Shipwright/soh/soh/Enhancements/randomizer/3drando/logic.cpp

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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 "logic.hpp"
#include <algorithm>
#include <cstdio>
#include <string>
#include <string_view>
#include <vector>
#include "settings.hpp"
#include "dungeon.hpp"
#include "setting_descriptions.hpp"
using namespace Settings;
namespace Logic {
bool noVariable = false;
//Child item logic
bool KokiriSword = false;
bool ZeldasLetter = false;
bool WeirdEgg = false;
bool HasBottle = false;
bool Bombchus = false;
bool Bombchus5 = false;
bool Bombchus10 = false;
bool Bombchus20 = false;
bool MagicBean = false;
bool MagicBeanPack = false;
bool RutosLetter = false;
bool Boomerang = false;
bool DinsFire = false;
bool FaroresWind = false;
bool NayrusLove = false;
bool LensOfTruth = false;
bool ShardOfAgony = false;
bool SkullMask = false;
bool MaskOfTruth = false;
//Adult logic
bool Hammer = false;
bool IronBoots = false;
bool HoverBoots = false;
bool MirrorShield = false;
bool GoronTunic = false;
bool ZoraTunic = false;
bool Epona = false;
bool BigPoe = false;
bool GerudoToken = false;
bool FireArrows = false;
bool IceArrows = false;
bool LightArrows = false;
bool MasterSword = false;
bool BiggoronSword = false;
//Trade Quest
bool PocketEgg = false;
bool Cojiro = false;
bool OddMushroom = false;
bool OddPoultice = false;
bool PoachersSaw = false;
bool BrokenSword = false;
bool Prescription = false;
bool EyeballFrog = false;
bool Eyedrops = false;
bool ClaimCheck = false;
//Trade Quest Events
bool WakeUpAdultTalon = false;
bool CojiroAccess = false;
bool OddMushroomAccess = false;
bool OddPoulticeAccess = false;
bool PoachersSawAccess = false;
bool BrokenSwordAccess = false;
bool PrescriptionAccess = false;
bool EyeballFrogAccess = false;
bool EyedropsAccess = false;
bool DisableTradeRevert = false;
//Songs
bool ZeldasLullaby = false;
bool SariasSong = false;
bool SunsSong = false;
bool SongOfStorms = false;
bool EponasSong = false;
bool SongOfTime = false;
bool MinuetOfForest = false;
bool BoleroOfFire = false;
bool SerenadeOfWater = false;
bool RequiemOfSpirit = false;
bool NocturneOfShadow = false;
bool PreludeOfLight = false;
//Stones and Meddallions
bool ForestMedallion = false;
bool FireMedallion = false;
bool WaterMedallion = false;
bool SpiritMedallion = false;
bool ShadowMedallion = false;
bool LightMedallion = false;
bool KokiriEmerald = false;
bool GoronRuby = false;
bool ZoraSapphire = false;
//Dungeon Clears
bool DekuTreeClear = false;
bool DodongosCavernClear = false;
bool JabuJabusBellyClear = false;
bool ForestTempleClear = false;
bool FireTempleClear = false;
bool WaterTempleClear = false;
bool SpiritTempleClear = false;
bool ShadowTempleClear = false;
//Trial Clears
bool ForestTrialClear = false;
bool FireTrialClear = false;
bool WaterTrialClear = false;
bool SpiritTrialClear = false;
bool ShadowTrialClear = false;
bool LightTrialClear = false;
//Progressive Items
uint8_t ProgressiveBulletBag = 0;
uint8_t ProgressiveBombBag = 0;
uint8_t ProgressiveMagic = 0;
uint8_t ProgressiveScale = 0;
uint8_t ProgressiveHookshot = 0;
uint8_t ProgressiveBow = 0;
uint8_t ProgressiveWallet = 0;
uint8_t ProgressiveStrength = 0;
uint8_t ProgressiveOcarina = 0;
uint8_t ProgressiveGiantKnife = 0;
//Logical keysanity
bool IsKeysanity = false;
//Keys
uint8_t ForestTempleKeys = 0;
uint8_t FireTempleKeys = 0;
uint8_t WaterTempleKeys = 0;
uint8_t SpiritTempleKeys = 0;
uint8_t ShadowTempleKeys = 0;
uint8_t GanonsCastleKeys = 0;
uint8_t GerudoFortressKeys = 0;
uint8_t GerudoTrainingGroundsKeys = 0;
uint8_t BottomOfTheWellKeys = 0;
uint8_t TreasureGameKeys = 0;
//Boss Keys
bool BossKeyForestTemple = false;
bool BossKeyFireTemple = false;
bool BossKeyWaterTemple = false;
bool BossKeySpiritTemple = false;
bool BossKeyShadowTemple = false;
bool BossKeyGanonsCastle = false;
//Gold Skulltula Count
uint8_t GoldSkulltulaTokens = 0;
//Bottle Count
uint8_t Bottles = 0;
uint8_t NumBottles = 0;
bool NoBottles = false;
//Drops and Bottle Contents Access
bool DekuNutDrop = false;
bool NutPot = false;
bool NutCrate = false;
bool DekuBabaNuts = false;
bool DekuStickDrop = false;
bool StickPot = false;
bool DekuBabaSticks = false;
bool BugsAccess = false;
bool BugShrub = false;
bool WanderingBugs = false;
bool BugRock = false;
bool BlueFireAccess = false;
bool FishAccess = false;
bool FishGroup = false;
bool LoneFish = false;
bool FairyAccess = false;
bool GossipStoneFairy = false;
bool BeanPlantFairy = false;
bool ButterflyFairy = false;
bool FairyPot = false;
bool FreeFairies = false;
bool FairyPond = false;
bool BombchuDrop = false;
bool AmmoCanDrop = false;
bool BuyBombchus5 = false;
bool BuyBombchus10 = false;
bool BuyBombchus20 = false;
bool BuySeed = false;
bool BuyArrow = false;
bool BuyBomb = false;
bool BuyGPotion = false;
bool BuyBPotion = false;
bool MagicRefill = false;
uint8_t PieceOfHeart = 0;
uint8_t HeartContainer = 0;
bool DoubleDefense = false;
/* --- HELPERS, EVENTS, AND LOCATION ACCESS --- */
/* These are used to simplify reading the logic, but need to be updated
/ every time a base value is updated. */
bool Slingshot = false;
bool Ocarina = false;
bool OcarinaOfTime = false;
bool BombBag = false;
bool MagicMeter = false;
bool Hookshot = false;
bool Longshot = false;
bool Bow = false;
bool GoronBracelet = false;
bool SilverGauntlets = false;
bool GoldenGauntlets = false;
bool SilverScale = false;
bool GoldScale = false;
bool AdultsWallet = false;
bool ChildScarecrow = false;
bool AdultScarecrow = false;
bool ScarecrowSong = false;
bool Scarecrow = false;
bool DistantScarecrow = false;
bool Bombs = false;
bool DekuShield = false;
bool HylianShield = false;
bool Nuts = false;
bool Sticks = false;
bool Bugs = false;
bool BlueFire = false;
bool Fish = false;
bool Fairy = false;
bool BottleWithBigPoe = false;
bool FoundBombchus = false;
bool CanPlayBowling = false;
bool HasBombchus = false;
bool HasExplosives = false;
bool HasBoots = false;
bool IsChild = false;
bool IsAdult = false;
bool IsGlitched = false;
bool CanBlastOrSmash = false;
bool CanChildAttack = false;
bool CanChildDamage = false;
bool CanCutShrubs = false;
bool CanDive = false;
bool CanLeaveForest = false;
bool CanPlantBugs = false;
bool CanRideEpona = false;
bool CanStunDeku = false;
bool CanSummonGossipFairy = false;
bool CanSummonGossipFairyWithoutSuns = false;
bool NeedNayrusLove = false;
bool CanSurviveDamage = false;
bool CanTakeDamage = false;
bool CanTakeDamageTwice = false;
//bool CanPlantBean = false;
bool CanOpenBombGrotto = false;
bool CanOpenStormGrotto = false;
bool BigPoeKill = false;
bool HookshotOrBoomerang = false;
bool CanGetNightTimeGS = false;
uint8_t BaseHearts = 0;
uint8_t Hearts = 0;
uint8_t Multiplier = 0;
uint8_t EffectiveHealth = 0;
uint8_t FireTimer = 0;
uint8_t WaterTimer = 0;
bool GuaranteeTradePath = false;
bool GuaranteeHint = false;
bool HasFireSource = false;
bool HasFireSourceWithTorch = false;
bool CanFinishGerudoFortress = false;
bool HasShield = false;
bool CanShield = false;
bool CanJumpslash = false;
bool CanUseProjectile = false;
bool CanUseMagicArrow = false;
//Bridge and LACS Requirements
uint8_t MedallionCount = 0;
uint8_t StoneCount = 0;
uint8_t DungeonCount = 0;
bool HasAllStones = false;
bool HasAllMedallions = false;
bool CanBuildRainbowBridge = false;
bool CanTriggerLACS = false;
//Other
bool AtDay = false;
bool AtNight = false;
uint8_t Age = 0;
//Events
bool ShowedMidoSwordAndShield = false;
bool CarpenterRescue = false;
bool GF_GateOpen = false;
bool GtG_GateOpen = false;
bool DampesWindmillAccess = false;
bool DrainWell = false;
bool GoronCityChildFire = false;
bool GCWoodsWarpOpen = false;
bool GCDaruniasDoorOpenChild = false;
bool StopGCRollingGoronAsAdult = false;
bool WaterTempleLow = false;
bool WaterTempleMiddle = false;
bool WaterTempleHigh = false;
bool KakarikoVillageGateOpen = false;
bool KingZoraThawed = false;
bool ForestTempleJoelle = false;
bool ForestTempleBeth = false;
bool ForestTempleJoAndBeth = false;
bool ForestTempleAmy = false;
bool ForestTempleMeg = false;
bool ForestTempleAmyAndMeg = false;
bool FireLoopSwitch = false;
bool LinksCow = false;
bool AtDampeTime = false;
bool DeliverLetter = false;
bool TimeTravel = false;
/* --- END OF HELPERS AND LOCATION ACCESS --- */
//Placement Tracking
uint8_t AddedProgressiveBulletBags = 0;
uint8_t AddedProgressiveBombBags = 0;
uint8_t AddedProgressiveMagics = 0;
uint8_t AddedProgressiveScales = 0;
uint8_t AddedProgressiveHookshots = 0;
uint8_t AddedProgressiveBows = 0;
uint8_t AddedProgressiveWallets = 0;
uint8_t AddedProgressiveStrengths = 0;
uint8_t AddedProgressiveOcarinas = 0;
uint8_t TokensInPool = 0;
//Event checking past
bool DrainWellPast = false;
bool DampesWindmillAccessPast = false;
bool DekuTreeClearPast = false;
bool GoronRubyPast = false;
bool ZoraSapphirePast = false;
bool ForestTrialClearPast = false;
bool FireTrialClearPast = false;
bool WaterTrialClearPast = false;
bool SpiritTrialClearPast = false;
bool ShadowTrialClearPast = false;
bool LightTrialClearPast = false;
bool BuyDekuShieldPast = false;
bool TimeTravelPast = false;
bool CanPlay(bool song) {
return Ocarina && song;
}
static bool IsMagicItem(uint32_t item) {
return item == DINS_FIRE ||
item == FARORES_WIND ||
item == NAYRUS_LOVE ||
item == LENS_OF_TRUTH;
}
static bool IsMagicArrow(uint32_t item) {
return item == FIRE_ARROWS ||
item == ICE_ARROWS ||
item == LIGHT_ARROWS;
}
bool HasItem(uint32_t itemName) {
return (itemName == DINS_FIRE && DinsFire) ||
(itemName == FARORES_WIND && FaroresWind) ||
(itemName == NAYRUS_LOVE && NayrusLove) ||
(itemName == LENS_OF_TRUTH && LensOfTruth) ||
(itemName == BOW && Bow) ||
(itemName == MEGATON_HAMMER && Hammer) ||
(itemName == IRON_BOOTS && IronBoots) ||
(itemName == HOVER_BOOTS && HoverBoots) ||
(itemName == HOOKSHOT && Hookshot) ||
(itemName == LONGSHOT && Longshot) ||
(itemName == SILVER_GAUNTLETS && SilverGauntlets) ||
(itemName == GOLDEN_GAUNTLETS && GoldenGauntlets) ||
(itemName == GORON_TUNIC && GoronTunic) ||
(itemName == ZORA_TUNIC && ZoraTunic) ||
(itemName == SCARECROW && Scarecrow) ||
(itemName == DISTANT_SCARECROW && DistantScarecrow)||
(itemName == HYLIAN_SHIELD && HylianShield) ||
(itemName == MIRROR_SHIELD && MirrorShield) ||
(itemName == MASTER_SWORD && MasterSword) ||
(itemName == BIGGORON_SWORD && BiggoronSword) ||
(itemName == SLINGSHOT && Slingshot) ||
(itemName == BOOMERANG && Boomerang) ||
(itemName == KOKIRI_SWORD && KokiriSword) ||
(itemName == STICKS && Sticks) ||
(itemName == DEKU_SHIELD && DekuShield) ||
(itemName == FIRE_ARROWS && FireArrows) ||
(itemName == ICE_ARROWS && IceArrows) ||
(itemName == LIGHT_ARROWS && LightArrows);
}
//Can the passed in item be used?
bool CanUse(uint32_t itemName) {
if (!HasItem(itemName))
return false;
switch (itemName) {
// Adult items
case BOW: return IsAdult || BowAsChild;
case MEGATON_HAMMER: return IsAdult || HammerAsChild;
case IRON_BOOTS: return IsAdult || IronBootsAsChild;
case HOVER_BOOTS: return IsAdult || HoverBootsAsChild;
case HOOKSHOT: return IsAdult || HookshotAsChild;
case LONGSHOT: return IsAdult || HookshotAsChild;
case SILVER_GAUNTLETS: return IsAdult;
case GOLDEN_GAUNTLETS: return IsAdult;
case GORON_TUNIC: return IsAdult || GoronTunicAsChild;
case ZORA_TUNIC: return IsAdult || ZoraTunicAsChild;
case SCARECROW: return IsAdult || HookshotAsChild;
case DISTANT_SCARECROW: return IsAdult || HookshotAsChild;
case HYLIAN_SHIELD: return IsAdult;
case MIRROR_SHIELD: return IsAdult || MirrorShieldAsChild;
case MASTER_SWORD: return IsAdult || MasterSwordAsChild;
case BIGGORON_SWORD: return IsAdult || BiggoronSwordAsChild;
// Child items
case SLINGSHOT: return IsChild || SlingshotAsAdult;
case BOOMERANG: return IsChild || BoomerangAsAdult;
case KOKIRI_SWORD: return IsChild || KokiriSwordAsAdult;
case STICKS: return IsChild || StickAsAdult;
case DEKU_SHIELD: return IsChild || DekuShieldAsAdult;
// Magic items
default: return MagicMeter && (IsMagicItem(itemName) || (IsMagicArrow(itemName) && CanUse(BOW)));
}
}
bool HasProjectile(HasProjectileAge age) {
return HasExplosives ||
(age == HasProjectileAge::Child && (Slingshot || Boomerang)) ||
(age == HasProjectileAge::Adult && (Hookshot || Bow )) ||
(age == HasProjectileAge::Both && (Slingshot || Boomerang) && (Hookshot || Bow)) ||
(age == HasProjectileAge::Either && (Slingshot || Boomerang || Hookshot || Bow));
}
uint8_t GetDifficultyValueFromString(Option& glitchOption) {
for (size_t i = 0; i < GlitchDifficulties.size(); i++) {
if (glitchOption.GetSelectedOptionText() == GlitchDifficulties[i]) {
return i + 1;
}
}
return 0;
}
bool CanDoGlitch(GlitchType glitch, GlitchDifficulty difficulty) {
uint8_t setDifficulty;
switch (glitch) {
//Restricted Items
case GlitchType::RestrictedItems:
setDifficulty = GetDifficultyValueFromString(GlitchRestrictedItems);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return true;
//Super Stab
case GlitchType::SuperStab:
setDifficulty = GetDifficultyValueFromString(GlitchSuperStab);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return CanShield && CanUse(STICKS);
//Infinite Sword Glitch
case GlitchType::ISG:
setDifficulty = GetDifficultyValueFromString(GlitchISG);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return CanShield && (IsAdult || KokiriSword || Sticks);
//Bomb Hover
case GlitchType::BombHover:
setDifficulty = GetDifficultyValueFromString(GlitchHover);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return CanDoGlitch(GlitchType::ISG, GlitchDifficulty::NOVICE) && (HasBombchus || (Bombs && setDifficulty >= static_cast<uint8_t>(GlitchDifficulty::ADVANCED)));
//Bomb Ocarina Items
case GlitchType::BombOI:
setDifficulty = GetDifficultyValueFromString(GlitchBombOI);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return Bombs && CanSurviveDamage;
case GlitchType::OutdoorBombOI:
return ((CanUse(FARORES_WIND) && (DinsFire || NayrusLove || LensOfTruth || HasBottle || HasBombchus || Nuts || StartingConsumables ||
(IsChild && (Sticks || ProgressiveBulletBag || (MagicBean || MagicBeanPack) || Boomerang || WeirdEgg || (Hammer && HammerAsChild))) ||
(IsAdult && (ProgressiveBow || Hookshot || HasBoots || Hammer || (Sticks && StickAsAdult) || (Boomerang && BoomerangAsAdult)))) &&
CanDoGlitch(GlitchType::BombOI, (static_cast<uint8_t>(difficulty) >= 3) ? difficulty : GlitchDifficulty::ADVANCED) && CanDoGlitch(GlitchType::RestrictedItems, GlitchDifficulty::NOVICE)) ||
(((IsAdult && ClaimCheck) || Bugs || Fish || Fairy || (!NeedNayrusLove && (CanUse(NAYRUS_LOVE) || CanUse(DINS_FIRE))) ||
(CanUse(FARORES_WIND) && FaroresWindAnywhere)) && CanDoGlitch(GlitchType::BombOI, difficulty)));
case GlitchType::WindmillBombOI:
return (((CanUse(FARORES_WIND) || (!NeedNayrusLove && (NayrusLove || DinsFire))) && (LensOfTruth || HasBottle || HasBombchus || Nuts || StartingConsumables ||
(IsChild && (Sticks || ProgressiveBulletBag || (MagicBean || MagicBeanPack) || Boomerang || WeirdEgg || (Hammer && HammerAsChild))) ||
(IsAdult && (ProgressiveBow || Hookshot || HasBoots || Hammer || (Sticks && StickAsAdult) || (Boomerang && BoomerangAsAdult)))) &&
CanDoGlitch(GlitchType::BombOI, (static_cast<uint8_t>(difficulty) >= 3) ? difficulty : GlitchDifficulty::ADVANCED) && CanDoGlitch(GlitchType::RestrictedItems, GlitchDifficulty::NOVICE)) ||
(((IsAdult && ClaimCheck) || Bugs || Fish || Fairy || (CanUse(FARORES_WIND) && FaroresWindAnywhere)) && CanDoGlitch(GlitchType::BombOI, difficulty)));
case GlitchType::IndoorBombOI:
return (((IsAdult && ClaimCheck) && (HasBottle || HasBoots || (CanUse(FARORES_WIND) && FaroresWindAnywhere))) ||
((Bugs || Fish || Fairy) && (NumBottles >= 2 || (IsAdult && (ClaimCheck || HasBoots)) || (IsChild && WeirdEgg) || (CanUse(FARORES_WIND) && FaroresWindAnywhere))) ||
((CanUse(FARORES_WIND) && FaroresWindAnywhere) && (HasBottle || (IsAdult && (ClaimCheck || HasBoots)) || (IsChild && WeirdEgg))) ||
(((!NeedNayrusLove && (CanUse(NAYRUS_LOVE) || CanUse(DINS_FIRE))) || CanUse(FARORES_WIND)) &&
(NumBottles + ((IsChild) ? ((WeirdEgg) ? 1 : 0) : (((IronBoots) ? 1 : 0) + ((HoverBoots) ? 1 : 0) + ((ClaimCheck) ? 1 : 0))) >= 2))) &&
CanDoGlitch(GlitchType::BombOI, difficulty) && CanDoGlitch(GlitchType::RestrictedItems, GlitchDifficulty::NOVICE);
case GlitchType::DungeonBombOI:
return ((IsAdult && ClaimCheck) || Bugs || Fish || Fairy || (!NeedNayrusLove && (CanUse(NAYRUS_LOVE) || CanUse(DINS_FIRE))) || (CanUse(FARORES_WIND))) && CanDoGlitch(GlitchType::BombOI, difficulty);
//Hover Boost
case GlitchType::HoverBoost:
setDifficulty = GetDifficultyValueFromString(GlitchHoverBoost);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return Bombs && CanUse(HOVER_BOOTS) && CanSurviveDamage;
//Super Slide
case GlitchType::SuperSlide:
setDifficulty = GetDifficultyValueFromString(GlitchSuperSlide);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return true;
//Megaflip
case GlitchType::Megaflip:
setDifficulty = GetDifficultyValueFromString(GlitchMegaflip);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
// Bombchu megaflips should be considered 2 difficulty levels higher
return CanShield && (Bombs || (HasBombchus && setDifficulty >= static_cast<uint8_t>(difficulty) + 2));
//A-Slide
case GlitchType::ASlide:
setDifficulty = GetDifficultyValueFromString(GlitchASlide);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
// Same deal as bombchu megaflips
return IsChild && CanShield && (Bombs || (HasBombchus && setDifficulty >= static_cast<uint8_t>(difficulty) + 2));
//Hammer Slide
case GlitchType::HammerSlide:
setDifficulty = GetDifficultyValueFromString(GlitchHammerSlide);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return CanUse(MEGATON_HAMMER) && CanUse(HOVER_BOOTS) && CanShield;
//Ledge Cancel
case GlitchType::LedgeCancel:
setDifficulty = GetDifficultyValueFromString(GlitchLedgeCancel);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
// Similar to bombchu megaflips / A-slides but doesn't scale beyond advanced
return CanShield && (Bombs || (HasBombchus && setDifficulty >= static_cast<uint8_t>(GlitchDifficulty::ADVANCED)));
//Action Swap
case GlitchType::ActionSwap:
setDifficulty = GetDifficultyValueFromString(GlitchActionSwap);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return true;
//Quick Put Away
case GlitchType::QPA:
setDifficulty = GetDifficultyValueFromString(GlitchQPA);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
// Boot Put Away Delay Method Frame Perfect Method Ledge Grab Method
return (CanTakeDamage && Bombs && ((CanUse(HOVER_BOOTS) || CanUse(IRON_BOOTS)) || setDifficulty >= static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE))) || setDifficulty >= static_cast<uint8_t>(GlitchDifficulty::ADVANCED);
//Hookshot Clip
case GlitchType::HookshotClip:
setDifficulty = GetDifficultyValueFromString(GlitchHookshotClip);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return CanUse(HOOKSHOT);
//Hookshot Jump: Bonk
case GlitchType::HookshotJump_Bonk:
setDifficulty = GetDifficultyValueFromString(GlitchHookshotJump_Bonk);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return IsAdult && Hookshot; // Child hookshot jumps are tiny so these stay as adult only until I check
//Hookshot Jump: Boots
case GlitchType::HookshotJump_Boots:
setDifficulty = GetDifficultyValueFromString(GlitchHookshotJump_Boots);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return IsAdult && Hookshot && HasBoots; // Child hookshot jumps are tiny so these stay as adult only until I check
//Cutscene Dives
case GlitchType::CutsceneDive:
setDifficulty = GetDifficultyValueFromString(GlitchCutsceneDive);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return true;
//Navi Dives without TSC
case GlitchType::NaviDive_Stick:
setDifficulty = GetDifficultyValueFromString(GlitchNaviDive_Stick);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return IsChild && Sticks;
//Triple Slash Clip
case GlitchType::TripleSlashClip:
setDifficulty = GetDifficultyValueFromString(GlitchTripleSlashClip);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return IsAdult || KokiriSword;
//Ledge Clip
case GlitchType::LedgeClip:
setDifficulty = GetDifficultyValueFromString(GlitchLedgeClip);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return IsAdult;
//Seam Walks
case GlitchType::SeamWalk:
setDifficulty = GetDifficultyValueFromString(GlitchSeamWalk);
if (setDifficulty < static_cast<uint8_t>(difficulty)) {
return false;
}
return true;
}
//Shouldn't be reached
return false;
}
//Updates all logic helpers. Should be called whenever a non-helper is changed
void UpdateHelpers() {
NumBottles = ((NoBottles) ? 0 : (Bottles + ((DeliverLetter) ? 1 : 0)));
HasBottle = NumBottles >= 1;
Slingshot = (ProgressiveBulletBag >= 1) && (BuySeed || AmmoCanDrop);
Ocarina = ProgressiveOcarina >= 1;
OcarinaOfTime = ProgressiveOcarina >= 2;
MagicMeter = (ProgressiveMagic >= 1) && (AmmoCanDrop || (HasBottle && (BuyGPotion || BuyBPotion)));
BombBag = (ProgressiveBombBag >= 1) && (BuyBomb || AmmoCanDrop);
Hookshot = ProgressiveHookshot >= 1;
Longshot = ProgressiveHookshot >= 2;
Bow = (ProgressiveBow >= 1) && (BuyArrow || AmmoCanDrop);
GoronBracelet = ProgressiveStrength >= 1;
SilverGauntlets = ProgressiveStrength >= 2;
GoldenGauntlets = ProgressiveStrength >= 3;
SilverScale = ProgressiveScale >= 1;
GoldScale = ProgressiveScale >= 2;
AdultsWallet = ProgressiveWallet >= 1;
MasterSword = MasterSword || IsAdult;
BiggoronSword = BiggoronSword || ProgressiveGiantKnife >= 2;
2022-09-03 08:40:41 -04:00
ScarecrowSong = ScarecrowSong || FreeScarecrow || (ChildScarecrow && AdultScarecrow);
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
Scarecrow = Hookshot && CanPlay(ScarecrowSong);
DistantScarecrow = Longshot && CanPlay(ScarecrowSong);
//Drop Access
DekuStickDrop = StickPot || DekuBabaSticks;
DekuNutDrop = (NutPot || NutCrate || DekuBabaNuts) && AmmoCanDrop;
BugsAccess = BugShrub || WanderingBugs || BugRock;
FishAccess = LoneFish || FishGroup;
FairyAccess = FairyPot || GossipStoneFairy || BeanPlantFairy || ButterflyFairy || FreeFairies || FairyPond;
//refills
Bombs = BombBag;
Nuts = DekuNutDrop || Nuts;
Sticks = DekuStickDrop || Sticks;
Bugs = HasBottle && BugsAccess;
2022-09-01 00:13:09 -04:00
BlueFire = (HasBottle && BlueFireAccess) || (BlueFireArrows && CanUse(ICE_ARROWS));
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
Fish = HasBottle && FishAccess;
Fairy = HasBottle && FairyAccess;
FoundBombchus = (BombchuDrop || Bombchus || Bombchus5 || Bombchus10 || Bombchus20);
CanPlayBowling = (BombchusInLogic && FoundBombchus) || (!BombchusInLogic && BombBag);
HasBombchus = (BuyBombchus5 || BuyBombchus10 || BuyBombchus20 || (AmmoDrops.Is(AMMODROPS_BOMBCHU) && FoundBombchus));
HasExplosives = Bombs || (BombchusInLogic && HasBombchus);
HasBoots = IronBoots || HoverBoots;
//Unshuffled adult trade quest
Eyedrops = Eyedrops || (!ShuffleAdultTradeQuest && ClaimCheck);
EyeballFrog = EyeballFrog || (!ShuffleAdultTradeQuest && Eyedrops);
Prescription = Prescription || (!ShuffleAdultTradeQuest && EyeballFrog);
BrokenSword = BrokenSword || (!ShuffleAdultTradeQuest && Prescription);
PoachersSaw = PoachersSaw || (!ShuffleAdultTradeQuest && BrokenSword);
OddPoultice = OddPoultice || (!ShuffleAdultTradeQuest && PoachersSaw);
OddMushroom = OddMushroom || (!ShuffleAdultTradeQuest && OddPoultice);
Cojiro = Cojiro || (!ShuffleAdultTradeQuest && OddMushroom);
PocketEgg = PocketEgg || (!ShuffleAdultTradeQuest && Cojiro);
// IsChild = Age == AGE_CHILD;
// IsAdult = Age == AGE_ADULT;
CanBlastOrSmash = HasExplosives || CanUse(MEGATON_HAMMER);
CanChildAttack = IsChild && (Slingshot || Boomerang || Sticks || KokiriSword || HasExplosives || CanUse(DINS_FIRE) || CanUse(MASTER_SWORD) || CanUse(MEGATON_HAMMER) || CanUse(BIGGORON_SWORD));
CanChildDamage = IsChild && (Slingshot || Sticks || KokiriSword || HasExplosives || CanUse(DINS_FIRE) || CanUse(MASTER_SWORD) || CanUse(MEGATON_HAMMER) || CanUse(BIGGORON_SWORD));
CanStunDeku = IsAdult || CanChildAttack || Nuts || HasShield;
CanCutShrubs = IsAdult /*|| Sticks*/ || KokiriSword || Boomerang || HasExplosives || CanUse(MASTER_SWORD) || CanUse(MEGATON_HAMMER) || CanUse(BIGGORON_SWORD);
CanDive = ProgressiveScale >= 1;
CanLeaveForest = OpenForest.IsNot(OPENFOREST_CLOSED) || IsAdult || DekuTreeClear || ShuffleInteriorEntrances || ShuffleOverworldEntrances;
CanPlantBugs = IsChild && Bugs;
CanRideEpona = IsAdult && Epona && CanPlay(EponasSong);
CanSummonGossipFairy = Ocarina && (ZeldasLullaby || EponasSong || SongOfTime || SunsSong);
CanSummonGossipFairyWithoutSuns = Ocarina && (ZeldasLullaby || EponasSong || SongOfTime);
Hearts = BaseHearts + HeartContainer + (PieceOfHeart >> 2);
EffectiveHealth = ((Hearts << (2 + DoubleDefense)) >> Multiplier) + ((Hearts << (2 + DoubleDefense)) % (1 << Multiplier) > 0); //Number of half heart hits to die, ranges from 1 to 160
FireTimer = CanUse(GORON_TUNIC) ? 255 : (LogicFewerTunicRequirements) ? (Hearts * 8) : 0;
WaterTimer = CanUse( ZORA_TUNIC) ? 255 : (LogicFewerTunicRequirements) ? (Hearts * 8) : 0;
NeedNayrusLove = (EffectiveHealth == 1);
CanSurviveDamage = !NeedNayrusLove || CanUse(NAYRUS_LOVE);
CanTakeDamage = Fairy || CanSurviveDamage;
CanTakeDamageTwice = (Fairy && NumBottles >= 2) || ((EffectiveHealth == 2) && (CanUse(NAYRUS_LOVE) || Fairy)) || (EffectiveHealth > 2);
//CanPlantBean = IsChild && (MagicBean || MagicBeanPack);
CanOpenBombGrotto = CanBlastOrSmash && (ShardOfAgony || LogicGrottosWithoutAgony);
CanOpenStormGrotto = CanPlay(SongOfStorms) && (ShardOfAgony || LogicGrottosWithoutAgony);
HookshotOrBoomerang = CanUse(HOOKSHOT) || CanUse(BOOMERANG);
CanGetNightTimeGS = (CanPlay(SunsSong) || !NightGSExpectSuns);
GuaranteeTradePath = ShuffleInteriorEntrances || ShuffleOverworldEntrances || LogicBiggoronBolero || CanBlastOrSmash || StopGCRollingGoronAsAdult;
//GuaranteeHint = (hints == "Mask" && MaskofTruth) || (hints == "Agony") || (hints != "Mask" && hints != "Agony");
HasFireSource = CanUse(DINS_FIRE) || CanUse(FIRE_ARROWS);
HasFireSourceWithTorch = HasFireSource || CanUse(STICKS);
//Gerudo Fortress
CanFinishGerudoFortress = (GerudoFortress.Is(GERUDOFORTRESS_NORMAL) && GerudoFortressKeys >= 4 && (IsAdult || KokiriSword || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD)) && (GerudoToken || CanUse(BOW) || CanUse(HOOKSHOT) || CanUse(HOVER_BOOTS) || LogicGerudoKitchen)) ||
(GerudoFortress.Is(GERUDOFORTRESS_FAST) && GerudoFortressKeys >= 1 && (IsAdult || KokiriSword || CanUse(MASTER_SWORD) || CanUse(BIGGORON_SWORD))) ||
(GerudoFortress.IsNot(GERUDOFORTRESS_NORMAL) && GerudoFortress.IsNot(GERUDOFORTRESS_FAST));
HasShield = CanUse(HYLIAN_SHIELD) || CanUse(DEKU_SHIELD); //Mirror shield can't reflect attacks
CanShield = CanUse(MIRROR_SHIELD) || HasShield;
CanJumpslash = IsAdult || Sticks || KokiriSword;
CanUseProjectile = HasExplosives || CanUse(BOW) || CanUse(HOOKSHOT) || CanUse(SLINGSHOT) || CanUse(BOOMERANG);
CanUseMagicArrow = CanUse(FIRE_ARROWS) || CanUse(ICE_ARROWS) || CanUse(LIGHT_ARROWS);
//Bridge and LACS Requirements
MedallionCount = (ForestMedallion ? 1:0) + (FireMedallion ? 1:0) + (WaterMedallion ? 1:0) + (SpiritMedallion ? 1:0) + (ShadowMedallion ? 1:0) + (LightMedallion ? 1:0);
StoneCount = (KokiriEmerald ? 1:0) + (GoronRuby ? 1:0) + (ZoraSapphire ? 1:0);
DungeonCount = (DekuTreeClear ? 1:0) + (DodongosCavernClear ? 1:0) + (JabuJabusBellyClear ? 1:0) + (ForestTempleClear ? 1:0) + (FireTempleClear ? 1:0) + (WaterTempleClear ? 1:0) + (SpiritTempleClear ? 1:0) + (ShadowTempleClear ? 1:0);
HasAllStones = StoneCount == 3;
HasAllMedallions = MedallionCount == 6;
CanBuildRainbowBridge = Bridge.Is(RAINBOWBRIDGE_OPEN) ||
(Bridge.Is(RAINBOWBRIDGE_VANILLA) && ShadowMedallion && SpiritMedallion && LightArrows) ||
(Bridge.Is(RAINBOWBRIDGE_STONES) && StoneCount >= BridgeStoneCount.Value<uint8_t>()) ||
(Bridge.Is(RAINBOWBRIDGE_MEDALLIONS) && MedallionCount >= BridgeMedallionCount.Value<uint8_t>()) ||
(Bridge.Is(RAINBOWBRIDGE_REWARDS) && StoneCount + MedallionCount >= BridgeRewardCount.Value<uint8_t>()) ||
(Bridge.Is(RAINBOWBRIDGE_DUNGEONS) && DungeonCount >= BridgeDungeonCount.Value<uint8_t>()) ||
(Bridge.Is(RAINBOWBRIDGE_TOKENS) && GoldSkulltulaTokens >= BridgeTokenCount.Value<uint8_t>());
CanTriggerLACS = (LACSCondition == LACSCONDITION_VANILLA && ShadowMedallion && SpiritMedallion) ||
(LACSCondition == LACSCONDITION_STONES && StoneCount >= LACSStoneCount.Value<uint8_t>()) ||
(LACSCondition == LACSCONDITION_MEDALLIONS && MedallionCount >= LACSMedallionCount.Value<uint8_t>()) ||
(LACSCondition == LACSCONDITION_REWARDS && StoneCount + MedallionCount >= LACSRewardCount.Value<uint8_t>()) ||
(LACSCondition == LACSCONDITION_DUNGEONS && DungeonCount >= LACSDungeonCount.Value<uint8_t>()) ||
(LACSCondition == LACSCONDITION_TOKENS && GoldSkulltulaTokens >= LACSTokenCount.Value<uint8_t>());
}
bool SmallKeys(Key dungeon, uint8_t requiredAmount) {
return SmallKeys(dungeon, requiredAmount, requiredAmount);
}
bool SmallKeys(Key dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched) {
switch (dungeon) {
case FOREST_TEMPLE:
if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotJump_Boots) >= static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHoverBoost) >= static_cast<uint8_t>(GlitchDifficulty::NOVICE) ||
(GetDifficultyValueFromString(GlitchHover) >= static_cast<uint8_t>(GlitchDifficulty::NOVICE) && GetDifficultyValueFromString(GlitchISG) >= static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE)))) {
return ForestTempleKeys >= requiredAmountGlitched;
}
return ForestTempleKeys >= requiredAmountGlitchless;
case FIRE_TEMPLE:
if (IsGlitched && (GetDifficultyValueFromString(GlitchLedgeClip) >= static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE) || GetDifficultyValueFromString(GlitchHover) >= static_cast<uint8_t>(GlitchDifficulty::INTERMEDIATE))) {
return FireTempleKeys >= requiredAmountGlitched;
}
return FireTempleKeys >= requiredAmountGlitchless;
case WATER_TEMPLE:
if (IsGlitched && (false)) {
return WaterTempleKeys >= requiredAmountGlitched;
}
return WaterTempleKeys >= requiredAmountGlitchless;
case SPIRIT_TEMPLE:
if (IsGlitched && (false)) {
return SpiritTempleKeys >= requiredAmountGlitched;
}
return SpiritTempleKeys >= requiredAmountGlitchless;
case SHADOW_TEMPLE:
if (IsGlitched && (GetDifficultyValueFromString(GlitchHookshotClip) >= static_cast<uint8_t>(GlitchDifficulty::NOVICE))) {
return ShadowTempleKeys >= requiredAmountGlitched;
}
return ShadowTempleKeys >= requiredAmountGlitchless;
case BOTTOM_OF_THE_WELL:
if (IsGlitched && (false)) {
return BottomOfTheWellKeys >= requiredAmountGlitched;
}
return BottomOfTheWellKeys >= requiredAmountGlitchless;
case GERUDO_TRAINING_GROUNDS:
if (IsGlitched && (false)) {
return GerudoTrainingGroundsKeys >= requiredAmountGlitched;
}
return GerudoTrainingGroundsKeys >= requiredAmountGlitchless;
case GANONS_CASTLE:
if (IsGlitched && (false)) {
return GanonsCastleKeys >= requiredAmountGlitched;
}
return GanonsCastleKeys >= requiredAmountGlitchless;
case MARKET_TREASURE_CHEST_GAME:
if (IsGlitched && (false)) {
return TreasureGameKeys >= requiredAmountGlitched;
}
return TreasureGameKeys >= requiredAmountGlitchless;
default:
return false;
}
}
bool EventsUpdated() {
if (DekuTreeClearPast != DekuTreeClear ||
GoronRubyPast != GoronRuby ||
ZoraSapphirePast != ZoraSapphire ||
ForestTrialClearPast != ForestTrialClear ||
FireTrialClearPast != FireTrialClear ||
WaterTrialClearPast != WaterTrialClear ||
ShadowTrialClearPast != ShadowTrialClear ||
SpiritTrialClearPast != SpiritTrialClear ||
LightTrialClearPast != LightTrialClear ||
DrainWellPast != DrainWell ||
DampesWindmillAccessPast != DampesWindmillAccess ||
TimeTravelPast != TimeTravel) {
DekuTreeClearPast = DekuTreeClear;
GoronRubyPast = GoronRuby;
ZoraSapphirePast = ZoraSapphire;
ForestTrialClearPast = ForestTrialClear;
FireTrialClearPast = FireTrialClear;
WaterTrialClearPast = WaterTrialClear;
ShadowTrialClearPast = ShadowTrialClear;
SpiritTrialClearPast = SpiritTrialClear;
LightTrialClearPast = LightTrialClear;
DrainWellPast = DrainWell;
DampesWindmillAccessPast = DampesWindmillAccess;
return true;
}
return false;
}
//Reset All Logic to false
void LogicReset() {
//Settings-dependent variables
IsKeysanity = Keysanity.Is(KEYSANITY_ANYWHERE) || Keysanity.Is(KEYSANITY_OVERWORLD) || Keysanity.Is(KEYSANITY_ANY_DUNGEON);
AmmoCanDrop = AmmoDrops.IsNot(AMMODROPS_NONE);
//Child item logic
KokiriSword = false;
ZeldasLetter = false;
WeirdEgg = false;
HasBottle = false;
Bombchus = false;
Bombchus5 = false;
Bombchus10 = false;
Bombchus20 = false;
MagicBean = false;
MagicBeanPack = false;
RutosLetter = false;
Boomerang = false;
DinsFire = false;
FaroresWind = false;
NayrusLove = false;
LensOfTruth = false;
ShardOfAgony = false;
SkullMask = false;
MaskOfTruth = false;
//Adult logic
Hammer = false;
IronBoots = false;
HoverBoots = false;
MirrorShield = false;
GoronTunic = false;
ZoraTunic = false;
Epona = false;
BigPoe = false;
GerudoToken = false;
FireArrows = false;
IceArrows = false;
LightArrows = false;
MasterSword = false;
BiggoronSword = false;
//Trade Quest
PocketEgg = false;
Cojiro = false;
OddMushroom = false;
OddPoultice = false;
PoachersSaw = false;
BrokenSword = false;
Prescription = false;
EyeballFrog = false;
Eyedrops = false;
ClaimCheck = false;
//Trade Quest Events
WakeUpAdultTalon = false;
CojiroAccess = false;
OddMushroomAccess = false;
OddPoulticeAccess = false;
PoachersSawAccess = false;
BrokenSwordAccess = false;
PrescriptionAccess = false;
EyeballFrogAccess = false;
EyedropsAccess = false;
DisableTradeRevert = false;
//Songs
ZeldasLullaby = false;
SariasSong = false;
SunsSong = false;
SongOfStorms = false;
EponasSong = false;
SongOfTime = false;
MinuetOfForest = false;
BoleroOfFire = false;
SerenadeOfWater = false;
RequiemOfSpirit = false;
NocturneOfShadow = false;
PreludeOfLight = false;
//Stones and Meddallions
ForestMedallion = false;
FireMedallion = false;
WaterMedallion = false;
SpiritMedallion = false;
ShadowMedallion = false;
LightMedallion = false;
KokiriEmerald = false;
GoronRuby = false;
ZoraSapphire = false;
//Dungeon Clears
DekuTreeClear = false;
DodongosCavernClear = false;
JabuJabusBellyClear = false;
ForestTempleClear = false;
FireTempleClear = false;
WaterTempleClear = false;
SpiritTempleClear = false;
ShadowTempleClear = false;
//Trial Clears
ForestTrialClear = false;
FireTrialClear = false;
WaterTrialClear = false;
SpiritTrialClear = false;
ShadowTrialClear = false;
LightTrialClear = false;
//Progressive Items
ProgressiveBulletBag = 0;
ProgressiveBombBag = 0;
ProgressiveMagic = 0;
ProgressiveScale = 0;
ProgressiveHookshot = 0;
ProgressiveBow = 0;
ProgressiveWallet = 0;
ProgressiveStrength = 0;
ProgressiveOcarina = 0;
ProgressiveGiantKnife = 0;
//Keys
ForestTempleKeys = 0;
//If not keysanity, start with 1 logical key to account for automatically unlocking the basement door in vanilla FiT
FireTempleKeys = IsKeysanity || Dungeon::FireTemple.IsMQ() ? 0 : 1;
WaterTempleKeys = 0;
SpiritTempleKeys = 0;
ShadowTempleKeys = 0;
GanonsCastleKeys = 0;
GerudoFortressKeys = 0;
GerudoTrainingGroundsKeys = 0;
BottomOfTheWellKeys = 0;
TreasureGameKeys = 0;
//Boss Keys
BossKeyForestTemple = 0;
BossKeyFireTemple = 0;
BossKeyWaterTemple = 0;
BossKeySpiritTemple = 0;
BossKeyShadowTemple = 0;
BossKeyGanonsCastle = 0;
//Gold Skulltula Count
GoldSkulltulaTokens = 0;
//Bottle Count
Bottles = 0;
NumBottles = 0;
NoBottles = false;
//Drops and Bottle Contents Access
DekuNutDrop = false;
NutPot = false;
NutCrate = false;
DekuBabaNuts = false;
DekuStickDrop = false;
StickPot = false;
DekuBabaSticks = false;
BugsAccess = false;
BugShrub = false;
WanderingBugs = false;
BugRock = false;
BlueFireAccess = false;
FishAccess = false;
FishGroup = false;
LoneFish = false;
FairyAccess = false;
GossipStoneFairy = false;
BeanPlantFairy = false;
ButterflyFairy = false;
FairyPot = false;
FreeFairies = false;
FairyPond = false;
BombchuDrop = false;
BuyBombchus5 = false;
BuyBombchus10 = false;
BuyBombchus20 = false;
BuySeed = false;
BuyArrow = false;
BuyBomb = false;
BuyGPotion = false;
BuyBPotion = false;
MagicRefill = false;
PieceOfHeart = 0;
HeartContainer = 0;
DoubleDefense = false;
/* --- HELPERS, EVENTS, AND LOCATION ACCESS --- */
/* These are used to simplify reading the logic, but need to be updated
/ every time a base value is updated. */
Slingshot = false;
Ocarina = false;
OcarinaOfTime = false;
BombBag = false;
MagicMeter = false;
Hookshot = false;
Longshot = false;
Bow = false;
GoronBracelet = false;
SilverGauntlets = false;
GoldenGauntlets = false;
SilverScale = false;
GoldScale = false;
AdultsWallet = false;
ChildScarecrow = false;
AdultScarecrow = false;
ScarecrowSong = false;
Scarecrow = false;
DistantScarecrow = false;
Bombs = false;
DekuShield = false;
HylianShield = false;
Nuts = false;
Sticks = false;
Bugs = false;
BlueFire = false;
Fish = false;
Fairy = false;
BottleWithBigPoe = false;
FoundBombchus = false;
CanPlayBowling = false;
HasBombchus = false;
HasExplosives = false;
HasBoots = false;
IsChild = false;
IsAdult = false;
IsGlitched = Settings::Logic.Is(LOGIC_GLITCHED);
CanBlastOrSmash = false;
CanChildAttack = false;
CanChildDamage = false;
CanCutShrubs = false;
CanDive = false;
CanLeaveForest = false;
CanPlantBugs = false;
CanRideEpona = false;
CanStunDeku = false;
CanSummonGossipFairy = false;
CanSummonGossipFairyWithoutSuns = false;
//CanPlantBean = false;
CanOpenBombGrotto = false;
CanOpenStormGrotto = false;
BigPoeKill = false;
HookshotOrBoomerang = false;
BaseHearts = StartingHearts.Value<uint8_t>() + 1;
Hearts = 0;
Multiplier = (DamageMultiplier.Value<uint8_t>() < 6) ? DamageMultiplier.Value<uint8_t>() : 10;
EffectiveHealth = 0;
FireTimer = 0;
WaterTimer = 0;
GuaranteeTradePath = false;
GuaranteeHint = false;
HasFireSource = false;
HasFireSourceWithTorch = false;
CanFinishGerudoFortress = false;
HasShield = false;
CanShield = false;
CanJumpslash = false;
CanUseProjectile = false;
CanUseMagicArrow = false;
//Bridge Requirements
HasAllStones = false;
HasAllMedallions = false;
CanBuildRainbowBridge = false;
CanTriggerLACS = false;
//Other
AtDay = false;
AtNight = false;
Age = Settings::ResolvedStartingAge;
//Events
ShowedMidoSwordAndShield = false;
CarpenterRescue = false;
GF_GateOpen = false;
GtG_GateOpen = false;
DampesWindmillAccess = false;
DrainWell = false;
GoronCityChildFire = false;
GCWoodsWarpOpen = false;
GCDaruniasDoorOpenChild = false;
StopGCRollingGoronAsAdult = false;
WaterTempleLow = false;
WaterTempleMiddle = false;
WaterTempleHigh = false;
KakarikoVillageGateOpen = false;
KingZoraThawed = false;
ForestTempleJoelle = false;
ForestTempleBeth = false;
ForestTempleJoAndBeth = false;
ForestTempleAmy = false;
ForestTempleMeg = false;
ForestTempleAmyAndMeg = false;
FireLoopSwitch = false;
LinksCow = false;
AtDampeTime = false;
DeliverLetter = false;
TimeTravel = false;
DrainWellPast = false;
DampesWindmillAccessPast = false;
DekuTreeClearPast = false;
GoronRubyPast = false;
ZoraSapphirePast = false;
ForestTrialClearPast = false;
FireTrialClearPast = false;
WaterTrialClearPast = false;
SpiritTrialClearPast = false;
ShadowTrialClearPast = false;
LightTrialClearPast = false;
BuyDekuShieldPast = false;
TimeTravelPast = false;
}
}