mirror of
https://github.com/HarbourMasters/Shipwright.git
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chore: move rando savefile setup and document flags (#2697)
* remove rando save init from sram * move rando savefile init logic and set more flags * document flags for rando save creation
This commit is contained in:
parent
82b6c48497
commit
059df8187e
4 changed files with 518 additions and 442 deletions
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@ -2,10 +2,8 @@
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#include "vt.h"
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#include <string.h>
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#include <soh/Enhancements/randomizer/randomizerTypes.h>
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#include <soh/Enhancements/randomizer/randomizer_inf.h>
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#include "soh/Enhancements/randomizer/randomizer_entrance.h"
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#include "soh/Enhancements/randomizer/adult_trade_shuffle.h"
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#include "soh/Enhancements/randomizer/savefile.h"
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#define NUM_DUNGEONS 8
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#define NUM_COWS 10
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@ -31,91 +29,6 @@ void Sram_InitDebugSave(void) {
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Save_InitFile(true);
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}
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// RANDOTODO replace most of these GiveLink functions with calls to
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// Item_Give in z_parameter, we'll need to update Item_Give to ensure
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// nothing breaks when calling it without a valid play first
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void GiveLinkRupees(int numOfRupees) {
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int maxRupeeCount;
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if (CUR_UPG_VALUE(UPG_WALLET) == 0) {
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maxRupeeCount = 99;
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} else if (CUR_UPG_VALUE(UPG_WALLET) == 1) {
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maxRupeeCount = 200;
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} else if (CUR_UPG_VALUE(UPG_WALLET) == 2) {
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maxRupeeCount = 500;
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}
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int newRupeeCount = gSaveContext.rupees;
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newRupeeCount += numOfRupees;
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if (newRupeeCount > maxRupeeCount) {
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gSaveContext.rupees = maxRupeeCount;
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} else {
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gSaveContext.rupees = newRupeeCount;
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}
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}
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void GiveLinkDekuSticks(int howManySticks) {
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int maxStickCount;
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if (CUR_UPG_VALUE(UPG_STICKS) == 0) {
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INV_CONTENT(ITEM_STICK) = ITEM_STICK;
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Inventory_ChangeUpgrade(UPG_STICKS, 1);
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maxStickCount = 10;
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} else if (CUR_UPG_VALUE(UPG_STICKS) == 1) {
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maxStickCount = 10;
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} else if (CUR_UPG_VALUE(UPG_STICKS) == 2) {
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maxStickCount = 20;
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} else if (CUR_UPG_VALUE(UPG_STICKS) == 3) {
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maxStickCount = 30;
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}
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if ((AMMO(ITEM_STICK) + howManySticks) > maxStickCount) {
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AMMO(ITEM_STICK) = maxStickCount;
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} else {
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AMMO(ITEM_STICK) += howManySticks;
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}
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}
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void GiveLinkDekuNuts(int howManyNuts) {
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int maxNutCount;
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if (CUR_UPG_VALUE(UPG_NUTS) == 0) {
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INV_CONTENT(ITEM_NUT) = ITEM_NUT;
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Inventory_ChangeUpgrade(UPG_NUTS, 1);
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maxNutCount = 20;
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} else if (CUR_UPG_VALUE(UPG_NUTS) == 1) {
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maxNutCount = 20;
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} else if (CUR_UPG_VALUE(UPG_NUTS) == 2) {
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maxNutCount = 30;
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} else if (CUR_UPG_VALUE(UPG_NUTS) == 3) {
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maxNutCount = 40;
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}
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if ((AMMO(ITEM_NUT) + howManyNuts) > maxNutCount) {
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AMMO(ITEM_NUT) = maxNutCount;
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} else {
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AMMO(ITEM_NUT) += howManyNuts;
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}
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}
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void GiveLinksPocketItem() {
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if (Randomizer_GetSettingValue(RSK_LINKS_POCKET) != RO_LINKS_POCKET_NOTHING) {
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GetItemEntry getItemEntry = Randomizer_GetItemFromKnownCheck(RC_LINKS_POCKET, RG_NONE);
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if (getItemEntry.modIndex == MOD_NONE) {
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if (getItemEntry.getItemId == GI_SWORD_BGS) {
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gSaveContext.bgsFlag = true;
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}
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Item_Give(NULL, getItemEntry.itemId);
