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path: root/src/code/code_8012EC80.c
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#include "global.h"
#include "interface/parameter_static/parameter_static.h"

// Bit Flag array in which gBitFlags[n] is (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),
};

// four-bit masks
u16 gEquipMasks[] = {
    0xF << 0,  // Sword
    0xF << 4,  // Shield
    0xF << 8,  // Unused (Tunic)
    0xF << 12, // Unused (Boots)
};

// four-bit masks
u16 gEquipNegMasks[] = {
    ~(0xF << 0),        // Sword
    ~(0xF << 4),        // Shield
    ~(0xF << 8),        // Unused (Tunic)
    (u16) ~(0xF << 12), // Unused (Boots)
};

// 3 = two bit masks
// 7 = three bit masks
u32 gUpgradeMasks[] = {
    7 << 0,  // Quivers
    7 << 3,  // Bomb Bags
    7 << 6,  // Unused (Strength)
    7 << 9,  // Unused (Scale)
    3 << 12, // Wallets
    7 << 14, // Unused (Deku Seed Bullet Bags)
    7 << 17, // Unused (Deku Stick)
    7 << 20, // Unused (Deku Nut)
};

// 3 = two-bit masks
// 7 = three-bit masks
u32 gUpgradeNegMasks[] = {
    ~(7 << 0),  // Quivers
    ~(7 << 3),  // Bomb Bags
    ~(7 << 6),  // Unused (Strength)
    ~(7 << 9),  // Unused (Scale)
    ~(3 << 12), // Wallets
    ~(7 << 14), // Unused (Deku Seed Bullet Bags)
    ~(7 << 17), // Unused (Deku Stick)
    ~(7 << 20), // Unused (Deku Nut)
};

u8 gEquipShifts[] = {
    0,  // Sword
    4,  // Shield
    8,  // Unused (Tunic)
    12, // Unused (Boots)
};

u8 gUpgradeShifts[] = {
    0,  // Quivers
    3,  // Bomb Bags
    6,  // Unused (Strength)
    9,  // Unused (Scale)
    12, // Wallets
    14, // Unused (Deku Seed Bullet Bags)
    17, // Unused (Deku Stick)
    20, // Unused (Deku Nut)
};

u16 gUpgradeCapacities[][4] = {
    { 0, 30, 40, 50 },     // Quivers
    { 0, 20, 30, 40 },     // Bomb Bags
    { 0, 0, 0, 0 },        // Unused (Strength)
    { 0, 0, 0, 0 },        // Unused (Scale)
    { 99, 200, 500, 500 }, // Wallets
    { 0, 30, 40, 50 },     // Unused (Deku Seed Bullet Bags)
    { 0, 10, 20, 30 },     // Unused (Deku Stick)
    { 0, 20, 30, 40 },     // Unused (Deku Nut)
};

// eight-bit masks
u32 gGsFlagsMask[] = {
    0xFF << 0,
    0xFF << 8,
    0xFF << 16,
    0xFF << 24,
};

u32 gGsFlagsShift[] = {
    0,
    8,
    16,
    24,
};

// TODO: use symbols for these icon textures once textures are properly in C
TexturePtr gItemIcons[] = {
    0x08000000,        // ITEM_OCARINA
    0x08001000,        // ITEM_BOW
    0x08002000,        // ITEM_ARROW_FIRE
    0x08003000,        // ITEM_ARROW_ICE
    0x08004000,        // ITEM_ARROW_LIGHT
    0x08005000,        // ITEM_OCARINA_FAIRY
    0x08006000,        // ITEM_BOMB
    0x08007000,        // ITEM_BOMBCHU
    0x08008000,        // ITEM_STICK
    0x08009000,        // ITEM_NUT
    0x0800A000,        // ITEM_MAGIC_BEANS
    0x0800B000,        // ITEM_SLINGSHOT
    0x0800C000,        // ITEM_POWDER_KEG
    0x0800D000,        // ITEM_PICTO_BOX
    0x0800E000,        // ITEM_LENS
    0x0800F000,        // ITEM_HOOKSHOT
    0x08010000,        // ITEM_SWORD_GREAT_FAIRY
    0x08011000,        // ITEM_LONGSHOT
    0x08012000,        // ITEM_BOTTLE
    0x08013000,        // ITEM_POTION_RED
    0x08014000,        // ITEM_POTION_GREEN
    0x08015000,        // ITEM_POTION_BLUE
    0x08016000,        // ITEM_FAIRY
    0x08017000,        // ITEM_DEKU_PRINCESS
    0x08018000,        // ITEM_MILK_BOTTLE
    0x08019000,        // ITEM_MILK_HALF
    0x0801A000,        // ITEM_FISH
    0x0801B000,        // ITEM_BUG
    0x0801C000,        // ITEM_BLUE_FIRE
    0x0801D000,        // ITEM_POE
    0x0801E000,        // ITEM_BIG_POE
    0x0801F000,        // ITEM_SPRING_WATER
    0x08020000,        // ITEM_HOT_SPRING_WATER
    0x08021000,        // ITEM_ZORA_EGG
    0x08022000,        // ITEM_GOLD_DUST
    0x08023000,        // ITEM_MUSHROOM
    0x08024000,        // ITEM_SEAHORSE
    0x08025000,        // ITEM_CHATEAU
    0x08026000,        // ITEM_HYLIAN_LOACH
    0x08027000,        // ITEM_OBABA_DRINK
    0x08028000,        // ITEM_MOON_TEAR
    0x08029000,        // ITEM_DEED_LAND
    0x0802A000,        // ITEM_DEED_SWAMP
    0x0802B000,        // ITEM_DEED_MOUNTAIN
    0x0802C000,        // ITEM_DEED_OCEAN
    0x0802D000,        // ITEM_ROOM_KEY
    0x0802E000,        // ITEM_LETTER_MAMA
    0x0802F000,        // ITEM_LETTER_TO_KAFEI
    0x08030000,        // ITEM_PENDANT_OF_MEMORIES
    0x08031000,        // ITEM_TINGLE_MAP
    0x08032000,        // ITEM_MASK_DEKU
    0x08033000,        // ITEM_MASK_GORON
    0x08034000,        // ITEM_MASK_ZORA
    0x08035000,        // ITEM_MASK_FIERCE_DEITY
    0x08036000,        // ITEM_MASK_TRUTH
    0x08037000,        // ITEM_MASK_KAFEIS_MASK
    0x08038000,        // ITEM_MASK_ALL_NIGHT
    0x08039000,        // ITEM_MASK_BUNNY
    0x0803A000,        // ITEM_MASK_KEATON
    0x0803B000,        // ITEM_MASK_GARO
    0x0803C000,        // ITEM_MASK_ROMANI
    0x0803D000,        // ITEM_MASK_CIRCUS_LEADER
    0x0803E000,        // ITEM_MASK_POSTMAN
    0x0803F000,        // ITEM_MASK_COUPLE
    0x08040000,        // ITEM_MASK_GREAT_FAIRY
