Revert changes to GetItemFromGet

This commit is contained in:
Garrett Cox 2022-09-02 14:28:47 -05:00
parent 42858bf15e
commit 0c65a05ca8
1 changed files with 7 additions and 47 deletions

View File

@ -1333,9 +1333,6 @@ s16 Randomizer::GetItemFromActor(s16 actorId, s16 actorParams, s16 sceneNum, Get
return GetItemFromGet(this->itemLocations[GetCheckFromActor(sceneNum, actorId, actorParams)], ogItemId);
}
// TODO: This is being used for shops, but we kinda don't want it to be. We
// need to split this into two methods, one that determines whether or not you can get an item
// and another than determines what you get
s16 Randomizer::GetItemFromGet(RandomizerGet randoGet, GetItemID ogItemId) {
switch (randoGet) {
case RG_NONE:
@ -1349,19 +1346,15 @@ s16 Randomizer::GetItemFromGet(RandomizerGet randoGet, GetItemID ogItemId) {
return !gSaveContext.bgsFlag ? GI_SWORD_BGS : GI_RUPEE_BLUE;
case RG_DEKU_SHIELD:
case RG_BUY_DEKU_SHIELD:
return GI_SHIELD_DEKU;
case RG_BUY_HYLIAN_SHIELD:
case RG_HYLIAN_SHIELD:
return GI_SHIELD_HYLIAN;
case RG_MIRROR_SHIELD:
return !CHECK_OWNED_EQUIP(EQUIP_SHIELD, 2) ? GI_SHIELD_MIRROR : GI_RUPEE_BLUE;
case RG_GORON_TUNIC:
case RG_BUY_GORON_TUNIC:
return GI_TUNIC_GORON;
case RG_ZORA_TUNIC:
case RG_BUY_ZORA_TUNIC:
return GI_TUNIC_ZORA;
case RG_IRON_BOOTS:
@ -1643,7 +1636,6 @@ s16 Randomizer::GetItemFromGet(RandomizerGet randoGet, GetItemID ogItemId) {
return GI_RUPEE_BLUE;
case RG_RECOVERY_HEART:
case RG_BUY_HEART:
return GI_HEART;
case RG_GREEN_RUPEE:
@ -1662,52 +1654,21 @@ s16 Randomizer::GetItemFromGet(RandomizerGet randoGet, GetItemID ogItemId) {
case RG_HEART_CONTAINER:
// todo figure out what GI_HEART_CONTAINER_2 is
return GI_HEART_CONTAINER;
// TODO: Logic around needing a bottle?
case RG_MILK:
return GI_MILK;
case RG_BUY_FISH:
return GI_FISH;
case RG_BUY_BLUE_FIRE:
return GI_BLUE_FIRE;
case RG_BUY_BOTTLE_BUG:
return GI_BUGS;
case RG_BUY_POE:
return GI_POE;
case RG_BUY_FAIRYS_SPIRIT:
return GI_FAIRY;
case RG_RED_POTION_REFILL:
case RG_BUY_RED_POTION_30:
case RG_BUY_RED_POTION_40:
case RG_BUY_RED_POTION_50:
return GI_POTION_RED;
case RG_GREEN_POTION_REFILL:
case RG_BUY_GREEN_POTION:
return GI_POTION_GREEN;
case RG_BLUE_POTION_REFILL:
case RG_BUY_BLUE_POTION:
return GI_POTION_BLUE;
return GI_MILK; //todo logic around needing a bottle?
case RG_BOMBS_5:
case RG_BUY_BOMBS_525:
case RG_BUY_BOMBS_535:
return CUR_UPG_VALUE(UPG_BOMB_BAG) ? GI_BOMBS_5 : GI_RUPEE_BLUE;
case RG_BOMBS_10:
case RG_BUY_BOMBS_10:
return CUR_UPG_VALUE(UPG_BOMB_BAG) ? GI_BOMBS_10 : GI_RUPEE_BLUE;
case RG_BOMBS_20:
case RG_BUY_BOMBS_20:
case RG_BUY_BOMBS_30: // TODO: Is there not a 30 bomb item?
return CUR_UPG_VALUE(UPG_BOMB_BAG) ? GI_BOMBS_20 : GI_RUPEE_BLUE;
case RG_BOMBCHU_5:
case RG_BUY_BOMBCHU_5:
return GI_BOMBCHUS_5;
case RG_BOMBCHU_10:
case RG_BUY_BOMBCHU_10:
return GI_BOMBCHUS_10;
case RG_BOMBCHU_20:
case RG_BUY_BOMBCHU_20:
return GI_BOMBCHUS_20;
case RG_BOMBCHU_DROP:
return GI_BOMBCHUS_5; //todo figure out what we want to do for chu drops
@ -1715,28 +1676,27 @@ s16 Randomizer::GetItemFromGet(RandomizerGet randoGet, GetItemID ogItemId) {
case RG_ARROWS_5:
return CUR_UPG_VALUE(UPG_QUIVER) ? GI_ARROWS_SMALL : GI_RUPEE_BLUE;
case RG_ARROWS_10:
case RG_BUY_ARROWS_10:
return CUR_UPG_VALUE(UPG_QUIVER) ? GI_ARROWS_MEDIUM : GI_RUPEE_BLUE;
case RG_ARROWS_30:
case RG_BUY_ARROWS_30:
case RG_BUY_ARROWS_50: // TODO: Is there not a 50 arrow item?
return CUR_UPG_VALUE(UPG_QUIVER) ? GI_ARROWS_LARGE : GI_RUPEE_BLUE;
case RG_DEKU_NUTS_5:
case RG_BUY_DEKU_NUT_5:
return GI_NUTS_5;
case RG_DEKU_NUTS_10:
case RG_BUY_DEKU_NUT_10:
return GI_NUTS_10;
case RG_DEKU_SEEDS_30:
case RG_BUY_DEKU_SEEDS_30:
return CUR_UPG_VALUE(UPG_BULLET_BAG) ? GI_SEEDS_30 : GI_RUPEE_BLUE;
case RG_DEKU_STICK_1:
case RG_BUY_DEKU_STICK_1:
return GI_STICKS_1;
// RANDOTODO these won't be used until we implement shopsanity/scrub shuffle
case RG_RED_POTION_REFILL:
case RG_GREEN_POTION_REFILL:
case RG_BLUE_POTION_REFILL:
return GI_NONE;
case RG_TREASURE_GAME_HEART:
return GI_HEART_PIECE_WIN;
case RG_TREASURE_GAME_GREEN_RUPEE: