Merge branch 'develop' into ztitle-shenans

This commit is contained in:
briaguya 2025-01-22 12:18:56 -05:00
commit ca05b012f4
67 changed files with 1446 additions and 1005 deletions

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<Vtx X="-27" Y="9" Z="1" S="-644" T="-964" R="10" G="171" B="162" A="255"/>
<Vtx X="-35" Y="15" Z="2" S="-644" T="-836" R="154" G="7" B="181" A="255"/>
<Vtx X="-24" Y="11" Z="7" S="-900" T="-964" R="102" G="249" B="75" A="255"/>
<Vtx X="-27" Y="9" Z="1" S="-772" T="-1092" R="10" G="171" B="162" A="255"/>
<Vtx X="-24" Y="12" Z="2" S="-900" T="-1092" R="105" G="24" B="188" A="255"/>
<Vtx X="-32" Y="19" Z="3" S="-1028" T="-836" R="249" G="117" B="206" A="255"/>
<Vtx X="-24" Y="12" Z="2" S="-1028" T="-964" R="105" G="24" B="188" A="255"/>
</Vertex>

View File

@ -0,0 +1,20 @@
<DisplayList Version="0">
<PipeSync/>
<SetCombineLERP A0="G_CCMUX_TEXEL0" B0="G_CCMUX_0" C0="G_CCMUX_SHADE" D0="G_CCMUX_0" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_1" A1="G_CCMUX_COMBINED" B1="G_CCMUX_0" C1="G_CCMUX_ENVIRONMENT" D1="G_CCMUX_0" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_COMBINED"/>
<SetGeometryMode G_ZBUFFER="1" G_SHADE="1" G_CULL_BACK="1" G_FOG="1" G_LIGHTING="1" G_TEXTURE_GEN="1" G_SHADING_SMOOTH="1" />
<ClearGeometryMode G_CULL_FRONT="1" G_TEXTURE_GEN_LINEAR="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_H" Sft="4" Length="20" G_AD_NOISE="1" G_CD_MAGICSQ="1" G_CK_NONE="1" G_TC_FILT="1" G_TF_BILERP="1" G_TL_TILE="1" G_TD_CLAMP="1" G_TP_PERSP="1" G_CYC_2CYCLE="1" G_PM_NPRIMITIVE="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_L" Sft="0" Length="32" G_AC_NONE="1" G_ZS_PIXEL="1" G_RM_FOG_SHADE_A="1" G_RM_AA_ZB_OPA_SURF2="1" />
<Texture S="960" T="960" Level="0" Tile="0" On="1"/>
<SetTextureLUT Mode="G_TT_NONE"/>
<TileSync/>
<SetTextureImage Path="objects/object_housekey/Hilite_new" Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Width="1"/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Line="0" TMem="0" Tile="7" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="4" ShiftS="0" MaskT="4" ShiftT="0"/>
<LoadSync/>
<LoadBlock Tile="7" Uls="0" Ult="0" Lrs="255" Dxt="512"/>
<PipeSync/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b" Line="4" TMem="0" Tile="0" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="4" ShiftS="0" MaskT="4" ShiftT="0"/>
<SetTileSize T="0" Uls="0" Ult="0" Lrs="60" Lrt="60"/>
<EndDisplayList/>
</DisplayList>

View File

@ -0,0 +1,21 @@
<DisplayList Version="0">
<PipeSync/>
<SetCombineLERP A0="G_CCMUX_TEXEL0" B0="G_CCMUX_0" C0="G_CCMUX_SHADE" D0="G_CCMUX_0" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_1" A1="G_CCMUX_COMBINED" B1="G_CCMUX_0" C1="G_CCMUX_PRIMITIVE" D1="G_CCMUX_0" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_COMBINED"/>
<SetGeometryMode G_ZBUFFER="1" G_SHADE="1" G_CULL_BACK="1" G_FOG="1" G_LIGHTING="1" G_TEXTURE_GEN="1" G_SHADING_SMOOTH="1" />
<ClearGeometryMode G_CULL_FRONT="1" G_TEXTURE_GEN_LINEAR="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_H" Sft="4" Length="20" G_AD_NOISE="1" G_CD_MAGICSQ="1" G_CK_NONE="1" G_TC_FILT="1" G_TF_BILERP="1" G_TL_TILE="1" G_TD_CLAMP="1" G_TP_PERSP="1" G_CYC_2CYCLE="1" G_PM_NPRIMITIVE="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_L" Sft="0" Length="32" G_AC_NONE="1" G_ZS_PIXEL="1" G_RM_FOG_SHADE_A="1" G_RM_AA_ZB_OPA_SURF2="1" />
<Texture S="960" T="960" Level="0" Tile="0" On="1"/>
<SetTextureLUT Mode="G_TT_NONE"/>
<TileSync/>
<SetTextureImage Path="objects/object_housekey/Hilite_new" Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Width="1"/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Line="0" TMem="0" Tile="7" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="4" ShiftS="0" MaskT="4" ShiftT="0"/>
<LoadSync/>
<LoadBlock Tile="7" Uls="0" Ult="0" Lrs="255" Dxt="512"/>
<PipeSync/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b" Line="4" TMem="0" Tile="0" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="4" ShiftS="0" MaskT="4" ShiftT="0"/>
<SetTileSize T="0" Uls="0" Ult="0" Lrs="60" Lrt="60"/>
<SetPrimColor M="0" L="0" R="255" G="255" B="218" A="255"/>
<EndDisplayList/>
</DisplayList>

View File

@ -0,0 +1,21 @@
<DisplayList Version="0">
<PipeSync/>
<SetCombineLERP A0="G_CCMUX_TEXEL0" B0="G_CCMUX_0" C0="G_CCMUX_SHADE" D0="G_CCMUX_0" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_1" A1="G_CCMUX_COMBINED" B1="G_CCMUX_0" C1="G_CCMUX_PRIMITIVE" D1="G_CCMUX_0" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_COMBINED"/>
<SetGeometryMode G_ZBUFFER="1" G_SHADE="1" G_CULL_BACK="1" G_FOG="1" G_LIGHTING="1" G_SHADING_SMOOTH="1" />
<ClearGeometryMode G_CULL_FRONT="1" G_TEXTURE_GEN="1" G_TEXTURE_GEN_LINEAR="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_H" Sft="4" Length="20" G_AD_NOISE="1" G_CD_MAGICSQ="1" G_CK_NONE="1" G_TC_FILT="1" G_TF_BILERP="1" G_TL_TILE="1" G_TD_CLAMP="1" G_TP_PERSP="1" G_CYC_2CYCLE="1" G_PM_NPRIMITIVE="1" />
<SetOtherMode Cmd="G_SETOTHERMODE_L" Sft="0" Length="32" G_AC_NONE="1" G_ZS_PIXEL="1" G_RM_FOG_SHADE_A="1" G_RM_AA_ZB_OPA_SURF2="1" />
<Texture S="65535" T="65535" Level="0" Tile="0" On="1"/>
<SetTextureLUT Mode="G_TT_NONE"/>
<TileSync/>
<SetTextureImage Path="objects/object_housekey/HouseKey_Tag" Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Width="1"/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b_LOAD_BLOCK" Line="0" TMem="0" Tile="7" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="6" ShiftS="0" MaskT="6" ShiftT="0"/>
<LoadSync/>
<LoadBlock Tile="7" Uls="0" Ult="0" Lrs="4095" Dxt="128"/>
<PipeSync/>
<SetTile Format="G_IM_FMT_RGBA" Size="G_IM_SIZ_16b" Line="16" TMem="0" Tile="0" Palette="0" Cms0="G_TX_WRAP" Cms1="G_TX_NOMIRROR" Cmt0="G_TX_WRAP" Cmt1="G_TX_NOMIRROR" MaskS="6" ShiftS="0" MaskT="6" ShiftT="0"/>
<SetTileSize T="0" Uls="0" Ult="0" Lrs="252" Lrt="252"/>
<SetPrimColor M="0" L="0" R="255" G="255" B="255" A="255"/>
<EndDisplayList/>
</DisplayList>

View File

@ -237,6 +237,9 @@ static const ALIGN_ASSET(2) char gKeyringKeysShadowTempleMQDL[] = dgKeyringKeysS
#define dgKeyringKeysGanonsCastleMQDL "__OTR__objects/object_keyring/gKeyringKeysGanonsCastleMQDL"
static const ALIGN_ASSET(2) char gKeyringKeysGanonsCastleMQDL[] = dgKeyringKeysGanonsCastleMQDL;
#define dgHouseKeyDL "__OTR__objects/object_housekey/gHouseKeyDL"
static const ALIGN_ASSET(2) char gHouseKeyDL[] = dgHouseKeyDL;
// overlays
#define dgOptionsDividerChangeLangVtx "__OTR__overlays/ovl_file_choose/gOptionsDividerChangeLangVtx"
static const ALIGN_ASSET(2) char gOptionsDividerChangeLangVtx[] = dgOptionsDividerChangeLangVtx;

View File

@ -13,7 +13,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// German
"Start Randomizer",
// French
"Start Randomizer",
"Commencer le Randomizer",
},
{
// English
@ -21,7 +21,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// German
"Generate New Randomizer Seed",
// French
"Generate New Randomizer Seed",
"Générer une nouvelle seed pour le Randomizer",
},
{
// English
@ -29,7 +29,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// German
"Open Randomizer Settings",
// French
"Open Randomizer Settings",
"Ouvrir les paramètres du Randomizer",
},
{
// English
@ -37,7 +37,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// German
"Generating...",
// French
"Generating...",
"Génération en cours...",
},
{
// English

View File

@ -196,7 +196,6 @@ void TimeDisplayWindow::Draw() {
uint16_t textureIndex = 0;
for (size_t i = 0; i < textLength; i++) {
ImVec2 originalCursorPos = ImGui::GetCursorPos();
if (textToDecode[i] == ':' || textToDecode[i] == '.') {
textureIndex = 10;
} else {

View File

@ -402,6 +402,7 @@ static bool EntranceHandler(std::shared_ptr<Ship::Console> Console, const std::v
gPlayState->transitionTrigger = TRANS_TRIGGER_START;
gPlayState->transitionType = TRANS_TYPE_INSTANT;
gSaveContext.nextTransitionType = TRANS_TYPE_INSTANT;
return 0;
}
static bool VoidHandler(std::shared_ptr<Ship::Console> Console, const std::vector<std::string>& args, std::string* output) {

View File

@ -180,10 +180,8 @@ void MessageDebug_StartTextBox(const char* tableId, uint16_t textId, uint8_t lan
Font* font = &msgCtx->font;
sMessageHasSetSfx = 0;
for (u32 i = 0; i < FONT_CHAR_TEX_SIZE * 120; i += FONT_CHAR_TEX_SIZE) {
if (&font->charTexBuf[i] != nullptr) {
gSPInvalidateTexCache(play->state.gfxCtx->polyOpa.p++, reinterpret_cast<uintptr_t>(&font->charTexBuf[i]));
}
}
R_TEXT_CHAR_SCALE = 75;
R_TEXT_LINE_SPACING = 12;
R_TEXT_INIT_XPOS = 65;

View File

@ -1551,6 +1551,55 @@ const std::vector<FlagTable> flagTables = {
{ RAND_INF_SHADOW_TEMPLE_MQ_WIND_HINT_SUN_FAIRY, "RAND_INF_SHADOW_TEMPLE_MQ_WIND_HINT_SUN_FAIRY" },
{ RAND_INF_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY, "RAND_INF_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY" },
{ RAND_INF_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY, "RAND_INF_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY" },
{ RAND_INF_GUARD_HOUSE_UNLOCKED, "RAND_INF_GUARD_HOUSE_UNLOCKED" },
{ RAND_INF_GUARD_HOUSE_KEY_OBTAINED, "RAND_INF_GUARD_HOUSE_KEY_OBTAINED" },
{ RAND_INF_MARKET_BAZAAR_UNLOCKED, "RAND_INF_MARKET_BAZAAR_UNLOCKED" },
{ RAND_INF_MARKET_BAZAAR_KEY_OBTAINED, "RAND_INF_MARKET_BAZAAR_KEY_OBTAINED" },
{ RAND_INF_MARKET_POTION_SHOP_UNLOCKED, "RAND_INF_MARKET_POTION_SHOP_UNLOCKED" },
{ RAND_INF_MARKET_POTION_SHOP_KEY_OBTAINED, "RAND_INF_MARKET_POTION_SHOP_KEY_OBTAINED" },
{ RAND_INF_MASK_SHOP_UNLOCKED, "RAND_INF_MASK_SHOP_UNLOCKED" },
{ RAND_INF_MASK_SHOP_KEY_OBTAINED, "RAND_INF_MASK_SHOP_KEY_OBTAINED" },
{ RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED, "RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED" },
{ RAND_INF_MARKET_SHOOTING_GALLERY_KEY_OBTAINED, "RAND_INF_MARKET_SHOOTING_GALLERY_KEY_OBTAINED" },
{ RAND_INF_BOMBCHU_BOWLING_UNLOCKED, "RAND_INF_BOMBCHU_BOWLING_UNLOCKED" },
{ RAND_INF_BOMBCHU_BOWLING_KEY_OBTAINED, "RAND_INF_BOMBCHU_BOWLING_KEY_OBTAINED" },
{ RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED, "RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED" },
{ RAND_INF_TREASURE_CHEST_GAME_BUILDING_KEY_OBTAINED, "RAND_INF_TREASURE_CHEST_GAME_BUILDING_KEY_OBTAINED" },
{ RAND_INF_BOMBCHU_SHOP_UNLOCKED, "RAND_INF_BOMBCHU_SHOP_UNLOCKED" },
{ RAND_INF_BOMBCHU_SHOP_KEY_OBTAINED, "RAND_INF_BOMBCHU_SHOP_KEY_OBTAINED" },
{ RAND_INF_RICHARDS_HOUSE_UNLOCKED, "RAND_INF_RICHARDS_HOUSE_UNLOCKED" },
{ RAND_INF_RICHARDS_HOUSE_KEY_OBTAINED, "RAND_INF_RICHARDS_HOUSE_KEY_OBTAINED" },
{ RAND_INF_ALLEY_HOUSE_UNLOCKED, "RAND_INF_ALLEY_HOUSE_UNLOCKED" },
{ RAND_INF_ALLEY_HOUSE_KEY_OBTAINED, "RAND_INF_ALLEY_HOUSE_KEY_OBTAINED" },
{ RAND_INF_KAK_BAZAAR_UNLOCKED, "RAND_INF_KAK_BAZAAR_UNLOCKED" },
{ RAND_INF_KAK_BAZAAR_KEY_OBTAINED, "RAND_INF_KAK_BAZAAR_KEY_OBTAINED" },
{ RAND_INF_KAK_POTION_SHOP_UNLOCKED, "RAND_INF_KAK_POTION_SHOP_UNLOCKED" },
{ RAND_INF_KAK_POTION_SHOP_KEY_OBTAINED, "RAND_INF_KAK_POTION_SHOP_KEY_OBTAINED" },
{ RAND_INF_BOSS_HOUSE_UNLOCKED, "RAND_INF_BOSS_HOUSE_UNLOCKED" },
{ RAND_INF_BOSS_HOUSE_KEY_OBTAINED, "RAND_INF_BOSS_HOUSE_KEY_OBTAINED" },
{ RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED, "RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED" },
{ RAND_INF_GRANNYS_POTION_SHOP_KEY_OBTAINED, "RAND_INF_GRANNYS_POTION_SHOP_KEY_OBTAINED" },
{ RAND_INF_SKULLTULA_HOUSE_UNLOCKED, "RAND_INF_SKULLTULA_HOUSE_UNLOCKED" },
{ RAND_INF_SKULLTULA_HOUSE_KEY_OBTAINED, "RAND_INF_SKULLTULA_HOUSE_KEY_OBTAINED" },
{ RAND_INF_IMPAS_HOUSE_UNLOCKED, "RAND_INF_IMPAS_HOUSE_UNLOCKED" },
{ RAND_INF_IMPAS_HOUSE_KEY_OBTAINED, "RAND_INF_IMPAS_HOUSE_KEY_OBTAINED" },
{ RAND_INF_WINDMILL_UNLOCKED, "RAND_INF_WINDMILL_UNLOCKED" },
{ RAND_INF_WINDMILL_KEY_OBTAINED, "RAND_INF_WINDMILL_KEY_OBTAINED" },
{ RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED, "RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED" },
{ RAND_INF_KAK_SHOOTING_GALLERY_KEY_OBTAINED, "RAND_INF_KAK_SHOOTING_GALLERY_KEY_OBTAINED" },
{ RAND_INF_DAMPES_HUT_UNLOCKED, "RAND_INF_DAMPES_HUT_UNLOCKED" },
{ RAND_INF_DAMPES_HUT_KEY_OBTAINED, "RAND_INF_DAMPES_HUT_KEY_OBTAINED" },
{ RAND_INF_TALONS_HOUSE_UNLOCKED, "RAND_INF_TALONS_HOUSE_UNLOCKED" },
{ RAND_INF_TALONS_HOUSE_KEY_OBTAINED, "RAND_INF_TALONS_HOUSE_KEY_OBTAINED" },
{ RAND_INF_STABLES_UNLOCKED, "RAND_INF_STABLES_UNLOCKED" },
{ RAND_INF_STABLES_KEY_OBTAINED, "RAND_INF_STABLES_KEY_OBTAINED" },
{ RAND_INF_BACK_TOWER_UNLOCKED, "RAND_INF_BACK_TOWER_UNLOCKED" },
{ RAND_INF_BACK_TOWER_KEY_OBTAINED, "RAND_INF_BACK_TOWER_KEY_OBTAINED" },
{ RAND_INF_HYLIA_LAB_UNLOCKED, "RAND_INF_HYLIA_LAB_UNLOCKED" },
{ RAND_INF_HYLIA_LAB_KEY_OBTAINED, "RAND_INF_HYLIA_LAB_KEY_OBTAINED" },
{ RAND_INF_FISHING_HOLE_UNLOCKED, "RAND_INF_FISHING_HOLE_UNLOCKED" },
{ RAND_INF_FISHING_HOLE_KEY_OBTAINED, "RAND_INF_FISHING_HOLE_KEY_OBTAINED" },
} },
};

View File

@ -1,5 +1,3 @@
#pragma once
#include "performanceTimer.h"
void StartPerformanceTimer(TimerID timer){

View File

@ -305,6 +305,13 @@ typedef enum {
VB_FROGS_GO_TO_IDLE,
// Vanilla condition: var >= gSaveContext.health) && (gSaveContext.health > 0
VB_HEALTH_METER_BE_CRITICAL,
VB_CONSUME_SMALL_KEY,
// Vanilla condition: gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0
VB_NOT_HAVE_SMALL_KEY,
// Vanilla condition: !Flags_GetSwitch(play, this->actor.params & 0x3F)
VB_DOOR_BE_LOCKED,
// Vanilla condition: ((doorActor->params >> 7) & 7) == 3
VB_DOOR_PLAY_SCENE_TRANSITION,
/*** Play Cutscenes ***/

View File

@ -1133,7 +1133,7 @@ void RegisterOpenAllHours() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnActorInit>([](void* refActor) {
Actor* actor = static_cast<Actor*>(refActor);
if (CVarGetInteger(CVAR_ENHANCEMENT("OpenAllHours"), 0) && (actor->id == ACTOR_EN_DOOR)) {
if (CVarGetInteger(CVAR_ENHANCEMENT("OpenAllHours"), 0) && (actor->id == ACTOR_EN_DOOR) && (!IS_RANDO || !OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_LOCK_OVERWORLD_DOORS))) {
switch (actor->params) {
case 4753: // Night Market Bazaar
case 1678: // Night Potion Shop

View File

@ -2,6 +2,7 @@
#include "global.h"
#include "z64.h"
#include "game-interactor/GameInteractor.h"
#include "soh/OTRGlobals.h"
static const int songMessageMap[] = {
TEXT_WARP_MINUET_OF_FOREST,
@ -87,6 +88,47 @@ void PauseWarp_HandleSelection() {
int song = gPlayState->pauseCtx.cursorPoint[PAUSE_QUEST];
if (aButtonPressed && CHECK_QUEST_ITEM(song) && song >= QUEST_SONG_MINUET && song <= QUEST_SONG_PRELUDE &&
gPlayState->pauseCtx.pageIndex == PAUSE_QUEST && gPlayState->pauseCtx.state == 6) {
if (gSaveContext.ship.quest.id == QUEST_RANDOMIZER && Randomizer_GetSettingValue(RSK_SHUFFLE_OCARINA_BUTTONS)) {
bool canplay = false;
switch (song) {
case QUEST_SONG_MINUET:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_A) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_LEFT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_UP);
break;
case QUEST_SONG_BOLERO:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_A) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_DOWN);
break;
case QUEST_SONG_SERENADE:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_A) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_LEFT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_DOWN);
break;
case QUEST_SONG_REQUIEM:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_A) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_DOWN);
break;
case QUEST_SONG_NOCTURNE:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_A) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_LEFT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_DOWN);
break;
case QUEST_SONG_PRELUDE:
canplay = Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_LEFT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_RIGHT) &&
Flags_GetRandomizerInf(RAND_INF_HAS_OCARINA_C_UP);
break;
}
if (!canplay) {
return;
}
}
ActivateWarp(&gPlayState->pauseCtx, song);
}
}

View File

@ -408,7 +408,6 @@ const std::vector<const char*> randomizerCvars = {
CVAR_RANDOMIZER_SETTING("DoorOfTime"),
CVAR_RANDOMIZER_SETTING("DungeonCount"),
CVAR_RANDOMIZER_SETTING("EnableBombchuDrops"),
CVAR_RANDOMIZER_SETTING("EnableGlitchCutscenes"),
CVAR_RANDOMIZER_SETTING("FishingPoleHint"),
CVAR_RANDOMIZER_SETTING("Fishsanity"),
CVAR_RANDOMIZER_SETTING("FishsanityAgeSplit"),
@ -1200,7 +1199,6 @@ const std::vector<PresetEntry> hellModePresetEntries = {
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("CuccosToReturn"), 1),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("DoorOfTime"), RO_DOOROFTIME_OPEN),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("EnableBombchuDrops"), 1),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("EnableGlitchCutscenes"), 1),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("ClosedForest"), RO_CLOSED_FOREST_OFF),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("GanonTrial"), RO_GANONS_TRIALS_SET_NUMBER),
PRESET_ENTRY_S32(CVAR_RANDOMIZER_SETTING("GanonTrialCount"), 6),

View File

@ -1455,913 +1455,298 @@ void StaticData::HintTable_Init() {
| JUNK HINT TEXT |
---------------------------*/
hintTextTable[RHT_JUNK02] = HintText(CustomMessage("They say you must read the names of \"Special Deal\" shop items carefully.",
hintTextTable[RHT_JUNK01] = HintText(CustomMessage("They say you must read the names of \"Special Deal\" shop items carefully.",
/*german*/ "",
/*french*/ "Selon moi, les \"Offres spéciales\" sont parfois trompeuses... Lisez les attentivement!"));
// /*spanish*/"Según dicen, se debería prestar atención a los nombres de las ofertas especiales."
hintTextTable[RHT_JUNK03] = HintText(CustomMessage("They say that Zelda is a poor leader.",
hintTextTable[RHT_JUNK02] = HintText(CustomMessage("They say that Zelda is a poor leader.",
/*german*/ "",
/*french*/ "Selon moi, Zelda ne ferait pas un bon monarque."));
// /*spanish*/Según dicen, Zelda es mala líder.
hintTextTable[RHT_JUNK04] = HintText(CustomMessage("These hints can be quite useful. This is an exception.",
hintTextTable[RHT_JUNK03] = HintText(CustomMessage("These hints can be quite useful. This is an exception.",
/*german*/ "",
/*french*/ "Ces indices sont très utiles, à l'exception de celui-ci."));
// /*spanish*/Las pistas suelen servir de ayuda. En cambio, esta no.
hintTextTable[RHT_JUNK05] = HintText(CustomMessage("They say that the Lizalfos in Dodongo's Cavern like to play in lava.",
hintTextTable[RHT_JUNK04] = HintText(CustomMessage("They say that the Lizalfos in Dodongo's Cavern like to play in lava.",
/*german*/ "",
/*french*/ "Selon moi, les Lézalfos de la Caverne Dodongo aiment patauger dans la lave."));
// /*spanish*/Según dicen, a los Lizalfos de la Cueva de los Dodongos les gusta jugar en la lava.
hintTextTable[RHT_JUNK06] = HintText(CustomMessage("They say that all the Zora drowned in Wind Waker.",
hintTextTable[RHT_JUNK05] = HintText(CustomMessage("They say that all the Zora drowned in Wind Waker.",
/*german*/ "",
/*french*/ "Selon moi, les Zoras se sont noyés dans Wind Waker."));
// /*spanish*/Según dicen, en Wind Waker todos los zora se ahogaron.
hintTextTable[RHT_JUNK07] = HintText(CustomMessage("If Gorons eat rocks, does that mean I'm in danger?",
hintTextTable[RHT_JUNK06] = HintText(CustomMessage("If Gorons eat rocks, does that mean I'm in danger?",
/*german*/ "",
/*french*/ "Ne dis pas au Gorons que je suis ici. Ils mangent des roches, tu sais!"));
// /*spanish*/Si los Goron se tragan las piedras, ¿no me hace ser una especia vulnarable o algo así
hintTextTable[RHT_JUNK08] = HintText(CustomMessage("'Member when Ganon was a blue pig?^I 'member.",
hintTextTable[RHT_JUNK07] = HintText(CustomMessage("'Member when Ganon was a blue pig?^I 'member.",
/*german*/ "",
/*french*/ "Dans mon temps, Ganon était un cochon bleu...^Pff! Les jeunes de nos jours, et leur Ganondorf!"));
// /*spanish*/¿T'acuerdas cuando Ganon era un cerdo azul?^Qué tiempos, chico.
hintTextTable[RHT_JUNK09] = HintText(CustomMessage("One who does not have Triforce can't go in.",
hintTextTable[RHT_JUNK08] = HintText(CustomMessage("One who does not have Triforce can't go in.",
/*german*/ "",
/*french*/ "Ceux sans Triforce doivent rebrousser chemin."));
// /*spanish*/Aquel que no porte la Trifuerza no podrá pasar.
hintTextTable[RHT_JUNK10] = HintText(CustomMessage("Save your future, end the Happy Mask Salesman.",
hintTextTable[RHT_JUNK09] = HintText(CustomMessage("Save your future, end the Happy Mask Salesman.",
/*german*/ "",
/*french*/ "Selon moi, tu t'éviteras des jours de malheur si tu vaincs le vendeur de masques..."));
// /*spanish*/Salva tu futuro, acaba con el dueño de La Máscara Feliz.
hintTextTable[RHT_JUNK11] = HintText(CustomMessage("Glitches are a pathway to many abilities some consider to be... Unnatural.",
hintTextTable[RHT_JUNK10] = HintText(CustomMessage("Glitches are a pathway to many abilities some consider to be... Unnatural.",
/*german*/ "",
/*french*/ "Les glitchs sont un moyen d'acquérir de nombreuses facultés considérées par certains comme... contraire "));
// /*spanish*/ Los glitches son el camino a muchas habilidades que varios consideran... nada natural.
hintTextTable[RHT_JUNK12] = HintText(CustomMessage("I'm stoned. Get it?",
hintTextTable[RHT_JUNK11] = HintText(CustomMessage("I'm stoned. Get it?",
/*german*/ "",
/*french*/ "Allez, roche, papier, ciseau...&Roche."));
// /*spanish*/Me he quedado de piedra. ¿Lo pillas?
hintTextTable[RHT_JUNK13] = HintText(CustomMessage("Hoot! Hoot! Would you like me to repeat that?",
hintTextTable[RHT_JUNK12] = HintText(CustomMessage("Hoot! Hoot! Would you like me to repeat that?",
/*german*/ "",
/*french*/ "Hou hou! Veux-tu que je répète tout ça?"));
// /*spanish*/¡Buuu, buuu! ¿Te lo vuelvo a repetir?
hintTextTable[RHT_JUNK14] = HintText(CustomMessage("Gorons are stupid. They eat rocks.",
hintTextTable[RHT_JUNK13] = HintText(CustomMessage("Gorons are stupid. They eat rocks.",
/*german*/ "",
/*french*/ "Les Gorons sont des vraies têtes dures."));
// /*spanish*/Los Goron son tontos. Se comen las piedras.
hintTextTable[RHT_JUNK15] = HintText(CustomMessage("They say that Lon Lon Ranch prospered under Ingo.",
hintTextTable[RHT_JUNK14] = HintText(CustomMessage("They say that Lon Lon Ranch prospered under Ingo.",
/*german*/ "",
/*french*/ "Selon moi, le Ranch Lon Lon était plus prospère sous Ingo."));
// /*spanish*/Según dicen, el Rancho Lon Lon prosperó gracias a Ingo.
hintTextTable[RHT_JUNK16] = HintText(CustomMessage("The single rupee is a unique item.",
/*german*/ "",
/*french*/ "Nul objet n'est plus unique que le rubis vert."));
// /*spanish*/La rupia de uno es un objeto singular.
hintTextTable[RHT_JUNK17] = HintText(CustomMessage("Without the Lens of Truth, the Treasure Chest Mini-Game is a 1 out of 32 chance.^Good luck!",
hintTextTable[RHT_JUNK15] = HintText(CustomMessage("They say without the Lens of Truth, the Treasure Chest Mini-Game is a 1 out of 32 chance.^Good luck!",
/*german*/ "",
/*french*/ "Gagner la Chasse-aux-Trésors est 1 chance sur 32.^Bonne chance!"));
// /*spanish*/Sin la Lupa de la Verdad, ganarías 1/32 veces en el Cofre del Tesoro.^¡Buena suerte con ello!
hintTextTable[RHT_JUNK18] = HintText(CustomMessage("Use bombs wisely.",
hintTextTable[RHT_JUNK16] = HintText(CustomMessage("Use bombs wisely.",
/*german*/ "",
/*french*/ "Utilise les bombes avec précaution."));
// /*spanish*/No desperdicies las bombas.
hintTextTable[RHT_JUNK19] = HintText(CustomMessage("They say that Volvagia hates splinters",
/*german*/ "",
/*french*/ "Selon moi, Volvagia déteste les échardes."));
// /*spanish*/Según dicen, Volvagia le teme a las astillas.
hintTextTable[RHT_JUNK20] = HintText(CustomMessage("They say that funky monkeys can be spotted on Friday.",
/*german*/ "",
/*french*/ "Selon moi, des capucins coquins sortent le vendredi."));
// /*spanish*/Según dicen, en los viernes puedes hallar monos marchosos.
hintTextTable[RHT_JUNK21] = HintText(CustomMessage("I found you, faker!",
/*german*/ "",
/*french*/ "Ah-ha! Je t'ai trouvé!"));
// /*spanish*/¡Ahí estás, impostor!
hintTextTable[RHT_JUNK22] = HintText(CustomMessage("They say the Groose is loose.",
/*german*/ "",
/*french*/ "Selon moi, Hergo est le vrai héros."));
// /*spanish*/Según dicen, Malton es un espanto.
hintTextTable[RHT_JUNK23] = HintText(CustomMessage("They say that players who select the \"ON\" option for \"MOTION CONTROL\" are the real \"Zelda players!\"",
hintTextTable[RHT_JUNK17] = HintText(CustomMessage("They say that players who select the \"ON\" option for \"MOTION CONTROL\" are the real \"Zelda players!\"",
/*german*/ "",
/*french*/ "Selon moi, ceux qui utilisent les contrôles gyroscopiques sont les VRAIS joueurs."));
// /*spanish*/ "Según dicen, aquellos que juegan usando el control por movimiento son los verdaderos jugadores de Zelda."
hintTextTable[RHT_JUNK24] = HintText(CustomMessage("What happened to Sheik?",
/*german*/ "",
/*french*/ "Donc... Qu'est-ce qui arrive avec Sheik?"));
// /*spanish*/¿Qué la habrá pasado a Sheik?
hintTextTable[RHT_JUNK25] = HintText(CustomMessage("L2P @.",
hintTextTable[RHT_JUNK18] = HintText(CustomMessage("L2P @.",
/*german*/ "",
/*french*/ "Arrête de lire les indices et joue comme un grand, @."));
// /*spanish*/Mira que eres novato, @.
hintTextTable[RHT_JUNK26] = HintText(CustomMessage("I've heard you can cheat at Sploosh Kaboom.",
/*german*/ "",
/*french*/ "Selon moi, il y a une carte aux trésors à Mercantîle... Duh!"));
// /*spanish*/He oído por ahí que puedes hacer trampa en el Sploosh Kaboom.
hintTextTable[RHT_JUNK27] = HintText(CustomMessage("I'm Lonk from Pennsylvania.",
/*german*/ "",
/*french*/ "Je suis Lonk, le héros de Pennsylvanie!"));
// /*spanish*/Soy Lonk, de Pensilvania.
hintTextTable[RHT_JUNK28] = HintText(CustomMessage("I bet you'd like to have more bombs.",
hintTextTable[RHT_JUNK19] = HintText(CustomMessage("I bet you'd like to have more bombs.",
/*german*/ "",
/*french*/ "Je parie que tu veux plus de bombes."));
// /*spanish*/Me apuesto a que quisieras tener más bombas.
hintTextTable[RHT_JUNK29] = HintText(CustomMessage("When all else fails, use Fire.",
hintTextTable[RHT_JUNK20] = HintText(CustomMessage("When all else fails, use Fire.",
/*german*/ "",
/*french*/ "Quand rien ne marche, utilise le feu."));
// /*spanish*/Cuando nada funcione, usa el fuego.
hintTextTable[RHT_JUNK30] = HintText(CustomMessage("Here's a hint, @. Don't be bad.",
hintTextTable[RHT_JUNK21] = HintText(CustomMessage("Here's a hint, @. Don't be bad.",
/*german*/ "",
/*french*/ "Selon moi, la #Triforce# n'est pas dans le jeu... Duh!"));
// /*spanish*/Aquí tienes una pista, @: deja de ser manco.
hintTextTable[RHT_JUNK31] = HintText(CustomMessage("Game Over. Return of Ganon.",
hintTextTable[RHT_JUNK22] = HintText(CustomMessage("Game Over. Return of Ganon.",
/*german*/ "",
/*french*/ "Partie terminée. RETour de Ganon."));
// /*spanish*/Fin de la partida. El regreso de Ganon.
hintTextTable[RHT_JUNK32] = HintText(CustomMessage("May the way of the Hero lead to the Triforce.",
hintTextTable[RHT_JUNK23] = HintText(CustomMessage("May the way of the Hero lead to the Triforce.",
/*german*/ "",
/*french*/ "Que le chemin du héros te mène à la Triforce."));
// /*spanish*/Puede que la senda del héroe te lleve hacia la Trifuerza.
hintTextTable[RHT_JUNK33] = HintText(CustomMessage("Can't find an item? Scan an Amiibo.",
hintTextTable[RHT_JUNK24] = HintText(CustomMessage("Can't find an item? Scan an Amiibo.",
/*german*/ "",
/*french*/ "Tu cherches de quoi? Utilise un Amiibo!"));
// /*spanish*/¿No encuentras algo? Escanea un amiibo.
hintTextTable[RHT_JUNK34] = HintText(CustomMessage("They say this game has just a few glitches.",
hintTextTable[RHT_JUNK25] = HintText(CustomMessage("They say this game has just a few glitches.",
/*german*/ "",
/*french*/ "Selon moi, ce jeu est complètement exempt de glitchs."));
// /*spanish*/Dicen que este juego apenas tiene glitches.
hintTextTable[RHT_JUNK35] = HintText(CustomMessage("BRRING BRRING This is Ulrira. Wrong number?",
hintTextTable[RHT_JUNK26] = HintText(CustomMessage("BRRING BRRING This is Ulrira. Wrong number?",
/*german*/ "",
/*french*/ "DRING DRING!! Pépé le Ramollo à l'appareil... Quoi? Faux numéro?"));
// /*spanish*/¡Ring! ¡Ring! Al habla Ulrira. ¿Me he equivocado de número?
hintTextTable[RHT_JUNK36] = HintText(CustomMessage("Tingle Tingle Kooloo Limpah!",
hintTextTable[RHT_JUNK27] = HintText(CustomMessage("Tingle Tingle Kooloo Limpah!",
/*german*/ "",
/*french*/ "Tingle! Tingle! Kooloolin... Pah!"));
// /*spanish*/Tingle, Tingle, Kurulín... ¡PA!
hintTextTable[RHT_JUNK37] = HintText(CustomMessage("L is real 2401",
hintTextTable[RHT_JUNK28] = HintText(CustomMessage("L is real 2401",
/*german*/ "",
/*french*/ "L is real 2401"));
// /*spanish*/L es real 2401.
hintTextTable[RHT_JUNK38] = HintText(CustomMessage("They say that Ganondorf will appear in the next Mario Tennis.",
hintTextTable[RHT_JUNK29] = HintText(CustomMessage("They say that Ganondorf will appear in the next Mario Tennis.",
/*german*/ "",
/*french*/ "Selon moi, Ganondorf sera la nouvelle recrue dans Mario Tennis."));
// /*spanish*/Según dicen, Ganondorf estará en el próximo Mario Tennis.
hintTextTable[RHT_JUNK39] = HintText(CustomMessage("Medigoron sells the earliest Breath of the Wild demo.",
hintTextTable[RHT_JUNK30] = HintText(CustomMessage("They say Medigoron sells the earliest Breath of the Wild demo.",
/*german*/ "",
/*french*/ "Selon moi, Medigoron vend une démo de #Breath of the Wild#."));
// /*spanish*/Medigoron vende la primera demo del Breath of the Wild.
hintTextTable[RHT_JUNK40] = HintText(CustomMessage("Can you move me? I don't get great service here.",
hintTextTable[RHT_JUNK31] = HintText(CustomMessage("Can you move me? I don't get great service here.",
/*german*/ "",
/*french*/ "Peux-tu me déplacer? J'ai pas une bonne réception ici."));
// /*spanish*/¿Puedes llevarme a otro lado? Aquí nadie me presta atención.
hintTextTable[RHT_JUNK41] = HintText(CustomMessage("They say if you use Strength on the truck, you can find Mew.",
hintTextTable[RHT_JUNK32] = HintText(CustomMessage("They say if you use Strength on the truck, you can find Mew.",
/*german*/ "",
/*french*/ "Selon moi, #Mew# se trouve dessous le camion... Duh!"));
// /*spanish*/Según dicen, puedes hallar un Mew usando Fuerza contra el camión de Ciudad Carmín.
hintTextTable[RHT_JUNK42] = HintText(CustomMessage("I'm a helpful hint Gossip Stone!^See, I'm helping.",
hintTextTable[RHT_JUNK33] = HintText(CustomMessage("I'm a helpful hint Gossip Stone!^See, I'm helping.",
/*german*/ "",
/*french*/ "Salut! Je suis une pierre de bons conseils!^Tiens, tu vois? J'aide bien, hein?"));
// /*spanish*/Soy una Piedra Sheikah muy útil.^¡Mira cómo te ayudo!
hintTextTable[RHT_JUNK43] = HintText(CustomMessage("Dear @, please come to the castle. I've baked a cake for you.&Yours truly, Princess Zelda.",
hintTextTable[RHT_JUNK34] = HintText(CustomMessage("Dear @, please come to the castle. I've baked a cake for you.&Yours truly, Princess Zelda.",
/*german*/ "",
/*french*/ "Mon très cher @:&Viens vite au château, je t'ai préparé&un délicieux gâteau...^À bientôt, Princesse Zelda"));
// /*spanish*/Querido @: Por favor, ven al castillo. He hecho una tarta para ti.&Sinceramente tuya: Princesa Zelda.
hintTextTable[RHT_JUNK44] = HintText(CustomMessage("They say all toasters toast toast.",
hintTextTable[RHT_JUNK35] = HintText(CustomMessage("They say all toasters toast toast.",
/*german*/ "",
/*french*/ "Selon moi, les grille-pains grillent du pain."));
// /*spanish*/Según dicen, todas las tostadoras tostan tostadas tostadas.
hintTextTable[RHT_JUNK45] = HintText(CustomMessage("You thought it would be a useful hint, but it was me, junk hint!",
hintTextTable[RHT_JUNK36] = HintText(CustomMessage("You thought it would be a useful hint, but it was me, junk hint!",
/*german*/ "",
/*french*/ "Tu t'attendais à un bon indice... Mais c'était moi, un mauvais indice!"));
// /*spanish*/Je... Creeías que iba a ser una piedra de utilidad, ¡pero no, era yo, la piedra de la agonía!
hintTextTable[RHT_JUNK46] = HintText(CustomMessage("They say that quest guidance can be found at a talking rock.",
hintTextTable[RHT_JUNK37] = HintText(CustomMessage("They say that quest guidance can be found at a talking rock.",
/*german*/ "",
/*french*/ "Selon moi, des #indices# se trouvent auprès d'une pierre parlante... Duh!"));
// /*spanish*/Según dicen, puedes consultarle ayuda a rocas parlanchinas.
hintTextTable[RHT_JUNK47] = HintText(CustomMessage("They say that the final item you're looking for can be found somewhere in Hyrule.",
hintTextTable[RHT_JUNK38] = HintText(CustomMessage("They say that the final item you're looking for can be found somewhere in Hyrule.",
/*german*/ "",
/*french*/ "Selon moi, le #dernier objet# se trouve quelque part dans Hyrule... Duh!"));
// /*spanish*/Según dicen, el último objeto que te falte puede estar en cualquier rincón de Hyrule.
hintTextTable[RHT_JUNK48] = HintText(CustomMessage("Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.",
hintTextTable[RHT_JUNK39] = HintText(CustomMessage("Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.",
/*german*/ "",
/*french*/ "Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip.^Mwip."));
// /*spanish*/Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.^Mweep.
hintTextTable[RHT_JUNK49] = HintText(CustomMessage("They say that Barinade fears Deku Nuts.",
hintTextTable[RHT_JUNK40] = HintText(CustomMessage("They say that Barinade fears Deku Nuts.",
/*german*/ "",
/*french*/ "Selon moi, Barinade a la frousse des noix Mojo."));
// /*spanish*/Según dicen, lo que más teme a Barinade son las nueces deku.
hintTextTable[RHT_JUNK50] = HintText(CustomMessage("They say that Flare Dancers do not fear Goron-crafted blades.",
hintTextTable[RHT_JUNK41] = HintText(CustomMessage("They say that Flare Dancers do not fear Goron-crafted blades.",
/*german*/ "",
/*french*/ "Selon moi, le danse-flamme n'a pas peur des armes de Goron."));
// /*spanish*/Según dicen, los Bailafuegos no le temen a las armas forjadas por Gorons.
hintTextTable[RHT_JUNK51] = HintText(CustomMessage("They say that Morpha is easily trapped in a corner.",
hintTextTable[RHT_JUNK42] = HintText(CustomMessage("They say that Morpha is easily trapped in a corner.",
/*german*/ "",
/*french*/ "Selon moi, Morpha est facilement coincé."));
// /*spanish*/Según dicen, puedes atrapar a Morpha con facilidad en una esquina.
hintTextTable[RHT_JUNK52] = HintText(CustomMessage("They say that Bongo Bongo really hates the cold.",
hintTextTable[RHT_JUNK43] = HintText(CustomMessage("They say that Bongo Bongo really hates the cold.",
/*german*/ "",
/*french*/ "Selon moi, Bongo Bongo a facilement froid aux doigts."));
// /*spanish*/Según dicen, Bongo Bongo odia a muerte el frío.
hintTextTable[RHT_JUNK53] = HintText(CustomMessage("They say that your sword is most powerful when you put it away.",
hintTextTable[RHT_JUNK44] = HintText(CustomMessage("They say that your sword is most powerful when you put it away.",
/*german*/ "",
/*french*/ "Selon moi, ton épée est à pleine puissance quand tu la rengaines."));
// /*spanish*/Según dicen, tu espada se vuelve más poderosa si la guardas.
hintTextTable[RHT_JUNK54] = HintText(CustomMessage("They say that bombing the hole Volvagia last flew into can be rewarding.",
hintTextTable[RHT_JUNK45] = HintText(CustomMessage("They say that bombing the hole Volvagia last flew into can be rewarding.",
/*german*/ "",
/*french*/ "Selon moi, le trou où se creuse Volvagia est vulnérable aux bombes."));
// /*spanish*/Según dicen, trae buena suerte colocar una bomba en el último agujero de donde salió Volvagia.
hintTextTable[RHT_JUNK55] = HintText(CustomMessage("They say that invisible ghosts can be exposed with Deku Nuts.",
hintTextTable[RHT_JUNK46] = HintText(CustomMessage("They say that invisible ghosts can be exposed with Deku Nuts.",
/*german*/ "",
/*french*/ "Selon moi, des fantômes invisibles apparaissent avec des noix Mojo."));
// /*spanish*/Según dicen, puedes exponer a los espectros invisibles con nueces deku.
hintTextTable[RHT_JUNK56] = HintText(CustomMessage("They say that the real Phantom Ganon is bright and loud.",
hintTextTable[RHT_JUNK47] = HintText(CustomMessage("They say that the real Phantom Ganon is bright and loud.",
/*german*/ "",
/*french*/ "Selon moi, le vrai spectre de Ganon est clair et bruyant."));
// /*spanish*/Según dicen, el verdadero Ganon Fantasma es brillante y ruidoso.
hintTextTable[RHT_JUNK57] = HintText(CustomMessage("They say that walking backwards is very fast.",
hintTextTable[RHT_JUNK48] = HintText(CustomMessage("They say that walking backwards is very fast.",
/*german*/ "",
/*french*/ "Selon moi, tu fais marche arrière très rapidement pour un héros."));
// /*spanish*/Según dicen, es más rápido caminar hacia atrás.
hintTextTable[RHT_JUNK58] = HintText(CustomMessage("They say that leaping above the Market entrance enriches most children.",
/*german*/ "",
/*french*/ "Selon moi, les enfants riches se pavanent en haut du pont-levis."));
// /*spanish*/Según dicen, saltar por las cadenas a la entrada de la plaza enriquece a muchos chiquillos.
hintTextTable[RHT_JUNK59] = HintText(CustomMessage("They say Ingo is not very good at planning ahead.",
hintTextTable[RHT_JUNK49] = HintText(CustomMessage("They say Ingo is not very good at planning ahead.",
/*german*/ "",
/*french*/ "Selon moi, Ingo ne fait pas un très bon geôlier."));
// /*spanish*/Según dicen, a Ingo no se le da especialmente bien planificar con antelación.
hintTextTable[RHT_JUNK60] = HintText(CustomMessage("You found a spiritual Stone! By which I mean, I worship Nayru.",
hintTextTable[RHT_JUNK50] = HintText(CustomMessage("You found a spiritual Stone! By which I mean, I worship Nayru.",
/*german*/ "",
/*french*/ "Vous avez trouvé une Pierre Ancestrale! En effet, je vénère la déesse Hylia."));
// /*spanish*/¡Has encontrado una piedra espiritual! Es que le rindo culto a Nayru...
hintTextTable[RHT_JUNK61] = HintText(CustomMessage("They say that a flying strike with a Deku Stick is no stronger than a grounded one.",
/*german*/ "",
/*french*/ "Selon moi, un coup de bâton sauté n'est pas meilleur qu'au sol."));
// /*spanish*/Según dicen, los golpes aéreos con palos deku son tan fuertes como los normales.
hintTextTable[RHT_JUNK62] = HintText(CustomMessage("Open your eyes.^Open your eyes.^Wake up, @.",
hintTextTable[RHT_JUNK51] = HintText(CustomMessage("Open your eyes.^Open your eyes.^Wake up, @.",
/*german*/ "",
/*french*/ "Réveille-toi...^Réveille-toi.^Ouvre les yeux, @."));
// /*spanish*/Abre los ojos...^Abre los ojos...^Despierta, @...
hintTextTable[RHT_JUNK63] = HintText(CustomMessage("They say that the Nocturne of Shadow can bring you very close to Ganon.",
hintTextTable[RHT_JUNK52] = HintText(CustomMessage("They say that the Nocturne of Shadow can bring you very close to Ganon.",
/*german*/ "",
/*french*/ "Selon moi, le nocturne de l'ombre peut t'amener très près de Ganon."));
// /*spanish*/Según dicen, el Nocturno de la sombra te puede acercar mucho a Ganon.
hintTextTable[RHT_JUNK64] = HintText(CustomMessage("They say that Twinrova always casts the same spell the first three times.",
hintTextTable[RHT_JUNK53] = HintText(CustomMessage("They say that Twinrova always casts the same spell the first three times.",
/*german*/ "",
/*french*/ "Selon moi, Twinrova lance toujours les mêmes trois premiers sorts."));
// /*spanish*/Según dicen, Birova siempre lanza el mismo hechizo las tres primeras veces.
hintTextTable[RHT_JUNK65] = HintText(CustomMessage("They say that the nightly builds may be unstable.",
hintTextTable[RHT_JUNK54] = HintText(CustomMessage("They say that the nightly builds may be unstable.",
/*german*/ "",
/*french*/ "Selon moi, les \"nightly builds\" peuvent être instables."));
// /*spanish*/Según dicen, las últimas nightlies pueden llegar a ser algo inestables.
hintTextTable[RHT_JUNK66] = HintText(CustomMessage("You're playing a Randomizer. I'm randomized!^Here's a random number: #4#.&Enjoy your Randomizer!",
hintTextTable[RHT_JUNK55] = HintText(CustomMessage("You're playing a Randomizer. I'm randomized!^Here's a random number: #4#.&Enjoy your Randomizer!",
/*german*/ "",
/*french*/ "Tu joues à un randomizer. Je suis aléatoire!^Voici un nombre aléatoire: #4#.&Bonne partie!"));
// /*spanish*/¡Estás jugando un Randomizer! ¡Yo también estoy aleatorizada!^Aquí tienes un número aleatorio: #8#.&¡Diviértete!
hintTextTable[RHT_JUNK67] = HintText(CustomMessage("They say Ganondorf's bolts can be reflected with glass or steel.",
hintTextTable[RHT_JUNK56] = HintText(CustomMessage("They say Ganondorf's bolts can be reflected with glass or steel.",
/*german*/ "",
/*french*/ "Selon moi, les éclairs de Ganon se reflètent sur l'acier et le verre."));
// /*spanish*/Según dicen, puedes reflejar las esferas de energía de Ganondorf con cristal y acero.
hintTextTable[RHT_JUNK68] = HintText(CustomMessage("They say Ganon's tail is vulnerable to nuts, arrows, swords, explosives, hammers...^...sticks, seeds, "
hintTextTable[RHT_JUNK57] = HintText(CustomMessage("They say Ganon's tail is vulnerable to nuts, arrows, swords, explosives, hammers...^...sticks, seeds, "
"boomerangs...^...rods, shovels, iron balls, angry bees...",
/*german*/ "",
/*french*/ "Selon moi, la queue de Ganon est vulnérable aux noix, flèches, épées, bombes, marteaux...^...bâtons, "
"graines, boomerangs...^...baguettes, pelles, boulets de fer, abeilles enragées..."));
// /*spanish*/Según dicen, la cola de Ganon es vulnerable a nueces, flechas, espadas, explosivos,
// martillos...^...palos, semillas, bumeráns...^...cetros, palas, bolas de hierro, abejas...
hintTextTable[RHT_JUNK69] = HintText(CustomMessage("They say that you're wasting time reading this hint, but I disagree. Talk to me again!",
hintTextTable[RHT_JUNK58] = HintText(CustomMessage("They say that you're wasting time reading this hint, but I disagree. Talk to me again!",
/*german*/ "",
/*french*/ "Selon moi... tu sais quoi? Parle-moi encore, et je te le dirai!"));
// /*spanish*/Según dicen, pierdes el tiempo en leer esta pista, pero no pienso igual. ¡Vuelve a hablarme, ya verás!
hintTextTable[RHT_JUNK70] = HintText(CustomMessage("They say Ganondorf knows where to find the instrument of his doom.",
hintTextTable[RHT_JUNK59] = HintText(CustomMessage("They say Ganondorf knows where to find the instrument of his doom.",
/*german*/ "",
/*french*/ "Selon moi, Ganondorf sait où il a caché son point faible."));
// /*spanish*/Según dicen, Ganondorf sabe dónde hallar el instrumento de su perdición.
hintTextTable[RHT_JUNK71] = HintText(CustomMessage("I heard @ is pretty good at Zelda.",
hintTextTable[RHT_JUNK60] = HintText(CustomMessage("I heard @ is pretty good at Zelda.",
/*german*/ "",
/*french*/ "Apparemment, @ est super bon à Zelda."));
// /*spanish*/He oído que a @ se le dan muy bien los Zelda.
hintTextTable[RHT_JUNK72] = HintText(CustomMessage("Hi @, we've been trying to reach you about your car's extended warranty. ",
hintTextTable[RHT_JUNK61] = HintText(CustomMessage("Hi @, we've been trying to reach you about your car's extended warranty. ",
/*german*/ "",
/*french*/ "Bonjour, @. Vous avez une voiture? Vous savez, nous offrons des assurances abordables..."));
// /*spanish*/Buenas, @. Le llamamos para ofrecerle un nuevo seguro de hogar que puede pagar en cómodos plazos, sin
// intereses ni comisiones.
hintTextTable[RHT_JUNK73] = HintText(CustomMessage("They say that the best weapon against Iron Knuckles is item 176.",
/*german*/ "",
/*french*/ "Selon moi, les hache-viandes sont vulnérables contre l'objet 176."));
// /*spanish*/Según dicen, la mejor arma para enfrentarse a los Nudillos de hierro es el objeto 176.
hintTextTable[RHT_JUNK74] = HintText(CustomMessage("They say that it's actually possible to beat the running man.",
hintTextTable[RHT_JUNK62] = HintText(CustomMessage("They say that it's actually possible to beat the running man.",
/*german*/ "",
/*french*/ "Selon moi, il est possible de battre le coureur.&Donc, tu prends ton arc, et..."));
// /*spanish*/Según dicen, con mucha perseverancia puedes ganarle al corredor con la capucha de conejo.
hintTextTable[RHT_JUNK75] = HintText(CustomMessage("They say that the stone-cold guardian of the Well is only present during work hours.",
/*german*/ "",
/*french*/ "Selon moi, le gardien de pierre du Puits quitte le soir pour aller se coucher."));
// /*spanish*/Según dicen, la inmensa roca que bloquea el pozo solo trabaja en horas laborales.
hintTextTable[RHT_JUNK76] = HintText(CustomMessage("They say this hint makes more sense in other languages.",
hintTextTable[RHT_JUNK63] = HintText(CustomMessage("They say this hint makes more sense in other languages.",
/*german*/ "",
/*french*/ "Selon moi, ces indices auraient pu être mieux traduits... Duh!"));
// /*spanish*/Según dicen, esta pista revela algo de vital importancia si cambias el idioma del juego...
hintTextTable[RHT_JUNK77] = HintText(CustomMessage("BOK? No way.",
/*german*/ "",
/*french*/ "BD'accord? Hors de question."));
// /*spanish*/¿BVale? Ni hablar.
// ^ Junk hints above are from 3drando
// v Junk hints below are new to soh rando
// ^ junk hints above are from 3drando
// v junk hints below are new to soh rando
// Please keep hints to stuff related to ship directly, or to Nintendo/Zelda related stuff.
// And nothing that's super obscure that no one's going to understand.
#define HINT_TEXT_NEEDS_TRANSLATION_FR \
"Erreur 0x69a504:&Traduction manquante^C'est de la faute à Purple Hato!&J'vous jure!"
hintTextTable[RHT_JUNK78] = HintText(CustomMessage("They say blarg...^...or at least briaguya does.",
hintTextTable[RHT_JUNK64] = HintText(CustomMessage("They say Greg is special.",
/*german*/ "",
/*french*/ "Tout ce que j'ai à dire, c'est blarg...^... 'fin c'est plutôt ce que briaguya dirait."));
// /*spanish*/blarg
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK79] = HintText(CustomMessage("They say this peace is what all true warriors strive for.",
hintTextTable[RHT_JUNK65] = HintText(CustomMessage("They say the longer the Goron's neck, the wiser they are.",
/*german*/ "",
/*french*/ "Selon moi, cette paix est ce pour quoi luttent tous les vrais guerriers."));
// /*spanish*/blarg
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK80] = HintText(CustomMessage("They say this ship is what all true gamers strive for.",
hintTextTable[RHT_JUNK66] = HintText(CustomMessage("They say this ship is what all true gamers strive for.",
/*german*/ "",
/*french*/ "Selon moi, cette version du port est ce pour quoi luttent tous les vrais gamers."));
// /*spanish*/blarg
hintTextTable[RHT_JUNK81] = HintText(CustomMessage("They say that Glowsticks can be found in the Raveyard.",
hintTextTable[RHT_JUNK67] = HintText(CustomMessage("They say that Glowsticks can be found in the Raveyard.",
/*german*/ "",
/*french*/ "On peut trouver des Bâtons Lumineux sur le dancefloor du cimetière."));
// /*spanish*/blarg
hintTextTable[RHT_JUNK_WTC_1] = HintText(CustomMessage("They say %rthere are no more than 18&people on this island.",
hintTextTable[RHT_JUNK68] = HintText(CustomMessage("They say @'s uncle works for Nintendo.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_2] = HintText(CustomMessage("They say I am one yet many",
hintTextTable[RHT_JUNK69] = HintText(CustomMessage("They say pulling all gravestones in the graveyard leads to something magical.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_3] = HintText(CustomMessage("They say its all in the name of guiding&humanity down the right path.",
hintTextTable[RHT_JUNK70] = HintText(CustomMessage("They say holding L while pausing makes you win the game.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_4] = HintText(CustomMessage("They say \"Repetition requested\"",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_5] = HintText(CustomMessage("They say %rThe red tells only the truth!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_6] = HintText(CustomMessage("They say good tidings to you^my traitorous @",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_7] = HintText(CustomMessage("They say when the seagulls cried,&none were left alive.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_8] = HintText(CustomMessage("They say she is lying with the red letters!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_9] = HintText(CustomMessage("They say we'll meet again,&when something else cries.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_10] = HintText(CustomMessage("They say \"Forgive me, but-^Your script will not be used.&....After all...^The one writing the rest of "
"the script...&will be me.\"",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_11] = HintText(CustomMessage("They say tea is best enjoyed...^\"\"With your fellow monsters.\"\"",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_WTC_12] = HintText(CustomMessage("They say I shall make you some black tea. With my own hands, not magic.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_1] = HintText(CustomMessage("They say you know I've kiboshed before...^and I will kibosh again.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_2] = HintText(CustomMessage("They say if relationship @ walks through that door,^they will KILL independent @.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_3] = HintText(CustomMessage("They say you gotta have the BIG Salad.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_4] = HintText(CustomMessage("They say it's a festivus miracle",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_5] = HintText(CustomMessage("They say there are no houses in Tuscany to rent.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_6] = HintText(CustomMessage("They say my last boyfriend had a real&Kroner comprehension problem.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_7] = HintText(CustomMessage("They say it's a festivus miracle.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_8] = HintText(CustomMessage("They say Louis quit the importing&to focus on the exporting.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_9] = HintText(CustomMessage("They say no thanks, I can't drink coffee&late at night, it keeps me up.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_10] = HintText(CustomMessage("They say it's not a lie if you believe it.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_11] = HintText(CustomMessage("They say there was a second spitter.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_12] = HintText(CustomMessage("They say there was a second spitter.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_13] = HintText(CustomMessage("They say the jerk store called,^they're running out of YOU.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_14] = HintText(CustomMessage("They say when you look annoyed all the time,&people thing you are busy.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_15] = HintText(CustomMessage("They say when you look annoyed all the time,&people think you are busy.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_16] = HintText(CustomMessage("They say he fires people like its a bodily function.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_17] = HintText(CustomMessage("They say he threatened to move the ship to New Jersey&just to upset people.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_18] = HintText(CustomMessage("They say there was significant shrinkage.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_19] = HintText(CustomMessage("They say if it wasn't for the toilet there'd be no books.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_20] = HintText(CustomMessage("They say if it wasn't for the toilet there'd be no books.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_21] = HintText(CustomMessage("They say don't trust men in capes.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_22] = HintText(CustomMessage("They say @'s uncle works for Nintendo.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_23] = HintText(CustomMessage("They say @'s stole the marble rye.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_24] = HintText(CustomMessage("They say there is no better harmony&than the black and white cookie.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_25] = HintText(CustomMessage("They say @ hasn't vomited since 1983.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_26] = HintText(CustomMessage("They say you gotta have the early bird special.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_27] = HintText(CustomMessage("They say a donation has been made in your name&to the human fund.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_28] = HintText(CustomMessage("They say you want to be my latex salesman.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SEI_29] = HintText(CustomMessage("They say if every instinct you have is wrong...^... then the opposite would have to be right.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_1] = HintText(CustomMessage("They say OTR stands for&Over the Rainbow",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_2] = HintText(CustomMessage("They say that OTR stands for&Onions, Tomatoes, and Radishes",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_3] = HintText(CustomMessage("They say that OTR stands for&Ocarina of Time Resources",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_4] = HintText(CustomMessage("They say that OTR stands for&Over the Road",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_5] = HintText(CustomMessage("They say that OTR stands for&Off the Record",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_6] = HintText(CustomMessage("They say that OTR stands for&Office of Tax and Revenue",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_7] = HintText(CustomMessage("They say OTR stands for&Over the Rainbow",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_8] = HintText(CustomMessage("They say that OTR stands for&Office of Trade Relations",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_9] = HintText(CustomMessage("They say that OTR stands for&Original Theatrical Release",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_10] = HintText(CustomMessage("They say that OTR stands for&Operational Test Requirement",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_11] = HintText(CustomMessage("They say that OTR stands for&Operational Trouble Report",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_12] = HintText(CustomMessage("They say that OTR stands for&Oxygen Transmission Rate",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_13] = HintText(CustomMessage("They say that OTR stands for&One Touch Recording",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_14] = HintText(CustomMessage("They say that OTR stands for&Olympic Torch Relay",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_15] = HintText(CustomMessage("They say that OTR stands for&Off the Rack",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_16] = HintText(CustomMessage("They say that OTR stands for&Overhead Transfer Rate",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_17] = HintText(CustomMessage("They say that OTR stands for&Operational TurnaRound",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_18] = HintText(CustomMessage("They say that OTR stands for&Opportunity to Recall",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_19] = HintText(CustomMessage("They say that OTR stands for&Operability Test Report",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_20] = HintText(CustomMessage("They say that OTR stands for&Overall Tuning Range",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_21] = HintText(CustomMessage("They say that OTR stands for&One Time Requisition",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_22] = HintText(CustomMessage("They say that OTR stands for&Oblivious to Reality",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_23] = HintText(CustomMessage("They say that OTR stands for&On the Run",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_24] = HintText(CustomMessage("They say that OTR stands for&On Time Reporting",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_25] = HintText(CustomMessage("They say that OTR stands for&Order to Receipt",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_26] = HintText(CustomMessage("They say that OTR stands for&Other Terrestrial Radio",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_27] = HintText(CustomMessage("They say that OTR stands for&On Target Reports",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_28] = HintText(CustomMessage("They say that OTR stands for&One Time Repair",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_29] = HintText(CustomMessage("They say that OTR stands for&Own the Room",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_OTR_MEANS_30] = HintText(CustomMessage("They say that OTR stands for&Online Text Repository",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_1] = HintText(CustomMessage("They say #Kenix# isn't a developer...^...Just a PR guy",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR,
{QM_GREEN}));
hintTextTable[RHT_JUNK_MISC_2] = HintText(CustomMessage("They say... No",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_3] = HintText(CustomMessage("They say BIG RIGS: OTR",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_4] = HintText(CustomMessage("They say you wanted to see me #Mr. Kenix#?",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR,
{QM_PINK}));
hintTextTable[RHT_JUNK_MISC_5] = HintText(CustomMessage("They say Louis once saw an&equals not get set equals",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_6] = HintText(CustomMessage("They say only you can find your rom.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_7] = HintText(CustomMessage("They say ZAPD is good software.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_8] = HintText(CustomMessage("They say you can encounter&a parascode in tall grass.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_9] = HintText(CustomMessage("They say the ship sails on March 32nd.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_10] = HintText(CustomMessage("They say bombing dodongos is fun.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_11] = HintText(CustomMessage("They say shopkeepers don't give credits.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_12] = HintText(CustomMessage("They say shopkeepers don't give credits.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_13] = HintText(CustomMessage("They say Malon is glitched.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_14] = HintText(CustomMessage("They say do I look like I know&what a DList is?",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_15] = HintText(CustomMessage("They say do I look like I know&what an AList is?",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_16] = HintText(CustomMessage("They say the king drinks enthusiastically",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_MISC_17] = HintText(CustomMessage("They say Rubies are on the path to&Lamp Oil, Rope, and Bombs",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_1] = HintText(CustomMessage("They say %rError. Human is dead, mismatch.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_2] = HintText(CustomMessage("They say this is the choice of the&steins gate.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_3] = HintText(CustomMessage("They say el psy kongroo.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_4] = HintText(CustomMessage("They say tutturu~.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_5] = HintText(CustomMessage("They say im not Christina!.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_6] = HintText(CustomMessage("They say you know where to find an IBN5100.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_7] = HintText(CustomMessage("They say when you're on a chicken bender&grab a box of chicken tenders.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_SG_8] = HintText(CustomMessage("Juicy Chicken #1! Wow!.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_1] = HintText(CustomMessage("They say that %gGanondorf's Mom%w is going out with %ySqueak%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_2] = HintText(CustomMessage("They say that %gProxySaw%w is still fixing %yCaladius's Bugs%w...",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_3] = HintText(CustomMessage("They say that %gItsHeckinPat%w is still just %yEyeballing it%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_4] = HintText(CustomMessage("They say that %gCaladius%w is working on %yV2%w of something.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_5] = HintText(CustomMessage("They say that %gdice%w is a funny name for a %ytaco%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_6] = HintText(CustomMessage("They say %g2Ship Rando%w is still blocked by %yV3%w...",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_7] = HintText(CustomMessage("They say if you click your heels and say %gframebuffer%w 3 times, %yArchez%w appears!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_8] = HintText(CustomMessage("They say %gVB%w stands for %yVirtual Bananas%w... Probably.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_9] = HintText(CustomMessage("They say %gZeru%w is still routing his %yHundo%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_10] = HintText(CustomMessage("They say %gRaccoonCloud%w is still looking for his %yHover Boots%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_11] = HintText(CustomMessage("They say %gItsHeckinPat%w foreclosed on his %yHut%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_12] = HintText(CustomMessage("They say %gRaccoonCloud%w is part of the %yInner Circle%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_13] = HintText(CustomMessage("They say %gMoonlitxShadows%w is the %rleader%w of the %yDork Army%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_14] = HintText(CustomMessage("They say %gGanondorf%w hates the %yInternet%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_15] = HintText(CustomMessage("They say %gMido's House%w hoards %yTrash%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_16] = HintText(CustomMessage("They say %gSweettalking Ganondorf%w rewards %yHis Heart%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_17] = HintText(CustomMessage("They say %gaMannus%w said %yGo To Bed%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_18] = HintText(CustomMessage("They say %gCaladius%w is a %yPinhead%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_19] = HintText(CustomMessage("They say %gRaccoonCloud%w loves the %yIce Cavern%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_20] = HintText(CustomMessage("They say %gNo One%w should forget %yHover Scrub%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_21] = HintText(CustomMessage("They say %gMoonlitxShadows%w likes to %ySlide%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_23] = HintText(CustomMessage("They say that %gBackwalking%w should be %rBanned%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_24] = HintText(CustomMessage("They say that %gGorons%w should always have %yLong Necks%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_25] = HintText(CustomMessage("They say that %gCaladius%w has a %ytendency to lose his shirt%w!",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_26] = HintText(CustomMessage("They say that if your %rSkip keeps Failing%w, you're probably an %yESS Off%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_27] = HintText(CustomMessage("They say that %gLogic%w is just a %ySuggestion%w.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_28] = HintText(CustomMessage("They say there's %gAlways Logic%w in %yNo Logic%w...",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));
hintTextTable[RHT_JUNK_CREW_29] = HintText(CustomMessage("They said that %rFredomato%w has just %yone more push up%w to do!",
hintTextTable[RHT_JUNK71] = HintText(CustomMessage("They say @'s body is ready.",
/*german*/ "",
/*french*/ HINT_TEXT_NEEDS_TRANSLATION_FR));

View File

@ -1936,5 +1936,19 @@ void StaticData::HintTable_Init_Exclude_Overworld() {
/*german*/ "!!!",
/*french*/ "Selon moi, jouer une mélodie orageuse pour une pierre étrange dans le côté d'un cratère révèle [[1]].", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LH_ISLAND_SUN_FAIRY] = HintText(CustomMessage("They say that #summoning the sun on the lake's island# calls #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_POND_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling rain to the field's pond# summons #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_HF_FENCE_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in a scrub's cave# wakes #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_FLAG_SUN_FAIRY] = HintText(CustomMessage("They say that #changing the time in front of the trail's flag# reveals #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_DMT_COW_GROTTO_STORMS_FAIRY] = HintText(CustomMessage("They say that #calling a storm for a lonely cow# reveals #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_LW_SHORTCUT_STORMS_FAIRY] = HintText(CustomMessage("They say that #making it rain in the Lost Woods# reveals #[[1]]#.", {QM_RED, QM_GREEN}));
hintTextTable[RHT_GF_KITCHEN_SUN_FAIRY] = HintText(CustomMessage("They say that #calling the sun in a guarded kitchen# exposes #[[1]]#.", {QM_RED, QM_GREEN}));
}
}

View File

@ -1361,7 +1361,18 @@ void StaticData::HintTable_Init_Item() {
// /*spanish*/un destructor de cerraduras final
CustomMessage("a final lockpick", /*german*/"ein finaler Dietrich", /*french*/"un crochet à porte final")});
// /*spanish*/una apertura portentosa final
hintTextTable[RHT_OVERWORLD_KEY] = HintText(CustomMessage("an Overworld Key", /*german*/"ein Überwelt-Schlüssel", /*french*/"une clé de l'Overworld"),
// /*spanish*/una llave del mundo exterior
{
CustomMessage("a small key", /*german*/"ein kleiner Schlüssel", /*french*/"une petite clé")
// /*spanish*/una llave
}, {
CustomMessage("a key to the world", /*german*/"ein Schlüssel zur Welt", /*french*/"une clé du monde"),
// /*spanish*/una llave al mundo
CustomMessage("a key to the kingdom", /*german*/"ein Schlüssel zum Königreich", /*french*/"une clé du royaume"),
// /*spanish*/una llave al reino
CustomMessage("a key to the universe", /*german*/"ein Schlüssel zum Universum", /*french*/"une clé de l'univers")});
// /*spanish*/una llave al universo
hintTextTable[RHT_FOREST_TEMPLE_KEY_RING] = HintText(CustomMessage("a Forest Temple Key Ring", /*german*/"ein Schlüsselbund des Waldtempels", /*french*/"un trousseau de clés du Temple de la Forêt"),
// /*spanish*/un llavero del Templo del Bosque
{

View File

@ -112,10 +112,10 @@ StaticHintInfo::StaticHintInfo(HintType _type, std::vector<RandomizerHintTextKey
targetItems(_targetItems), hintChecks(_hintChecks), yourPocket(_yourPocket), num(_num){}
RandomizerHintTextKey GetRandomJunkHint(){
//temp code to handle random junk hints now I work in keys instead of a vector of HintText
// Temp code to handle random junk hints now I work in keys instead of a vector of HintText
// Will be replaced with a better system once more customisable hint pools are added
uint32_t range = RHT_JUNK_CREW_29 - RHT_JUNK02;
return (RandomizerHintTextKey)(Random(0, range) + RHT_JUNK02);
uint32_t range = RHT_JUNK71 - RHT_JUNK01;
return (RandomizerHintTextKey)(Random(0, range) + RHT_JUNK01);
}
RandomizerHintTextKey GetRandomGanonJoke(){

View File

@ -1276,6 +1276,33 @@ void GenerateItemPool() {
}
}
if (ctx->GetOption(RSK_LOCK_OVERWORLD_DOORS)) {
AddItemToPool(ItemPool, RG_GUARD_HOUSE_KEY);
AddItemToPool(ItemPool, RG_MARKET_BAZAAR_KEY);
AddItemToPool(ItemPool, RG_MARKET_POTION_SHOP_KEY);
AddItemToPool(ItemPool, RG_MASK_SHOP_KEY);
AddItemToPool(ItemPool, RG_MARKET_SHOOTING_GALLERY_KEY);
AddItemToPool(ItemPool, RG_BOMBCHU_BOWLING_KEY);
AddItemToPool(ItemPool, RG_TREASURE_CHEST_GAME_BUILDING_KEY);
AddItemToPool(ItemPool, RG_BOMBCHU_SHOP_KEY);
AddItemToPool(ItemPool, RG_RICHARDS_HOUSE_KEY);
AddItemToPool(ItemPool, RG_ALLEY_HOUSE_KEY);
AddItemToPool(ItemPool, RG_KAK_BAZAAR_KEY);
AddItemToPool(ItemPool, RG_KAK_POTION_SHOP_KEY);
AddItemToPool(ItemPool, RG_BOSS_HOUSE_KEY);
AddItemToPool(ItemPool, RG_GRANNYS_POTION_SHOP_KEY);
AddItemToPool(ItemPool, RG_SKULLTULA_HOUSE_KEY);
AddItemToPool(ItemPool, RG_IMPAS_HOUSE_KEY);
AddItemToPool(ItemPool, RG_WINDMILL_KEY);
AddItemToPool(ItemPool, RG_KAK_SHOOTING_GALLERY_KEY);
AddItemToPool(ItemPool, RG_DAMPES_HUT_KEY);
AddItemToPool(ItemPool, RG_TALONS_HOUSE_KEY);
AddItemToPool(ItemPool, RG_STABLES_KEY);
AddItemToPool(ItemPool, RG_BACK_TOWER_KEY);
AddItemToPool(ItemPool, RG_HYLIA_LAB_KEY);
AddItemToPool(ItemPool, RG_FISHING_HOLE_KEY);
}
//Shopsanity
if (
ctx->GetOption(RSK_SHOPSANITY).Is(RO_SHOPSANITY_OFF) ||

View File

@ -0,0 +1,154 @@
#include <libultraship/libultraship.h>
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/ShipInit.hpp"
extern "C" {
extern PlayState* gPlayState;
#include "macros.h"
#include "src/overlays/actors/ovl_En_Door/z_en_door.h"
}
#define RAND_GET_OPTION(option) Rando::Context::GetInstance()->GetOption(option).GetContextOptionIndex()
using SceneDoorParamsPair = std::pair<int, int>;
std::map<SceneDoorParamsPair, RandomizerInf> lookupTable = {
{{ SCENE_MARKET_ENTRANCE_DAY, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_ENTRANCE_NIGHT, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_ENTRANCE_RUINS, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_GUARD_HOUSE, 447 }, RAND_INF_GUARD_HOUSE_UNLOCKED },
{{ SCENE_MARKET_DAY, 4543 }, RAND_INF_MARKET_BAZAAR_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 4753 }, RAND_INF_MARKET_BAZAAR_UNLOCKED },
{{ SCENE_MARKET_DAY, 1471 }, RAND_INF_MARKET_POTION_SHOP_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 1678 }, RAND_INF_MARKET_POTION_SHOP_UNLOCKED },
{{ SCENE_MARKET_DAY, 3519 }, RAND_INF_MASK_SHOP_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 3728 }, RAND_INF_MASK_SHOP_UNLOCKED },
{{ SCENE_MARKET_DAY, 2495 }, RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 2703 }, RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_SHOOTING_GALLERY, 447 }, RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_MARKET_DAY, 5567 }, RAND_INF_BOMBCHU_BOWLING_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 5567 }, RAND_INF_BOMBCHU_BOWLING_UNLOCKED },
{{ SCENE_BOMBCHU_BOWLING_ALLEY, 447 }, RAND_INF_BOMBCHU_BOWLING_UNLOCKED },
{{ SCENE_MARKET_DAY, 653 }, RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED },
{{ SCENE_MARKET_NIGHT, 447 }, RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED },
{{ SCENE_TREASURE_BOX_SHOP, 6591 }, RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 2689 }, RAND_INF_BOMBCHU_SHOP_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 2495 }, RAND_INF_BOMBCHU_SHOP_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_DOG_LADY_HOUSE, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_DOG_LADY_HOUSE, 447 }, RAND_INF_RICHARDS_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_HOUSE, 447 }, RAND_INF_ALLEY_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_DAY, 1665 }, RAND_INF_ALLEY_HOUSE_UNLOCKED },
{{ SCENE_BACK_ALLEY_NIGHT, 1471 }, RAND_INF_ALLEY_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 6801 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Adult Night
{{ SCENE_KAKARIKO_VILLAGE, 6591 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Adult Day
{{ SCENE_KAKARIKO_VILLAGE, 6813 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Child Day
{{ SCENE_KAKARIKO_VILLAGE, 6814 }, RAND_INF_KAK_BAZAAR_UNLOCKED }, // Child Night
{{ SCENE_KAKARIKO_VILLAGE, 8871 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Child Day/Night Rear
{{ SCENE_KAKARIKO_VILLAGE, 8846 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Night Rear
{{ SCENE_KAKARIKO_VILLAGE, 8639 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Day Rear
{{ SCENE_KAKARIKO_VILLAGE, 7822 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Adult Night
{{ SCENE_KAKARIKO_VILLAGE, 7615 }, RAND_INF_KAK_POTION_SHOP_UNLOCKED }, // Child Day/Night and Adult Day
{{ SCENE_KAKARIKO_VILLAGE, 2495 }, RAND_INF_BOSS_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_CENTER_GUEST_HOUSE, 447 }, RAND_INF_BOSS_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 3750 }, RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED }, // Child
{{ SCENE_KAKARIKO_VILLAGE, 3519 }, RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED }, // Adult
{{ SCENE_POTION_SHOP_GRANNY, 447 }, RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 5567 }, RAND_INF_SKULLTULA_HOUSE_UNLOCKED },
{{ SCENE_HOUSE_OF_SKULLTULA, 447 }, RAND_INF_SKULLTULA_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 1471 }, RAND_INF_IMPAS_HOUSE_UNLOCKED },
{{ SCENE_IMPAS_HOUSE, 447 }, RAND_INF_IMPAS_HOUSE_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 447 }, RAND_INF_WINDMILL_UNLOCKED },
{{ SCENE_WINDMILL_AND_DAMPES_GRAVE, 2495 }, RAND_INF_WINDMILL_UNLOCKED },
{{ SCENE_KAKARIKO_VILLAGE, 4543 }, RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED }, // Day
{{ SCENE_KAKARIKO_VILLAGE, 4751 }, RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED }, // Night
{{ SCENE_SHOOTING_GALLERY, 447 }, RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED },
{{ SCENE_GRAVEYARD, 645 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Day
{{ SCENE_GRAVEYARD, 447 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Evening & Adult
{{ SCENE_GRAVEYARD, 774 }, RAND_INF_DAMPES_HUT_UNLOCKED }, // Child Night (After Dampes Tour)
{{ SCENE_GRAVEKEEPERS_HUT, 447 }, RAND_INF_DAMPES_HUT_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 2495 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 2473 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 2729 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_BUILDINGS, 1471 }, RAND_INF_TALONS_HOUSE_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 1471 }, RAND_INF_STABLES_UNLOCKED },
{{ SCENE_STABLE, 447 }, RAND_INF_STABLES_UNLOCKED },
{{ SCENE_LON_LON_RANCH, 447 }, RAND_INF_BACK_TOWER_UNLOCKED },
{{ SCENE_LON_LON_BUILDINGS, 447 }, RAND_INF_BACK_TOWER_UNLOCKED },
{{ SCENE_LAKE_HYLIA, 447 }, RAND_INF_HYLIA_LAB_UNLOCKED },
{{ SCENE_LAKESIDE_LABORATORY, 447 }, RAND_INF_HYLIA_LAB_UNLOCKED },
{{ SCENE_LAKE_HYLIA, 1471 }, RAND_INF_FISHING_HOLE_UNLOCKED },
{{ SCENE_FISHING_POND, 447 }, RAND_INF_FISHING_HOLE_UNLOCKED },
};
static void OnDoorInit(void* actorRef) {
EnDoor* enDoor = static_cast<EnDoor*>(actorRef);
enDoor->randomizerInf = RAND_INF_MAX;
auto it = lookupTable.find({gPlayState->sceneNum, enDoor->actor.params});
if (it != lookupTable.end()) {
if (it->second == RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED && gSaveContext.entranceIndex == 0x3B) {
// Adult shooting gallery uses same scene and door params as child, so we manually handle it
enDoor->randomizerInf = RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED;
} else {
enDoor->randomizerInf = it->second;
}
if (!Flags_GetRandomizerInf(enDoor->randomizerInf)) {
// We don't want to override checkable doors, we still want those to not be openable even if they have a key
if (((enDoor->actor.params >> 7) & 7) != DOOR_CHECKABLE) {
enDoor->actor.params = (enDoor->actor.params & ~0x380) | (DOOR_LOCKED << 7);
enDoor->actionFunc = EnDoor_SetupType;
} else {
enDoor->lockTimer = 10;
}
}
}
}
void RegisterLockOverworldDoors() {
bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_LOCK_OVERWORLD_DOORS);
COND_ID_HOOK(OnActorInit, ACTOR_EN_DOOR, shouldRegister, OnDoorInit);
COND_VB_SHOULD(VB_CONSUME_SMALL_KEY, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED && enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
Flags_SetRandomizerInf(enDoor->randomizerInf);
*should = false;
}
});
COND_VB_SHOULD(VB_NOT_HAVE_SMALL_KEY, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED && enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
*should = !Flags_GetRandomizerInf((RandomizerInf)(enDoor->randomizerInf + 1));
}
});
COND_VB_SHOULD(VB_DOOR_BE_LOCKED, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (enDoor->randomizerInf >= RAND_INF_GUARD_HOUSE_UNLOCKED && enDoor->randomizerInf <= RAND_INF_FISHING_HOLE_KEY_OBTAINED) {
*should = !Flags_GetRandomizerInf(enDoor->randomizerInf);
}
});
// The door actor uses the same param to indicate if a door should be locked or be a scene transition, so it cannot be both. Here we're
// overriding the check for scene transition to also check if the door is being unlocked and should be a scene transition.
COND_VB_SHOULD(VB_DOOR_PLAY_SCENE_TRANSITION, shouldRegister, {
EnDoor* enDoor = va_arg(args, EnDoor*);
if (!*should && (
enDoor->actor.id == ACTOR_EN_DOOR &&
((enDoor->actor.params >> 7) & 7) == 1 &&
enDoor->randomizerInf != RAND_INF_MAX
)) {
*should = true;
}
});
}
static RegisterShipInitFunc initFunc(RegisterLockOverworldDoors, { "IS_RANDO" });

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@ -77,7 +77,7 @@ std::unordered_map<RandomizerGet, std::string> ocarinaButtonNames = {
{ RG_OCARINA_C_RIGHT_BUTTON, "C-RHT" },
};
std::map<RandomizerGet, ImVec4> bossSoulMapping = {
std::map<RandomizerGet, ImVec4> bossSoulColorMapping = {
{ RG_GOHMA_SOUL, { 0.00f, 1.00f, 0.00f, 1.0f } },
{ RG_KING_DODONGO_SOUL, { 1.00f, 0.00f, 0.39f, 1.0f } },
{ RG_BARINADE_SOUL, { 0.20f, 1.00f, 1.00f, 1.0f } },
@ -339,7 +339,7 @@ ImVec4 plandomizerGetItemColor(Rando::Item randoItem) {
}
if (randoItem.GetRandomizerGet() >= RG_GOHMA_SOUL && randoItem.GetRandomizerGet() <= RG_GANON_SOUL) {
itemColor = bossSoulMapping.at(randoItem.GetRandomizerGet());
itemColor = bossSoulColorMapping.at(randoItem.GetRandomizerGet());
}
return itemColor;

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@ -946,7 +946,13 @@ extern "C" void DrawGanon(PlayState* play) {
}
extern "C" void Randomizer_DrawBossSoul(PlayState* play, GetItemEntry* getItemEntry) {
s16 slot = getItemEntry->getItemId - RG_GOHMA_SOUL;
s16 slot;
if (getItemEntry->getItemId != RG_ICE_TRAP) {
slot = getItemEntry->getItemId - RG_GOHMA_SOUL;
} else {
slot = getItemEntry->drawItemId - RG_GOHMA_SOUL;
}
s16 flameColors[9][3] = {
{ 0, 255, 0 }, // Gohma
{ 255, 0, 100 }, // King Dodongo
@ -1223,3 +1229,18 @@ extern "C" void Randomizer_DrawBombchuBagInLogic(PlayState* play, GetItemEntry*
CLOSE_DISPS(play->state.gfxCtx);
}
}
extern "C" void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry) {
OPEN_DISPS(play->state.gfxCtx);
Gfx_SetupDL_25Opa(play->state.gfxCtx);
gDPSetPrimColor(POLY_OPA_DISP++, 0, 0, 255, 255, 255, 255);
gDPSetEnvColor(POLY_OPA_DISP++, 255, 255, 255, 255);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx, (char*)__FILE__, __LINE__),
G_MTX_MODELVIEW | G_MTX_LOAD);
gSPDisplayList(POLY_OPA_DISP++, (Gfx*)gHouseKeyDL);
CLOSE_DISPS(play->state.gfxCtx);
}

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@ -25,6 +25,7 @@ void Randomizer_DrawSkeletonKey(PlayState* play, GetItemEntry* getItemEntry);
void Randomizer_DrawMysteryItem(PlayState* play, GetItemEntry getItemEntry);
void Randomizer_DrawBombchuBagInLogic(PlayState* play, GetItemEntry* getItemEntry);
void Randomizer_DrawBombchuBag(PlayState* play, GetItemEntry* getItemEntry);
void Randomizer_DrawOverworldKey(PlayState* play, GetItemEntry* getItemEntry);
#define GET_ITEM_MYSTERY \
{ ITEM_NONE_FE, 0, 0, 0, 0, MOD_RANDOMIZER, MOD_RANDOMIZER, ITEM_NONE_FE, 0, false, ITEM_FROM_NPC, ITEM_CATEGORY_JUNK, ITEM_NONE_FE, MOD_RANDOMIZER, (CustomDrawFunc)Randomizer_DrawMysteryItem }