    0x08041000,        // ITEM_MASK_GIBDO
    0x08042000,        // ITEM_MASK_DON_GERO
    0x08043000,        // ITEM_MASK_KAMARO
    0x08044000,        // ITEM_MASK_CAPTAIN
    0x08045000,        // ITEM_MASK_STONE
    0x08046000,        // ITEM_MASK_BREMEN
    0x08047000,        // ITEM_MASK_BLAST
    0x08048000,        // ITEM_MASK_SCENTS
    0x08049000,        // ITEM_MASK_GIANT
    0x0804A000,        // ITEM_BOW_ARROW_FIRE
    0x0804B000,        // ITEM_BOW_ARROW_ICE
    0x0804C000,        // ITEM_BOW_ARROW_LIGHT
    0x0804D000,        // ITEM_SWORD_KOKIRI
    0x0804E000,        // ITEM_SWORD_RAZOR
    0x0804F000,        // ITEM_SWORD_GILDED
    0x08050000,        // ITEM_SWORD_DEITY
    0x08051000,        // ITEM_SHIELD_HERO
    0x08052000,        // ITEM_SHIELD_MIRROR
    0x08053000,        // ITEM_QUIVER_30
    0x08054000,        // ITEM_QUIVER_40
    0x08055000,        // ITEM_QUIVER_50
    0x08056000,        // ITEM_BOMB_BAG_20
    0x08057000,        // ITEM_BOMB_BAG_30
    0x08058000,        // ITEM_BOMB_BAG_40
    0x08059000,        // ITEM_WALLET_DEFAULT
    0x0805A000,        // ITEM_WALLET_ADULT
    0x0805B000,        // ITEM_WALLET_GIANT
    0x0805C000,        // ITEM_FISHING_ROD
    0x0805D000,        // ITEM_REMAINS_ODOLWA
    0x0805E000,        // ITEM_REMAINS_GOHT
    0x0805F000,        // ITEM_REMAINS_GYORG
    0x08060000,        // ITEM_REMAINS_TWINMOLD
    0x08062000,        // ITEM_SONG_SONATA
    0x08062000,        // ITEM_SONG_LULLABY
    0x08062000,        // ITEM_SONG_NOVA
    0x08062000,        // ITEM_SONG_ELEGY
    0x08062000,        // ITEM_SONG_OATH
    0x08062000,        // ITEM_SONG_SARIA
    0x08062000,        // ITEM_SONG_TIME
    0x08062000,        // ITEM_SONG_HEALING
    0x08062000,        // ITEM_SONG_EPONA
    0x08062000,        // ITEM_SONG_SOARING
    0x08062000,        // ITEM_SONG_STORMS
    0x08062000,        // ITEM_SONG_SUN
    0x08061000,        // ITEM_BOMBERS_NOTEBOOK
    0x09000000,        // ITEM_SKULL_TOKEN
    0x09000900,        // ITEM_HEART_CONTAINER
    0x09001200,        // ITEM_HEART_PIECE
    0x08062000,        //
    0x08062000,        //
    0x08062000,        // ITEM_SONG_LULLABY_INTRO
    0x09003600,        // ITEM_KEY_BOSS
    0x09004800,        // ITEM_COMPASS
    0x09003F00,        // ITEM_DUNGEON_MAP
    0x09005100,        // ITEM_STRAY_FAIRIES
    0x09005A00,        // ITEM_KEY_SMALL
    0x09006300,        // ITEM_MAGIC_SMALL
    0x09006C00,        // ITEM_MAGIC_LARGE
    0x08062180,        // ITEM_HEART_PIECE_2
    0x08062A80,        // ITEM_INVALID_1
    0x08063380,        // ITEM_INVALID_2
    gOcarinaCUpTex,    // ITEM_INVALID_3
    gOcarinaCDownTex,  // ITEM_INVALID_4
    gOcarinaCLeftTex,  // ITEM_INVALID_5
    gOcarinaCRightTex, // ITEM_INVALID_6
    gOcarinaATex,      // ITEM_INVALID_7
};

// Used to map item IDs to inventory slots
u8 gItemSlots[] = {
    SLOT_OCARINA,            // ITEM_OCARINA
    SLOT_BOW,                // ITEM_BOW
    SLOT_ARROW_FIRE,         // ITEM_ARROW_FIRE
    SLOT_ARROW_ICE,          // ITEM_ARROW_ICE
    SLOT_ARROW_LIGHT,        // ITEM_ARROW_LIGHT
    SLOT_TRADE_DEED,         // ITEM_OCARINA_FAIRY
    SLOT_BOMB,               // ITEM_BOMB
    SLOT_BOMBCHU,            // ITEM_BOMBCHU
    SLOT_STICK,              // ITEM_STICK
    SLOT_NUT,                // ITEM_NUT
    SLOT_MAGIC_BEANS,        // ITEM_MAGIC_BEANS
    SLOT_TRADE_KEY_MAMA,     // ITEM_SLINGSHOT
    SLOT_POWDER_KEG,         // ITEM_POWDER_KEG
    SLOT_PICTO_BOX,          // ITEM_PICTO_BOX
    SLOT_LENS,               // ITEM_LENS
    SLOT_HOOKSHOT,           // ITEM_HOOKSHOT
    SLOT_SWORD_GREAT_FAIRY,  // ITEM_SWORD_GREAT_FAIRY
    SLOT_BOTTLE_1,           // ITEM_LONGSHOT
    SLOT_BOTTLE_1,           // ITEM_BOTTLE
    SLOT_BOTTLE_1,           // ITEM_POTION_RED
    SLOT_BOTTLE_1,           // ITEM_POTION_GREEN
    SLOT_BOTTLE_1,           // ITEM_POTION_BLUE
    SLOT_BOTTLE_1,           // ITEM_FAIRY
    SLOT_BOTTLE_1,           // ITEM_DEKU_PRINCESS
    SLOT_BOTTLE_1,           // ITEM_MILK_BOTTLE
    SLOT_BOTTLE_1,           // ITEM_MILK_HALF
    SLOT_BOTTLE_1,           // ITEM_FISH
    SLOT_BOTTLE_1,           // ITEM_BUG
    SLOT_BOTTLE_1,           // ITEM_BLUE_FIRE
    SLOT_BOTTLE_1,           // ITEM_POE
    SLOT_BOTTLE_1,           // ITEM_BIG_POE
    SLOT_BOTTLE_1,           // ITEM_SPRING_WATER
    SLOT_BOTTLE_1,           // ITEM_HOT_SPRING_WATER
    SLOT_BOTTLE_1,           // ITEM_ZORA_EGG
    SLOT_BOTTLE_1,           // ITEM_GOLD_DUST
    SLOT_BOTTLE_1,           // ITEM_MUSHROOM
    SLOT_BOTTLE_1,           // ITEM_SEAHORSE
    SLOT_BOTTLE_1,           // ITEM_CHATEAU
    SLOT_BOTTLE_1,           // ITEM_HYLIAN_LOACH
    SLOT_BOTTLE_1,           // ITEM_OBABA_DRINK
    SLOT_TRADE_DEED,         // ITEM_MOON_TEAR
    SLOT_TRADE_DEED,         // ITEM_DEED_LAND
    SLOT_TRADE_DEED,         // ITEM_DEED_SWAMP
    SLOT_TRADE_DEED,         // ITEM_DEED_MOUNTAIN
    SLOT_TRADE_DEED,         // ITEM_DEED_OCEAN
    SLOT_TRADE_KEY_MAMA,     // ITEM_ROOM_KEY
    SLOT_TRADE_KEY_MAMA,     // ITEM_LETTER_MAMA
    SLOT_TRADE_COUPLE,       // ITEM_LETTER_TO_KAFEI
    SLOT_TRADE_COUPLE,       // ITEM_PENDANT_OF_MEMORIES
    SLOT_TRADE_COUPLE,       // ITEM_TINGLE_MAP
    SLOT_MASK_DEKU,          // ITEM_MASK_DEKU
    SLOT_MASK_GORON,         // ITEM_MASK_GORON
    SLOT_MASK_ZORA,          // ITEM_MASK_ZORA
    SLOT_MASK_FIERCE_DEITY,  // ITEM_MASK_FIERCE_DEITY
    SLOT_MASK_TRUTH,         // ITEM_MASK_TRUTH
    SLOT_MASK_KAFEIS_MASK,   // ITEM_MASK_KAFEIS_MASK
    SLOT_MASK_ALL_NIGHT,     // ITEM_MASK_ALL_NIGHT
    SLOT_MASK_BUNNY,         // ITEM_MASK_BUNNY
    SLOT_MASK_KEATON,        // ITEM_MASK_KEATON
    SLOT_MASK_GARO,          // ITEM_MASK_GARO
    SLOT_MASK_ROMANI,        // ITEM_MASK_ROMANI
    SLOT_MASK_CIRCUS_LEADER, // ITEM_MASK_CIRCUS_LEADER
    SLOT_MASK_POSTMAN,       // ITEM_MASK_POSTMAN
    SLOT_MASK_COUPLE,        // ITEM_MASK_COUPLE
    SLOT_MASK_GREAT_FAIRY,   // ITEM_MASK_GREAT_FAIRY
    SLOT_MASK_GIBDO,         // ITEM_MASK_GIBDO
    SLOT_MASK_DON_GERO,      // ITEM_MASK_DON_GERO
    SLOT_MASK_KAMARO,        // ITEM_MASK_KAMARO
    SLOT_MASK_CAPTAIN,       // ITEM_MASK_CAPTAIN
    SLOT_MASK_STONE,         // ITEM_MASK_STONE
    SLOT_MASK_BREMEN,        // ITEM_MASK_BREMEN
    SLOT_MASK_BLAST,         // ITEM_MASK_BLAST
    SLOT_MASK_SCENTS,        // ITEM_MASK_SCENTS
    SLOT_MASK_GIANT,         // ITEM_MASK_GIANT
    SLOT_BOW,                // ITEM_BOW_ARROW_FIRE
    SLOT_BOW,                // ITEM_BOW_ARROW_ICE
    SLOT_BOW,                // ITEM_BOW_ARROW_LIGHT
};

