Shipwright/soh/soh/Enhancements/randomizer/3drando/location_access/locacc_water_temple.cpp

365 lines
28 KiB
C++
Raw Normal View History

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 "../location_access.hpp"
#include "../logic.hpp"
#include "../entrance.hpp"
#include "../dungeon.hpp"
using namespace Logic;
using namespace Settings;
void AreaTable_Init_WaterTemple() {
/*--------------------------
| VANILLA/MQ DECIDER |
---------------------------*/
areaTable[WATER_TEMPLE_ENTRYWAY] = Area("Water Temple Entryway", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return Dungeon::WaterTemple.IsVanilla();}}),
Entrance(WATER_TEMPLE_MQ_LOBBY, {[]{return Dungeon::WaterTemple.IsMQ();}}),
Entrance(LAKE_HYLIA, {[]{return true;}}),
});
/*--------------------------
| VANILLA DUNGEON |
---------------------------*/
if (Dungeon::WaterTemple.IsVanilla()) {
//Water Temple logic currently assumes that the locked door leading to the upper water raising location is unlocked from the start
areaTable[WATER_TEMPLE_LOBBY] = Area("Water Temple Lobby", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
Entrance(WATER_TEMPLE_EAST_LOWER, {[]{return WaterTempleLow || ((LogicFewerTunicRequirements || CanUse(ZORA_TUNIC)) && (CanUse(IRON_BOOTS) || (CanUse(LONGSHOT) && LogicWaterTempleTorchLongshot)));},
/*Glitched*/[]{return ((Bugs || Fish) && CanUse(HOVER_BOOTS) && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::INTERMEDIATE)) || (CanUse(FARORES_WIND) &&
((CanUse(NAYRUS_LOVE) && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::NOVICE)) || (CanUseMagicArrow && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::ADVANCED))));}}),
Entrance(WATER_TEMPLE_NORTH_LOWER, {[]{return WaterTempleLow || ((LogicFewerTunicRequirements || CanUse(ZORA_TUNIC)) && CanUse(IRON_BOOTS));}}),
Entrance(WATER_TEMPLE_SOUTH_LOWER, {[]{return WaterTempleLow && HasExplosives && (CanDive || CanUse(IRON_BOOTS)) && (LogicFewerTunicRequirements || CanUse(ZORA_TUNIC));},
/*Glitched*/[]{return CanUse(IRON_BOOTS) && (WaterTempleMiddle || WaterTempleHigh) && (LogicFewerTunicRequirements || CanUse(ZORA_TUNIC)) && AdultCanAccess(WATER_TEMPLE_WEST_LOWER) && CanDoGlitch(GlitchType::LedgeClip, GlitchDifficulty::INTERMEDIATE);}}),
Entrance(WATER_TEMPLE_WEST_LOWER, {[]{return WaterTempleLow && GoronBracelet && (IsChild || CanDive || CanUse(IRON_BOOTS)) && (LogicFewerTunicRequirements || CanUse(ZORA_TUNIC));}}),
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return WaterTempleLow && SmallKeys(WATER_TEMPLE, 5);}}),
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return (WaterTempleLow || WaterTempleMiddle) && (HasFireSourceWithTorch || CanUse(BOW));}}),
Entrance(WATER_TEMPLE_EAST_MIDDLE, {[]{return (WaterTempleLow || WaterTempleMiddle || (CanUse(IRON_BOOTS) && WaterTimer >= 16)) && CanUse(HOOKSHOT);}}),
Entrance(WATER_TEMPLE_WEST_MIDDLE, {[]{return WaterTempleMiddle;},
/*Glitched*/[]{return WaterTempleLow && (CanDoGlitch(GlitchType::HammerSlide, GlitchDifficulty::NOVICE) || CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE));}}),
Entrance(WATER_TEMPLE_HIGH_WATER, {[]{return IsAdult && (CanUse(HOVER_BOOTS) || (LogicWaterTempleUpperBoost && Bombs && CanTakeDamage));},
/*Glitched*/[]{return CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE) || (Bombs && HasBombchus && CanDoGlitch(GlitchType::BombHover, GlitchDifficulty::NOVICE) && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::INTERMEDIATE));}}),
Entrance(WATER_TEMPLE_BLOCK_CORRIDOR, {[]{return (WaterTempleLow || WaterTempleMiddle) && (CanUse(SLINGSHOT) || CanUse(BOW)) && (CanUse(LONGSHOT) || CanUse(HOVER_BOOTS) || (LogicWaterCentralBow && (IsAdult || WaterTempleMiddle)));},
/*Glitched*/[]{return (WaterTempleLow || WaterTempleMiddle) && IsAdult && CanDoGlitch(GlitchType::HookshotClip, GlitchDifficulty::INTERMEDIATE);}}),
Entrance(WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return WaterTempleHigh && SmallKeys(WATER_TEMPLE, 4);},
/*Glitched*/[]{return SmallKeys(WATER_TEMPLE, 4) && (CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE) || CanDoGlitch(GlitchType::HammerSlide, GlitchDifficulty::NOVICE));}}),
Entrance(WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return WaterTempleHigh && CanUse(LONGSHOT);},
/*Glitched*/[]{return CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE) || CanDoGlitch(GlitchType::HammerSlide, GlitchDifficulty::NOVICE) ||
(Bombs && HasBombchus && CanDoGlitch(GlitchType::BombHover, GlitchDifficulty::NOVICE) && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::INTERMEDIATE));}}),
});
areaTable[WATER_TEMPLE_EAST_LOWER] = Area("Water Temple East Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&WaterTempleLow, {[]{return WaterTempleLow || CanPlay(ZeldasLullaby);},
/*Glitched*/[]{return ZeldasLullaby && (CanDoGlitch(GlitchType::DungeonBombOI, GlitchDifficulty::INTERMEDIATE) || ((Bugs || Fish) && CanShield &&
((Bombs && CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED)) || (HasBombchus && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::ADVANCED)))));}}),
}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return WaterTempleLow || ((LogicFewerTunicRequirements || CanUse(ZORA_TUNIC)) && CanUse(IRON_BOOTS));},
/*Glitched*/[]{return ((Bugs || Fish) && CanUse(HOVER_BOOTS) && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::INTERMEDIATE)) || (CanUse(FARORES_WIND) &&
((CanUse(NAYRUS_LOVE) && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::NOVICE)) || (CanUseMagicArrow && CanDoGlitch(GlitchType::CutsceneDive, GlitchDifficulty::ADVANCED))));}}),
Entrance(WATER_TEMPLE_MAP_ROOM, {[]{return WaterTempleHigh;}}),
Entrance(WATER_TEMPLE_CRACKED_WALL, {[]{return WaterTempleMiddle || (WaterTempleHigh && WaterTempleLow && ((CanUse(HOVER_BOOTS) && LogicWaterCrackedWallHovers) || LogicWaterCrackedWallNothing));},
/*Glitched*/[]{return WaterTempleHigh && WaterTempleLow && CanDoGlitch(GlitchType::HookshotClip, GlitchDifficulty::NOVICE);}}),
Entrance(WATER_TEMPLE_TORCH_ROOM, {[]{return WaterTempleLow && (HasFireSourceWithTorch || CanUse(BOW));}}),
});
areaTable[WATER_TEMPLE_MAP_ROOM] = Area("Water Temple Map Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_MAP_CHEST, {[]{return (MagicMeter && CanUse(KOKIRI_SWORD)) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || CanUse(HOOKSHOT);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_EAST_LOWER, {[]{return (MagicMeter && CanUse(KOKIRI_SWORD)) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || CanUse(HOOKSHOT);}}),
});
areaTable[WATER_TEMPLE_CRACKED_WALL] = Area("Water Temple Cracked Wall", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_CRACKED_WALL_CHEST, {[]{return HasExplosives;},
/*Glitched*/[]{return CanDoGlitch(GlitchType::HookshotClip, GlitchDifficulty::NOVICE);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_EAST_LOWER, {[]{return true;}}),
});
areaTable[WATER_TEMPLE_TORCH_ROOM] = Area("Water Temple Torch Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_TORCHES_CHEST, {[]{return (MagicMeter && CanUse(KOKIRI_SWORD)) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || CanUse(HOOKSHOT);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_EAST_LOWER, {[]{return (MagicMeter && CanUse(KOKIRI_SWORD)) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD) || CanUse(HOOKSHOT);}}),
});