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} else if (getItemEntry.modIndex == MOD_RANDOMIZER) {
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if (getItemEntry.getItemId == RG_ICE_TRAP) {
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gSaveContext.pendingIceTrapCount++;
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GameInteractor_ExecuteOnItemReceiveHooks(getItemEntry);
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} else {
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Randomizer_Item_Give(NULL, getItemEntry);
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}
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}
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}
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}
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/**
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* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
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* This includes:
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@ -305,299 +218,7 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
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fileChooseCtx->n64ddFlag = 1;
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gSaveContext.n64ddFlag = 1;
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// Sets all rando flags to false
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for (s32 i = 0; i < ARRAY_COUNT(gSaveContext.randomizerInf); i++) {
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gSaveContext.randomizerInf[i] = 0;
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}
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// If any trials aren't required, set them as completed
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for (u16 i = RAND_INF_TRIALS_DONE_LIGHT_TRIAL; i <= RAND_INF_TRIALS_DONE_SHADOW_TRIAL; i++) {
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if (!Randomizer_IsTrialRequired(i)) {
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Flags_SetRandomizerInf(i);
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}
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}
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// Set Cutscene flags to skip them
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gSaveContext.eventChkInf[0xC] |= 0x10; // returned to tot with medallions
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gSaveContext.eventChkInf[0xC] |= 0x20; //sheik at tot pedestal
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gSaveContext.eventChkInf[4] |= 0x20; // master sword pulled
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gSaveContext.eventChkInf[4] |= 0x8000; // entered master sword chamber
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gSaveContext.infTable[0] |= 1;
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if (!Randomizer_GetSettingValue(RSK_ENABLE_GLITCH_CUTSCENES)) {
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gSaveContext.infTable[17] |= 0x400; // Darunia in Fire Temple
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}
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gSaveContext.cutsceneIndex = 0;
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Flags_SetEventChkInf(5);
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// Skip boss cutscenes
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gSaveContext.eventChkInf[7] |= 1; // gohma
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gSaveContext.eventChkInf[7] |= 2; // dodongo
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gSaveContext.eventChkInf[7] |= 4; // phantom ganon
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gSaveContext.eventChkInf[7] |= 8; // volvagia
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gSaveContext.eventChkInf[7] |= 0x10; // morpha
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gSaveContext.eventChkInf[7] |= 0x20; // twinrova
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gSaveContext.eventChkInf[7] |= 0x40; // barinade
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gSaveContext.eventChkInf[7] |= 0x80; // bongo bongo
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// Skip cutscene before Nabooru fight
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gSaveContext.eventChkInf[3] |= 0x800;
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gSaveContext.eventChkInf[12] |= 1;
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// shuffle adult trade quest
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE)) {
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gSaveContext.adultTradeItems = 0;
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}
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// Starts pending ice traps out at 0 before potentially incrementing them down the line.
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gSaveContext.pendingIceTrapCount = 0;
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// Give Link's pocket item
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GiveLinksPocketItem();
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int openForest = Randomizer_GetSettingValue(RSK_FOREST);
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switch (openForest) {
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case RO_FOREST_CLOSED:
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break;
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case RO_FOREST_CLOSED_DEKU:
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
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break;
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case RO_FOREST_OPEN:
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_KOKIRI_EMERALD_DEKU_TREE_DEAD);
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Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
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break;
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}
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int startingAge = Randomizer_GetSettingValue(RSK_STARTING_AGE);
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switch (startingAge) {
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case RO_AGE_ADULT: //Adult
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gSaveContext.linkAge = 0;
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gSaveContext.entranceIndex = 0x5F4;
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gSaveContext.savedSceneNum = SCENE_SPOT20; //Set scene num manually to ToT
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break;
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case RO_AGE_CHILD: //Child
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gSaveContext.linkAge = 1;
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gSaveContext.savedSceneNum = -1;
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break;
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default:
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break;
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}
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if (Randomizer_GetSettingValue(RSK_SHUFFLE_OVERWORLD_SPAWNS)) {
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// Override the spawn entrance so entrance rando can take control,
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// and to prevent remember save location from breaking inital spawn
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gSaveContext.entranceIndex = -1;
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}
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int doorOfTime = Randomizer_GetSettingValue(RSK_DOOR_OF_TIME);
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switch (doorOfTime) {
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case RO_DOOROFTIME_OPEN:
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gSaveContext.eventChkInf[4] |= 0x800;
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break;
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}
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if (Randomizer_GetSettingValue(RSK_KAK_GATE) == RO_KAK_GATE_OPEN) {
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gSaveContext.infTable[7] |= 0x40;
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}
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if(Randomizer_GetSettingValue(RSK_STARTING_KOKIRI_SWORD)) Item_Give(NULL, ITEM_SWORD_KOKIRI);
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if(Randomizer_GetSettingValue(RSK_STARTING_DEKU_SHIELD)) Item_Give(NULL, ITEM_SHIELD_DEKU);
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if (Randomizer_GetSettingValue(RSK_STARTING_ZELDAS_LULLABY)) Item_Give(NULL, ITEM_SONG_LULLABY);
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if (Randomizer_GetSettingValue(RSK_STARTING_EPONAS_SONG)) Item_Give(NULL, ITEM_SONG_EPONA);
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if (Randomizer_GetSettingValue(RSK_STARTING_SARIAS_SONG)) Item_Give(NULL, ITEM_SONG_SARIA);
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if (Randomizer_GetSettingValue(RSK_STARTING_SUNS_SONG)) Item_Give(NULL, ITEM_SONG_SUN);
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if (Randomizer_GetSettingValue(RSK_STARTING_SONG_OF_TIME)) Item_Give(NULL, ITEM_SONG_TIME);
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if (Randomizer_GetSettingValue(RSK_STARTING_SONG_OF_STORMS)) Item_Give(NULL, ITEM_SONG_STORMS);
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if (Randomizer_GetSettingValue(RSK_STARTING_MINUET_OF_FOREST)) Item_Give(NULL, ITEM_SONG_MINUET);
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if (Randomizer_GetSettingValue(RSK_STARTING_BOLERO_OF_FIRE)) Item_Give(NULL, ITEM_SONG_BOLERO);
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if (Randomizer_GetSettingValue(RSK_STARTING_SERENADE_OF_WATER)) Item_Give(NULL, ITEM_SONG_SERENADE);
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if (Randomizer_GetSettingValue(RSK_STARTING_REQUIEM_OF_SPIRIT)) Item_Give(NULL, ITEM_SONG_REQUIEM);
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if (Randomizer_GetSettingValue(RSK_STARTING_NOCTURNE_OF_SHADOW)) Item_Give(NULL, ITEM_SONG_NOCTURNE);
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if (Randomizer_GetSettingValue(RSK_STARTING_PRELUDE_OF_LIGHT)) Item_Give(NULL, ITEM_SONG_PRELUDE);
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if(Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN)) {
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gSaveContext.inventory.questItems |= gBitFlags[QUEST_SKULL_TOKEN];
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gSaveContext.inventory.gsTokens = Randomizer_GetSettingValue(RSK_STARTING_SKULLTULA_TOKEN);
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}
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if(Randomizer_GetSettingValue(RSK_STARTING_OCARINA)) {
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INV_CONTENT(ITEM_OCARINA_FAIRY) = ITEM_OCARINA_FAIRY;
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}
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if(Randomizer_GetSettingValue(RSK_STARTING_MAPS_COMPASSES) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
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uint32_t mapBitMask = 1 << 1;
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uint32_t compassBitMask = 1 << 2;
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uint32_t startingDungeonItemsBitMask = mapBitMask | compassBitMask;
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for(int scene = SCENE_YDAN; scene <= SCENE_ICE_DOUKUTO; scene++) {
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gSaveContext.inventory.dungeonItems[scene] |= startingDungeonItemsBitMask;
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}
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}
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if (Randomizer_GetSettingValue(RSK_STARTING_CONSUMABLES)) {
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GiveLinkDekuSticks(10);
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GiveLinkDekuNuts(20);
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}
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if(Randomizer_GetSettingValue(RSK_SKIP_CHILD_ZELDA)) {
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GetItemEntry getItem = Randomizer_GetItemFromKnownCheck(RC_SONG_FROM_IMPA, RG_ZELDAS_LULLABY);
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s32 giid = getItem.getItemId;
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if (getItem.modIndex == MOD_NONE) {
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if (getItem.getItemId == GI_SWORD_BGS) {
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gSaveContext.bgsFlag = true;
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}
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Item_Give(NULL, getItem.itemId);
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} else if (getItem.modIndex == MOD_RANDOMIZER) {
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if (getItem.getItemId == RG_ICE_TRAP) {
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gSaveContext.pendingIceTrapCount++;
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GameInteractor_ExecuteOnItemReceiveHooks(getItem);
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} else {
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Randomizer_Item_Give(NULL, getItem);
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}
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}
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// malon/talon back at ranch
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gSaveContext.eventChkInf[1] |= (1 << 0);
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gSaveContext.eventChkInf[1] |= (1 << 2);
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gSaveContext.eventChkInf[1] |= (1 << 3);
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gSaveContext.eventChkInf[1] |= (1 << 4);
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// Set "Got Zelda's Letter" flag. Also ensures Saria is back at SFM. TODO: Is this flag used for anything else?