s16 gItemPrices[] = {
    0,   // ITEM_OCARINA
    0,   // ITEM_BOW
    0,   // ITEM_ARROW_FIRE
    0,   // ITEM_ARROW_ICE
    0,   // ITEM_ARROW_LIGHT
    0,   // ITEM_OCARINA_FAIRY
    0,   // ITEM_BOMB
    0,   // ITEM_BOMBCHU
    0,   // ITEM_STICK
    0,   // ITEM_NUT
    0,   // ITEM_MAGIC_BEANS
    0,   // ITEM_SLINGSHOT
    0,   // ITEM_POWDER_KEG
    0,   // ITEM_PICTO_BOX
    0,   // ITEM_LENS
    0,   // ITEM_HOOKSHOT
    0,   // ITEM_SWORD_GREAT_FAIRY
    0,   // ITEM_LONGSHOT
    0,   // ITEM_BOTTLE
    20,  // ITEM_POTION_RED
    20,  // ITEM_POTION_GREEN
    20,  // ITEM_POTION_BLUE
    20,  // ITEM_FAIRY
    0,   // ITEM_DEKU_PRINCESS
    20,  // ITEM_MILK_BOTTLE
    5,   // ITEM_MILK_HALF
    20,  // ITEM_FISH
    20,  // ITEM_BUG
    50,  // ITEM_BLUE_FIRE
    50,  // ITEM_POE
    200, // ITEM_BIG_POE
    20,  // ITEM_SPRING_WATER
    20,  // ITEM_HOT_SPRING_WATER
    20,  // ITEM_ZORA_EGG
    200, // ITEM_GOLD_DUST
    5,   // ITEM_MUSHROOM
    0,   // ITEM_SEAHORSE
    200, // ITEM_CHATEAU
    20,  // ITEM_HYLIAN_LOACH
    0,   // ITEM_OBABA_DRINK
    0,   // ITEM_MOON_TEAR
    0,   // ITEM_DEED_LAND
    0,   // ITEM_DEED_SWAMP
    0,   // ITEM_DEED_MOUNTAIN
    0,   // ITEM_DEED_OCEAN
    0,   // ITEM_ROOM_KEY
    0,   // ITEM_LETTER_MAMA
    0,   // ITEM_LETTER_KAFEI
    0,   // ITEM_PENDANT_OF_MEMORIES
    0,   // ITEM_TINGLE_MAP
};

// Used to map scene indexes to their region in Termina
u16 gSceneIdsPerRegion[REGION_MAX][27] = {
    // REGION_GREAT_BAY
    {
        SCENE_30GYOSON,
        SCENE_LABO,
        SCENE_FISHERMAN,
        SCENE_SINKAI,
        SCENE_31MISAKI,
        SCENE_TORIDE,
        SCENE_KAIZOKU,
        SCENE_PIRATE,
        SCENE_35TAKI,
        SCENE_KINDAN2,
        0xFFFF,
    },
    // REGION_ZORA_HALL
    {
        SCENE_33ZORACITY,
        SCENE_BANDROOM,
        0xFFFF,
    },
    // REGION_ROMANI_RANCH
    {
        SCENE_F01,
        SCENE_ROMANYMAE,
        SCENE_OMOYA,
        SCENE_F01C,
        SCENE_F01_B,
        SCENE_KOEPONARACE,
        0xFFFF,
    },
    // REGION_DEKU_PALACE
    {
        SCENE_22DEKUCITY,
        SCENE_DEKU_KING,
        SCENE_26SARUNOMORI,
        SCENE_DANPEI,
        0xFFFF,
    },
    // REGION_WOODFALL
    {
        SCENE_20SICHITAI,
        SCENE_20SICHITAI2,
        SCENE_MAP_SHOP,
        SCENE_WITCH_SHOP,
        SCENE_21MITURINMAE,
        SCENE_KINSTA1,
        0xFFFF,
    },
    // REGION_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,     0xFFFF,
    },
    // REGION_SNOWHEAD
    {
        SCENE_10YUKIYAMANOMURA,
        SCENE_10YUKIYAMANOMURA2,
        SCENE_KAJIYA,
        SCENE_12HAKUGINMAE,
        SCENE_14YUKIDAMANOMITI,
        SCENE_GORONRACE,
        SCENE_GORON_HAKA,
        SCENE_17SETUGEN,
        SCENE_17SETUGEN2,
        0xFFFF,
    },
    // REGION_IKANA_GRAVEYARD
    {
        SCENE_BOTI,
        SCENE_DANPEI2TEST,
        0xFFFF,
    },
    // REGION_IKANA_CANYON
    {
        SCENE_CASTLE,
        SCENE_IKNINSIDE,
        SCENE_IKANA,
        SCENE_SECOM,
        SCENE_MUSICHOUSE,
        SCENE_RANDOM,
        SCENE_REDEAD,
        SCENE_TOUGITES,
        SCENE_HAKASHITA,
        0xFFFF,
    },
    // REGION_GORON_VILLAGE
    {
        SCENE_11GORONNOSATO,
        SCENE_11GORONNOSATO2,
        SCENE_16GORON_HOUSE,
        SCENE_GORONSHOP,
        0xFFFF,
    },
    // REGION_STONE_TOWER
    {
        SCENE_F40,
        SCENE_F41,
        0xFFFF,
    },
};

