_BOSS_MAJORA);
}
GameInteractor_ExecuteOnGameCompletion();
GameInteractor::Instance->events.emplace_back(
GIEventTransition{ .entrance = ENTRANCE(TERMINA_FIELD, 0),
.cutsceneIndex = 0xFFF7,
.transitionTrigger = TRANS_TRIGGER_START,
.transitionType = TRANS_TYPE_FADE_BLACK });
}
break;
// Technically these should never be used, but leaving them here just in case
case RI_PROGRESSIVE_MAGIC:
case RI_PROGRESSIVE_BOW:
case RI_PROGRESSIVE_BOMB_BAG:
case RI_PROGRESSIVE_LULLABY:
case RI_PROGRESSIVE_SWORD:
case RI_PROGRESSIVE_WALLET:
Rando::GiveItem(Rando::ConvertItem(randoItemId));
break;
case RI_BOMB_BAG_20:
case RI_BOMB_BAG_30:
case RI_BOMB_BAG_40:
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
INV_CONTENT(ITEM_BOMBCHU) = ITEM_BOMBCHU;
AMMO(ITEM_BOMB) = AMMO(ITEM_BOMBCHU) = CUR_CAPACITY(UPG_BOMB_BAG);
break;
case RI_WALLET_ADULT:
case RI_WALLET_GIANT:
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
// Fill Rupees to max, this may be opt-in later
// Use remaining space rather than full capacity to avoid excess in the accumulator.
gSaveContext.rupeeAccumulator = CUR_CAPACITY(UPG_WALLET) - gSaveContext.save.saveInfo.playerData.rupees;
break;
case RI_WALLET_TYCOON:
Inventory_ChangeUpgrade(UPG_WALLET, 3);
gSaveContext.rupeeAccumulator = CUR_CAPACITY(UPG_WALLET) - gSaveContext.save.saveInfo.playerData.rupees;
break;
case RI_GS_TOKEN_SWAMP:
// Set QUEST_QUIVER to match bug mentioned in z_parameter.c
SET_QUEST_ITEM(QUEST_QUIVER);
Inventory_IncrementSkullTokenCount(SCENE_KINSTA1);
break;
case RI_GS_TOKEN_OCEAN:
SET_QUEST_ITEM(QUEST_QUIVER);
Inventory_IncrementSkullTokenCount(SCENE_KINDAN2);
break;
case RI_MOONS_TEAR:
Flags_SetRandoInf(RANDO_INF_OBTAINED_MOONS_TEAR);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_DEED_LAND:
Flags_SetRandoInf(RANDO_INF_OBTAINED_DEED_LAND);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_DEED_SWAMP:
Flags_SetRandoInf(RANDO_INF_OBTAINED_DEED_SWAMP);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_DEED_MOUNTAIN:
Flags_SetRandoInf(RANDO_INF_OBTAINED_DEED_MOUNTAIN);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_DEED_OCEAN:
Flags_SetRandoInf(RANDO_INF_OBTAINED_DEED_OCEAN);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_ROOM_KEY:
Flags_SetRandoInf(RANDO_INF_OBTAINED_ROOM_KEY);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_LETTER_TO_MAMA:
Flags_SetRandoInf(RANDO_INF_OBTAINED_LETTER_TO_MAMA);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_LETTER_TO_KAFEI:
Flags_SetRandoInf(RANDO_INF_OBTAINED_LETTER_TO_KAFEI);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_PENDANT_OF_MEMORIES:
Flags_SetRandoInf(RANDO_INF_OBTAINED_PENDANT_OF_MEMORIES);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_POWDER_KEG:
Flags_SetWeekEventReg(WEEKEVENTREG_HAS_POWDERKEG_PRIVILEGES);
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_SWORD_GILDED:
