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#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")
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