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Flags_SetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER);
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// Got item from impa
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gSaveContext.eventChkInf[5] |= 0x200;
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// set this at the end to ensure we always start with the letter
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// this is for the off chance we got the weird egg from impa (which should never happen)
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INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_LETTER_ZELDA;
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}
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if (Randomizer_GetSettingValue(RSK_FULL_WALLETS)) {
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GiveLinkRupees(9001);
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}
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if (Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
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gSaveContext.inventory.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
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gSaveContext.sohStats.dungeonKeys[SCENE_BMORI1] = FOREST_TEMPLE_SMALL_KEY_MAX; // Forest
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gSaveContext.inventory.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
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gSaveContext.sohStats.dungeonKeys[SCENE_HIDAN] = FIRE_TEMPLE_SMALL_KEY_MAX; // Fire
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gSaveContext.inventory.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
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gSaveContext.sohStats.dungeonKeys[SCENE_MIZUSIN] = WATER_TEMPLE_SMALL_KEY_MAX; // Water
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gSaveContext.inventory.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
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gSaveContext.sohStats.dungeonKeys[SCENE_JYASINZOU] = SPIRIT_TEMPLE_SMALL_KEY_MAX; // Spirit
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gSaveContext.inventory.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
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gSaveContext.sohStats.dungeonKeys[SCENE_HAKADAN] = SHADOW_TEMPLE_SMALL_KEY_MAX; // Shadow
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gSaveContext.inventory.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
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gSaveContext.sohStats.dungeonKeys[SCENE_HAKADANCH] = BOTTOM_OF_THE_WELL_SMALL_KEY_MAX; // BotW
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gSaveContext.inventory.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
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gSaveContext.sohStats.dungeonKeys[SCENE_MEN] = GERUDO_TRAINING_GROUNDS_SMALL_KEY_MAX; // GTG
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gSaveContext.inventory.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
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gSaveContext.sohStats.dungeonKeys[SCENE_GANONTIKA] = GANONS_CASTLE_SMALL_KEY_MAX; // Ganon
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} else if (Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_VANILLA) {
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// Logic cannot handle vanilla key layout in some dungeons
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// this is because vanilla expects the dungeon major item to be
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// locked behind the keys, which is not always true in rando.
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// We can resolve this by starting with some extra keys
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if (ResourceMgr_IsSceneMasterQuest(SCENE_JYASINZOU)) {
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// MQ Spirit needs 3 keys
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gSaveContext.inventory.dungeonKeys[SCENE_JYASINZOU] = 3;
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gSaveContext.sohStats.dungeonKeys[SCENE_JYASINZOU] = 3;
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}
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}
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if(Randomizer_GetSettingValue(RSK_BOSS_KEYSANITY) == RO_DUNGEON_ITEM_LOC_STARTWITH) {
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gSaveContext.inventory.dungeonItems[SCENE_BMORI1] |= 1; // Forest
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gSaveContext.inventory.dungeonItems[SCENE_HIDAN] |= 1; // Fire
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gSaveContext.inventory.dungeonItems[SCENE_MIZUSIN] |= 1; // Water
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gSaveContext.inventory.dungeonItems[SCENE_JYASINZOU] |= 1; // Spirit
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gSaveContext.inventory.dungeonItems[SCENE_HAKADAN] |= 1; // Shadow
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}
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if(Randomizer_GetSettingValue(RSK_GANONS_BOSS_KEY) == RO_GANON_BOSS_KEY_STARTWITH) {
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gSaveContext.inventory.dungeonItems[SCENE_GANON] |= 1;
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}
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HIGH_SCORE(HS_POE_POINTS) = 1000 - (100 * Randomizer_GetSettingValue(RSK_BIG_POE_COUNT));
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if(Randomizer_GetSettingValue(RSK_SKIP_EPONA_RACE)) {
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gSaveContext.eventChkInf[1] |= (1 << 8);
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}
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// skip the z target talk instructions by the kokiri shop
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gSaveContext.sceneFlags[85].swch |= (1 << 0x1F);
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//Ruto already met in jabu and spawns down the hole immediately
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gSaveContext.infTable[20] |= 2;
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gSaveContext.infTable[20] |= 4;
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// Go away ruto (water temple first cutscene)
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gSaveContext.sceneFlags[SCENE_MIZUSIN].swch |= (1 << 0x10);
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// Open lowest Vanilla Fire Temple locked door (to prevent key logic lockouts)
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// Not done on keysanity since this lockout is a non issue when Fire keys can be found outside the temple
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u8 keysanity = Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANYWHERE ||
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Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_OVERWORLD ||
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Randomizer_GetSettingValue(RSK_KEYSANITY) == RO_DUNGEON_ITEM_LOC_ANY_DUNGEON;
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if (!ResourceMgr_IsSceneMasterQuest(SCENE_HIDAN) && !keysanity) {
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gSaveContext.sceneFlags[SCENE_HIDAN].swch |= (1 << 0x17);
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}
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// Opens locked Water Temple door in vanilla to prevent softlocks
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// West door on the middle level that leads to the water raising thing
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// Happens in 3DS rando and N64 rando as well
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if (!ResourceMgr_IsSceneMasterQuest(SCENE_MIZUSIN)) {
|
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gSaveContext.sceneFlags[SCENE_MIZUSIN].swch |= (1 << 0x15);
|
||||
}
|
||||
|
||||
// Skip intro cutscene when bombing mud wall in Dodongo's cavern
|
||||
// this also makes the lower jaw render, and the eyes react to explosives
|
||||
Flags_SetEventChkInf(0xB0);
|
||||
|
||||
// skip verbose lake owl, skip to "i'm on my way back to the castle"
|
||||
gSaveContext.infTable[25] |= 0x20;
|
||||
|
||||
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_FAST ||
|
||||
Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
|
||||
gSaveContext.eventChkInf[9] |= 2;
|
||||
gSaveContext.eventChkInf[9] |= 4;
|
||||
gSaveContext.eventChkInf[9] |= 8;
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x02);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x03);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x04);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x06);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x07);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x08);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x10);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x12);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x13);
|
||||
gSaveContext.sceneFlags[12].collect |= (1 << 0x0A);
|
||||
gSaveContext.sceneFlags[12].collect |= (1 << 0x0E);
|
||||
gSaveContext.sceneFlags[12].collect |= (1 << 0x0F);
|
||||
}
|
||||
|
||||
if (Randomizer_GetSettingValue(RSK_GERUDO_FORTRESS) == RO_GF_OPEN) {
|
||||
gSaveContext.eventChkInf[9] |= 1;
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x01);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x05);
|
||||
gSaveContext.sceneFlags[12].swch |= (1 << 0x11);
|
||||
gSaveContext.sceneFlags[12].collect |= (1 << 0x0C);
|
||||
|
||||
if (!Randomizer_GetSettingValue(RSK_SHUFFLE_GERUDO_MEMBERSHIP_CARD)) {
|
||||
Item_Give(NULL, ITEM_GERUDO_CARD);
|
||||
}
|
||||
}
|
||||
|
||||
// complete mask quest
|
||||
if (Randomizer_GetSettingValue(RSK_COMPLETE_MASK_QUEST)) {
|
||||
gSaveContext.infTable[7] |= 0x80; // Soldier Wears Keaton Mask
|
||||
gSaveContext.itemGetInf[3] |= 0x100; // Sold Keaton Mask
|
||||
gSaveContext.itemGetInf[3] |= 0x200; // Sold Skull Mask
|
||||
gSaveContext.itemGetInf[3] |= 0x400; // Sold Spooky Mask
|
||||
gSaveContext.itemGetInf[3] |= 0x800; // bunny hood related
|
||||
gSaveContext.itemGetInf[3] |= 0x8000; // Obtained Mask of Truth
|
||||
gSaveContext.eventChkInf[8] |= 0x8000; // sold all masks
|
||||
}
|
||||
Randomizer_InitSaveFile();
|
||||
}
|
||||
|
||||
Save_SaveFile();
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue