Merge branch 'develop' into waterfall-always-open

This commit is contained in:
Jordan Longstaff 2024-11-08 01:55:10 -05:00 committed by GitHub
commit 76cc904ff4
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GPG Key ID: B5690EEEBB952194
30 changed files with 1160 additions and 673 deletions

12
soh/include/attributes.h Normal file
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@ -0,0 +1,12 @@
#ifndef ATTRIBUTES_H
#define ATTRIBUTES_H
#if !defined(__GNUC__) && !defined(__attribute__)
#define __attribute__(x)
#endif
#define UNUSED __attribute__((unused))
#define FALLTHROUGH __attribute__((fallthrough))
#define NORETURN __attribute__((noreturn))
#endif

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@ -1536,9 +1536,9 @@ void KaleidoScopeCall_Init(PlayState* play);
void KaleidoScopeCall_Destroy(PlayState* play);
void KaleidoScopeCall_Update(PlayState* play);
void KaleidoScopeCall_Draw(PlayState* play);
void func_800BC490(PlayState* play, s16 point);
s32 func_800BC56C(PlayState* play, s16 arg1);
void func_800BC590(PlayState* play);
void Play_SetViewpoint(PlayState* play, s16 viewpoint);
s32 Play_CheckViewpoint(PlayState* play, s16 viewpoint);
void Play_SetShopBrowsingViewpoint(PlayState* play);
void Gameplay_SetupTransition(PlayState* play, s32 arg1);
Gfx* Play_SetFog(PlayState* play, Gfx* gfx);
void Play_Destroy(GameState* thisx);
@ -1552,7 +1552,7 @@ u8 CheckLACSRewardCount();
s32 Play_InCsMode(PlayState* play);
f32 func_800BFCB8(PlayState* play, MtxF* mf, Vec3f* vec);
void* Play_LoadFile(PlayState* play, RomFile* file);
void Play_SpawnScene(PlayState* play, s32 sceneNum, s32 spawn);
void Play_SpawnScene(PlayState* play, s32 sceneId, s32 spawn);
void func_800C016C(PlayState* play, Vec3f* src, Vec3f* dest);
s16 Play_CreateSubCamera(PlayState* play);
s16 Play_GetActiveCamId(PlayState* play);

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@ -120,7 +120,7 @@ extern "C"
extern KaleidoMgrOverlay gKaleidoMgrOverlayTable[KALEIDO_OVL_MAX];
extern KaleidoMgrOverlay* gKaleidoMgrCurOvl;
extern u8 gBossMarkState;
extern void* D_8012D1F0;
extern void* gDebugCutsceneScript;
extern s32 gScreenWidth;
extern s32 gScreenHeight;
extern Mtx gMtxClear;

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@ -3,6 +3,7 @@
#include <libultraship/libultra.h>
#include "unk.h" // this used to get pulled in via ultra64.h
#include "attributes.h"
#include "z64save.h"
#include "z64light.h"
#include "z64bgcheck.h"

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@ -361,7 +361,7 @@ typedef enum {
/* 4 */ SCENE_LAYER_CUTSCENE_FIRST
} SceneLayer;
#define IS_CUTSCENE_LAYER (gSaveContext.sceneLayer >= SCENE_LAYER_CUTSCENE_FIRST)
#define IS_CUTSCENE_LAYER (gSaveContext.sceneSetupIndex >= SCENE_LAYER_CUTSCENE_FIRST)
typedef enum {
/* 0 */ LINK_AGE_ADULT,

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@ -3,35 +3,43 @@
#include "soh/OTRGlobals.h"
extern "C" {
#include "macros.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "z64save.h"
#include "functions.h"
#include "variables.h"
#include "macros.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "z64save.h"
#include "functions.h"
#include "variables.h"
}
#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
static bool sEnteredBlueWarp = false;
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
uint8_t isBlueWarpCutscene = 0;
bool overrideBlueWarpDestinations =
IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) || overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP && gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
@ -43,14 +51,14 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE && gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
@ -58,15 +66,15 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 && gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = 1;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
@ -80,10 +88,20 @@ void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_l
}
// This is outside the above condition because we want to handle both first and following visits to the blue warp
if (IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF || RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF)) {
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
}
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
void SkipBlueWarp_ShouldPlayBlueWarpCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
sEnteredBlueWarp = true;
}
/**
@ -143,6 +161,7 @@ void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _,
void SkipBlueWarp_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorUpdate>(ACTOR_EN_KO, SkipBlueWarp_OnActorUpdate);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_TRANSITION_CS, SkipBlueWarp_ShouldPlayTransitionCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_PLAY_BLUE_WARP_CS, SkipBlueWarp_ShouldPlayBlueWarpCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_GIVE_ITEM_FROM_BLUE_WARP, SkipBlueWarp_ShouldGiveItem);
}

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@ -8,6 +8,7 @@
#include <libultraship/bridge.h>
#include <libultraship/libultraship.h>
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
extern "C" {
#include <z64.h>
@ -276,11 +277,6 @@ void CreateSphereData() {
sphereGfx.push_back(gsSPEndDisplayList());
}
void ColViewerWindow::InitElement() {
CreateCylinderData();
CreateSphereData();
}
// Initializes the display list for a ColRenderSetting
void InitGfx(std::vector<Gfx>& gfx, ColRenderSetting setting) {
uint32_t rm;
@ -689,3 +685,10 @@ extern "C" void DrawColViewer() {
CLOSE_DISPS(gPlayState->state.gfxCtx);
}
void ColViewerWindow::InitElement() {
CreateCylinderData();
CreateSphereData();
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnPlayDrawEnd>(DrawColViewer);
}

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@ -342,6 +342,7 @@ typedef enum {
VB_SHOULD_GIVE_VANILLA_FISHING_PRIZE,
VB_GIVE_RANDO_FISHING_PRIZE,
VB_PLAY_THROW_ANIMATION,
VB_INFLICT_VOID_DAMAGE,
/*** Give Items ***/

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@ -64,15 +64,6 @@ static const ALIGN_ASSET(2) char tokinoma_room_0DL_007A70[] = dtokinoma_room_0DL
#define dtokinoma_room_0DL_007FD0 "__OTR__scenes/shared/tokinoma_scene/tokinoma_room_0DL_007FD0"
static const ALIGN_ASSET(2) char tokinoma_room_0DL_007FD0[] = dtokinoma_room_0DL_007FD0;
// TODO: When there's more uses of something like this, create a new GI::RawAction?
void ReloadSceneTogglingLinkAge() {
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_CIRCLE(TCA_WAVE, TCC_WHITE, TCS_FAST); // Fade Out
gSaveContext.nextTransitionType = TRANS_TYPE_CIRCLE(TCA_WAVE, TCC_WHITE, TCS_FAST);
gPlayState->linkAgeOnLoad ^= 1; // toggle linkAgeOnLoad
}
void RegisterInfiniteMoney() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
if (!GameInteractor::IsSaveLoaded(true)) return;
@ -219,42 +210,43 @@ void RegisterFreezeTime() {
}
/// Switches Link's age and respawns him at the last entrance he entered.
void RegisterSwitchAge() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnGameFrameUpdate>([]() {
static bool warped = false;
void SwitchAge() {
if (gPlayState == NULL) return;
if (!GameInteractor::IsSaveLoaded(true)) {
CVarClear(CVAR_GENERAL("SwitchAge"));
warped = false;
return;
Player* player = GET_PLAYER(gPlayState);
// Hyrule Castle: Very likely to fall through floor, so we force a specific entrance
if (gPlayState->sceneNum == SCENE_HYRULE_CASTLE || gPlayState->sceneNum == SCENE_OUTSIDE_GANONS_CASTLE) {
gPlayState->nextEntranceIndex = ENTR_CASTLE_GROUNDS_SOUTH_EXIT;
} else {
gSaveContext.respawnFlag = 1;
gPlayState->nextEntranceIndex = gSaveContext.entranceIndex;
// Preserve the player's position and orientation
gSaveContext.respawn[RESPAWN_MODE_DOWN].entranceIndex = gPlayState->nextEntranceIndex;
gSaveContext.respawn[RESPAWN_MODE_DOWN].roomIndex = gPlayState->roomCtx.curRoom.num;
gSaveContext.respawn[RESPAWN_MODE_DOWN].pos = player->actor.world.pos;
gSaveContext.respawn[RESPAWN_MODE_DOWN].yaw = player->actor.shape.rot.y;
if (gPlayState->roomCtx.curRoom.behaviorType2 < 4) {
gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = 0x0DFF;
} else {
// Scenes with static backgrounds use a special camera we need to preserve
Camera* camera = GET_ACTIVE_CAM(gPlayState);
s16 camId = camera->camDataIdx;
gSaveContext.respawn[RESPAWN_MODE_DOWN].playerParams = 0x0D00 | camId;
}
}
static Vec3f playerPos;
static int16_t playerYaw;
static RoomContext* roomCtx;
static s32 roomNum;
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_INSTANT;
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK_FAST;
gPlayState->linkAgeOnLoad ^= 1;
if (CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) && !warped) {
playerPos = GET_PLAYER(gPlayState)->actor.world.pos;
playerYaw = GET_PLAYER(gPlayState)->actor.shape.rot.y;
roomCtx = &gPlayState->roomCtx;
roomNum = roomCtx->curRoom.num;
ReloadSceneTogglingLinkAge();
warped = true;
}
if (warped && gPlayState->transitionTrigger != TRANS_TRIGGER_START &&
gSaveContext.nextTransitionType == TRANS_NEXT_TYPE_DEFAULT) {
GET_PLAYER(gPlayState)->actor.shape.rot.y = playerYaw;
GET_PLAYER(gPlayState)->actor.world.pos = playerPos;
if (roomNum != roomCtx->curRoom.num) {
func_8009728C(gPlayState, roomCtx, roomNum); //load original room
//func_800973FC(gPlayState, &gPlayState->roomCtx); // commit to room load?
func_80097534(gPlayState, roomCtx); // load map for new room (unloading the previous room)
}
warped = false;
CVarClear(CVAR_GENERAL("SwitchAge"));
}
static HOOK_ID hookId = 0;
hookId = REGISTER_VB_SHOULD(VB_INFLICT_VOID_DAMAGE, {
*should = false;
GameInteractor::Instance->UnregisterGameHookForID<GameInteractor::OnVanillaBehavior>(hookId);
});
}
@ -262,8 +254,7 @@ void RegisterSwitchAge() {
void RegisterOcarinaTimeTravel() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnOcarinaSongAction>([]() {
if (!GameInteractor::IsSaveLoaded(true)) {
CVarClear(CVAR_ENHANCEMENT("TimeTravel"));
if (!GameInteractor::IsSaveLoaded(true) || !CVarGetInteger(CVAR_ENHANCEMENT("TimeTravel"), 0)) {
return;
}
@ -273,22 +264,14 @@ void RegisterOcarinaTimeTravel() {
Actor* nearbyOcarinaSpot = Actor_FindNearby(gPlayState, player, ACTOR_EN_OKARINA_TAG, ACTORCAT_PROP, 120.0f);
Actor* nearbyDoorOfTime = Actor_FindNearby(gPlayState, player, ACTOR_DOOR_TOKI, ACTORCAT_BG, 500.0f);
Actor* nearbyFrogs = Actor_FindNearby(gPlayState, player, ACTOR_EN_FR, ACTORCAT_NPC, 300.0f);
uint8_t hasMasterSword = CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER);
uint8_t hasOcarinaOfTime = (INV_CONTENT(ITEM_OCARINA_TIME) == ITEM_OCARINA_TIME);
// If TimeTravel + Player have the Ocarina of Time + Have Master Sword + is in proper range
bool justPlayedSoT = gPlayState->msgCtx.lastPlayedSong == OCARINA_SONG_TIME;
bool notNearAnySource = !nearbyTimeBlockEmpty && !nearbyTimeBlock && !nearbyOcarinaSpot && !nearbyDoorOfTime && !nearbyFrogs;
bool hasOcarinaOfTime = (INV_CONTENT(ITEM_OCARINA_TIME) == ITEM_OCARINA_TIME);
bool doesntNeedOcarinaOfTime = CVarGetInteger(CVAR_ENHANCEMENT("TimeTravel"), 0) == 2;
bool hasMasterSword = CHECK_OWNED_EQUIP(EQUIP_TYPE_SWORD, EQUIP_INV_SWORD_MASTER);
// TODO: Once Swordless Adult is fixed: Remove the Master Sword check
if (((CVarGetInteger(CVAR_ENHANCEMENT("TimeTravel"), 0) == 1 && hasOcarinaOfTime) || CVarGetInteger(CVAR_ENHANCEMENT("TimeTravel"), 0) == 2) && hasMasterSword &&
gPlayState->msgCtx.lastPlayedSong == OCARINA_SONG_TIME && !nearbyTimeBlockEmpty && !nearbyTimeBlock &&
!nearbyOcarinaSpot && !nearbyFrogs) {
if (IS_RANDO) {
CVarSetInteger(CVAR_GENERAL("SwitchTimeline"), 1);
} else if (!IS_RANDO && !nearbyDoorOfTime) {
// This check is made for when Link is learning the Song Of Time in a vanilla save file that load a
// Temple of Time scene where the only object present is the Door of Time
CVarSetInteger(CVAR_GENERAL("SwitchTimeline"), 1);
}
ReloadSceneTogglingLinkAge();
if (justPlayedSoT && notNearAnySource && (hasOcarinaOfTime || doesntNeedOcarinaOfTime) && hasMasterSword) {
SwitchAge();
}
});
}
@ -1429,7 +1412,6 @@ void InitMods() {
RegisterEzQPA();
RegisterUnrestrictedItems();
RegisterFreezeTime();
RegisterSwitchAge();
RegisterOcarinaTimeTravel();
RegisterAutoSave();
RegisterDaytimeGoldSkultullas();

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@ -17,6 +17,7 @@ void UpdateHyperEnemiesState();
void UpdateHyperBossesState();
void InitMods();
void UpdatePatchHand();
void SwitchAge();
#ifdef __cplusplus
}

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@ -201,7 +201,7 @@ extern "C" void NameTag_RegisterForActorWithOptions(Actor* actor, const char* te
processedText.erase(std::remove_if(processedText.begin(), processedText.end(), [](const char& c) {
// 172 is max supported texture for the in-game font system,
// and filter anything less than a space but not the newline or nul characters
return c > (s8)172 || (c < ' ' && c != '\n' && c != '\0');
return (unsigned char)c > 172 || (c < ' ' && c != '\n' && c != '\0');
}), processedText.end());
int16_t numChar = processedText.length();

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@ -354,8 +354,6 @@ const std::vector<const char*> cheatCvars = {
CVAR_DEVELOPER_TOOLS("SaveFileID"),
CVAR_CHEAT("EnableBetaQuest"),
CVAR_DEVELOPER_TOOLS("BetterDebugWarpScreen"),
CVAR_GENERAL("SwitchAge"),
CVAR_GENERAL("SwitchTimeline"),
CVAR_CHEAT("NoRedeadFreeze"),
CVAR_CHEAT("NoKeeseGuayTarget"),
CVAR_CHEAT("BombTimerMultiplier"),

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@ -10,9 +10,9 @@ void RegionTable_Init_WaterTemple() {
---------------------------*/
areaTable[RR_WATER_TEMPLE_ENTRYWAY] = Region("Water Temple Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsVanilla();}}),
Entrance(RR_WATER_TEMPLE_MQ_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsMQ();}}),
Entrance(RR_LAKE_HYLIA, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsVanilla();}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsMQ();}}),
Entrance(RR_LAKE_HYLIA, {[]{return true;}}),
});
/*--------------------------
@ -23,29 +23,29 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_EAST_LOWER, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}}),
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, {[]{return logic->WaterTempleLow && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
Entrance(RR_WATER_TEMPLE_WEST_LOWER, {[]{return logic->WaterTempleLow && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return logic->WaterTempleLow && logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, {[]{return logic->WaterTempleMiddle;}}),
Entrance(RR_WATER_TEMPLE_EAST_LOWER, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && (logic->CanUse(RG_IRON_BOOTS) || (logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_WATER_LONGSHOT_TORCH))));}}),
Entrance(RR_WATER_TEMPLE_NORTH_LOWER, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
Entrance(RR_WATER_TEMPLE_SOUTH_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->HasExplosives() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
Entrance(RR_WATER_TEMPLE_WEST_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->HasItem(RG_GORONS_BRACELET) && (logic->IsChild || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS)) && (ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC));}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, {[]{return logic->CanWaterTempleLowFromHigh && logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
Entrance(RR_WATER_TEMPLE_EAST_MIDDLE, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_WEST_MIDDLE, {[]{return logic->CanWaterTempleMiddle;}}),
Entrance(RR_WATER_TEMPLE_HIGH_WATER, {[]{return logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DAMAGE_BOOST) && logic->CanUse(RG_BOMB_BAG) && logic->TakeDamage()));}}),
Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, {[]{return (logic->WaterTempleLow || logic->WaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->WaterTempleMiddle)));}}),
Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return logic->WaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}}),
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return logic->WaterTempleHigh && logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_BLOCK_CORRIDOR, {[]{return (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_WATER_CENTRAL_BOW) && (logic->IsAdult || logic->CanWaterTempleMiddle)));}}),
Entrance(RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM, {[]{return logic->CanWaterTempleHigh && logic->SmallKeys(RR_WATER_TEMPLE, 4);}}),
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return logic->CanWaterTempleHigh && logic->CanUse(RG_LONGSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->WaterTempleLow, {[]{return logic->WaterTempleLow || logic->CanUse(RG_ZELDAS_LULLABY);}}),
EventAccess(&logic->CanWaterTempleLowFromHigh, {[]{return logic->CanWaterTempleLowFromHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->WaterTempleLow || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
Entrance(RR_WATER_TEMPLE_MAP_ROOM, {[]{return logic->WaterTempleHigh;}}),
Entrance(RR_WATER_TEMPLE_CRACKED_WALL, {[]{return logic->WaterTempleMiddle || (logic->WaterTempleHigh && logic->WaterTempleLow && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}}),
Entrance(RR_WATER_TEMPLE_TORCH_ROOM, {[]{return logic->WaterTempleLow && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->CanWaterTempleLowFromHigh || ((ctx->GetTrickOption(RT_FEWER_TUNIC_REQUIREMENTS) || logic->CanUse(RG_ZORA_TUNIC)) && logic->CanUse(RG_IRON_BOOTS));}}),
Entrance(RR_WATER_TEMPLE_MAP_ROOM, {[]{return logic->CanWaterTempleHigh;}}),
Entrance(RR_WATER_TEMPLE_CRACKED_WALL, {[]{return logic->CanWaterTempleMiddle || (logic->CanWaterTempleHigh && logic->CanWaterTempleLowFromHigh && ((logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_WATER_CRACKED_WALL_HOVERS)) || ctx->GetTrickOption(RT_WATER_CRACKED_WALL)));}}),
Entrance(RR_WATER_TEMPLE_TORCH_ROOM, {[]{return logic->CanWaterTempleLowFromHigh && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}}),
});
areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
@ -145,15 +145,15 @@ void RegionTable_Init_WaterTemple() {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, {[]{return logic->WaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, {[]{return logic->CanWaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}}),
});
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->WaterTempleMiddle, {[]{return logic->WaterTempleMiddle || logic->CanUse(RG_ZELDAS_LULLABY);}}),
EventAccess(&logic->CanWaterTempleMiddle, {[]{return logic->CanWaterTempleMiddle || logic->CanUse(RG_ZELDAS_LULLABY);}}),
}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->WaterTempleHigh && logic->HookshotOrBoomerang())),
LOCATION(RC_WATER_TEMPLE_GS_CENTRAL_PILLAR, logic->CanUse(RG_LONGSHOT) || (((ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->SmallKeys(RR_WATER_TEMPLE, 5))) || (ctx->GetTrickOption(RT_WATER_IRONS_CENTRAL_GS) && logic->CanUse(RG_IRON_BOOTS) && ((logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_FAIRY_BOW)) || (logic->CanUse(RG_DINS_FIRE))))) && logic->CanWaterTempleHigh && logic->HookshotOrBoomerang())),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return true;}}),
@ -184,7 +184,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->WaterTempleHigh, {[]{return logic->WaterTempleHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
EventAccess(&logic->CanWaterTempleHigh, {[]{return logic->CanWaterTempleHigh || logic->CanUse(RG_ZELDAS_LULLABY);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return true;}}),
@ -192,7 +192,7 @@ void RegionTable_Init_WaterTemple() {
areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->WaterTempleLow || logic->WaterTempleMiddle)),
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
@ -251,53 +251,407 @@ void RegionTable_Init_WaterTemple() {
| MASTER QUEST DUNGEON |
---------------------------*/
if (ctx->GetDungeon(WATER_TEMPLE)->IsMQ()) {
areaTable[RR_WATER_TEMPLE_MQ_LOBBY] = Region("Water Temple MQ Lobby", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE] = Region("Water Temple MQ 3F South Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_DIVE, {[]{return logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_IRON_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_DARK_LINK_REGION, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslashExceptHammer();}}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY) && logic->IsAdult && logic->CanJumpslashExceptHammer() && logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_ENTRYWAY, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
//If we are not on WL_HIGH, we reach RR_WATER_TEMPLE_MQ_3F_MAIN with hookshot via 2F, otherwise we can reach the platform
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_DIVE] = Region("Water Temple MQ Dive", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_MAP_CHEST, logic->HasFireSource() && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->IsAdult && logic->CanUse(RG_ZORA_TUNIC) && logic->CanUse(RG_HOOKSHOT) && ((ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS)) || (logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_SONG_OF_TIME)))),
//Trick: logic->IsAdult && logic->CanUse(RG_ZORA_TUNIC) && logic->CanUse(RG_HOOKSHOT) && ((LogicWaterMQCentralPillar && logic->CanUse(RG_FIRE_ARROWS)) || (logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_SONG_OF_TIME)))
//This region covers simply existing in the area around the central pillar without being on a specific platform, either swimming or walking on the lakebed
//Entry should only include being in the correct area, taking any possible fall damage, and floating up to the surface of WL_HIGH if coming from below
//This area then leads to others based on level and worst-case water timers for follow-up exits from the water's surface
//remember that any solution that works for any level doesn't need to be given a level, even if that solution is overkill for a lower level
areaTable[RR_WATER_TEMPLE_MQ_MAIN] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, {[]{return logic->HasItem(RG_BRONZE_SCALE) && logic->MQWaterLevel(WL_HIGH);}}),
//Jumping across is possible but a trick due to the janky ledge
Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER, {[]{return (logic->WaterTimer() >= 24 && logic->CanUse(RG_IRON_BOOTS)) ||
(logic->MQWaterLevel(WL_MID) && logic->HasItem(RG_GOLDEN_SCALE) && logic->WaterTimer() >= 16) ||
logic->MQWaterLevel(WL_LOW);}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->HasItem(RG_BRONZE_SCALE);}}),
//First water timer uses the hook to go from the top of center to storage room/central pillar as coming from the bottom
//Second water timer is simply diving down and entering the door as fast as possible from the surface
Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return ((logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && (logic->MQWaterLevel(WL_MID) || logic->WaterTimer() >= 16))) && logic->CanUse(RG_LONGSHOT)) ||
((logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8)) && logic->HasItem(RG_BRONZE_SCALE));}}),
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F, {[]{return logic->MQWaterLevel(WL_LOW);}}),
//A special entry as we can't set it to high after entering at a lower height
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT));}}),
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return (logic->MQWaterLevel(WL_MID) || (logic->MQWaterLevel(WL_HIGH_OR_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->HasItem(RG_BRONZE_SCALE);}}),
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || ((logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24) && logic->HasItem(RG_BRONZE_SCALE)));}}),
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM, {[]{return logic->MQWaterB1Switch &&
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_SILVER_SCALE)) ||
(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}}),
//Adult needs to jump in instead of dive for swim access, but you just hold forward. RT_WATER_BK_REGION Isn't relevant unless the Dark Link loop can be done without longshot with other tricks
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return logic->MQWaterB1Switch &&
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT))) &&
(logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS)));}}),
});
//This region specifically covers the topmost platform around central pillar
areaTable[RR_WATER_TEMPLE_MQ_3F_CENTRAL] = Region("Water Temple MQ 3F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, {[]{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_2F_CENTRAL, {[]{return (logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16)) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}}),
//Jumping across is possible but a trick due to the janky ledge
Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, {[]{return logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}}),
//room access is (logic->IsAdult || (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)))
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_LONGSHOT);}}),
//this swimless jump with irons may be a trick as you have to put irons on quite late.
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16) || logic->MQWaterLevel(WL_LOW_OR_MID);}}),
});
//This region specifically covers walking on the lower platform around central pillar. This is underwater when WL_HIGH
//RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH should be accessed directly to use the central pillar door while at WL_HIGH
areaTable[RR_WATER_TEMPLE_MQ_2F_CENTRAL] = Region("Water Temple MQ 2F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID);}}),
Entrance(RR_WATER_TEMPLE_MQ_STORAGE_ROOM, {[]{return logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOVER_BOOTS);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->ReachedWaterHighEmblem, {[]{return true;}}),
EventAccess(&logic->CanWaterTempleHigh, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
});
areaTable[RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE] = Region("Water Temple MQ 3F North Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
//what we need if WL_LOW, we can't guarantee repeated access otherwise.
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->TakeDamage();}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, {[]{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_ICE_ARROWS) || logic->CanUse(RG_NAYRUS_LOVE);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_DOOR] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, {[]{return logic->CanUse(RG_ICE_ARROWS) || logic->TakeDamage();}}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, {[]{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER] = Region("Water Temple MQ East Tower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//if we can't reach these, we can't move the water at all, so no need to specify level or account for WL_LOW access here
//review is some way to play ocarina underwater exists
EventAccess(&logic->CouldWaterTempleLow, {[]{return true;}}),
EventAccess(&logic->CanWaterTempleLowFromHigh, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
//Reserved for glitches/tricks that could do this
//EventAccess(&logic->CanWaterTempleLowFromMid, {[]{return false;}}),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_MAP_CHEST, logic->MQWaterLevel(WL_HIGH) && logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)),
//easy to get at WL_HIGH with the hook-the-underwater-chest glitch
LOCATION(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_HOOKSHOT)),
}, {
Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM, {[]{return logic->MQWaterLevel(WL_LOW) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE) || logic->CanUse(RG_STICKS));}}),
});
areaTable[RR_WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Raising the targets by clearing this room achieves nothing logically because it requires WL_LOW to do and hookshot to use, which implies access to WL_MID and WL_HIGH already
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM] = Region("Water Temple MQ East Tower 1F Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_COMPASS_CHEST, ((logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)) || logic->CanUse(RG_DINS_FIRE) || Here(RR_WATER_TEMPLE_MQ_LOBBY, []{return logic->IsChild && logic->CanUse(RG_STICKS) && logic->HasExplosives();})) &&
(logic->CanJumpslashExceptHammer() || logic->CanUseProjectile())),
LOCATION(RC_WATER_TEMPLE_MQ_LONGSHOT_CHEST, logic->IsAdult && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanUse(RG_DINS_FIRE)),
LOCATION(RC_WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, logic->IsAdult && logic->CanUse(RG_LONGSHOT)),
LOCATION(RC_WATER_TEMPLE_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_LIZALFOS) && logic->CanKillEnemy(RE_SPIKE)),
}, {
Entrance(RR_WATER_TEMPLE_MQ_EAST_TOWER, {[]{return true;}}),
});
//This area assumes we entered through the lower door, so water is low and cannot be changed without leaving.
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//This is harder than the other possibilities as you have to move between shots on top of the extra range, but there's basically no universe this should matter.
EventAccess(&logic->MQWaterB1Switch, {[]{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE);}}),
//I don't know if this FW trick can ever matter but maybe it's needed to get child to CENTRAL_2F or something
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F, {[]{return logic->CanUse(RG_HOOKSHOT) ||
(logic->MQWaterLevel(WL_MID) && ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) && logic->HasItem(RG_BRONZE_SCALE));}}),
//if the gate is open, you sink straight in, so you can't climb up this way in logic without swimming
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_HIGH_OR_MID) &&
ctx->GetTrickOption(RT_WATER_FW_CENTRAL_GS) && logic->CanUse(RG_FARORES_WIND) &&
logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
});
//If we enter here in WL_HIGH, go to RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH instead, Assumes WL_MID_OR_LOW
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->CouldWaterTempleMiddle, {[]{return true;}}),
EventAccess(&logic->CanWaterTempleMiddle, {[]{return logic->CanUse(RG_ZELDAS_LULLABY);}}),
//It's possible to do this even on low water, but more awkward. I'm not sure if it's even possible for it to be relevant though.
EventAccess(&logic->MQWaterOpenedPillarB1, {[]{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}}),
//this could theoretically matter once OI and equip swap is in logic, as one age may be able to get here dry and not wet, and the other may not be able to OI, but as you can OI with hookshot it probably never happens
//EventAccess(&logic->MQWaterPillarSoTBlock, {[]{return logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH, {[]{return logic->MQWaterLevel(WL_HIGH) && logic->CanUse(RG_FARORES_WIND) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}}),
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->MQWaterOpenedPillarB1, {[]{return ((logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_DINS_FIRE)) || (ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS))) &&
(logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslash()));}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, {[]{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}}),
});
//Assuming tunic and irons was checked on entry
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
//Can't know water level, so we'll just assume any possibility and skip to MAIN
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterOpenedPillarB1 && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_BRONZE_SCALE);}}),
//Child needs to release irons for height to push down the larger "peg", however they can push the lower one down by climbing and then hit the switch through the larger peg, but it's a trick
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL, {[]{return ((logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE)));}}),
});
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL] = Region("Water Temple MQ Central Pillar B1 Final", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT)),
}, {});
areaTable[RR_WATER_TEMPLE_MQ_DARK_LINK_REGION] = Region("Water Temple MQ Dark Link Region", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Region exists to add crate/pot/box locations
areaTable[RR_WATER_TEMPLE_MQ_STORAGE_ROOM] = Region("Water Temple MQ Storage Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F, {[]{return logic->CanUse(RG_LONGSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, {[]{return true;}}),
});
areaTable[RR_WATER_TEMPLE_MQ_2F_SOUTH] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_2F_SOUTH_CAGE, {[]{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_DINS_FIRE);}}),
//this technically exists, but only complicates things, uncomment if some edge case/glitch can use RR_WATER_TEMPLE_MQ_2F_SOUTH to reach RR_WATER_TEMPLE_MQ_3F_CENTRAL, or if a void warp goes here
/*Entrance(RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE, {[]{return (logic->CanUse(RG_HOOKSHOT) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS))) ||
(logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOOKSHOT)) ||
logic->MQWaterLevel(WL_HIGH) && (logic->HasItem(RG_BRONZE_SCALE));}}),
});
areaTable[RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE] = Region("Water Temple MQ 3F East Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}}),*/
});
areaTable[RR_WATER_TEMPLE_MQ_2F_SOUTH_CAGE] = Region("Water Temple MQ Lowered Water Levels", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
}, {});
//This room exists to hold the wonderitems that drop from the emblems here. Specifically this assumes you are standing on the final ledge
areaTable[RR_WATER_TEMPLE_MQ_WATERFALL] = Region("Water Temple Waterfall", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, {[]{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return (logic->MQWaterStalfosPit && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_HOVER_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_LONGSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->MQWaterStalfosPit, {[]{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) ||
(logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanKillEnemy(RE_STALFOS, ED_BOOMERANG, true, 3, false, true)));}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return (logic->IsAdult && logic->CanUse(RG_HOOKSHOT)) ||
(logic->CanUse(RG_HOOKSHOT) && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && (logic->CanUse(RG_HOVER_BOOTS) || logic->MQWaterStalfosPit));}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && (logic->IsAdult || logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) && logic->CanUse(RG_HOOKSHOT);}}),
});
//also includes the suns fairy in the middle
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->FairyPot, {[]{return true;}}),
EventAccess(&logic->NutPot, {[]{return true;}}),
}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_DINS_FIRE) && (ctx->GetTrickOption(RT_WATER_DRAGON_JUMP_DIVE) || logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS))),
LOCATION(RC_WATER_TEMPLE_MQ_GS_RIVER, true),
}, {
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS, {[]{return logic->IsAdult && logic->WaterTimer() >= 24 && logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_IRON_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_WATERFALL, {[]{return logic->MQWaterStalfosPit && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT));}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->MQWaterStalfosPit && logic->CanUse(RG_HOOKSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS] = Region("Water Temple MQ Basement Gated Areas", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//specifically the area past the spikes
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER] = Region("Water Temple MQ Stalfos Pit Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, {[]{return logic->IsAdult || logic->TakeDamage();}}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS, {[]{return logic->IsAdult || logic->TakeDamage();}}),
Entrance(RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK, {[]{return logic->CanKillEnemy(RE_DARK_LINK);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->FairyPot, {[]{return true;}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, {[]{return logic->CanKillEnemy(RE_DARK_LINK);}}),
Entrance(RR_WATER_TEMPLE_MQ_RIVER_SKULL, {[]{return logic->CanUse(RG_HOOKSHOT) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8) || logic->CanUse(RG_LONGSHOT));}}),
});
//if we can use hookshot, we are standing on the targets, otherwise assume we're in the water
areaTable[RR_WATER_TEMPLE_MQ_RIVER_SKULL] = Region("Water Temple MQ River Skull", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_FREESTANDING_KEY, logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)),
LOCATION(RC_WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, logic->CanUse(RG_FIRE_ARROWS) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW))),
LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, ctx->GetTrickOption(RT_WATER_MQ_LOCKED_GS) || (logic->SmallKeys(RR_WATER_TEMPLE, 2) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)) && logic->CanJumpslashExceptHammer())),
//Trick: LogicWaterMQLockedGS || (logic->SmallKeys(RR_WATER_TEMPLE, 2) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SCARECROW) || LogicWaterNorthBasementLedgeJump))
LOCATION(RC_WATER_TEMPLE_MQ_GS_RIVER, logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT))),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->FairyPot, {[]{return true;}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_RIVER_SKULL, {[]{return logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && logic->CanUse(RG_HOOKSHOT));}}),
//You don't need to swim for this if you put irons on in midair and hold forward while aiming for the tunnel with a tight angle, but if you miss you have to void unless you have a hook. It's only relevant with glitches anyway
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->IsAdult && logic->HasItem(RG_BRONZE_SCALE) && ctx->GetTrickOption(RT_WATER_DRAGON_JUMP_DIVE));}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanJumpslash());}}),
});
//This region assumes Iron boots to access
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL] = Region("Water Temple MQ Dragon Room Tunnel", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
EventAccess(&logic->MQWaterDragonTorches, {[]{return true;}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return logic->HasItem(RG_SILVER_SCALE);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR] = Region("Water Temple MQ Dragon Room Door", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, {[]{return logic->CanUse(RG_LONGSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanUse(RG_HOOKSHOT);}}),
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE, {[]{return logic->HasItem(RG_SILVER_SCALE);}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->MQWaterDragonTorches;}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, {[]{return logic->CanHitSwitch() && Here(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->CanUse(RG_DINS_FIRE);});}}),
});
//this exists for the crates in preparation for clips through the grate
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT] = Region("Water Temple MQ Boss Key Room Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOOMERANG);}}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST] = Region("Water Temple MQ Boss Key Room Chest", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, true),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, {[]{return logic->CanHitSwitch(ED_BOOMERANG) || logic->CanUse(RG_HOVER_BOOTS);}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT, {[]{return true;}}),
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->WaterTimer() >= 24 && logic->CanUse(RG_LONGSHOT))));}}),
});
areaTable[RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH] = Region("Water Temple MQ B1 Gate Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
//Events
//If the water is low, the switch is underwater and needs irons to press, otherwise, the water is too low to climb up and you need irons to hookshot a target
//If a glitch clips through the gate on low, have it logically press the switch and let entrance logic enter
EventAccess(&logic->MQWaterB1Switch, {[]{return logic->CanUse(RG_IRON_BOOTS);}}),
}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch && (logic->MQWaterLevel(WL_LOW) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16));}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE) && (logic->MQWaterLevel(WL_LOW) || logic->WaterTimer() >= 24);}})
});
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch &&
((logic->MQWaterLevel(WL_LOW) && logic->HasItem(RG_GOLDEN_SCALE)) ||
(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT))));}}),
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, {[]{return logic->CanUse(RG_FIRE_ARROWS) &&
((logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)) || (logic->CanUse(RG_LONGSHOT) && Here(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->ScarecrowsSong();})));}})
});
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE] = Region("Water Temple MQ Triangle Torch Cage", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
}, {});
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM] = Region("Water Temple MQ Crates Whirlpools Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
//we can backflip over the spikes, but land in water.
Entrance(RR_WATER_TEMPLE_MQ_MAIN, {[]{return logic->MQWaterB1Switch && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24 && (logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE));}}),
//Child can use the crate to get the height to make it with hovers, but it's annoyingly tight so would be a trick
Entrance(RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM, {[]{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 &&
//We're putting the requirement to get out of the water here as the scarecrow method in includes hook which satisfies it
((logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP)) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_BRONZE_SCALE))) ||
(Here(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->ScarecrowsSong();}) && logic->CanUse(RG_HOOKSHOT)));}}),
Entrance(RR_WATER_TEMPLE_MQ_4_TORCH_ROOM, {[]{return logic->IsAdult &&
(logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP) ||
(Here(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->ScarecrowsSong();}) && logic->CanUse(RG_HOOKSHOT)));}}),
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, {[]{return ctx->GetTrickOption(RT_WATER_MQ_LOCKED_GS) && (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT));}}),
});
areaTable[RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM] = Region("Water Temple MQ Single Stalfos Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_FREESTANDING_KEY, true),
}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return logic->HasItem(RG_SILVER_SCALE) || (logic->IsChild && logic->HasItem(RG_BRONZE_SCALE)) ||
(logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOOKSHOT)));}})
});
areaTable[RR_WATER_TEMPLE_MQ_4_TORCH_ROOM] = Region("Water Temple MQ 4 Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, {[]{return (logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash())) ||
(logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && logic->CanUse(RG_HOOKSHOT) ));}}),
Entrance(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, {[]{return logic->CanHitSwitch() && logic->HasFireSource();}})
});
areaTable[RR_WATER_TEMPLE_MQ_DODONGO_ROOM] = Region("Water Temple MQ Dodongo Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_4_TORCH_ROOM, {[]{return (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS)) &&
Here(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO, ED_CLOSE, true, 5);});}}),
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, {[]{return (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS)) &&
Here(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO, ED_CLOSE, true, 5);});}})
});
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE] = Region("Water Temple MQ Basement Gated Areas", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, {
Entrance(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, {[]{return true;}})
});
}
/*---------------------------
@ -307,9 +661,9 @@ void RegionTable_Init_WaterTemple() {
Region("Water Temple Boss Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {},
{
// Exits
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, { [] { return ctx->GetDungeon(WATER_TEMPLE)->IsVanilla() && false; } }),
Entrance(RR_WATER_TEMPLE_MQ_LOBBY, { [] { return ctx->GetDungeon(WATER_TEMPLE)->IsMQ() && false; } }),
Entrance(RR_WATER_TEMPLE_BOSS_ROOM, { [] { return true; } }),
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, {[]{return ctx->GetDungeon(WATER_TEMPLE)->IsVanilla() && false;}}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, {[]{return ctx->GetDungeon(WATER_TEMPLE)->IsMQ() && false;}}),
Entrance(RR_WATER_TEMPLE_BOSS_ROOM, {[]{return true;}}),
});
areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", "Water Temple", {}, NO_DAY_NIGHT_CYCLE,

View File

@ -923,7 +923,7 @@ int EntranceShuffler::ShuffleAllEntrances() {
{ EntranceType::Interior, RR_MARKET_POTION_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_POTION_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_TREASURE_CHEST_GAME, ENTR_TREASURE_BOX_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_TREASURE_CHEST_GAME, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_TREASURE_BOX_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_BOMBCHU_SHOP, ENTR_BOMBCHU_SHOP_0 },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_BOMBCHU_SHOP, ENTR_BOMBCHU_SHOP_1 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_SHOP, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_BOMBCHU_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_MAN_IN_GREEN_HOUSE, ENTR_BACK_ALLEY_MAN_IN_GREEN_HOUSE },
{ EntranceType::Interior, RR_MARKET_MAN_IN_GREEN_HOUSE, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_MAN_IN_GREEN_HOUSE } },

View File

@ -59,6 +59,7 @@ namespace Rando {
case RG_PROGRESSIVE_NUT_UPGRADE:
case RG_NUTS:
return CurrentUpgrade(UPG_NUTS);
//RANDOTODO handle cases where the scarecrow is persistent between age better when OI is added
case RG_SCARECROW:
return ScarecrowsSong() && CanUse(RG_HOOKSHOT);
case RG_DISTANT_SCARECROW:
@ -450,6 +451,7 @@ namespace Rando {
}
return killed;
case RE_DODONGO:
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || (quantity <= 5 && CanUse(RG_STICKS)) || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_LIZALFOS:
return CanJumpslash() || HasExplosives() || CanUse(RG_FAIRY_SLINGSHOT) || CanUse(RG_FAIRY_BOW);
case RE_KEESE:
@ -495,8 +497,31 @@ namespace Rando {
return CanDamage();
case RE_STALFOS:
//RANDOTODO Add trick to kill stalfos with sticks, and a second one for bombs without stunning. Higher ammo logic for bombs is also plausible
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_MASTER_SWORD) || CanUse(RG_BIGGORON_SWORD) || CanUse(RG_MEGATON_HAMMER) || CanUse(RG_FAIRY_BOW) || CanUse(RG_BOMBCHU_5) ||
(quantity <= 2 && !timer && (CanUse(RG_NUTS) || HookshotOrBoomerang()) && CanUse(RG_BOMB_BAG)) || (quantity <= 1 && CanUse(RG_STICKS));
switch (distance){
case ED_CLOSE:
case ED_SHORT_JUMPSLASH:
killed = CanUse(RG_MEGATON_HAMMER) || CanUse(RG_KOKIRI_SWORD);
[[fallthrough]];
case ED_MASTER_SWORD_JUMPSLASH:
killed = killed || CanUse(RG_MASTER_SWORD);
[[fallthrough]];
case ED_LONG_JUMPSLASH:
killed = killed || CanUse(RG_BIGGORON_SWORD) || (quantity <= 1 && CanUse(RG_STICKS));
[[fallthrough]];
case ED_BOOMERANG:
//RANDOTODO test dins, bomb and chu range in a practical example
killed = killed || (quantity <= 2 && !timer && !inWater && (CanUse(RG_NUTS) || HookshotOrBoomerang()) && CanUse(RG_BOMB_BAG));
[[fallthrough]];
case ED_HOOKSHOT:
//RANDOTODO test dins, bomb and chu range in a practical example
killed = killed || (wallOrFloor && CanUse(RG_BOMBCHU_5));
[[fallthrough]];
case ED_LONGSHOT:
case ED_FAR:
killed = killed || CanUse(RG_FAIRY_BOW);
break;
}
return killed;
//Needs 16 bombs, but is in default logic in N64, probably because getting the hits is quite easy.
//bow and sling can wake them and damage after they shed their armour, so could reduce ammo requirements for explosives to 10.
//requires 8 sticks to kill so would be a trick unless we apply higher stick bag logic
@ -562,6 +587,9 @@ namespace Rando {
case RE_BIG_OCTO:
//If chasing octo is annoying but with rolls you can catch him, and you need rang to get into this room without shenanigains anyway. Bunny makes it free
return CanUse(RG_KOKIRI_SWORD) || CanUse(RG_STICKS) || CanUse(RG_MASTER_SWORD);
case RE_DARK_LINK:
//RNADOTODO Dark link is buggy right now, retest when he is not
return CanJumpslash() || CanUse(RG_FAIRY_BOW);
default:
SPDLOG_ERROR("CanKillEnemy reached `default`.");
assert(false);
@ -597,6 +625,7 @@ namespace Rando {
case RE_ARMOS:
case RE_FREEZARD:
case RE_SPIKE:
case RE_DARK_LINK:
return true;
case RE_BIG_SKULLTULA:
//hammer jumpslash can pass, but only on flat land where you can kill with hammer swing
@ -648,6 +677,7 @@ namespace Rando {
case RE_SPIKE:
case RE_BIG_OCTO:
case RE_GIBDO:
case RE_DARK_LINK:
return true;
case RE_MAD_SCRUB:
case RE_KEESE:
@ -725,6 +755,35 @@ namespace Rando {
return CanDetonateBombFlowers() || HasItem(RG_GORONS_BRACELET);
}
bool Logic::MQWaterLevel(RandoWaterLevel level) {
//For ease of reading, I will call the triforce emblem that sets the water to WL_LOW the "Low Emblem", the one that sets it to WL_MID the "Mid Emblem", and the one that sets it to WL_HIGH the "High Emblem"
switch(level){
//While you have to go through WL_LOW to get to Mid, the requirements for WL_LOW are stricter than WL_MID because you can always go up to WL_MID and then could need to go back to WL_HIGH to reach the Low Emblem again
//Thanks to this caveat you need to be able to reach and play ZL to both the High and Low Emblems to have WL_LOW in logic.
//Alternativly a way to reach WL_LOW from WL_MID could exist, but all glitchless methods need you to do a Low-locked action
case WL_LOW:
return (CanWaterTempleHigh && CanWaterTempleLowFromHigh) || (CanWaterTempleLowFromMid && CanWaterTempleLowFromHigh);
case WL_LOW_OR_MID:
return (CanWaterTempleHigh && CanWaterTempleLowFromHigh) || (CanWaterTempleLowFromHigh && CanWaterTempleMiddle) || (CanWaterTempleLowFromMid && CanWaterTempleLowFromHigh);
//If we can set it to High out of logic we can just repeat what we did to lower the water in the first place as High is the default.
//Because of this you only need to be able to use the Low and Mid Emblems, WL_LOW could be skipped if it was ever possible to play ZL underwater.
case WL_MID:
return CanWaterTempleLowFromHigh && CanWaterTempleMiddle;
//Despite being the initial state of water temple, WL_HIGH has the extra requirement of making sure that, if we were to lower the water out of logic, we could put it back to WL_HIGH
//However because it is the default state, we do not need to check if we can actually change the water level, only to make sure we can return to WL_HIGH if we found the means to play ZL out of logic.
//There are 2 methods to lock yourself out after playing ZL already: Not being able to reach the High Emblem and being unable to replay ZL. (I will be ignoring other-age-access shenanigains)
//The former check would simply be a check to see if we can reach High Emblem, but we assume the water is WL_MID (as if we can set it to WL_LOW, we can set it to WL_MID, as Mid Emblem has no requirements)
//The latter check can be assumed for now but will want a revisit once OI tricks are added.
case WL_HIGH:
return ReachedWaterHighEmblem;
case WL_HIGH_OR_MID:
return ReachedWaterHighEmblem || (CanWaterTempleLowFromHigh && CanWaterTempleMiddle);
}
SPDLOG_ERROR("MQWaterLevel reached `return false;`. Missing case for a Water Level");
assert(false);
return false;
}
Logic::Logic() {
}
@ -2007,9 +2066,10 @@ namespace Rando {
GCWoodsWarpOpen = false;
GCDaruniasDoorOpenChild = false;
StopGCRollingGoronAsAdult = false;
WaterTempleLow = false;
WaterTempleMiddle = false;
WaterTempleHigh = false;
CanWaterTempleLowFromHigh = false;
CanWaterTempleLowFromMid = false;
CanWaterTempleMiddle = false;
CanWaterTempleHigh = false;
KakarikoVillageGateOpen = false;
KingZoraThawed = false;
ForestTempleJoelle = false;
@ -2045,6 +2105,11 @@ namespace Rando {
MQJabuLiftRoomCow = false;
MQShadowFloorSpikeRupees = false;
ShadowShortcutBlock = false;
MQWaterStalfosPit = false;
MQWaterDragonTorches = false;
MQWaterB1Switch = false;
//MQWaterPillarSoTBlock = false;
MQWaterOpenedPillarB1 = false;
StopPerformanceTimer(PT_LOGIC_RESET);
}

View File

@ -118,9 +118,13 @@ class Logic {
bool GCWoodsWarpOpen = false;
bool GCDaruniasDoorOpenChild = false;
bool StopGCRollingGoronAsAdult = false;
bool WaterTempleLow = false;
bool WaterTempleMiddle = false;
bool WaterTempleHigh = false;
bool CanWaterTempleLowFromHigh = false;
bool CanWaterTempleMiddle = false;
bool CanWaterTempleHigh = false;
bool CanWaterTempleLowFromMid = false;
bool CouldWaterTempleLow = false;
bool CouldWaterTempleMiddle = false;
bool ReachedWaterHighEmblem = false;
bool KakarikoVillageGateOpen = false;
bool KingZoraThawed = false;
bool ForestTempleJoelle = false;
@ -157,6 +161,11 @@ class Logic {
bool MQJabuLiftRoomCow = false;
bool MQShadowFloorSpikeRupees = false;
bool ShadowShortcutBlock = false;
bool MQWaterStalfosPit = false;
bool MQWaterDragonTorches = false;
bool MQWaterB1Switch = false;
//bool MQWaterPillarSoTBlock = false; should be irrelevant. SHOULD.
bool MQWaterOpenedPillarB1 = false;
/* --- END OF HELPERS AND LOCATION ACCESS --- */
@ -180,6 +189,7 @@ class Logic {
bool CanHitEyeTargets();
bool CanDetonateBombFlowers();
bool CanDetonateUprightBombFlower();
bool MQWaterLevel(RandoWaterLevel level);
uint8_t BottleCount();
uint8_t OcarinaButtons();
bool HasBottle();

View File

@ -751,11 +751,48 @@ typedef enum {
RR_WATER_TEMPLE_RIVER,
RR_WATER_TEMPLE_PRE_BOSS_ROOM,
RR_WATER_TEMPLE_MQ_LOBBY,
RR_WATER_TEMPLE_MQ_DIVE,
RR_WATER_TEMPLE_MQ_LOWERED_WATER_LEVELS,
RR_WATER_TEMPLE_MQ_DARK_LINK_REGION,
RR_WATER_TEMPLE_MQ_BASEMENT_GATED_AREAS,
RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE,
RR_WATER_TEMPLE_MQ_MAIN,
RR_WATER_TEMPLE_MQ_3F_CENTRAL,
RR_WATER_TEMPLE_MQ_2F_CENTRAL,
RR_WATER_TEMPLE_MQ_2F_CENTRAL_HIGH,
RR_WATER_TEMPLE_MQ_HIGH_EMBLEM,
RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE,
RR_WATER_TEMPLE_MQ_BOSS_DOOR,
RR_WATER_TEMPLE_MQ_EAST_TOWER,
RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM,
RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F,
RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F,
RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH,
RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1,
RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL,
RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F,
RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F,
RR_WATER_TEMPLE_MQ_STORAGE_ROOM,
RR_WATER_TEMPLE_MQ_2F_SOUTH,
RR_WATER_TEMPLE_MQ_2F_SOUTH_CAGE,
RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE,
RR_WATER_TEMPLE_MQ_WATERFALL,
RR_WATER_TEMPLE_MQ_STALFOS_PIT,
RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS,
RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER,
RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK,
RR_WATER_TEMPLE_MQ_RIVER_SKULL,
RR_WATER_TEMPLE_MQ_RIVER_POTS,
RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR,
RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL,
RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE,
RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH,
RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT,
RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST,
RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH,
RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM,
RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE,
RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM,
RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM,
RR_WATER_TEMPLE_MQ_4_TORCH_ROOM,
RR_WATER_TEMPLE_MQ_DODONGO_ROOM,
RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE,
RR_WATER_TEMPLE_BOSS_ENTRYWAY,
RR_WATER_TEMPLE_BOSS_ROOM,
@ -4533,6 +4570,7 @@ typedef enum {
RE_STINGER,
RE_BIG_OCTO,
RE_GIBDO,
RE_DARK_LINK,
} RandomizerEnemy;
//RANDOTODO compare child long jumpslash range with adult short
@ -4549,6 +4587,14 @@ typedef enum {
ED_FAR,
} EnemyDistance;
typedef enum {
WL_LOW,
WL_MID,
WL_HIGH,
WL_LOW_OR_MID,
WL_HIGH_OR_MID
} RandoWaterLevel;
#define ENTRANCE_GROTTO_LOAD_START 0x0700
#define ENTRANCE_GROTTO_EXIT_START 0x0800

View File

@ -198,7 +198,7 @@ void Entrance_Init(void) {
bossSceneSaveDeathWarps[bossScene - SCENE_DEKU_TREE_BOSS] = saveWarpEntrance;
}
//Overwrite grotto related indices
// Overwrite grotto related indices
if (originalIndex >= ENTRANCE_GROTTO_EXIT_START) {
Grotto_SetExitOverride(originalIndex, overrideIndex);
continue;
@ -226,7 +226,7 @@ void Entrance_Init(void) {
s16 indicesToSilenceBackgroundMusic[2] = {
// The lost woods music playing near the GC Woods Warp keeps playing
// in the next area if the bvackground music is allowed to keep playing
// in the next area if the background music is allowed to keep playing
entranceOverrideTable[ENTR_LOST_WOODS_TUNNEL_SHORTCUT], // Goron City -> Lost Woods override
// If Malon is singing at night, then her singing will be transferred
@ -452,7 +452,19 @@ void Entrance_SetWarpSongEntrance(void) {
}
void Entrance_OverrideBlueWarp(void) {
// Handles first time entering bluewarp (with item give)
// Remap child 2nd visits in adult dungeons for warp pad -> bluewarp
if (gSaveContext.entranceIndex == ENTR_SACRED_FOREST_MEADOW_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_LAKE_HYLIA_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_DESERT_COLOSSUS_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
} else if (gSaveContext.entranceIndex == ENTR_GRAVEYARD_WARP_PAD) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
}
switch (gSaveContext.entranceIndex) {
case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
@ -465,20 +477,6 @@ void Entrance_OverrideBlueWarp(void) {
gSaveContext.entranceIndex = Entrance_OverrideNextIndex(gSaveContext.entranceIndex);
return;
}
// Handles second+ times entering bluewarp
switch (gPlayState->nextEntranceIndex) {
case ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP: // Gohma blue warp
case ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP: // KD blue warp
case ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP: // Barinade blue warp
case ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP: // Phantom Ganon blue warp
case ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP: // Volvagia blue warp
case ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP: // Morpha blue warp
case ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP: // Bongo-Bongo blue warp
case ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP: // Twinrova blue warp
gPlayState->nextEntranceIndex = Entrance_OverrideNextIndex(gPlayState->nextEntranceIndex);
return;
}
}
void Entrance_EnableFW(void) {

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@ -99,6 +99,10 @@ void Grotto_InitExitAndLoadLists(void) {
grottoLoadList[i] = ENTRANCE_GROTTO_LOAD_START + i;
grottoExitList[i] = ENTRANCE_GROTTO_EXIT_START + i;
}
grottoId = 0xFF;
lastEntranceType = NOT_GROTTO;
overridingNextEntrance = false;
}
void Grotto_SetExitOverride(s16 originalIndex, s16 overrideIndex) {

View File

@ -446,6 +446,7 @@ void Settings::CreateOptions() {
mTrickOptions[RT_WATER_BK_REGION] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple Boss Key Region with Hover Boots", "With precise Hover Boots movement it is possible to reach the boss key chest's region without needing the Longshot. It is not necessary to take damage from the spikes. The Gold Skulltula Token in the following room can also be obtained with just the Hover Boots.");
mTrickOptions[RT_WATER_NORTH_BASEMENT_LEDGE_JUMP] = TrickOption::LogicTrick(RCQUEST_BOTH, RA_WATER_TEMPLE, {Tricks::Tag::INTERMEDIATE}, false, "Water Temple North Basement Ledge with Precise Jump", "In the northern basement there's a ledge from where, in vanilla Water Temple, boulders roll out into the room. Normally to jump directly to this ledge logically requires the Hover Boots, but with precise jump, it can be done without them. This trick applies to both Vanilla and Master Quest.");
mTrickOptions[RT_WATER_BK_JUMP_DIVE] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Boss Key Jump Dive", "Stand on the very edge of the raised corridor leading from the push block room to the rolling boulder corridor. Face the gold skulltula on the waterfall and jump over the boulder corridor floor into the pool of water, swimming right once underwater. This allows access to the boss key room without Iron boots.");
//Also used in MQ logic, but won't be relevent unl;ess a way to enter tower without irons exists (likely a clip + swim)
mTrickOptions[RT_WATER_FW_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Farore\'s Wind", "If you set Farore's Wind inside the central pillar and then return to that warp point after raising the water to the highest level, you can obtain this Skulltula Token with Hookshot or Boomerang.");
mTrickOptions[RT_WATER_IRONS_CENTRAL_GS] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::NOVICE}, false, "Water Temple Central Pillar GS with Iron Boots", "After opening the middle water level door into the central pillar, the door will stay unbarred so long as you do not leave the room -- even if you were to raise the water up to the highest level. With the Iron Boots to go through the door after the water has been raised, you can obtain the Skulltula Token with the Hookshot.");
mTrickOptions[RT_WATER_CENTRAL_BOW] = TrickOption::LogicTrick(RCQUEST_VANILLA, RA_WATER_TEMPLE, {Tricks::Tag::ADVANCED}, false, "Water Temple Central Bow Target without Longshot or Hover Boots", "A very precise Bow shot can hit the eye switch from the floor above. Then, you can jump down into the hallway and make through it before the gate closes. It can also be done as child, using the Slingshot instead of the Bow.");

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@ -14,6 +14,7 @@ extern "C" {
#include "src/overlays/actors/ovl_En_Owl/z_en_owl.h"
#include "src/overlays/actors/ovl_En_Ko/z_en_ko.h"
#include "src/overlays/actors/ovl_En_Ma1/z_en_ma1.h"
#include "src/overlays/actors/ovl_En_Ru2/z_en_ru2.h"
#include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h"
#include "src/overlays/actors/ovl_En_Box/z_en_box.h"
#include "src/overlays/actors/ovl_Demo_Im/z_demo_im.h"
@ -37,6 +38,8 @@ extern int32_t D_8011D3AC;
extern void func_808ADEF0(BgSpot03Taki* bgSpot03Taki, PlayState* play);
extern void BgSpot03Taki_ApplyOpeningAlpha(BgSpot03Taki* bgSpot03Taki, s32 bufferIndex);
extern void BgSpot03Taki_KeepOpen(BgSpot03Taki* bgSpot03Taki, PlayState* play);
extern void func_80AF36EC(EnRu2* enRu2, PlayState* play);
}
#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetSelectedOptionIndex()
@ -852,6 +855,15 @@ void TimeSaverOnActorInitHandler(void* actorRef) {
Actor_Kill(actor);
}
}
// Water Temple Ruto cutscene
if (actor->id == ACTOR_EN_RU2 && gPlayState->sceneNum == SCENE_WATER_TEMPLE) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
EnRu2* enRu2 = (EnRu2*)actor;
func_80AF36EC(enRu2, gPlayState);
Actor_Kill(actor);
}
}
}
void TimeSaverOnSceneInitHandler(int16_t sceneNum) {

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@ -1746,7 +1746,7 @@ void DrawCheatsMenu() {
UIWidgets::EnhancementSliderFloat("Hookshot Reach Multiplier: %.2fx", "##gCheatHookshotReachMultiplier", CVAR_CHEAT("HookshotReachMultiplier"), 1.0f, 5.0f, "", 1.0f, false);
UIWidgets::Spacer(2.0f);
if (ImGui::Button("Change Age")) {
CVarSetInteger(CVAR_GENERAL("SwitchAge"), 1);
SwitchAge();
}
UIWidgets::Tooltip("Switches Link's age and reloads the area.");
UIWidgets::Spacer(2.0f);

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@ -19,19 +19,19 @@ Ship::IResource* OTRPlay_LoadFile(PlayState* play, const char* fileName)
return res.get();
}
extern "C" void OTRPlay_SpawnScene(PlayState* play, s32 sceneNum, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneNum];
extern "C" void OTRPlay_SpawnScene(PlayState* play, s32 sceneId, s32 spawn) {
SceneTableEntry* scene = &gSceneTable[sceneId];
scene->unk_13 = 0;
play->loadedScene = scene;
play->sceneNum = sceneNum;
play->sceneNum = sceneId;
play->sceneConfig = scene->config;
//osSyncPrintf("\nSCENE SIZE %fK\n", (scene->sceneFile.vromEnd - scene->sceneFile.vromStart) / 1024.0f);
// Scenes considered "dungeon" with a MQ variant
int16_t inNonSharedScene = (sceneNum >= SCENE_DEKU_TREE && sceneNum <= SCENE_ICE_CAVERN) ||
sceneNum == SCENE_GERUDO_TRAINING_GROUND || sceneNum == SCENE_INSIDE_GANONS_CASTLE;
int16_t inNonSharedScene = (sceneId >= SCENE_DEKU_TREE && sceneId <= SCENE_ICE_CAVERN) ||
sceneId == SCENE_GERUDO_TRAINING_GROUND || sceneId == SCENE_INSIDE_GANONS_CASTLE;
std::string sceneVersion = "shared";
if (inNonSharedScene) {

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@ -300,7 +300,6 @@ void Graph_Update(GraphicsContext* gfxCtx, GameState* gameState) {
GameState_ReqPadData(gameState);
GameState_Update(gameState);
DrawColViewer();
OPEN_DISPS(gfxCtx);

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@ -307,7 +307,7 @@ void func_80064824(PlayState* play, CutsceneContext* csCtx, CsCmdBase* cmd) {
break;
case 14:
if (sp3F != 0) {
func_800BC490(play, 1);
Play_SetViewpoint(play, 1);
}
break;
case 15:
@ -2052,7 +2052,7 @@ void func_80068C3C(PlayState* play, CutsceneContext* csCtx) {
csCtx->frames++;
if (dREG(95) != 0) {
Cutscene_ProcessCommands(play, csCtx, D_8012D1F0);
Cutscene_ProcessCommands(play, csCtx, gDebugCutsceneScript);
} else {
Cutscene_ProcessCommands(play, csCtx, play->csCtx.segment);
}

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@ -1607,10 +1607,8 @@ void Inventory_SwapAgeEquipment(void) {
s16 i;
u16 shieldEquipValue;
// Mod Enhancments can utilise the rando flow path
if (IS_RANDO || CVarGetInteger(CVAR_GENERAL("SwitchAge"), 0) || CVarGetInteger(CVAR_GENERAL("SwitchTimeline"), 0)) {
if (IS_RANDO) {
Rando_Inventory_SwapAgeEquipment();
CVarSetInteger(CVAR_GENERAL("SwitchTimeline"), 0);
return;
}

File diff suppressed because it is too large Load Diff

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@ -1097,7 +1097,7 @@ void func_80A0461C(EnElf* this, PlayState* play) {
} else {
arrowPointedActor = play->actorCtx.targetCtx.arrowPointedActor;
if ((player->stateFlags1 & PLAYER_STATE1_GETTING_ITEM) || ((YREG(15) & 0x10) && func_800BC56C(play, 2))) {
if ((player->stateFlags1 & PLAYER_STATE1_GETTING_ITEM) || ((YREG(15) & 0x10) && Play_CheckViewpoint(play, 2))) {
temp = 12;
this->unk_2C0 = 100;
} else if (arrowPointedActor == NULL || arrowPointedActor->category == ACTORCAT_NPC) {

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@ -679,7 +679,7 @@ void EnOssan_EndInteraction(PlayState* play, EnOssan* this) {
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
play->msgCtx.stateTimer = 4;
player->stateFlags2 &= ~PLAYER_STATE2_DISABLE_DRAW;
func_800BC490(play, 1);
Play_SetViewpoint(play, 1);
Interface_ChangeAlpha(50);
this->drawCursor = 0;
this->stickLeftPrompt.isEnabled = false;
@ -763,7 +763,7 @@ void EnOssan_State_Idle(EnOssan* this, PlayState* play, Player* player) {
// "Start conversation!!"
osSyncPrintf(VT_FGCOL(YELLOW) "★★★ 会話開始!! ★★★" VT_RST "\n");
player->stateFlags2 |= PLAYER_STATE2_DISABLE_DRAW;
func_800BC590(play);
Play_SetShopBrowsingViewpoint(play);
EnOssan_SetStateStartShopping(play, this, false);
} else if (this->actor.xzDistToPlayer < 100.0f) {
func_8002F2CC(&this->actor, play, 100);
@ -1392,7 +1392,7 @@ void EnOssan_GiveItemWithFanfare(PlayState* play, EnOssan* this) {
play->msgCtx.msgMode = MSGMODE_TEXT_CLOSING;
play->msgCtx.stateTimer = 4;
player->stateFlags2 &= ~PLAYER_STATE2_DISABLE_DRAW;
func_800BC490(play, 1);
Play_SetViewpoint(play, 1);
Interface_ChangeAlpha(50);
this->drawCursor = 0;
EnOssan_UpdateCameraDirection(this, play, 0.0f);
@ -1770,7 +1770,7 @@ void EnOssan_State_ContinueShoppingPrompt(EnOssan* this, PlayState* play, Player
osSyncPrintf(VT_FGCOL(YELLOW) "★★★ 続けるよ!! ★★★" VT_RST "\n");
player->actor.shape.rot.y += 0x8000;
player->stateFlags2 |= PLAYER_STATE2_DISABLE_DRAW;
func_800BC490(play, 2);
Play_SetViewpoint(play, 2);
Message_StartTextbox(play, this->actor.textId, &this->actor);
EnOssan_SetStateStartShopping(play, this, true);
func_8002F298(&this->actor, play, 100.0f, -1);
@ -1789,7 +1789,7 @@ void EnOssan_State_ContinueShoppingPrompt(EnOssan* this, PlayState* play, Player
selectedItem->updateStockedItemFunc(play, selectedItem);
player->actor.shape.rot.y += 0x8000;
player->stateFlags2 |= PLAYER_STATE2_DISABLE_DRAW;
func_800BC490(play, 2);
Play_SetViewpoint(play, 2);
Message_StartTextbox(play, this->actor.textId, &this->actor);
EnOssan_SetStateStartShopping(play, this, true);
func_8002F298(&this->actor, play, 100.0f, -1);

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@ -10811,7 +10811,7 @@ void Player_Init(Actor* thisx, PlayState* play2) {
if (respawnFlag == -3) {
thisx->params = gSaveContext.respawn[RESPAWN_MODE_RETURN].playerParams;
} else {
if ((respawnFlag == 1) || (respawnFlag == -1)) {
if (GameInteractor_Should(VB_INFLICT_VOID_DAMAGE, (respawnFlag == 1) || (respawnFlag == -1), respawnFlag)) {
this->unk_A86 = -2;
}