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

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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
#pragma once
#include "keys.hpp"
#include <cstdint>
namespace Logic {
extern bool noVariable;
// Child item logic
extern bool KokiriSword;
extern bool Slingshot;
extern bool ZeldasLetter;
extern bool WeirdEgg;
extern bool HasBottle;
extern bool BombBag;
extern bool Bombchus;
extern bool Bombchus5;
extern bool Bombchus10;
extern bool Bombchus20;
extern bool MagicBean;
extern bool MagicBeanPack;
extern bool RutosLetter;
extern bool Boomerang;
extern bool DinsFire;
extern bool FaroresWind;
extern bool NayrusLove;
extern bool LensOfTruth;
extern bool ShardOfAgony;
extern bool SkullMask;
extern bool MaskOfTruth;
// Adult logic
extern bool Bow;
extern bool Hammer;
extern bool IronBoots;
extern bool HoverBoots;
extern bool MirrorShield;
extern bool GoronTunic;
extern bool ZoraTunic;
extern bool Epona;
extern bool BigPoe;
extern bool GerudoToken;
extern bool FireArrows;
extern bool IceArrows;
extern bool LightArrows;
extern bool MasterSword;
extern bool BiggoronSword;
// Trade Quest
extern bool PocketEgg;
extern bool Cojiro;
extern bool OddMushroom;
extern bool OddPoultice;
extern bool PoachersSaw;
extern bool BrokenSword;
extern bool Prescription;
extern bool EyeballFrog;
extern bool Eyedrops;
extern bool ClaimCheck;
// Trade Quest Events
extern bool WakeUpAdultTalon;
extern bool CojiroAccess;
extern bool OddMushroomAccess;
extern bool OddPoulticeAccess;
extern bool PoachersSawAccess;
extern bool BrokenSwordAccess;
extern bool PrescriptionAccess;
extern bool EyeballFrogAccess;
extern bool EyedropsAccess;
extern bool DisableTradeRevert;
// Songs
extern bool ZeldasLullaby;
extern bool SariasSong;
extern bool SunsSong;
extern bool SongOfStorms;
extern bool EponasSong;
extern bool SongOfTime;
extern bool MinuetOfForest;
extern bool BoleroOfFire;
extern bool SerenadeOfWater;
extern bool RequiemOfSpirit;
extern bool NocturneOfShadow;
extern bool PreludeOfLight;
// Stones and Meddallions
extern bool ForestMedallion;
extern bool FireMedallion;
extern bool WaterMedallion;
extern bool SpiritMedallion;
extern bool ShadowMedallion;
extern bool LightMedallion;
extern bool KokiriEmerald;
extern bool GoronRuby;
extern bool ZoraSapphire;
// Dungeon Clears
extern bool DekuTreeClear;
extern bool DodongosCavernClear;
extern bool JabuJabusBellyClear;
extern bool ForestTempleClear;
extern bool FireTempleClear;
extern bool WaterTempleClear;
extern bool SpiritTempleClear;
extern bool ShadowTempleClear;
// Trial Clears
extern bool ForestTrialClear;
extern bool FireTrialClear;
extern bool WaterTrialClear;
extern bool SpiritTrialClear;
extern bool ShadowTrialClear;
extern bool LightTrialClear;
// Progression Items
extern uint8_t ProgressiveBulletBag;
extern uint8_t ProgressiveBombBag;
extern uint8_t ProgressiveScale;
extern uint8_t ProgressiveHookshot;
extern uint8_t ProgressiveBow;
extern uint8_t ProgressiveStrength;
extern uint8_t ProgressiveWallet;
extern uint8_t ProgressiveMagic;
extern uint8_t ProgressiveOcarina;
extern uint8_t ProgressiveGiantKnife;
// Keysanity
extern bool IsKeysanity;
// Keys
extern uint8_t ForestTempleKeys;
extern uint8_t FireTempleKeys;
extern uint8_t WaterTempleKeys;
extern uint8_t SpiritTempleKeys;
extern uint8_t ShadowTempleKeys;
extern uint8_t BottomOfTheWellKeys;
extern uint8_t GerudoTrainingGroundsKeys;
extern uint8_t GerudoFortressKeys;
extern uint8_t GanonsCastleKeys;
extern uint8_t TreasureGameKeys;
// Boss Keys
extern bool BossKeyForestTemple;
extern bool BossKeyFireTemple;
extern bool BossKeyWaterTemple;
extern bool BossKeySpiritTemple;
extern bool BossKeyShadowTemple;
extern bool BossKeyGanonsCastle;
// Gold Skulltula Count
extern uint8_t GoldSkulltulaTokens;
// Bottle Count, with and without Ruto's Letter
extern uint8_t Bottles;
extern uint8_t NumBottles;
extern bool NoBottles;
// item and bottle drops
extern bool DekuNutDrop;
extern bool NutPot;
extern bool NutCrate;
extern bool DekuBabaNuts;
extern bool DekuStickDrop;
extern bool StickPot;
extern bool DekuBabaSticks;
extern bool BugsAccess;
extern bool BugShrub;
extern bool WanderingBugs;
extern bool BugRock;
extern bool BlueFireAccess;
extern bool FishAccess;
extern bool FishGroup;
extern bool LoneFish;
extern bool FairyAccess;
extern bool GossipStoneFairy;
extern bool BeanPlantFairy;
extern bool ButterflyFairy;
extern bool FairyPot;
extern bool FreeFairies;
extern bool FairyPond;
extern bool BombchuDrop;
extern bool BuyBombchus5;
extern bool BuyBombchus10;
extern bool BuyBombchus20;
extern bool BuyArrow;
extern bool BuyBomb;
extern bool BuyGPotion;
extern bool BuyBPotion;
extern bool BuySeed;
extern bool MagicRefill;
extern uint8_t PieceOfHeart;
extern uint8_t HeartContainer;
extern bool DoubleDefense;
/* --- HELPERS --- */
/* These are used to simplify reading the logic, but need to be updated
/ every time a base value is updated. */
extern bool Ocarina;
extern bool OcarinaOfTime;
extern bool MagicMeter;
extern bool Hookshot;
extern bool Longshot;
extern bool GoronBracelet;
extern bool SilverGauntlets;
extern bool GoldenGauntlets;
extern bool SilverScale;
extern bool GoldScale;
extern bool AdultsWallet;
extern bool ChildScarecrow;
extern bool AdultScarecrow;
extern bool ScarecrowSong;
extern bool Scarecrow;
extern bool DistantScarecrow;
extern bool Bombs;
extern bool DekuShield;
extern bool HylianShield;
extern bool Nuts;
extern bool Sticks;
extern bool Bugs;
extern bool BlueFire;
extern bool Fish;
extern bool Fairy;
extern bool BottleWithBigPoe;
extern bool Bombs;
extern bool FoundBombchus;
extern bool CanPlayBowling;
extern bool HasBombchus;
extern bool HasExplosives;
extern bool HasBoots;
extern bool IsChild;
extern bool IsAdult;
extern bool IsGlitched;
extern bool CanBlastOrSmash;
extern bool CanChildAttack;
extern bool CanChildDamage;
extern bool CanCutShrubs;
extern bool CanDive;
extern bool CanLeaveForest;
extern bool CanPlantBugs;
extern bool CanRideEpona;
extern bool CanStunDeku;
extern bool CanSummonGossipFairy;
extern bool CanSummonGossipFairyWithoutSuns;
extern bool NeedNayrusLove;
extern bool CanSurviveDamage;
extern bool CanTakeDamage;
extern bool CanTakeDamageTwice;
// extern bool CanPlantBean;
extern bool CanOpenBombGrotto;
extern bool CanOpenStormGrotto;
extern bool HookshotOrBoomerang;
extern bool CanGetNightTimeGS;
extern bool BigPoeKill;
extern uint8_t BaseHearts;
extern uint8_t Hearts;
extern uint8_t Multiplier;
extern uint8_t EffectiveHealth;
extern uint8_t FireTimer;
extern uint8_t WaterTimer;
extern bool GuaranteeTradePath;
extern bool GuaranteeHint;
extern bool HasFireSource;
extern bool HasFireSourceWithTorch;
// Gerudo Fortress
extern bool CanFinishGerudoFortress;
extern bool HasShield;
extern bool CanShield;
extern bool CanJumpslash;
extern bool CanUseProjectile;
extern bool CanUseMagicArrow;
// Bridge Requirements
extern bool HasAllStones;
extern bool HasAllMedallions;
extern bool CanBuildRainbowBridge;
extern bool CanTriggerLACS;
// Other
extern bool AtDay;
extern bool AtNight;
extern bool LinksCow;
extern uint8_t Age;
// Events
extern bool ShowedMidoSwordAndShield;
extern bool CarpenterRescue;
extern bool DampesWindmillAccess;
extern bool GF_GateOpen;
extern bool GtG_GateOpen;
extern bool DrainWell;
extern bool GoronCityChildFire;
extern bool GCWoodsWarpOpen;
extern bool GCDaruniasDoorOpenChild;
extern bool StopGCRollingGoronAsAdult;
extern bool WaterTempleLow;
extern bool WaterTempleMiddle;
extern bool WaterTempleHigh;
extern bool KingZoraThawed;
extern bool AtDampeTime;
extern bool DeliverLetter;
extern bool KakarikoVillageGateOpen;
extern bool ForestTempleJoelle;
extern bool ForestTempleBeth;
extern bool ForestTempleJoAndBeth;
extern bool ForestTempleAmy;
extern bool ForestTempleMeg;
extern bool ForestTempleAmyAndMeg;
extern bool FireLoopSwitch;
extern bool TimeTravel;
/* --- END OF HELPERS --- */
extern uint8_t AddedProgressiveBulletBags;
extern uint8_t AddedProgressiveBombBags;
extern uint8_t AddedProgressiveMagics;
extern uint8_t AddedProgressiveScales;
extern uint8_t AddedProgressiveHookshots;
extern uint8_t AddedProgressiveBows;
extern uint8_t AddedProgressiveWallets;
extern uint8_t AddedProgressiveStrengths;
extern uint8_t AddedProgressiveOcarinas;
extern uint8_t TokensInPool;
enum class HasProjectileAge {
Adult,
Child,
Both,
Either,
};
enum class GlitchType {
RestrictedItems,
SuperStab,
ISG,
BombHover,
BombOI,
OutdoorBombOI,
WindmillBombOI,
IndoorBombOI,
DungeonBombOI,
HoverBoost,
SuperSlide,
Megaflip,
ASlide,
HammerSlide,
LedgeCancel,
ActionSwap,
QPA,
HookshotClip,
HookshotJump_Bonk,
HookshotJump_Boots,
CutsceneDive,
NaviDive_Stick,
TripleSlashClip,
LedgeClip,
SeamWalk,
};
enum class GlitchDifficulty {
NOVICE = 1,
INTERMEDIATE,
ADVANCED,
EXPERT,
HERO,
};
void UpdateHelpers();
bool CanPlay(bool song);
bool CanUse(uint32_t itemName);
bool HasProjectile(HasProjectileAge age);
bool SmallKeys(Key dungeon, uint8_t requiredAmount);
bool SmallKeys(Key dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched);
bool CanDoGlitch(GlitchType glitch, GlitchDifficulty difficulty);
bool EventsUpdated();
void LogicReset();
} // namespace Logic