Shipwright/soh/soh/OTRGlobals.h

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2022-05-12 13:28:24 -04:00
#ifndef OTR_GLOBALS_H
#define OTR_GLOBALS_H
#pragma once
#include "SaveManager.h"
Rework Get Item Table to be more flexible for adding custom items (#1050) * Adds ItemTableManager class. * Implements new getItem table in game. * Adds rando item table and way to differentiate tables in GetItemEntry. * Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge * Change ItemTableID to be uint16_t so we can use ModIndex for it. * Should fix switch build * Should fix switch build pt 2 * Adds new files to CMakeLists. * Implements fixes for competing getItem calls. * Correctly renders freestanding items Particle effects are probably broken, need to fix them still, I pretty much know how I would do that. * Fixed Particle effects in the new getItem system. * Fixes item fanfares * Partially fixes Ice Traps Obtaining a freestanding Ice Trap causes link to slide forward and receiving one from an NPC plays the sound effect and damage animation but doesn't freeze link. * Some more partial ice trap fixing that wasn't pushed earlier * Removes unused function override * Replaces ::find with ::at and adds exception handling * Removes some commented out code. * Refactors rando's GetItemEntry array into two arrays. One array is for the vanilla items that don't have GetItemEntries in vanilla, the other is for rando exclusive items. They are stored in separate arrays before getting added to the table so that we can apply different modIndexes. The items in the first table have are handled by the vanilla Item_Give, and the second table needed a custom `Randomizer_Item_Give` function. * Renames, relocates, and implements ModIndex enum. * Removes now unused ItemIDs and GetItemIDs Also makes all the necessary changes to other code that was still using them indirectly through the GI to GID map that was removed. There's quite a lot of changes here and I haven't had time to test them yet. * Re-implements GIMESSAGE_UNTRANSLATED as macro * Removes commented out function. * Throws exception if an invalid itemID is used Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857 * Removes ARRAY_SIZE in favor of ARRAY_COUNT ARRAY_COUNT already exists in `macros.h`, I just didn't find it before. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833 * Inverts CheckContainsRandoItem to CheckContainsVanillaItem. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135 * Cleanup, bugfixes, removing the `- 1`s from `z_player.c` * Fixes some funky formatting that got committed earlier. * Adds else if to added fanfare sound cases. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492 * Extends GetItemEntry to include getItemId Also adapts some existing calls for both the entry and the id to only get the entry. * Extends GetItemEntry to include GID. This allows for using it later when drawing freestanding items. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136 * Rando-specific items use new textId again. This got lost when merging develop-zhora in because I didn't have custom messages merged when I started this. * Sets global modIndex to MOD_NONE on scene load Fixes a crash when buying items in shops due to them not triggering the rando code that normally sets these items. May have also been crashing vanilla playthroughs. * Realized I had the bgm conditions wrong. * Fixes "static drops" (i.e. sticks from withered babas) * Fixes LACS/Prelude situation... again. * Fixes too many arguments error. Not sure why this didn't fail to build on Windows before. * Fixes Link's Pocket items. * Simplifies sram init for rando-specific items * Fixes issues with approaching bottleable items. * Fixes Ruto's Letter. It was accidentally getting classified as a rando item. * Should re-fix freestanding ice traps * Makes freestanding items set player->getItemEntry. This prevents freestanding items from setting the global modIndex. This is part of a larger transition that needs to happen to switch to setting getItemEntries for all of the rando items. This prevents some things that set getItemId of GI_MAX from granting a Fire Medallion when the global modIndex is MOD_RANDOMIZER. * Makes sure we aren't using getItemEntry when not randoed. * Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck * Introduce some new methods and migrate most actors to them * Fixes ocarina game skull kids to set player->getItemEntry * Sets `z_en_box.c` to set `player->getItemEntry` * Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor * Use GiveItemEntryFromActorWithFixedRange in item00 * Fixes Anju to set player->getItemEntry. * Add a few missing cases * Additional fix for Skull Kid * Fixes vanilla ice traps and randomized ice smoke * Fixes rendering of treasure chest game items. * Removes unused `Randomizer_GetItemIdFromGetItemId`. * Cleans up an if statement for item00. * Cleans up another if statement in item00 * This should fix a bug with the Gerudo Archery minigame. I wasn't able to get the bug to happen after making this change. * Documents our new GiveItemEntry fuctions. * Uses more descriptive type name for ItemIDs for creating custom messages. * Fixes potential issue with if statement. * Fixes missed type change. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-08-23 20:11:38 -04:00
#include <soh/Enhancements/item-tables/ItemTableTypes.h>
#ifdef __cplusplus
#include <Window.h>
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#include "Enhancements/savestates.h"
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
#include "Enhancements/randomizer/randomizer.h"
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
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#include <vector>
const std::string customMessageTableID = "BaseGameOverrides";
class OTRGlobals
{
public:
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static OTRGlobals* Instance;
std::shared_ptr<Ship::Window> context;
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std::shared_ptr<SaveStateMgr> gSaveStateMgr;
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
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std::shared_ptr<Randomizer> gRandomizer;
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OTRGlobals();
~OTRGlobals();
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
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bool HasMasterQuest();
bool HasOriginal();
Custom Sequences (#2066) * Allows OTRExporter to parse pairs of .seq and .meta files * Gets added sequences available to SfxEditor and playing in game. * Some cleanup of the names appearing in the SfxEditor. * Moves sequence swap lower in the audio command stack. * Increases temp cache memory available on title/file-select screen. Certain sequences wouldn't play on the file select and title screen because they were too large to be cached. * Introduces workaround for 255 sequence limit. * Bug fixes and cleanup. * Fixes bug where fanfares would sometimes disable the sequence player. * Fixes bug causing certain areas to discard caches when loading enemy music. * Fixes potential config-related crash by replacing invalid characters. * Allows custom bgm to play in all BGM categories. * Properly randomizes the custom tracks. * Moves custom sequences to a patch OTR. * If custom music was not loaded, fall back to default values. * Prevents OOB crash on Synthwave array and adds octave drop feature. Added octave drop to experimental features, which drops the octave of a note that is too high for the audio engine to actually play. Without this, some custom sequences have notes which cap at a specific value and sound terrible. At least with this they will still harmonize with the other notes. Experimental tab added to the SfxEditor to house the checkbox for the octave drop feature. * Adds more pool memory for a few tracks that couldn't fit. * Some cleanup on the generated music archive process. * Fixes missed memory boost from earlier. * Adds ability to remove enemy proximity music. * Applies correct cache policy to fanfares to prevent unloading sequences. * Removes case-sensitiveness of the sequence type. * Fixes not reverting to sequence after miniboss. * Fixes transition to/from miniboss (again) and ocarina bug. To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one. * Finally properly fixes transitions between sequences For miniboss fights and SfxEditor previews. * Removes unneeded boolean expression. * Adds randomize button to individual SFX Editor entries. * Fixes lost woods music overwriting goron city music. * Plays swapped Hyrule Field music when transitioning to daytime. * Fixes swapping Gerudo Valley music when transitioning from daytime. * Updates custom sequence OTRPath to match SequenceOTRizer. * Reverts changes to OTRExporter in favor of external tool * Fixes formatting issues. * Attempts to fix formatting issue in git diff. * Should actually fix formatting issues. * Should fix mac/linux exclusive build error. * Fixes segfault on macos. * sort custom seqs * Fixes audioseq crash when under 255 seqs * Removes magic numbers. * Removes commented out code. * fixes formatting in SfxEditor.h Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Cleans up the one hardcoded QueueSeqCmd call. * Fixes unneeded erroneous memory boost applied earlier. * Applies additional formatting/cleanliness suggestions from review * Fixes small logic bug Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
std::shared_ptr<std::vector<std::string>> ListFiles(std::string path);
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
private:
void CheckSaveFile(size_t sramSize) const;
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
bool hasMasterQuest;
bool hasOriginal;
};
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
uint32_t IsGameMasterQuest();
#endif
#ifndef __cplusplus
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
void InitOTR(void);
void DeinitOTR(void);
Rework Get Item Table to be more flexible for adding custom items (#1050) * Adds ItemTableManager class. * Implements new getItem table in game. * Adds rando item table and way to differentiate tables in GetItemEntry. * Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge * Change ItemTableID to be uint16_t so we can use ModIndex for it. * Should fix switch build * Should fix switch build pt 2 * Adds new files to CMakeLists. * Implements fixes for competing getItem calls. * Correctly renders freestanding items Particle effects are probably broken, need to fix them still, I pretty much know how I would do that. * Fixed Particle effects in the new getItem system. * Fixes item fanfares * Partially fixes Ice Traps Obtaining a freestanding Ice Trap causes link to slide forward and receiving one from an NPC plays the sound effect and damage animation but doesn't freeze link. * Some more partial ice trap fixing that wasn't pushed earlier * Removes unused function override * Replaces ::find with ::at and adds exception handling * Removes some commented out code. * Refactors rando's GetItemEntry array into two arrays. One array is for the vanilla items that don't have GetItemEntries in vanilla, the other is for rando exclusive items. They are stored in separate arrays before getting added to the table so that we can apply different modIndexes. The items in the first table have are handled by the vanilla Item_Give, and the second table needed a custom `Randomizer_Item_Give` function. * Renames, relocates, and implements ModIndex enum. * Removes now unused ItemIDs and GetItemIDs Also makes all the necessary changes to other code that was still using them indirectly through the GI to GID map that was removed. There's quite a lot of changes here and I haven't had time to test them yet. * Re-implements GIMESSAGE_UNTRANSLATED as macro * Removes commented out function. * Throws exception if an invalid itemID is used Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857 * Removes ARRAY_SIZE in favor of ARRAY_COUNT ARRAY_COUNT already exists in `macros.h`, I just didn't find it before. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833 * Inverts CheckContainsRandoItem to CheckContainsVanillaItem. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135 * Cleanup, bugfixes, removing the `- 1`s from `z_player.c` * Fixes some funky formatting that got committed earlier. * Adds else if to added fanfare sound cases. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492 * Extends GetItemEntry to include getItemId Also adapts some existing calls for both the entry and the id to only get the entry. * Extends GetItemEntry to include GID. This allows for using it later when drawing freestanding items. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136 * Rando-specific items use new textId again. This got lost when merging develop-zhora in because I didn't have custom messages merged when I started this. * Sets global modIndex to MOD_NONE on scene load Fixes a crash when buying items in shops due to them not triggering the rando code that normally sets these items. May have also been crashing vanilla playthroughs. * Realized I had the bgm conditions wrong. * Fixes "static drops" (i.e. sticks from withered babas) * Fixes LACS/Prelude situation... again. * Fixes too many arguments error. Not sure why this didn't fail to build on Windows before. * Fixes Link's Pocket items. * Simplifies sram init for rando-specific items * Fixes issues with approaching bottleable items. * Fixes Ruto's Letter. It was accidentally getting classified as a rando item. * Should re-fix freestanding ice traps * Makes freestanding items set player->getItemEntry. This prevents freestanding items from setting the global modIndex. This is part of a larger transition that needs to happen to switch to setting getItemEntries for all of the rando items. This prevents some things that set getItemId of GI_MAX from granting a Fire Medallion when the global modIndex is MOD_RANDOMIZER. * Makes sure we aren't using getItemEntry when not randoed. * Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck * Introduce some new methods and migrate most actors to them * Fixes ocarina game skull kids to set player->getItemEntry * Sets `z_en_box.c` to set `player->getItemEntry` * Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor * Use GiveItemEntryFromActorWithFixedRange in item00 * Fixes Anju to set player->getItemEntry. * Add a few missing cases * Additional fix for Skull Kid * Fixes vanilla ice traps and randomized ice smoke * Fixes rendering of treasure chest game items. * Removes unused `Randomizer_GetItemIdFromGetItemId`. * Cleans up an if statement for item00. * Cleans up another if statement in item00 * This should fix a bug with the Gerudo Archery minigame. I wasn't able to get the bug to happen after making this change. * Documents our new GiveItemEntry fuctions. * Uses more descriptive type name for ItemIDs for creating custom messages. * Fixes potential issue with if statement. * Fixes missed type change. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-08-23 20:11:38 -04:00
void VanillaItemTable_Init();
void OTRAudio_Init();
void InitAudio();
void Graph_StartFrame();
void Graph_ProcessGfxCommands(Gfx* commands);
void OTRLogString(const char* src);
void OTRGfxPrint(const char* str, void* printer, void (*printImpl)(void*, char));
void OTRGetPixelDepthPrepare(float x, float y);
uint16_t OTRGetPixelDepth(float x, float y);
int32_t OTRGetLastScancode();
uint32_t ResourceMgr_IsGameMasterQuest();
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
uint32_t ResourceMgr_GameHasMasterQuest();
uint32_t ResourceMgr_GameHasOriginal();
uint32_t ResourceMgr_GetNumGameVersions();
uint32_t ResourceMgr_GetGameVersion(int index);
void ResourceMgr_CacheDirectory(const char* resName);
2022-06-10 13:37:50 -04:00
char** ResourceMgr_ListFiles(const char* searchMask, int* resultSize);
void ResourceMgr_LoadFile(const char* resName);
char* ResourceMgr_LoadFileFromDisk(const char* filePath);
2022-05-14 19:19:02 -04:00
char* ResourceMgr_LoadJPEG(char* data, int dataSize);
uint16_t ResourceMgr_LoadTexWidthByName(char* texPath);
uint16_t ResourceMgr_LoadTexHeightByName(char* texPath);
char* ResourceMgr_LoadTexOrDListByName(const char* filePath);
char* ResourceMgr_LoadPlayerAnimByName(const char* animPath);
2022-05-14 19:19:02 -04:00
AnimationHeaderCommon* ResourceMgr_LoadAnimByName(const char* path);
char* ResourceMgr_GetNameByCRC(uint64_t crc, char* alloc);
Gfx* ResourceMgr_LoadGfxByCRC(uint64_t crc);
Gfx* ResourceMgr_LoadGfxByName(const char* path);
void ResourceMgr_PatchGfxByName(const char* path, const char* patchName, int index, Gfx instruction);
void ResourceMgr_UnpatchGfxByName(const char* path, const char* patchName);
2022-05-14 19:19:02 -04:00
char* ResourceMgr_LoadArrayByNameAsVec3s(const char* path);
Vtx* ResourceMgr_LoadVtxByCRC(uint64_t crc);
Vtx* ResourceMgr_LoadVtxByName(char* path);
2022-06-14 00:59:31 -04:00
SoundFont* ResourceMgr_LoadAudioSoundFont(const char* path);
2022-06-10 13:37:50 -04:00
SequenceData ResourceMgr_LoadSeqByName(const char* path);
SoundFontSample* ResourceMgr_LoadAudioSample(const char* path);
CollisionHeader* ResourceMgr_LoadColByName(const char* path);
void Ctx_ReadSaveFile(uintptr_t addr, void* dramAddr, size_t size);
void Ctx_WriteSaveFile(uintptr_t addr, void* dramAddr, size_t size);
uint64_t GetPerfCounter();
struct SkeletonHeader* ResourceMgr_LoadSkeletonByName(const char* path);
2022-05-14 19:19:02 -04:00
s32* ResourceMgr_LoadCSByName(const char* path);
int ResourceMgr_OTRSigCheck(char* imgData);
uint64_t osGetTime(void);
uint32_t osGetCount(void);
uint32_t OTRGetCurrentWidth(void);
uint32_t OTRGetCurrentHeight(void);
float OTRGetAspectRatio(void);
float OTRGetDimensionFromLeftEdge(float v);
float OTRGetDimensionFromRightEdge(float v);
int16_t OTRGetRectDimensionFromLeftEdge(float v);
int16_t OTRGetRectDimensionFromRightEdge(float v);
char* ResourceMgr_LoadFileRaw(const char* resName);
bool AudioPlayer_Init(void);
int AudioPlayer_Buffered(void);
int AudioPlayer_GetDesiredBuffered(void);
void AudioPlayer_Play(const uint8_t* buf, uint32_t len);
void AudioMgr_CreateNextAudioBuffer(s16* samples, u32 num_samples);
int Controller_ShouldRumble(size_t slot);
void Controller_BlockGameInput();
void Controller_UnblockGameInput();
2022-08-02 23:14:25 -04:00
void Hooks_ExecuteAudioInit();
void* getN64WeirdFrame(s32 i);
int GetEquipNowMessage(char* buffer, char* src, const int maxBufferSize);
u32 SpoilerFileExists(const char* spoilerFileName);
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
Sprite* GetSeedTexture(uint8_t index);
void Randomizer_LoadSettings(const char* spoilerFileName);
u8 Randomizer_GetSettingValue(RandomizerSettingKey randoSettingKey);
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
RandomizerCheck Randomizer_GetCheckFromActor(s16 actorId, s16 sceneNum, s16 actorParams);
ScrubIdentity Randomizer_IdentifyScrub(s32 sceneNum, s32 actorParams, s32 respawnData);
ShopItemIdentity Randomizer_IdentifyShopItem(s32 sceneNum, u8 slotIndex);
CowIdentity Randomizer_IdentifyCow(s32 sceneNum, s32 posX, s32 posZ);
void Randomizer_LoadHintLocations(const char* spoilerFileName);
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
void Randomizer_LoadMerchantMessages(const char* spoilerFileName);
void Randomizer_LoadRequiredTrials(const char* spoilerFileName);
Dual OTR MQ and Vanilla Support (#1694) * Changes OTR Extraction to have specific mq and nonmq paths. Also updates the game to load resources according to whether or not Master Quest or Vanilla is loaded. * Removes unneeded code from the last commit. * Fixes some weird formatting in ZRom.c * Loads oot-mq.otr and patches oot.otr on top, if both are present. If only one or the other are present, it becomes the only and main OTR. * Adds ImGui Logic for whether or an MQ Checkbox. Checkbox checked only specifies whether new saves should be MQ or not. Checkbox is disabled or force-enabled according to which OTRs are loaded. Also as a necessity includes tracking what game versions have been loaded from the OTRs. * Adds MQ settings logic for Randomizer's ImGui menu. * Writes Master Quest dungeons to the spoiler log * Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate. * Adds logic to prevent loading or creating incompatible rando saves. * Fixdes some linux build issues and new rando save issues * Makes appimage create both vanilla and mq otrs If either rom is present, it makes the corresponding OTR. If both are present, it will make both. If one OTR is present but both roms are present, it will create the missing OTR. * Makes it so a randomized save file will not be marked as MQ. * Refactors to load all OTRs from MainPath or a specific list. Also adds the ability to take a std::unordered_set of hashes to validate each OTR's version file against. * Fixes a syntax error * Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present * Fixes asset generation bug. * Partially working fix for dual OTR extract_assets Currently the cmake ExtractAssets target will return with a 1 if you only end up exporting one type of OTR isntead of both. Haven't found a great way to only attempt to copy a file if it exists from within cmake. It does actually correctly copy the OTR that is generated, despite the error from copying the other one. Pushing as is for now but will keep investigating. * Adds oot-mq.otr to the gitignore. * Makes ExtractAssets not fail on only one rom/OTR. * Removes PatchesPath from the constructors requiring OTRFiles vector. * Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference. * Removes randomizing MQ Dungeons and