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 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;
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
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;
Randomizer v2 (#1065) * Revert changes to GetItemFromGet * Fixes Ganon's Boss Key shuffled while regular boss Keys aren't. * Enum + combo box * Add obtainability checks correctly * combobox title rename + no number tracking * Fix repeatable purchases and bottles rendering incorrectly * Move shopsanity option in GUI * Struct instead of ImVec + basic comportment for all case * Attempt to fix odd build issue * Cast randoGet for ganons boss key * Remove redundancy in KD room * Update logic Cvar names * Fix Ganons Trials coming from old save files. Fixes #1365 * Fixes crash when entering Ganon's Castle lobby on linux. * Makes `Item_Give` safe to use with a NULL globalCtx. This should allow it's use for giving items to Link's Pocket during rando save initialization. * Converts Song from Impa to use `Item_Give` * Adds more options for Link's starting item. * Removes unneeded `GiveLinkItem` functions. * and make it build * bring back new rando dropdown * gSaveContext access in GameMenuBar.cpp * Implement Skip Scarecrow's Song * Reimplement progressive Bombchus * Rando-next: Deku Nut and Seed ammo gives a blue rupee Fixes #1390 * Fixes Link starting with BGS * Persist item tracker notes * Adjust Hooks include * Use SohImGui::RequestCvarSaveOnNextTick * Fix issues from LUS refactor * Fix for overriding deku scrub messages * Fix mistake from merge oops * Restore checkboxes to enhancements menu These got lost in the merge * Update location access logic Including MQ locations in Spirit and GC now * Implement rando bombchu drops * Missing break * Simplify mudwall collision check There was no need to have a second collider specifically for Ice Arrow hits * Update settings.cpp * Simplify mudwall collision check * Restore checkboxes in menu Accidentally lost these during merge * Clean up bool * Update logic Cvar name * Fixed capacity on ammmo tracking * Fix for beans obtainability * Hook into file delete and clear notes * Incorporate magic arrows in rando settings * Update tooltip To inform the player that they might have to reload the room if they're enabling this for the first time. * Update tooltip * Add line break in tooltip * Tooltip wording + line break * tweak on main logic * All color logic for all types * Fix: changes to please new LUS * Ensure itemTrackerNotes vector is not fully empty * Implement's Tycoon Wallet. * Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options * small tweaks and rename * always display XX/YY when in ammo/capacity mode * Move all merchant messages to be generated on file load * added hovertext for the number display * Swap german and french translations for shop messages * Set key colors to be on by default * Add another flag to skip mask shop * Fix Sold Out bug * Fix gerudo keys, add disabled checkbox * tooltip line break * Add trials required and merchant prices to save file instead of loading from active spoiler log * Remove trialsRequired persisting in save manager * Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem. * Fix issue when merchantPrices is empty * Fix for a single zeroed merchantPrice entry * Fix #1417 * Implements items selling out and fixes issues with purchasing some items. * Fixes order of operations so Rupees will be spent. * Fixes sold out items not getting overwritten by the randomized info. * Clarify var names and comments Also preserve chain platform cutscene in spirit based on Link's position * Remove !=0 from cvar check * Clarify var names and comments * Rename randomizerMerchantPrices to merchantPrices * Handle shop items in SaveManager * Fix merge mistake * Base whats in the bazaar shop on entranceIndex instead of age * Tidy up chain platform cutscene check * Fix merge error Didn't mean to have Zhora changes in here yet * Use 3drando item table for parsing spoiler names * Use another nested method instead of one at the top level to fetch the table * Add missing newline * Remove log * Respect custom draw functions * Fix issues with rendering songs * Fix localized item names for shopsanity * Implements a larger array of Sprites for the Icon Hash. * Uses the hash instead of seed for spoilerfile name and icons. * Removes some unused functions and variables in `spoiler_log.cpp` * Prevents leading 0s added to hash from being in file name * Changes filename format to icon indexes separated by dashes * Hopefully makes Jenkins happy * Hopefully makes Jenkins happy * [Rando] Child Gerudo Fortress 37th Heartpiece randomized Fixes #1071 * Add descriptions to save editor flags editor, and added randomizer flags (#1386) * Add descriptions to save editor flags editor, and added randomizer flags * Hide randomizer flags when not on a randomizer save * Move flag descriptions to header file * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Update soh/soh/Enhancements/debugger/debugSaveEditor.h * Fix merge error * crash on pause menu on linux (only in appimage) Fixes #1437 * Applies fix to Song from Impa as well. * Allow buying tunics as child when shopsanity is on * Fix for custom draw methods overriding sold out sign * Simplify logic around shopsanity and fix some issues * Fix dungeon reward stone rotation and add particles * Fix some issues with ice traps * Fix adult wallet having its own max capacity * Fix amount of keys given for BotW * format * Use EnGirlAShopItem enum instead of raw hex values * [#1434] Renders non-warp songs more consistently with warp songs * A few changes around merchant messages * Various changes from PR feedback * Rando: Junk Hint missing french translation * Typo * Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM * Replace magic numbers in message handler * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com> * Fix BGS softlock for shopsanity * Support tycoon wallet on tracker * Revert "Fix BGS softlock for shopsanity" This reverts commit 5fdb961ea460fb9a035cf0bb6ae77bfeedc1de0f. * [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes * Implements some necessary plumbing and resolves several Ice Trap Softlocks. Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.) Sets this value from chests and item00 actors. Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa. Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps). Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending. None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING. OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check. Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check. * fix bgs check in player * move bgs logic for tokensanity into MOD_NONE check * set bgs flag before `Item_Give`ing * move bgs flag into `MOD_NONE` check in girla * use existing check in `z_player` * Adds comment explaining the decision to default ITEM_FROM_NPC. * Rename pendingIceTraps to pendingIceTrapCount * Adds some RANDOTODO comments about cleaning up a couple things. * Merge branch 'develop-zhora' into ztornn * manually restore changes to `z_player.c` * Fix after some ice trap prepwork from earlier * Actual fix * Woops * More rupee names * Actually fix it * Add back comment * Fix Skip Scarecrow Song * Fix ruto's letter and LH sun stick rendering * Also fixes it for treasure chest game * Tweak: Rando French Wallet * ADD: French Tycoon * Hide dungeon items/notes by default * [#1301] Fix issue with UI not restoring after getting an item from biggoron * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c * Fix random crash that only affected one person for some reason Co-authored-by: Garrett Cox <garrettjcox@gmail.com> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Sarge-117 <adam_branston@outlook.com> Co-authored-by: briaguya <briaguya@alice> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: lil David <1337lilDavid@gmail.com> Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com> Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
2022-09-21 00:50:22 -04:00
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 = (BuyBombchus10 || BuyBombchus20 || (AmmoDrops.Is(AMMODROPS_BOMBCHU) && FoundBombchus));
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
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;
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;
}
}