Shipwright/soh/src/code/z_sram.c

263 lines
9.8 KiB
C
Raw Normal View History

#include "global.h"
#include "vt.h"
#include <string.h>
2022-11-14 06:13:21 -05:00
#include "soh/Enhancements/randomizer/randomizer_entrance.h"
#include "soh/Enhancements/randomizer/savefile.h"
testing out item replacement (#416) * skip learning song of storms * don't set flag when getting goron tunic as child * Initiates prelude check when master sword unloads. Not quite how N64 rando does it but so far it's the only way I've found to make it trigger without also triggering the time travel again. * Stops Shadow Temple lore prompts from appearing in rando. * Skips cutscene of royal tomb explosion in rando. Explosion sound doesn't play correctly and I think the debris appears in the wrong place, but the functionality is here. * Improves visual of exploding gravestone. * Adds some comments explaining the rando differences * Skip ruto text box in jabu blue warp For rando * skip intro cutscene in dodongo's cavern * load spoiler files on boot, fix spoilerfile existing check when making new saves * name entry dropped spoiler logic * make sure to actually init the cvar * no chime on load * uncomment * Skip ganondrof cutscene Skip to scream part of the death animation, skipping the text boxes etc. For rando * Update z_boss_ganondrof.c * skip owl flight cutscenes in rando * Fixes skipped text so it only applies to shadow temple. Earlier fix inadvertently applied to some other text as well, changed logic so that only specified sceneNums and textIds can have this enabled, and text skipped by sceneNum can have the skip overriden by textId if needed. Currently there are no overrides so the textId section of the logic is commented out to avoid compilation errors. * Adds a default to the switch case statements that leaves the randoSkipText variable unchanged, just in case. * TEST: Text for item * Adding ganon flavor text * ADD: AMMO Count * format ganon text/hint text * Autoskip the tower cutscene if settings call for tower collapse. * ganon hint text logic * Improved prelude after time travel fix * swapped the sizes between ganon hint text and ganon text, as they were set to the wrong things. * this is all i did * not the cleanest code ever but it's working * ADD: GS Count * ADD: Wallter (crash for now) * TWEAK: Wallet check * FIX: Use DrawItem instread of DrawUpgrade... b-baka! * Fixes some vanilla bugs introduced by rando code. * Added cutscene skip for zelda escaping Using the debug cutscene skipping function. Also added a conditional so the bridge doesn't spawn closed when cutscene is ready to trigger * ADD: X Spacing + Placeholders for song * ADD: default case for items * TWEAK: Spacing * FIX: Light Arrow * ADD: Ammo Option * use groups instead * ADD: More spacing logic * songs and names * TWEAK: Color on wallet * colors * Added flags cutscene before nabooru fight * ADD: ChromaKey text * First attempt skip cs after nabooru defeat * Better implementation for specific rando cutscene skips * use pulseaudio defaults * spaces/tabs * move color push/pop to stop crash * make the colors work again * the real bottle fix * pulseaudio values tuned for n64 audio at 44.1khz * update tlength * remove one hardcoded samplerate * Cleaned up and fixed zelda escape skip The if statement is a freaking monster, but unless we want to skip more cutscenes in the same way later, this is the most compact way of doing it that I know of. * Revert one line to match original nothing functional * another hint line that breaks autonewline logic * don't autospawn epona if we don't have the song/ocarina * Trying to use iron knuckle death effects not working yet * Streamlined OoT cutscene skip for future additions Also cleaned up if statement in general * Made if statement more readable Also added clarity for what cutscene was skipped * Fixed typo in comment * Janky nabooru defeat cs skip * altar text formatting (gonna need help shortening some of the french ones) * more altar text formatting * english altar text formatting complete * make gtg blocking guard check for card not bridge * FIX: Typo! * FIX: Uppercases * FIX: Typo * TWEAK: Alter + some names * TWEAK: More caps! * ADD: Missing string TWEAK more uppercases and namefixe s * Hide nabooru death by covering her in flames * bandaid fix for death crash issue * Twinrova defeat cs skip Skips the animation and manually calls the function to show the "beam" around the sisters * fix crash * fix caps to match * fix great fairy reward mashing/shielding issue * TWEAK : Typo clé to Clé * TWEAK: Some Altar hints TWEAK: Some capitals * TWEAK: Unmatching text + some cap again * TWEAK: More tweaks * fix build * remove extra json.hpp, add hint * Update randomizer_item_tracker.cpp * TWEAK: Double Defense with RedParticles instead of white * make sure we don't optimize out the check to ensure a spoilerfile exists * vanilla ganon boss key hint formatting * TWEAK: FR- better way of the hero text * fix * and again * Initializes dungeonsDone items in gSaveContext to 0. * Replaces sizeof calculation with a NUM_DUNGEONS constant. * Fixes Saria's Gift on the LW Bridge from getting killed when holding shield. * More airtight fix for Saria's Gift on the Bridge. * Lifts one of the conditions in the if statement a little higher to prevent unnecessary lookups of getItemId. * Invalidate text box icon before drawing * Fixes the case where Saria's gift is an Ice Trap. We still get the Ice Trap once, but never again. This does mean you can now hold R while walking in to avoid the ice trap, but everything else seems to work fine. * Initial commit Might need changing when we change the settings in the future * Fixes Door of Time opening cutscene after warping with prelude. * Initial waterfall skip Very rudimentary way of doing things but it seems to work so :shrug: * inital rework * fixed default rotation for 2D sprites * fix tab/space issues * 3d drops rando merge fix again * Allows Impa to appear in the Lullaby check post drawbridge escape. * Changes Ganon's Trials Count setting to a checkbox The checkbox is whether or not to skip all of them. Leaving the box unchecked will mean doing all of them. Eventually this will be switched back to a slider once we implement the logic for which trials start out completed. * Sets all Ganon's Trials to incomplete in new saves. Fixes https://github.com/briaguya-ai/rando-issue-tracker/issues/131 * fix castle guards when oot throw cutscene has already played in rando * Properly removes the beams when trials are cleared. * Removes Question Mark from Skip Ganon's Trials UI. * Adds a todo comment about when to change back to slider. * make deku seeds check for bullet bag * Various tweaks TWEAK: Altar Text TWEAK: Hint names TWEAK: Replace more problematic œ to oe * upgrade ocarina on both child and adult equips * FIX: Jabu Item * update equipped hookshot/longshot when obtained as other age * add hint * don't give the bgs check without the claim check * Skips Darunia Cutscene in Fire Temple * Added a TODO note about not skipping the cutscene. There is a setting we will want to have eventually that will require this cutscene to not be skipped since it is used during a glitch. * remove todo * restore fast ocarina option in imgui that was lost in merge * Fixes grey screen issue + tooltip for 2 handed shield * update to use dg instead of g for textures in item tracker * TWEAK: Default color for cosmetic RAND button was not the corect one * fix texture crash, remove unused item tracker code * don't open mask shop until we get zelda's letter * Update README.md * Prevents "correct" chime under incorrect conditions. * Fixes typo in conditional and adds "bonk" sound effect. "Bonk" sound is NA_SE_SY_OCARINA_ERROR and it plays when conditions for the Door of Time have not been met after playing Song of Time. This is only possible in rando's "Intended" Door of Time option, in which the Ocarina of Time and all 3 spritual stones are required to open the door, instead of the vanilla requirements of just having the song of time. * remove modify dpad equips toggle, replace with checks for dpad menu * remove extra check * add ability to hold c-up to assign to dpad when dpad menuing is enabled * disable d-pad navigation on item menu when holding c-up to equip * dpad+c-up stuff for equipment menu * ADD: Checbox for songs colors * TWEAK: RandoColors for normal songs * kind of quick and dirty but it works * TWEAK: Clarity of the tooltip Co-authored-by: briaguya <briaguya@alice> Co-authored-by: Christopher Leggett <chris@leggett.dev> Co-authored-by: aMannus <mannusmenting@gmail.com> Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com> Co-authored-by: Dog <5172592+Dog@users.noreply.github.com> Co-authored-by: Vague Rant <vaguerant@users.noreply.github.com> Co-authored-by: Baoulettes <perlouzerie@hotmail.fr> Co-authored-by: Ada <60364512+GreatArgorath@users.noreply.github.com>
2022-07-11 20:11:07 -04:00
#define NUM_DUNGEONS 8
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
#define NUM_COWS 10
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
void Save_LoadFile(void);
2023-11-04 17:52:09 -04:00
void BossRush_InitSave(void);
/**
* Initialize new save.