re-disables MQ rando. Doing this so the PR can get merged quicker with just the Dual OTR support and won't need to wait on rando logic to be updated. That will happen in another PR directly after the merge. * Update mac startup script for dual otr * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Update soh/macosx/soh-macos.sh * Implements new BinaryReader to fix Linux build issue. BinaryReader itself comes from https://github.com/Moneyl/BinaryTools I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and add Endianness checking. I also had to copy a handful of other bits and pieces from ZAPD to make it all function as expected. * A few edits to the updatream BinaryReader to compile it on Linux. * Adds the Endianness to the first byte of the version file. * Fixes Jenkins * Addresses some of Kenix's comments * Renames `ReadNullTerminatedString` to `ReadCString` * Refactors Archive::LoadFile into a private method with more arguments. * Removes BitConverter and extends existing endianness.h instead. * Fixes an endianness issue with the version file. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-10-16 23:07:35 -04:00
void Randomizer_LoadMasterQuestDungeons(const char* spoilerFileName);
void Randomizer_LoadItemLocations(const char* spoilerFileName, bool silent);
2022-11-14 06:13:21 -05:00
void Randomizer_LoadEntranceOverrides(const char* spoilerFileName, bool silent);
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
bool Randomizer_IsTrialRequired(RandomizerInf trial);
GetItemEntry Randomizer_GetItemFromActor(s16 actorId, s16 sceneNum, s16 actorParams, GetItemID ogId);
GetItemEntry Randomizer_GetItemFromActorWithoutObtainabilityCheck(s16 actorId, s16 sceneNum, s16 actorParams, GetItemID ogId);
Rework Get Item Table to be more flexible for adding custom items (#1050) * Adds ItemTableManager class. * Implements new getItem table in game. * Adds rando item table and way to differentiate tables in GetItemEntry. * Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge * Change ItemTableID to be uint16_t so we can use ModIndex for it. * Should fix switch build * Should fix switch build pt 2 * Adds new files to CMakeLists. * Implements fixes for competing getItem calls. * Correctly renders freestanding items Particle effects are probably broken, need to fix them still, I pretty much know how I would do that. * Fixed Particle effects in the new getItem system. * Fixes item fanfares * Partially fixes Ice Traps Obtaining a freestanding Ice Trap causes link to slide forward and receiving one from an NPC plays the sound effect and damage animation but doesn't freeze link. * Some more partial ice trap fixing that wasn't pushed earlier * Removes unused function override * Replaces ::find with ::at and adds exception handling * Removes some commented out code. * Refactors rando's GetItemEntry array into two arrays. One array is for the vanilla items that don't have GetItemEntries in vanilla, the other is for rando exclusive items. They are stored in separate arrays before getting added to the table so that we can apply different modIndexes. The items in the first table have are handled by the vanilla Item_Give, and the second table needed a custom `Randomizer_Item_Give` function. * Renames, relocates, and implements ModIndex enum. * Removes now unused ItemIDs and GetItemIDs Also makes all the necessary changes to other code that was still using them indirectly through the GI to GID map that was removed. There's quite a lot of changes here and I haven't had time to test them yet. * Re-implements GIMESSAGE_UNTRANSLATED as macro * Removes commented out function. * Throws exception if an invalid itemID is used Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857 * Removes ARRAY_SIZE in favor of ARRAY_COUNT ARRAY_COUNT already exists in `macros.h`, I just didn't find it before. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833 * Inverts CheckContainsRandoItem to CheckContainsVanillaItem. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135 * Cleanup, bugfixes, removing the `- 1`s from `z_player.c` * Fixes some funky formatting that got committed earlier. * Adds else if to added fanfare sound cases. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492 * Extends GetItemEntry to include getItemId Also adapts some existing calls for both the entry and the id to only get the entry. * Extends GetItemEntry to include GID. This allows for using it later when drawing freestanding items. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136 * Rando-specific items use new textId again. This got lost when merging develop-zhora in because I didn't have custom messages merged when I started this. * Sets global modIndex to MOD_NONE on scene load Fixes a crash when buying items in shops due to them not triggering the rando code that normally sets these items. May have also been crashing vanilla playthroughs. * Realized I had the bgm conditions wrong. * Fixes "static drops" (i.e. sticks from withered babas) * Fixes LACS/Prelude situation... again. * Fixes too many arguments error. Not sure why this didn't fail to build on Windows before. * Fixes Link's Pocket items. * Simplifies sram init for rando-specific items * Fixes issues with approaching bottleable items. * Fixes Ruto's Letter. It was accidentally getting classified as a rando item. * Should re-fix freestanding ice traps * Makes freestanding items set player->getItemEntry. This prevents freestanding items from setting the global modIndex. This is part of a larger transition that needs to happen to switch to setting getItemEntries for all of the rando items. This prevents some things that set getItemId of GI_MAX from granting a Fire Medallion when the global modIndex is MOD_RANDOMIZER. * Makes sure we aren't using getItemEntry when not randoed. * Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck * Introduce some new methods and migrate most actors to them * Fixes ocarina game skull kids to set player->getItemEntry * Sets `z_en_box.c` to set `player->getItemEntry` * Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor * Use GiveItemEntryFromActorWithFixedRange in item00 * Fixes Anju to set player->getItemEntry. * Add a few missing cases * Additional fix for Skull Kid * Fixes vanilla ice traps and randomized ice smoke * Fixes rendering of treasure chest game items. * Removes unused `Randomizer_GetItemIdFromGetItemId`. * Cleans up an if statement for item00. * Cleans up another if statement in item00 * This should fix a bug with the Gerudo Archery minigame. I wasn't able to get the bug to happen after making this change. * Documents our new GiveItemEntry fuctions. * Uses more descriptive type name for ItemIDs for creating custom messages. * Fixes potential issue with if statement. * Fixes missed type change. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
2022-08-23 20:11:38 -04:00
GetItemEntry Randomizer_GetItemFromKnownCheck(RandomizerCheck randomizerCheck, GetItemID ogId);
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
GetItemEntry Randomizer_GetItemFromKnownCheckWithoutObtainabilityCheck(RandomizerCheck randomizerCheck, GetItemID ogId);
ItemObtainability Randomizer_GetItemObtainabilityFromRandomizerCheck(RandomizerCheck randomizerCheck);
int CustomMessage_RetrieveIfExists(PlayState* play);
void Overlay_DisplayText(float duration, const char* text);
void Overlay_DisplayText_Seconds(int seconds, const char* text);
Rework Get Item Table to be more flexible for adding custom items (#1050) * Adds ItemTableManager class. * Implements new getItem table in game. * Adds rando item table and way to differentiate tables in GetItemEntry. * Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge * Change ItemTableID to be uint16_t so we can use ModIndex for it. * Should fix switch build * Should fix switch build pt 2 * Adds new files to CMakeLists. * Implements fixes for competing getItem calls. * Correctly renders freestanding items Particle effects are probably broken, need to fix them still, I pretty much know how I would do that. * Fixed Particle effects in the new getItem system. * Fixes item fanfares * Partially fixes Ice Traps Obtaining a freestanding Ice Trap causes link to slide forward and receiving one from an NPC plays the sound effect and damage animation but doesn't freeze link. * Some more partial ice trap fixing that wasn't pushed earlier * Removes unused function override * Replaces ::find with ::at and adds exception handling * Removes some commented out code. * Refactors rando's GetItemEntry array into two arrays. One array is for the vanilla items that don't have GetItemEntries in vanilla, the other is for rando exclusive items. They are stored in separate arrays before getting added to the table so that we can apply different modIndexes. The items in the first table have are handled by the vanilla Item_Give, and the second table needed a custom `Randomizer_Item_Give` function. * Renames, relocates, and implements ModIndex enum. * Removes now unused ItemIDs and GetItemIDs Also makes all the necessary changes to other code that was still using them indirectly through the GI to GID map that was removed. There's quite a lot of changes here and I haven't had time to test them yet. * Re-implements GIMESSAGE_UNTRANSLATED as macro * Removes commented out function. * Throws exception if an invalid itemID is used Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857 * Removes ARRAY_SIZE in favor of ARRAY_COUNT ARRAY_COUNT already exists in `macros.h`, I just didn't find it before. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833 * Inverts CheckContainsRandoItem to CheckContainsVanillaItem. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135 * Cleanup, bugfixes, removing the `- 1`s from `z_player.c` * Fixes some funky formatting that got committed earlier. * Adds else if to added fanfare sound cases. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492 * Extends GetItemEntry to include getItemId Also adapts some existing calls for both the entry and the id to only get the entry. * Extends GetItemEntry to include GID. This allows for using it later when drawing freestanding items. Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136 * Rando-specific items use new textId again. This got lost when merging develop-zhora in because I didn't have custom messages merged when I started this. * Sets global modIndex to MOD_NONE on scene load Fixes a crash when buying items in shops due to them not triggering the rando code that normally sets these items. May have also been crashing vanilla playthroughs. * Realized I had the bgm conditions wrong. * Fixes "static drops" (i.e. sticks from withered babas) * Fixes LACS/Prelude situation... again. * Fixes too many arguments error. Not sure why this didn't fail to build on Windows before. * Fixes Link's Pocket items. * Simplifies sram init for rando-specific items * Fixes issues with approaching bottleable items. * Fixes Ruto's Letter. It was accidentally getting classified as a rando item. * Should re-fix freestanding ice traps * Makes freestanding items set player->getItemEntry. This prevents freestanding items from setting the global modIndex. This is part of a larger transition that needs to happen to switch to setting getItemEntries for all of the rando items. This prevents some things that set getItemId of GI_MAX from granting a Fire Medallion when the global modIndex is MOD_RANDOMIZER. * Makes sure we aren't using getItemEntry when not randoed. * Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck * Introduce some new methods and migrate most actors to them * Fixes ocarina game skull kids to set player->getItemEntry * Sets `z_en_box.c` to set `player->getItemEntry` * Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor * Use GiveItemEntryFromActorWithFixedRange in item00 * Fixes Anju to set player->getItemEntry. * Add a few missing cases * Additional fix for Skull Kid * Fixes vanilla ice traps and randomized ice smoke * Fixes rendering of treasure chest game items. * Removes unused `Randomizer_GetItemIdFromGetItemId`. * Cleans up an if statement for item00. * Cleans up another if statement in item00 * This should fix a bug with the Gerudo Archery minigame. I wasn't able to get the bug to happen after making this change. * Documents our new GiveItemEntry fuctions. * Uses more descriptive type name for ItemIDs for creating custom messages. * Fixes potential issue with if statement. * Fixes missed type change. Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
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GetItemEntry ItemTable_Retrieve(int16_t getItemID);
GetItemEntry ItemTable_RetrieveEntry(s16 modIndex, s16 getItemID);
void Entrance_ClearEntranceTrackingData(void);
void Entrance_InitEntranceTrackingData(void);
void EntranceTracker_SetCurrentGrottoID(s16 entranceIndex);
void EntranceTracker_SetLastEntranceOverride(s16 entranceIndex);
#endif
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#endif