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 sceneId) {
    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 (sceneId >= 0x20) {
        if (sceneId < 0x40) {
            index = 1;
        } else if (sceneId < 0x60) {
            index = 2;
        } else if (sceneId < 0x80) {
            index = 3;
        } else if (sceneId < 0xA0) {
            index = 4;
        } else if (sceneId < 0xC0) {
            index = 5;
        } else if (sceneId < 0xE0) {
            index = 6;
        }
    }

    if (gSaveContext.save.scenesVisible[index] & gBitFlags[sceneId - (index << 5)]) {
        return true;
    }

    return false;
}

static u16 sSceneIdsPerTingleMap[TINGLE_MAP_MAX][12] = {
    {
        // TINGLE_MAP_CLOCK_TOWN
        SCENE_00KEIKOKU,
        SCENE_BOTI,
        SCENE_13HUBUKINOMITI,
        SCENE_24KEMONOMITI,
        SCENE_IKANAMAE,
        SCENE_TOWN,
        SCENE_ICHIBA,
        SCENE_BACKTOWN,
        SCENE_CLOCKTOWER,
        SCENE_ALLEY,
        0xFFFF,
    },
    {
        // TINGLE_MAP_WOODFALL
        SCENE_20SICHITAI,
        SCENE_20SICHITAI2,
        SCENE_21MITURINMAE,
        SCENE_22DEKUCITY,
        SCENE_DEKU_KING,
        SCENE_KINSTA1,
        0xFFFF,
    },
    {
        // TINGLE_MAP_SNOWHEAD
        SCENE_10YUKIYAMANOMURA,
        SCENE_10YUKIYAMANOMURA2,
        SCENE_11GORONNOSATO,
        SCENE_11GORONNOSATO2,
        SCENE_16GORON_HOUSE,
        SCENE_12HAKUGINMAE,
        SCENE_14YUKIDAMANOMITI,
        SCENE_GORONRACE,
        SCENE_17SETUGEN,
        SCENE_17SETUGEN2,
        0xFFFF,
    },
    {
        // TINGLE_MAP_ROMANI_RANCH
        SCENE_F01,
        SCENE_ROMANYMAE,
        SCENE_OMOYA,
        SCENE_F01C,
        SCENE_F01_B,
        SCENE_KOEPONARACE,
        0xFFFF,
    },
    {
        // TINGLE_MAP_GREAT_BAY
        SCENE_30GYOSON,
        SCENE_SINKAI,
        SCENE_31MISAKI,
        SCENE_TORIDE,
        SCENE_KAIZOKU,
        SCENE_33ZORACITY,
        SCENE_35TAKI,
        0xFFFF,
    },
    {
        // TINGLE_MAP_STONE_TOWER
        SCENE_F40,
        SCENE_F41,
        SCENE_CASTLE,
        SCENE_IKANA,
        SCENE_REDEAD,
        0xFFFF,
    },
};

/**
 * Removing clouds from the World Map is achieved by purchasing a tingle map
 */
void Inventory_SetWorldMapCloudVisibility(s16 tingleIndex) {
    s16 i = 0;
    s16 index = 0;
    u16(*tingleMapSceneIds)[] = &sSceneIdsPerTingleMap[tingleIndex];

    if ((tingleIndex >= 0) && (tingleIndex < TINGLE_MAP_MAX)) {
        while (true) {
            if ((*tingleMapSceneIds)[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)(*tingleMapSceneIds)[i]) < 0x20) {
                index = 0;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0x40) {
                index = 1;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0x60) {
                index = 2;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0x80) {
                index = 3;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0xA0) {
                index = 4;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0xC0) {
                index = 5;
            } else if (((s16)(*tingleMapSceneIds)[i]) < 0xE0) {
                index = 6;
            }

            gSaveContext.save.scenesVisible[index] =
                gSaveContext.save.scenesVisible[index] | gBitFlags[(s16)(*tingleMapSceneIds)[i] - (index << 5)];
            i++;
        }

        if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_CLOCK_TOWN]) {
            gSaveContext.save.worldMapCloudVisibility |= 3;
        } else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_WOODFALL]) {
            gSaveContext.save.worldMapCloudVisibility |= 0x1C;
        } else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_SNOWHEAD]) {
            gSaveContext.save.worldMapCloudVisibility |= 0xE0;
        } else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_ROMANI_RANCH]) {
            gSaveContext.save.worldMapCloudVisibility |= 0x100;
        } else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_GREAT_BAY]) {
            gSaveContext.save.worldMapCloudVisibility |= 0x1E00;
        } else if (*tingleMapSceneIds == sSceneIdsPerTingleMap[TINGLE_MAP_STONE_TOWER]) {
            gSaveContext.save.worldMapCloudVisibility |= 0x6000;
        }
    }

    R_MINIMAP_DISABLED = false;
}

/**
 * Also stores the players filename into dekuPlaygroundPlayerName
 */
void Inventory_SaveDekuPlaygroundHighScore(s16 timerId) {
    s16 i;

    gSaveContext.save.dekuPlaygroundHighScores[CURRENT_DAY - 1] = gSaveContext.timerCurTimes[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);
}