areaTable[WATER_TEMPLE_NORTH_LOWER] = Area("Water Temple North Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return true;}}),
Entrance(WATER_TEMPLE_BOULDERS_LOWER, {[]{return (CanUse(LONGSHOT) || (LogicWaterBossKeyRegion && CanUse(HOVER_BOOTS))) && SmallKeys(WATER_TEMPLE, 4);},
/*Glitched*/[]{return ((Bombs && HasBombchus && CanDoGlitch(GlitchType::BombHover, GlitchDifficulty::NOVICE) && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::INTERMEDIATE)) ||
CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE)) && SmallKeys(WATER_TEMPLE, 4);}}),
});
areaTable[WATER_TEMPLE_BOULDERS_LOWER] = Area("Water Temple Boulders Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_GS_NEAR_BOSS_KEY_CHEST, {[]{return CanUse(LONGSHOT) || Here(WATER_TEMPLE_BOULDERS_UPPER, []{return (IsAdult && HookshotOrBoomerang) || (CanUse(IRON_BOOTS) && CanUse(HOOKSHOT));});}}),
}, {
//Exits
Entrance(WATER_TEMPLE_NORTH_LOWER, {[]{return SmallKeys(WATER_TEMPLE, 4);}}),
Entrance(WATER_TEMPLE_BLOCK_ROOM, {[]{return true;}}),
Entrance(WATER_TEMPLE_BOULDERS_UPPER, {[]{return (IsAdult && (CanUse(HOVER_BOOTS) || LogicWaterNorthBasementLedgeJump)) || (CanUse(HOVER_BOOTS) && CanUse(IRON_BOOTS));}}),
});
areaTable[WATER_TEMPLE_BLOCK_ROOM] = Area("Water Temple Block Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_BOULDERS_LOWER, {[]{return (GoronBracelet && HasExplosives) || CanUse(HOOKSHOT);}}),
Entrance(WATER_TEMPLE_JETS_ROOM, {[]{return (GoronBracelet && HasExplosives) || (CanUse(HOOKSHOT) && CanUse(HOVER_BOOTS));},
/*Glitched*/[]{return CanUse(HOOKSHOT) && CanDoGlitch(GlitchType::Megaflip, GlitchDifficulty::INTERMEDIATE);}}),
});
areaTable[WATER_TEMPLE_JETS_ROOM] = Area("Water Temple Jets Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_BLOCK_ROOM, {[]{return CanUse(HOOKSHOT);}}),
Entrance(WATER_TEMPLE_BOULDERS_UPPER, {[]{return true;}}),
});
areaTable[WATER_TEMPLE_BOULDERS_UPPER] = Area("Water Temple Boulders Upper", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_BOULDERS_LOWER, {[]{return true;}}),
Entrance(WATER_TEMPLE_JETS_ROOM, {[]{return IsAdult;}}),
Entrance(WATER_TEMPLE_BOSS_KEY_ROOM, {[]{return (CanUse(IRON_BOOTS) || (IsAdult && LogicWaterBKJumpDive)) && SmallKeys(WATER_TEMPLE, 5);}}),
});
areaTable[WATER_TEMPLE_BOSS_KEY_ROOM] = Area("Water Temple Boss Key Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&FairyPot, {[]{return true;}}),
}, {
//Locations
LocationAccess(WATER_TEMPLE_BOSS_KEY_CHEST, {[]{return true;}}),
}, {
//Exits
Entrance(WATER_TEMPLE_BOULDERS_UPPER, {[]{return (CanUse(IRON_BOOTS) || (IsAdult && LogicWaterBKJumpDive) || IsChild || CanDive) && SmallKeys(WATER_TEMPLE, 5);}}),
});
areaTable[WATER_TEMPLE_SOUTH_LOWER] = Area("Water Temple South Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_GS_BEHIND_GATE, {[]{return CanUse(HOOKSHOT) || (IsAdult && CanUse(HOVER_BOOTS));},
/*Glitched*/[]{return (CanUse(BOOMERANG) && CanDoGlitch(GlitchType::HoverBoost, GlitchDifficulty::INTERMEDIATE)) ||
(Bombs && HasBombchus && CanDoGlitch(GlitchType::BombHover, GlitchDifficulty::INTERMEDIATE) && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::INTERMEDIATE));}}),
}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return CanUse(IRON_BOOTS);}}),
});
areaTable[WATER_TEMPLE_WEST_LOWER] = Area("Water Temple West Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return CanUse(HOOKSHOT) && CanUse(IRON_BOOTS) && GoronBracelet;},
/*Glitched*/[]{return CanUse(IRON_BOOTS) && (LogicFewerTunicRequirements || CanUse(ZORA_TUNIC)) && CanDoGlitch(GlitchType::LedgeClip, GlitchDifficulty::INTERMEDIATE);}}),
Entrance(WATER_TEMPLE_DRAGON_ROOM, {[]{return IsAdult || CanChildAttack;}}),
});
areaTable[WATER_TEMPLE_DRAGON_ROOM] = Area("Water Temple Dragon Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_DRAGON_CHEST, {[]{return (CanUse(HOOKSHOT) && CanUse(IRON_BOOTS)) || (IsAdult && LogicWaterDragonAdult && HasBombchus && (CanDive || CanUse(IRON_BOOTS))) ||
Here(WATER_TEMPLE_RIVER, []{return IsAdult && CanUse(BOW) && ((LogicWaterDragonAdult && (CanDive || CanUse(IRON_BOOTS))) || LogicWaterDragonJumpDive);});},
/*Glitched*/[]{return Bombs && ((IsAdult && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::ADVANCED)) || (CanUse(IRON_BOOTS) && CanDoGlitch(GlitchType::ISG, GlitchDifficulty::INTERMEDIATE)));}}),
}, {
//Exits
Entrance(WATER_TEMPLE_WEST_LOWER, {[]{return true;}}),
});
areaTable[WATER_TEMPLE_CENTRAL_PILLAR_LOWER] = Area("Water Temple Central Pillar Lower", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return SmallKeys(WATER_TEMPLE, 5);}}),
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return CanUse(HOOKSHOT);}}),
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, {[]{return WaterTempleMiddle && CanUse(IRON_BOOTS) && WaterTimer >= 40;},
/*Glitched*/[]{return CanDoGlitch(GlitchType::LedgeClip, GlitchDifficulty::NOVICE) && CanUse(IRON_BOOTS) && WaterTimer >= 40;}}),
});
areaTable[WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Area("Water Temple Central Pillar Upper", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&WaterTempleMiddle, {[]{return WaterTempleMiddle || CanPlay(ZeldasLullaby);},
/*Glitched*/[]{return ZeldasLullaby && (CanDoGlitch(GlitchType::DungeonBombOI, GlitchDifficulty::INTERMEDIATE) || ((Bugs || Fish) && CanShield &&
(CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED) || (HasBombchus && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::ADVANCED)))));}}),
}, {
//Locations
LocationAccess(WATER_TEMPLE_GS_CENTRAL_PILLAR, {[]{return CanUse(LONGSHOT) || (LogicWaterCentralGSFW && WaterTempleHigh && CanUse(FARORES_WIND) && HookshotOrBoomerang);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return true;}}),
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return true;}}),
});
areaTable[WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT] = Area("Water Temple Central Pillar Basement", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_CENTRAL_PILLAR_CHEST, {[]{return CanUse(HOOKSHOT) && CanUse(IRON_BOOTS) && WaterTimer >= 40;}}),
}, {
//Exits
Entrance(WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return CanUse(IRON_BOOTS) && WaterTimer >= 16;}}),
});
areaTable[WATER_TEMPLE_EAST_MIDDLE] = Area("Water Temple East Middle", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_COMPASS_CHEST, {[]{return CanUseProjectile;}}),
}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return CanUse(IRON_BOOTS);}}),
});
areaTable[WATER_TEMPLE_WEST_MIDDLE] = Area("Water Temple West Middle", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return true;}}),
Entrance(WATER_TEMPLE_HIGH_WATER, {[]{return CanUseProjectile;}}),
});
areaTable[WATER_TEMPLE_HIGH_WATER] = Area("Water Temple High Water", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&WaterTempleHigh, {[]{return WaterTempleHigh || CanPlay(ZeldasLullaby);},
/*Glitched*/[]{return ZeldasLullaby && (CanDoGlitch(GlitchType::DungeonBombOI, GlitchDifficulty::INTERMEDIATE) || ((Bugs || Fish) && CanShield &&
(CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED) || (HasBombchus && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::ADVANCED)))));}}),
}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return true;}}),
});
areaTable[WATER_TEMPLE_BLOCK_CORRIDOR] = Area("Water Temple Block Corridor", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, {[]{return GoronBracelet && (WaterTempleLow || WaterTempleMiddle);},
/*Glitched*/[]{return CanDoGlitch(GlitchType::HookshotClip, GlitchDifficulty::INTERMEDIATE) && (WaterTempleLow || WaterTempleMiddle);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return CanUse(HOOKSHOT);}}),
});
areaTable[WATER_TEMPLE_FALLING_PLATFORM_ROOM] = Area("Water Temple Falling Platform Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, {[]{return CanUse(LONGSHOT) || (LogicWaterFallingPlatformGS && IsAdult && HookshotOrBoomerang);}}),
}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return CanUse(HOOKSHOT) && SmallKeys(WATER_TEMPLE, 4);}}),
Entrance(WATER_TEMPLE_DRAGON_PILLARS_ROOM, {[]{return CanUse(HOOKSHOT) && SmallKeys(WATER_TEMPLE, 5);}}),
});
areaTable[WATER_TEMPLE_DRAGON_PILLARS_ROOM] = Area("Water Temple Dragon Pillars Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return CanUseProjectile;}}),
Entrance(WATER_TEMPLE_DARK_LINK_ROOM, {[]{return CanUse(HOOKSHOT);}}),
});
areaTable[WATER_TEMPLE_DARK_LINK_ROOM] = Area("Water Temple Dark Link Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(WATER_TEMPLE_DRAGON_PILLARS_ROOM, {[]{return CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD);}}),
Entrance(WATER_TEMPLE_LONGSHOT_ROOM, {[]{return CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD);}}),
});
areaTable[WATER_TEMPLE_LONGSHOT_ROOM] = Area("Water Temple Longshot Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_LONGSHOT_CHEST, {[]{return true;}}),
}, {
//Exits
Entrance(WATER_TEMPLE_DARK_LINK_ROOM, {[]{return true;}}),
Entrance(WATER_TEMPLE_RIVER, {[]{return IsChild || CanPlay(SongOfTime);},
/*Glitched*/[]{return SongOfTime && (CanDoGlitch(GlitchType::DungeonBombOI, GlitchDifficulty::INTERMEDIATE) || ((Bugs || Fish) && CanShield &&
(CanDoGlitch(GlitchType::QPA, GlitchDifficulty::ADVANCED) || (HasBombchus && CanDoGlitch(GlitchType::ActionSwap, GlitchDifficulty::ADVANCED)))));}}),
});
areaTable[WATER_TEMPLE_RIVER] = Area("Water Temple River", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_RIVER_CHEST, {[]{return (CanUse(SLINGSHOT) || CanUse(BOW)) && (IsAdult || CanUse(HOVER_BOOTS) || CanUse(HOOKSHOT));}}),
LocationAccess(WATER_TEMPLE_GS_RIVER, {[]{return (CanUse(IRON_BOOTS) && CanUse(HOOKSHOT)) || (LogicWaterRiverGS && CanUse(LONGSHOT));}}),
}, {
//Exits
Entrance(WATER_TEMPLE_DRAGON_ROOM, {[]{return (CanUse(SLINGSHOT) || CanUse(BOW)) && (IsAdult || CanUse(HOVER_BOOTS) || CanUse(HOOKSHOT));}}),
});
areaTable[WATER_TEMPLE_PRE_BOSS_ROOM] = Area("Water Temple Pre Boss Room", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&FairyPot, {[]{return true;}}),
}, {}, {
//Exits
Entrance(WATER_TEMPLE_LOBBY, {[]{return true;}}),
Entrance(WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return BossKeyWaterTemple;}}),
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
});
}
/*---------------------------
| MASTER QUEST DUNGEON |
---------------------------*/
if (Dungeon::WaterTemple.IsMQ()) {
areaTable[WATER_TEMPLE_MQ_LOBBY] = Area("Water Temple MQ Lobby", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {}, {
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
//Exits
Entrance(WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
Entrance(WATER_TEMPLE_MQ_DIVE, {[]{return IsAdult && WaterTimer >= 24 && CanUse(IRON_BOOTS);}}),
Entrance(WATER_TEMPLE_MQ_DARK_LINK_REGION, {[]{return SmallKeys(WATER_TEMPLE, 1) && IsAdult && CanUse(LONGSHOT);}}),
Entrance(WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return BossKeyWaterTemple && IsAdult && CanUse(LONGSHOT);}}),
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
});
areaTable[WATER_TEMPLE_MQ_DIVE] = Area("Water Temple MQ Dive", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_MQ_MAP_CHEST, {[]{return HasFireSource && IsAdult && CanUse(HOOKSHOT);}}),
LocationAccess(WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, {[]{return IsAdult && CanUse(ZORA_TUNIC) && CanUse(HOOKSHOT) && (CanUse(DINS_FIRE) && CanPlay(SongOfTime));}}),
//Trick: IsAdult && CanUse(ZORA_TUNIC) && CanUse(HOOKSHOT) && ((LogicWaterMQCentralPillar && CanUse(FIRE_ARROWS)) || (CanUse(DINS_FIRE) && CanPlay(SongOfTime)))
}, {
//Exits
Entrance(WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS, {[]{return CanPlay(ZeldasLullaby);}}),
});
areaTable[WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS] = Area("Water Temple MQ Lowered Water Levels", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_MQ_COMPASS_CHEST, {[]{return (IsAdult && CanUse(BOW)) || CanUse(DINS_FIRE) || Here(WATER_TEMPLE_MQ_LOBBY, []{return IsChild && CanUse(STICKS) && HasExplosives;});}}),
LocationAccess(WATER_TEMPLE_MQ_LONGSHOT_CHEST, {[]{return IsAdult && CanUse(HOOKSHOT);}}),
LocationAccess(WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, {[]{return CanUse(DINS_FIRE);}}),
LocationAccess(WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, {[]{return IsAdult && CanUse(LONGSHOT);}}),
}, {});
areaTable[WATER_TEMPLE_MQ_DARK_LINK_REGION] = Area("Water Temple MQ Dark Link Region", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&FairyPot, {[]{return true;}}),
EventAccess(&NutPot, {[]{return true;}}),
}, {
//Locations
LocationAccess(WATER_TEMPLE_MQ_BOSS_KEY_CHEST, {[]{return IsAdult && WaterTimer >= 24 && CanUse(DINS_FIRE) && (LogicWaterDragonJumpDive || CanDive || CanUse(IRON_BOOTS));}}),
LocationAccess(WATER_TEMPLE_MQ_GS_RIVER, {[]{return true;}}),
}, {
//Exits
Entrance(WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS, {[]{return IsAdult && WaterTimer >= 24 && CanUse(DINS_FIRE) && CanUse(IRON_BOOTS);}}),
});
areaTable[WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS] = Area("Water Temple MQ Basement Gated Areas", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LocationAccess(WATER_TEMPLE_MQ_FREESTANDING_KEY, {[]{return HoverBoots || CanUse(SCARECROW) || LogicWaterNorthBasementLedgeJump;}}),
LocationAccess(WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, {[]{return CanUse(FIRE_ARROWS) && (HoverBoots || CanUse(SCARECROW));}}),
LocationAccess(WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, {[]{return SmallKeys(WATER_TEMPLE, 2) && (HoverBoots || CanUse(SCARECROW) || LogicWaterNorthBasementLedgeJump);}}),
//Trick: LogicWaterMQLockedGS || (SmallKeys(WATER_TEMPLE, 2) && (HoverBoots || CanUse(SCARECROW) || LogicWaterNorthBasementLedgeJump))
}, {});
}
/*---------------------------
| BOSS ROOM |
---------------------------*/
areaTable[WATER_TEMPLE_BOSS_ENTRYWAY] =
Area("Water Temple Boss Entryway", "Water Temple", WATER_TEMPLE, NO_DAY_NIGHT_CYCLE, {}, {},
{
// Exits
Entrance(WATER_TEMPLE_PRE_BOSS_ROOM, { [] { return Dungeon::WaterTemple.IsVanilla() && false; } }),
Entrance(WATER_TEMPLE_MQ_LOBBY, { [] { return Dungeon::WaterTemple.IsMQ() && false; } }),
Entrance(WATER_TEMPLE_BOSS_ROOM, { [] { return true; } }),
});
areaTable[WATER_TEMPLE_BOSS_ROOM] = Area(
"Water Temple Boss Room", "Water Temple", NONE, NO_DAY_NIGHT_CYCLE,
{
// Events
EventAccess(&WaterTempleClear, { [] {
return WaterTempleClear ||
(CanUse(HOOKSHOT) && (CanUse(KOKIRI_SWORD) || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD)));
} }),
},
{
// Locations
LocationAccess(WATER_TEMPLE_MORPHA_HEART, { [] { return WaterTempleClear; } }),
LocationAccess(MORPHA, { [] { return WaterTempleClear; } }),
},
{
// Exits
Entrance(WATER_TEMPLE_BOSS_ENTRYWAY, { [] { return false; } }),
});
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
}