* This save has an empty inventory with 3 hearts and single magic.
*/
void Sram_InitNewSave(void) {
Save_InitFile(false);
}
/**
* Initialize debug save. This is also used on the Title Screen
* This save has a mostly full inventory with 10 hearts and single magic.
*
* Some noteable flags that are set:
* Showed Mido sword/shield, met Deku Tree, Deku Tree mouth opened,
* used blue warp in Gohmas room, Zelda fled castle, light arrow cutscene watched,
* and set water level in Water Temple to lowest level.
*/
void Sram_InitDebugSave(void) {
Save_InitFile(true);
}
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-02 03:40:10 +02:00
void Sram_InitBossRushSave(void) {
Save_InitFile(false);
2023-11-04 17:52:09 -04:00
BossRush_InitSave();
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-02 03:40:10 +02:00
}
static s16 sDungeonEntrances[] = {
ENTR_DEKU_TREE_0, // SCENE_DEKU_TREE
ENTR_DODONGOS_CAVERN_0, // SCENE_DODONGOS_CAVERN
ENTR_JABU_JABU_0, // SCENE_JABU_JABU
ENTR_FOREST_TEMPLE_0, // SCENE_FOREST_TEMPLE
ENTR_FIRE_TEMPLE_0, // SCENE_FIRE_TEMPLE
ENTR_WATER_TEMPLE_0, // SCENE_WATER_TEMPLE
ENTR_SPIRIT_TEMPLE_0, // SCENE_SPIRIT_TEMPLE
ENTR_SHADOW_TEMPLE_0, // SCENE_SHADOW_TEMPLE
ENTR_BOTTOM_OF_THE_WELL_0, // SCENE_BOTTOM_OF_THE_WELL
ENTR_ICE_CAVERN_0, // SCENE_ICE_CAVERN
ENTR_GANONS_TOWER_0, // SCENE_GANONS_TOWER
ENTR_GERUDO_TRAINING_GROUND_0, // SCENE_GERUDO_TRAINING_GROUND
ENTR_THIEVES_HIDEOUT_0, // SCENE_THIEVES_HIDEOUT
ENTR_INSIDE_GANONS_CASTLE_0, // SCENE_INSIDE_GANONS_CASTLE
ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0, // SCENE_GANONS_TOWER_COLLAPSE_INTERIOR
ENTR_INSIDE_GANONS_CASTLE_COLLAPSE_0, // SCENE_INSIDE_GANONS_CASTLE_COLLAPSE
};
/**
* Copy save currently on the buffer to Save Context and complete various tasks to open the save.
* This includes:
* - Set proper entrance depending on where the game was saved
* - If health is less than 3 hearts, give 3 hearts
* - If either scarecrow song is set, copy them from save context to the proper location
* - Handle a case where the player saved and quit after zelda cutscene but didnt get the song
* - Give and equip master sword if player is adult and doesnt have kokiri sword (bug?)
* - Revert any trade items that spoil
*/
void Sram_OpenSave() {
u16 i;
u16 j;
u8* ptr;
Save_LoadFile();
if (!CVarGetInteger("gRememberSaveLocation", 0) || gSaveContext.savedSceneNum == SCENE_FAIRYS_FOUNTAIN ||
gSaveContext.savedSceneNum == SCENE_GROTTOS) {
switch (gSaveContext.savedSceneNum) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneNum];
break;
case SCENE_DEKU_TREE_BOSS:
gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
break;
case SCENE_DODONGOS_CAVERN_BOSS:
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
break;
case SCENE_JABU_JABU_BOSS:
gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
break;
case SCENE_FOREST_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
break;
case SCENE_FIRE_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
break;
case SCENE_WATER_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
break;
case SCENE_SPIRIT_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
break;
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
break;
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_GANON_BOSS:
gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
break;
default:
if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
} else {
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
}
break;
}
}
osSyncPrintf("scene_no = %d\n", gSaveContext.entranceIndex);
osSyncPrintf(VT_RST);
if (gSaveContext.health < 0x30) {
gSaveContext.health = CVarGetInteger("gFullHealthSpawn", 0) ? gSaveContext.healthCapacity : 0x30;
}
if (gSaveContext.scarecrowLongSongSet) {
osSyncPrintf(VT_FGCOL(BLUE));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowCustomSongPtr, gSaveContext.scarecrowLongSong, sizeof(gSaveContext.scarecrowLongSong));
ptr = (u8*)gScarecrowCustomSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowLongSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
if (gSaveContext.scarecrowSpawnSongSet) {
osSyncPrintf(VT_FGCOL(GREEN));
osSyncPrintf("\n====================================================================\n");
memcpy(gScarecrowSpawnSongPtr, gSaveContext.scarecrowSpawnSong, sizeof(gSaveContext.scarecrowSpawnSong));
ptr = gScarecrowSpawnSongPtr;
for (i = 0; i < ARRAY_COUNT(gSaveContext.scarecrowSpawnSong); i++, ptr++) {
osSyncPrintf("%d, ", *ptr);
}
osSyncPrintf("\n====================================================================\n");
osSyncPrintf(VT_RST);
}
// if zelda cutscene has been watched but lullaby was not obtained, restore cutscene and take away letter
if ((Flags_GetEventChkInf(EVENTCHKINF_OBTAINED_ZELDAS_LETTER)) && !CHECK_QUEST_ITEM(QUEST_SONG_LULLABY) && !IS_RANDO) {
i = gSaveContext.eventChkInf[4] & ~1;
gSaveContext.eventChkInf[4] = i;
INV_CONTENT(ITEM_LETTER_ZELDA) = ITEM_CHICKEN;
2022-06-22 21:24:20 -05:00
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == ITEM_LETTER_ZELDA) {
gSaveContext.equips.buttonItems[j] = ITEM_CHICKEN;
}
}
}
if (LINK_AGE_IN_YEARS == YEARS_ADULT && !CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER)) {
Rando: Master Sword Shuffle (#2981) * The mother of all commits * Removed `GI_SWORD_MASTER`; "Master Sword" Items now actually give MS * Removed dupe MS entries in item pool; updated GIMESSAGE (should stop crashing on non-Windows); re-added MS in item list * Give Adult Link a freebie with shuffle MS on; cihld -> adult no longer gives MS; ToT Master Sword now gives correct item * add master sword GI draw func based on ToT MS object * Force `MasterSword` logic var to only update upon getting MS * Dorf funny line now activates with LA and MS in inv * Apply suggestions * Updated RAND_INF; Check Tracker changes; Gave RAND_INF and ice trap logic to ToT MS check; Fixed swordless behavior for HBA/fishing * ToT MS Check now works in check tracker; Visual bug where box hovers over non-existent MS gone; Fixed RAND_INF check with ToT MS pedestal; Ganon no longer gives free MS * adult equips no longer reset in MS shuffle * Apply (most) locacc review suggestions Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> * Reorganized swordless check for interface to fit edge cases; getting master sword no longer highlights box * Edge case for BGS but no bow * Fix implicit declaration error for GI hooks (#9) * Adjusted `CanAdultAttack/Damage`; applied logic suggestions * Fixed build errors (hopefully) * Cleanup merge * get shit working again * Tidied up remaining uses of DD flag as rando indicator * make master sword invisible and fix ms flag (#10) * Add text to sheik if go mode is obtained but barrier is still up * overhaul swordless behavior in `func_80083108` * reworked ToT MS Check to have an actual GI * suggestions * Apply suggestions * Better swordless handling with temp B (#11) * better swordless handling with temp B * prevent auto save in fishing pond * prevent auto save during bombchu bowling * enum fix --------- Co-authored-by: Adam Bird <archez39@me.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-10-21 21:51:37 -04:00
if (!IS_RANDO || !Randomizer_GetSettingValue(RSK_SHUFFLE_MASTER_SWORD)) {
gSaveContext.inventory.equipment |= OWNED_EQUIP_FLAG(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER);
Rando: Master Sword Shuffle (#2981) * The mother of all commits * Removed `GI_SWORD_MASTER`; "Master Sword" Items now actually give MS * Removed dupe MS entries in item pool; updated GIMESSAGE (should stop crashing on non-Windows); re-added MS in item list * Give Adult Link a freebie with shuffle MS on; cihld -> adult no longer gives MS; ToT Master Sword now gives correct item * add master sword GI draw func based on ToT MS object * Force `MasterSword` logic var to only update upon getting MS * Dorf funny line now activates with LA and MS in inv * Apply suggestions * Updated RAND_INF; Check Tracker changes; Gave RAND_INF and ice trap logic to ToT MS check; Fixed swordless behavior for HBA/fishing * ToT MS Check now works in check tracker; Visual bug where box hovers over non-existent MS gone; Fixed RAND_INF check with ToT MS pedestal; Ganon no longer gives free MS * adult equips no longer reset in MS shuffle * Apply (most) locacc review suggestions Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> * Reorganized swordless check for interface to fit edge cases; getting master sword no longer highlights box * Edge case for BGS but no bow * Fix implicit declaration error for GI hooks (#9) * Adjusted `CanAdultAttack/Damage`; applied logic suggestions * Fixed build errors (hopefully) * Cleanup merge * get shit working again * Tidied up remaining uses of DD flag as rando indicator * make master sword invisible and fix ms flag (#10) * Add text to sheik if go mode is obtained but barrier is still up * overhaul swordless behavior in `func_80083108` * reworked ToT MS Check to have an actual GI * suggestions * Apply suggestions * Better swordless handling with temp B (#11) * better swordless handling with temp B * prevent auto save in fishing pond * prevent auto save during bombchu bowling * enum fix --------- Co-authored-by: Adam Bird <archez39@me.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-10-21 21:51:37 -04:00
gSaveContext.equips.buttonItems[0] = ITEM_SWORD_MASTER;
gSaveContext.equips.equipment &= ~(0xF << (EQUIP_TYPE_SWORD * 4));
gSaveContext.equips.equipment |= EQUIP_VALUE_SWORD_MASTER << (EQUIP_TYPE_SWORD * 4);
Rando: Master Sword Shuffle (#2981) * The mother of all commits * Removed `GI_SWORD_MASTER`; "Master Sword" Items now actually give MS * Removed dupe MS entries in item pool; updated GIMESSAGE (should stop crashing on non-Windows); re-added MS in item list * Give Adult Link a freebie with shuffle MS on; cihld -> adult no longer gives MS; ToT Master Sword now gives correct item * add master sword GI draw func based on ToT MS object * Force `MasterSword` logic var to only update upon getting MS * Dorf funny line now activates with LA and MS in inv * Apply suggestions * Updated RAND_INF; Check Tracker changes; Gave RAND_INF and ice trap logic to ToT MS check; Fixed swordless behavior for HBA/fishing * ToT MS Check now works in check tracker; Visual bug where box hovers over non-existent MS gone; Fixed RAND_INF check with ToT MS pedestal; Ganon no longer gives free MS * adult equips no longer reset in MS shuffle * Apply (most) locacc review suggestions Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> * Reorganized swordless check for interface to fit edge cases; getting master sword no longer highlights box * Edge case for BGS but no bow * Fix implicit declaration error for GI hooks (#9) * Adjusted `CanAdultAttack/Damage`; applied logic suggestions * Fixed build errors (hopefully) * Cleanup merge * get shit working again * Tidied up remaining uses of DD flag as rando indicator * make master sword invisible and fix ms flag (#10) * Add text to sheik if go mode is obtained but barrier is still up * overhaul swordless behavior in `func_80083108` * reworked ToT MS Check to have an actual GI * suggestions * Apply suggestions * Better swordless handling with temp B (#11) * better swordless handling with temp B * prevent auto save in fishing pond * prevent auto save during bombchu bowling * enum fix --------- Co-authored-by: Adam Bird <archez39@me.com> Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com> Co-authored-by: RaelCappra <rael.cappra@gmail.com> Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-10-21 21:51:37 -04:00
}
}
if (!(IS_RANDO && Randomizer_GetSettingValue(RSK_SHUFFLE_ADULT_TRADE))) {
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
for (i = 0; i < ARRAY_COUNT(gSpoilingItems); i++) {
if (INV_CONTENT(ITEM_TRADE_ADULT) == gSpoilingItems[i]) {
INV_CONTENT(gSpoilingItemReverts[i]) = gSpoilingItemReverts[i];
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
for (j = 1; j < ARRAY_COUNT(gSaveContext.equips.buttonItems); j++) {
if (gSaveContext.equips.buttonItems[j] == gSpoilingItems[i]) {
gSaveContext.equips.buttonItems[j] = gSpoilingItemReverts[i];
}
}
}
}
}
gSaveContext.magicLevel = 0;
}
void Sram_InitSave(FileChooseContext* fileChooseCtx) {
u16 offset;
u16 j;
u16* ptr;
u16 checksum;
if (fileChooseCtx->buttonIndex != 0 || !CVarGetInteger("gDebugEnabled", 0)) {
Sram_InitNewSave();
} else {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.linkAge = 1;
gSaveContext.dayTime = 0x6AAB;
gSaveContext.cutsceneIndex = 0xFFF1;
if ((fileChooseCtx->buttonIndex == 0 && CVarGetInteger("gDebugEnabled", 0)) || CVarGetInteger("gNaviSkipCutscene", 0)) {
gSaveContext.cutsceneIndex = 0;
}
for (offset = 0; offset < 8; offset++) {
gSaveContext.playerName[offset] = Save_GetSaveMetaInfo(fileChooseCtx->buttonIndex)->playerName[offset];
}
gSaveContext.n64ddFlag = fileChooseCtx->n64ddFlag;
More gap-bridging (#3323) * Initial StaticData and RandoItem class definitions * Initial implementation of RandoItem class. * Rerranges RandoItem Constructor parameters The parameters were rearranged for easy copy-paste from the GET_ITEM macro calls later on. * Switches static data from map to static array. Array is all that is needed, since the item list will be contiguous and indexed by the RandomizerGet Enum values. * Defines part of the randomizer item list. * Adds more item class instances to item_list.cpp Up through bottles, many more items still to go. * Adds song items * Adds Maps and Compasses to the item_list * Added Key Items to item_list * Added Key Rings to item_list * Added Dungeon Rewards to item_list * Adds generic items and refills to item_list * Adds shop items, triforce, and hints Also added constructors that put the GET_ITEM_NONE data in for these items, since there is no corresponding GetItemEntry for them. * Adds in the stages of progressive items These are present for GetItemEntry purposes, and aren't really meant to be used in seed generation (unless we find a need for it later on.) * Remove GetItemEntry data from progressive items * Moves/adds function definitions to item/item_list * Refactors GetItemEntry data It's now a pointer to memory instantiated on the heap in the constructor. These are shared pointers so the memory is freed if any of the item instances get deconstructed (which they shouldn't but just in case.) * Adds item class member for if item is progressive * Removes unneeded stuff from initializer list macro * Replaces relevant `uint32_t`s w/ `RandomizerGet`s Also replaces calls to the ItemTable method with StaticData::RetrieveItem * Switches our runtime code to use the new itemList. * Changes just enough hint gen code to compile * Initial Definition of Location Class * Initial Implementation of Location * Fixes some names and definitions. * Extracts ActorID and SceneID enums to separate files. This allows importing them without causing weird conflicts in cpp files when importing the z64scene.h and z64actor.h files directly. Now you can just import z64scene_enum.h and z64actor_enum.h instead. The two old files also import these new files so that existing setups still work as expected. * Replaces the forward definitions with the new imports. * Adds missing data for RandomizerCheckObjects. * Definition and first entry of locationTable * Added Mido's House Locations * Added locations up through lost woods. * Adds in Hyrule Field locations. * Adds Lake Hylia locations * Adds location name comments * Adds Gerudo Valley Locations * Adds Gerudo Fortress locations. * Adds the Wasteland and Collosus locations * Adds Market locations * Adds Hyrule Castle locations. * Adds Kakariko and Graveyard locations. * Adds Death Mountain checks. * Adds Goron City locations * Adds Death Mountain Crater locations * Adds Zora's River locations * Added Zora's Domain Locations. * Added Zora's Fountain locations * Adds Lon Lon Ranch locations. * Adds Deku Tree locations * Adds Dodongo's Cavern Locations. * Adds Jabu Jabu's Belly Locations * Adds Forest Temple Locations * Adds Fire Temple Locations * Adds Water Temple Locations * Added Spirit Temple Locations * Some of shadow temple locations. * Adds remaining Shadow Temple locations * Fixes a leftover merge conflict * Adds Bottom of the Well locations. * Adds Ice Cavern locations * Adds GTG locations. * Adds Ganon's Castle and Tower locations * Adds dungeon Gold Skulltula locations. * Adds Overworld Gold Skulltula locations * Adds dungeon reward locations * Adds Heart Container Locations * Adds Cutscene and Song locations * Adds Cow locations * Adds Shop locations. * Adds hint locations * Adds function for retrieving the Location data. * Initial definition of ItemLocation structure for tracking runtime data * First push on converting code to use new location definitions * Changes hints to use the new tables * Further conversion of hints to new definitions. * Adds new Hint and Location IDs to area tables * Moves areaTable to use new RandomizerRegion keys * Removal of 3drando/item_location files. * Uses new RandomizerRegion keys in entrance.cpp * Final push for removal of massive keys.hpp enum * Uses new SceneID Enum Values * Remove RandomizerCheckObject structs in favor of new location list. * Fix a few stragglers to successfully build * Rename of RandoItem to just Item, but in the Rando namespace * Adds static hints (Light Arrows, Altar text, etc) to the new Hint table. * More hint related fixes/edits * small fix for #include path * Fix various miscellaneous issues related to seed gen and spoiler parsing. * Handle progressive items correctly. * Fixes some hint generation logic * Fix a few GetItemEntry niche bugs. * Adds missing shop GI Entries * Formatting fixes * small formatting fix * Namespace StaticData under Rando * Added a note about a potential use-after-free. I confirmed the actual pointer in question isn't currently being used, but I added the note as a reminder to fix it later and/or as a warning to anyone who changes how the return value is used. * Fixes missing location table entries * Fixes LUS submodule and removes now-unused code * Resolves weird duplicate definition issue * Fix missing include It was missed because not being included wasn't an issue on Windows. * Fixes error present on Linux builds * Fixes some issues with excluding locations * Updates the Resolve Exclusion conflicts function not sure if actually used, will look into that more later * Removes some duplicate RGs * More fixes of duplicate RG values. * Fix a few duplication issues in the check tracker. * Fix progressive bombchus. * Minor typo fix, shouldn't really be affecting anything though * Should fix some of the remaining check tracker issues. * oops wrong boolean operator * Fix skulltulas in the check tracker. * oops, missing comma * re-formatting of HintStone locations * Fixes issue when picking up second Progressive Bullet Bag * Hide bombchu bowling bombchus * Fixes missed skullScene in location_list * Reformats shop items * Re-formats cow checks * reformat song locations * reformat "cutscene" checks * reformat heart container locaitons * reformat Boss/Dungeon reward checks * Hide Triforce Completed if not playing Triforce Hunt * Fixes incorrect chest param * reformat GS Tokens locations and cuts down on duplicate data * reformat Ganons Castle checks * reformat GTG check locations * Prevents Gift from Raoru from appearing in the check tracker * more reformatting (botw, ice cavern, shadow temple) * Should fix a couple more check tracker checks * reformat spirit temple checks * reformat water and fire temple checks * fix RC_ZR_GS_ABOVE_BRIDGE flag typo * reformat Forest Temple checks * Fix RC_LW_TRADE_ODD_POTION in check tracker * reformat child dungeon locations * reformat overworld locations * reformat item entries * New Item Override system * use new ItemOverrides and use ItemLocations table for getting items * Saves/Loads directly from/to new ItemLocation table with overrides for traps * Removes gSaveContext.itemLocations * Don't load spoiler file on boot automatically. Currently this means the old spoiler will have to be manually dropped or a new one generated in order to make a new rando file. Next I want to make it so that: 1. The Randomizer Quest button on the file select menu is always unlocked, even if a spoiler is not loaded. 2. If it's selected and a spoiler is not loaded, a menu will appear that asks if you want to generate a new seed or re-generate the previous one (if a spoiler file is present). 3. On choosing to generate a new one, you may also get an in-game menu to quickly apply a preset before generating (not sure if I'm going that far just yet). 4. After that, a seed is generated and you are taken back to the file select screen with the new file present. 5. If a seed is generated via the menu ahead of time, the CVar for loading the spoiler file will be set, but the spoiler file will not be parsed. All the data needed to actually play the randomizer at that point is already in memory and in the save file (or at least I'll make it so that it is if it isn't already). 6. If a spoiler file is dropped over the window, the spoiler file is loaded, but it will only be parsed to get the seed and the settings, then the playthrough will be generated from scratch with that data. Thus allowing for hints to be in the user's language of choice no matter what language the spoiler file was generated in. 7. Additionally, there will be a plandomizer mode that, if enabled, causes dragging and dropping a spoiler file to read the entire spoiler file instead of just the seed, and making a new file will use the data from there instead of generating a new seed. This in particular may be expanded to have a "plando file" that contains more info than a spoiler file would normally have, such as cosmetic data and a more fleshed out custom message syntax for various types of custom hints and whatnot. But that will be probably much later. * Auto-gen rando seed when making a new rando file. Also adds new logic for displaying the seed hash icons. Now, it is displayed in the following situations: 1. On the confirmation page when loading a rando save, the hash icons for *that save* are displayed. 2. On the name select screen after generating a seed, the hash icons for the seed that was just generated will be shown. 3. If you have dragged a spoiler log onto the window, the hash icons for that seed will be displayed while randomizer is selected on the quest select screen. Currently the spoiler is just ignored, as the logic for pulling the settings from the spoiler file and regenerating the same seed has not been coded yet. * Fix a few typos/bugs * Partial conversion to new Settings/Option class * Further conversion to new settings/options classes * New settings struct (not fully working, need to wire it up to SaveManager) * Move save files to new settings struct. Also fixes MQ options to match 3drando * Fixes some spoilerfile related issues * Cleans up now unused arrays * Fixes some unhandled entries in parse settings switch case * Reimplements parsing of settings on file drop to re-generate seeds * Move merchantPrices into ItemLocation tables. * Move hints to new struct * Fixes a few seed gen bugs surrounding hints * Fix treasure chest game. * Relocate Entrance Shuffle code into ctx * Move entrances to new context at runtime * Remove now unused code from SaveContext and randomizer.cpp/.h * Fix non-windows builds? * Moves Dungeon Quests to new context * Move trials into new context * Whoops, forgot to construct the Trials in the context. * Fixes accidental nullptr reference * Fixes bug with saving MQ dungeons * Implements plando mode and removes now unused code. Largely untested, expect some bugfixes. * prevent a multiple definition bug * another attempt to fix the gSeedTextures multiple def error * Fixes some minor hint issues from conflict resolution * Some additional glue needed for merge * Fixes another couple of miscellaneous issues/inconsistencies. * A few french corrections * Makes CVar gRandomizeWarpSongText match the checkbox default value.
2023-11-13 13:25:37 -05:00
if (Randomizer_IsSeedGenerated()) {
gSaveContext.questId = QUEST_RANDOMIZER;
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
Randomizer_InitSaveFile();
2023-11-04 17:52:09 -04:00
} else if (currentQuest == QUEST_MASTER) {
gSaveContext.questId = QUEST_MASTER;
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
}
Save_SaveFile();
SaveManager_ThreadPoolWait();
}
void Sram_InitSram(GameState* gameState) {
Save_Init();
func_800F6700(gSaveContext.audioSetting);
2022-12-06 18:37:50 -05:00
// When going from a rando save to a vanilla save within the same game instance
// we need to reset the entrance table back to its vanilla state
Entrance_ResetEntranceTable();
}