case RI_SWORD_KOKIRI:
case RI_SWORD_RAZOR:
if (STOLEN_ITEM_1 == ITEM_SWORD_KOKIRI || STOLEN_ITEM_1 == ITEM_SWORD_RAZOR) {
SET_STOLEN_ITEM_1(STOLEN_ITEM_NONE);
}
if (STOLEN_ITEM_2 == ITEM_SWORD_KOKIRI || STOLEN_ITEM_2 == ITEM_SWORD_RAZOR) {
SET_STOLEN_ITEM_2(STOLEN_ITEM_NONE);
}
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_TINGLE_MAP_CLOCK_TOWN:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_CLOCK_TOWN);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_CLOCK_TOWN);
break;
case RI_TINGLE_MAP_WOODFALL:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_WOODFALL);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_WOODFALL);
break;
case RI_TINGLE_MAP_SNOWHEAD:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_SNOWHEAD);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_SNOWHEAD);
break;
case RI_TINGLE_MAP_ROMANI_RANCH:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_ROMANI_RANCH);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_ROMANI_RANCH);
break;
case RI_TINGLE_MAP_GREAT_BAY:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_GREAT_BAY);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_GREAT_BAY);
break;
case RI_TINGLE_MAP_STONE_TOWER:
Inventory_SetWorldMapCloudVisibility(TINGLE_MAP_STONE_TOWER);
SET_WEEKEVENTREG(WEEKEVENTREG_TINGLE_MAP_BOUGHT_STONE_TOWER);
break;
case RI_OWL_CLOCK_TOWN_SOUTH:
Sram_ActivateOwl(OWL_WARP_CLOCK_TOWN);
break;
case RI_OWL_GREAT_BAY_COAST:
Sram_ActivateOwl(OWL_WARP_GREAT_BAY_COAST);
break;
case RI_OWL_IKANA_CANYON:
Sram_ActivateOwl(OWL_WARP_IKANA_CANYON);
break;
case RI_OWL_MILK_ROAD:
Sram_ActivateOwl(OWL_WARP_MILK_ROAD);
break;
case RI_OWL_MOUNTAIN_VILLAGE:
Sram_ActivateOwl(OWL_WARP_MOUNTAIN_VILLAGE);
break;
case RI_OWL_SNOWHEAD:
Sram_ActivateOwl(OWL_WARP_SNOWHEAD);
break;
case RI_OWL_SOUTHERN_SWAMP:
Sram_ActivateOwl(OWL_WARP_SOUTHERN_SWAMP);
break;
case RI_OWL_STONE_TOWER:
Sram_ActivateOwl(OWL_WARP_STONE_TOWER);
break;
case RI_OWL_WOODFALL:
Sram_ActivateOwl(OWL_WARP_WOODFALL);
break;
case RI_OWL_ZORA_CAPE:
Sram_ActivateOwl(OWL_WARP_ZORA_CAPE);
break;
case RI_TIME_DAY_1:
case RI_TIME_NIGHT_1:
case RI_TIME_DAY_2:
case RI_TIME_NIGHT_2:
case RI_TIME_DAY_3:
case RI_TIME_NIGHT_3: {
int index = Rando::ClockItems::GetHalfDayIndexFromClockItem(randoItemId);
if (index != Rando::ClockItems::INVALID) {
Flags_SetRandoInf(static_cast<RandoInf>(RANDO_INF_OBTAINED_CLOCK_DAY_1 + index));
}
break;
}
case RI_TIME_PROGRESSIVE: {
// Convert to actual half-day per mode
RandoItemId concrete = Rando::ConvertItem(RI_TIME_PROGRESSIVE);
if (concrete != RI_JUNK) {
Rando::GiveItem(concrete);
}
break;
}
case RI_HEART_CONTAINER:
case RI_HEART_PIECE:
gSaveContext.healthAccumulator = gSaveContext.save.saveInfo.playerData.healthCapacity + 0x10;
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_BOTTLE_RED_POTION:
// ITEM_LONGSHOT will give a Red Potion bottle on the first available bottle slot
// ITEM_POTION_RED will put a Red Potion bottle on the first bottle slot
Item_Give(gPlayState, ITEM_LONGSHOT);
break;
case RI_SOUL_BOSS_GOHT:
case RI_SOUL_BOSS_GYORG:
case RI_SOUL_BOSS_MAJORA:
case RI_SOUL_BOSS_ODOLWA:
case RI_SOUL_BOSS_TWINMOLD:
case RI_SOUL_ENEMY_ALIEN:
case RI_SOUL_ENEMY_ARMOS:
case RI_SOUL_ENEMY_BAD_BAT:
case RI_SOUL_ENEMY_BEAMOS:
case RI_SOUL_ENEMY_BOE:
case RI_SOUL_ENEMY_BUBBLE:
case RI_SOUL_ENEMY_CAPTAIN_KEETA:
case RI_SOUL_ENEMY_CHUCHU:
case RI_SOUL_ENEMY_DEATH_ARMOS:
case RI_SOUL_ENEMY_DEEP_PYTHON:
case RI_SOUL_ENEMY_DEKU_BABA:
case RI_SOUL_ENEMY_DEXIHAND:
case RI_SOUL_ENEMY_DINOLFOS:
case RI_SOUL_ENEMY_DODONGO:
case RI_SOUL_ENEMY_DRAGONFLY:
case RI_SOUL_ENEMY_EENO:
case RI_SOUL_ENEMY_EYEGORE:
case RI_SOUL_ENEMY_FREEZARD:
case RI_SOUL_ENEMY_GARO:
case RI_SOUL_ENEMY_GEKKO:
case RI_SOUL_ENEMY_GIANT_BEE:
case RI_SOUL_ENEMY_GOMESS:
case RI_SOUL_ENEMY_GUAY:
case RI_SOUL_ENEMY_HIPLOOP:
case RI_SOUL_ENEMY_IGOS_DU_IKANA:
case RI_SOUL_ENEMY_IRON_KNUCKLE:
case RI_SOUL_ENEMY_KEESE:
case RI_SOUL_ENEMY_LEEVER:
case RI_SOUL_ENEMY_LIKE_LIKE:
case RI_SOUL_ENEMY_MAD_SCRUB:
case RI_SOUL_ENEMY_NEJIRON:
case RI_SOUL_ENEMY_OCTOROK:
case RI_SOUL_ENEMY_PEAHAT:
case RI_SOUL_ENEMY_PIRATE:
case RI_SOUL_ENEMY_POE:
case RI_SOUL_ENEMY_REDEAD:
case RI_SOUL_ENEMY_SHELLBLADE:
case RI_SOUL_ENEMY_SKULLFISH:
case RI_SOUL_ENEMY_SKULLTULA:
case RI_SOUL_ENEMY_SNAPPER:
case RI_SOUL_ENEMY_STALCHILD:
case RI_SOUL_ENEMY_TAKKURI:
case RI_SOUL_ENEMY_TEKTITE:
case RI_SOUL_ENEMY_WALLMASTER:
case RI_SOUL_ENEMY_WART:
case RI_SOUL_ENEMY_WIZROBE:
case RI_SOUL_ENEMY_WOLFOS:
Flags_SetRandoInf(SOUL_RI_TO_RANDO_INF(randoItemId));
break;
case RI_FROG_BLUE:
SET_WEEKEVENTREG(WEEKEVENTREG_33_01);
break;
case RI_FROG_CYAN:
SET_WEEKEVENTREG(WEEKEVENTREG_32_40);
break;
case RI_FROG_PINK:
SET_WEEKEVENTREG(WEEKEVENTREG_32_80);
break;
case RI_FROG_WHITE:
SET_WEEKEVENTREG(WEEKEVENTREG_33_02);
break;
case RI_ABILITY_SWIM:
Flags_SetRandoInf(RANDO_INF_OBTAINED_SWIM);
break;
case RI_TRAP:
Rando::MiscBehavior::OfferTrapItem();
break;
case RI_OCARINA_BUTTON_A:
case RI_OCARINA_BUTTON_C_DOWN:
case RI_OCARINA_BUTTON_C_LEFT:
case RI_OCARINA_BUTTON_C_RIGHT:
case RI_OCARINA_BUTTON_C_UP:
Flags_SetRandoInf(RANDO_INF_OBTAINED_OCARINA_BUTTON_A + (randoItemId - RI_OCARINA_BUTTON_A));
break;
case RI_SONG_DOUBLE_TIME:
Flags_SetRandoInf(RANDO_INF_OBTAINED_SONG_DOUBLE_TIME);
break;
case RI_SONG_INVERTED_TIME:
Flags_SetRandoInf(RANDO_INF_OBTAINED_SONG_INVERTED_TIME);
break;
case RI_SONG_SARIA:
gSaveContext.save.shipSaveInfo.rando.sariaHintsAvailable++;
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
case RI_JUNK:
case RI_NONE:
break;
default:
Item_Give(gPlayState, Rando::StaticData::Items[randoItemId].itemId);
break;
}
}
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