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@ -21,14 +21,10 @@ void Entrance::SetCondition(ConditionFn newCondition) {
bool Entrance::GetConditionsMet() const {
auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
}
return false;
return true;
}
std::string Entrance::to_string() const {

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@ -2370,6 +2370,8 @@ void RandomizerRegisterHooks() {
static uint32_t shuffleFreestandingOnVanillaBehaviorHook = 0;
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnLoadGame>([](int32_t fileNum) {
ShipInit::Init("IS_RANDO");
randomizerQueuedChecks = std::queue<RandomizerCheck>();
randomizerQueuedCheck = RC_UNKNOWN_CHECK;
randomizerQueuedItemEntry = GET_ITEM_NONE;

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@ -159,6 +159,54 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel für das Truhenspiel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "", "Schlüssel für das Haus der Wachen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GUARD_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "", "Schlüssel für den Basar des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "", "Schlüssel für den Magie-Laden des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "", "Schlüssel für den Maskenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MASK_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "", "Schlüssel für die Schießbude des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "", "Schlüssel für die Minenbowlingbahn" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_BOWLING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "", "Schlüssel für das Haus des Schatzkisten-Pokers" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "", "Schlüssel für den Krabbelminenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "", "Schlüssel für das Haus von Richard" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_RICHARDS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "", "Schlüssel für das Gäßchenhaus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_ALLEY_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "", "Schlüssel für den Basar von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "", "Schlüssel für den Magie-Laden von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "", "Schlüssel für das Haus des Chefs" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOSS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "", "Schlüssel für Asas Hexenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GRANNYS_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "", "Schlüssel für das Skulltula-Haus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SKULLTULA_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "", "Schlüssel für das Haus von Impa" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_IMPAS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "", "Schlüssel für die Windmühle" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WINDMILL_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "", "Schlüssel für die Schießbude von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "", "Schlüssel für die Hütte von Boris" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_DAMPES_HUT_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "", "Schlüssel für das Haus von Talon" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TALONS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "", "Schlüssel für die Ställe" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_STABLES_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "", "Schlüssel für den hinteren Turm" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BACK_TOWER_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "", "Schlüssel für das Hylia-Labor" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_HYLIA_LAB_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "", "Schlüssel für den Fischweiher" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FISHING_HOLE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
// Key Rings
itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);

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@ -23,14 +23,10 @@ class EventAccess {
bool ConditionsMet() const {
auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
}
return false;
return true;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) {
@ -71,14 +67,10 @@ class LocationAccess {
bool GetConditionsMet() const {
auto ctx = Rando::Context::GetInstance();
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_NO_LOGIC) || ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_VANILLA)) {
return true;
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
} else if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHED)) {
if (ctx->GetOption(RSK_LOGIC_RULES).Is(RO_LOGIC_GLITCHLESS)) {
return condition_function();
}
return false;
return true;
}
bool CheckConditionAtAgeTime(bool& age, bool& time) const;

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@ -71,6 +71,7 @@ void RegionTable_Init_DeathMountainTrail() {
LOCATION(RC_DMT_COW_GROTTO_RUPEE_5, true),
LOCATION(RC_DMT_COW_GROTTO_RUPEE_6, true),
LOCATION(RC_DMT_COW_GROTTO_RED_RUPEE, true),
LOCATION(RC_DMT_COW_GROTTO_STORMS_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
Entrance(RR_DEATH_MOUNTAIN_SUMMIT, []{return true;}),

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@ -24,7 +24,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_GRAVEYARD_COMPOSERS_GRAVE, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
Entrance(RR_GRAVEYARD_HEART_PIECE_GRAVE, []{return logic->IsAdult || logic->AtNight;}),
Entrance(RR_GRAVEYARD_DAMPES_GRAVE, []{return logic->IsAdult;}),
Entrance(RR_GRAVEYARD_DAMPES_HOUSE, []{return logic->IsAdult /*|| logic->AtDampeTime*/;}), //TODO: This needs to be handled in ToD rework
Entrance(RR_GRAVEYARD_DAMPES_HOUSE, []{return logic->IsAdult && logic->CanOpenOverworldDoor(RG_DAMPES_HUT_KEY) /*|| logic->AtDampeTime*/;}), //TODO: This needs to be handled in ToD rework
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return false;}),
});
@ -103,7 +103,7 @@ void RegionTable_Init_Graveyard() {
LOCATION(RC_DAMPE_HINT, logic->IsAdult),
}, {
//Exits
Entrance(RR_THE_GRAVEYARD, []{return true;}),
Entrance(RR_THE_GRAVEYARD, []{return logic->CanOpenOverworldDoor(RG_DAMPES_HUT_KEY);}),
});
areaTable[RR_GRAVEYARD_WARP_PAD_REGION] = Region("Graveyard Warp Pad Region", "Graveyard", {RA_THE_GRAVEYARD}, NO_DAY_NIGHT_CYCLE, {

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@ -33,14 +33,14 @@ void RegionTable_Init_Kakariko() {
}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return true;}),
Entrance(RR_KAK_CARPENTER_BOSS_HOUSE, []{return true;}),
Entrance(RR_KAK_HOUSE_OF_SKULLTULA, []{return true;}),
Entrance(RR_KAK_IMPAS_HOUSE, []{return true;}),
Entrance(RR_KAK_WINDMILL, []{return true;}),
Entrance(RR_KAK_BAZAAR, []{return logic->IsAdult && logic->AtDay;}),
Entrance(RR_KAK_SHOOTING_GALLERY, []{return logic->IsAdult && logic->AtDay;}),
Entrance(RR_KAK_CARPENTER_BOSS_HOUSE, []{return logic->CanOpenOverworldDoor(RG_BOSS_HOUSE_KEY);}),
Entrance(RR_KAK_HOUSE_OF_SKULLTULA, []{return logic->CanOpenOverworldDoor(RG_SKULLTULA_HOUSE_KEY);}),
Entrance(RR_KAK_IMPAS_HOUSE, []{return logic->CanOpenOverworldDoor(RG_IMPAS_HOUSE_KEY);}),
Entrance(RR_KAK_WINDMILL, []{return logic->CanOpenOverworldDoor(RG_WINDMILL_KEY);}),
Entrance(RR_KAK_BAZAAR, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_BAZAAR_KEY);}),
Entrance(RR_KAK_SHOOTING_GALLERY, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_SHOOTING_GALLERY_KEY);}),
Entrance(RR_KAK_WELL, []{return logic->IsAdult || logic->DrainWell || logic->CanUse(RG_IRON_BOOTS);}),
Entrance(RR_KAK_POTION_SHOP_FRONT, []{return logic->AtDay || logic->IsChild;}),
Entrance(RR_KAK_POTION_SHOP_FRONT, []{return logic->AtDay || logic->IsChild && logic->CanOpenOverworldDoor(RG_KAK_POTION_SHOP_KEY);}),
Entrance(RR_KAK_REDEAD_GROTTO, []{return logic->CanOpenBombGrotto();}),
Entrance(RR_KAK_IMPAS_LEDGE, []{return (logic->IsChild && logic->AtDay) || (logic->IsAdult && ctx->GetTrickOption(RT_VISIBLE_COLLISION));}),
Entrance(RR_KAK_WATCHTOWER, []{return logic->IsAdult || logic->AtDay || logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_LONGSHOT) || (ctx->GetTrickOption(RT_KAK_TOWER_GS) && logic->CanJumpslashExceptHammer());}),
@ -95,8 +95,8 @@ void RegionTable_Init_Kakariko() {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAK_OPEN_GROTTO, []{return true;}),
Entrance(RR_KAK_ODD_POTION_BUILDING, []{return logic->IsAdult;}),
Entrance(RR_KAK_POTION_SHOP_BACK, []{return logic->IsAdult && logic->AtDay;}),
Entrance(RR_KAK_ODD_POTION_BUILDING, []{return logic->IsAdult && logic->CanOpenOverworldDoor(RG_GRANNYS_POTION_SHOP_KEY);}),
Entrance(RR_KAK_POTION_SHOP_BACK, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_POTION_SHOP_KEY);}),
});
areaTable[RR_KAK_CARPENTER_BOSS_HOUSE] = Region("Kak Carpenter Boss House", "Kak Carpenter Boss House", {}, NO_DAY_NIGHT_CYCLE, {
@ -104,7 +104,7 @@ void RegionTable_Init_Kakariko() {
EventAccess(&logic->WakeUpAdultTalon, []{return logic->IsAdult && logic->CanUse(RG_POCKET_EGG);}),
}, {}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->CanOpenOverworldDoor(RG_BOSS_HOUSE_KEY);}),
});
areaTable[RR_KAK_HOUSE_OF_SKULLTULA] = Region("Kak House of Skulltula", "Kak House of Skulltula", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -117,7 +117,7 @@ void RegionTable_Init_Kakariko() {
LOCATION(RC_KAK_100_GOLD_SKULLTULA_REWARD, logic->GetGSCount() >= 100),
}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->CanOpenOverworldDoor(RG_SKULLTULA_HOUSE_KEY);}),
});
areaTable[RR_KAK_IMPAS_HOUSE] = Region("Kak Impas House", "Kak Impas House", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -125,7 +125,7 @@ void RegionTable_Init_Kakariko() {
LOCATION(RC_KAK_IMPAS_HOUSE_COW, logic->CanUse(RG_EPONAS_SONG)),
}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->CanOpenOverworldDoor(RG_IMPAS_HOUSE_KEY);}),
});
areaTable[RR_KAK_IMPAS_HOUSE_BACK] = Region("Kak Impas House Back", "Kak Impas House", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -146,7 +146,7 @@ void RegionTable_Init_Kakariko() {
LOCATION(RC_SONG_FROM_WINDMILL, logic->IsAdult && logic->HasItem(RG_FAIRY_OCARINA)),
}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->CanOpenOverworldDoor(RG_WINDMILL_KEY);}),
});
areaTable[RR_KAK_BAZAAR] = Region("Kak Bazaar", "Kak Bazaar", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -169,7 +169,7 @@ void RegionTable_Init_Kakariko() {
LOCATION(RC_KAK_SHOOTING_GALLERY_REWARD, logic->HasItem(RG_CHILD_WALLET) && logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)),
}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->CanOpenOverworldDoor(RG_KAK_SHOOTING_GALLERY_KEY);}),
});
areaTable[RR_KAK_POTION_SHOP_FRONT] = Region("Kak Potion Shop Front", "Kak Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -203,7 +203,7 @@ void RegionTable_Init_Kakariko() {
LOCATION(RC_KAK_GRANNYS_SHOP, logic->IsAdult && (logic->CanUse(RG_ODD_MUSHROOM) || logic->TradeQuestStep(RG_ODD_MUSHROOM))),
}, {
// Exits
Entrance(RR_KAK_BACKYARD, []{return true;}),
Entrance(RR_KAK_BACKYARD, []{return logic->CanOpenOverworldDoor(RG_GRANNYS_POTION_SHOP_KEY);}),
});
areaTable[RR_KAK_REDEAD_GROTTO] = Region("Kak Redead Grotto", "Kak Redead Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {

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@ -44,7 +44,7 @@ void RegionTable_Init_LakeHylia() {
Entrance(RR_ZORAS_DOMAIN, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_LH_OWL_FLIGHT, []{return logic->IsChild;}),
Entrance(RR_LH_FISHING_ISLAND, []{return ((logic->IsChild || logic->WaterTempleClear) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA)));}),
Entrance(RR_LH_LAB, []{return true;}),
Entrance(RR_LH_LAB, []{return logic->CanOpenOverworldDoor(RG_HYLIA_LAB_KEY);}),
Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return logic->CanUse(RG_HOOKSHOT) && ((logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_LH_WATER_HOOKSHOT) && logic->HasItem(RG_GOLDEN_SCALE))) || (logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->HasItem(RG_GOLDEN_SCALE)));}),
Entrance(RR_LH_GROTTO, []{return true;}),
});
@ -52,7 +52,7 @@ void RegionTable_Init_LakeHylia() {
areaTable[RR_LH_FISHING_ISLAND] = Region("LH Fishing Island", "Lake Hylia", {RA_LAKE_HYLIA}, DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_LH_FISHING_POND, []{return true;}),
Entrance(RR_LH_FISHING_POND, []{return logic->CanOpenOverworldDoor(RG_FISHING_HOLE_KEY);}),
});
areaTable[RR_LH_OWL_FLIGHT] = Region("LH Owl Flight", "Lake Hylia", {RA_LAKE_HYLIA}, NO_DAY_NIGHT_CYCLE, {}, {}, {
@ -70,7 +70,7 @@ void RegionTable_Init_LakeHylia() {
LOCATION(RC_LH_LAB_RIGHT_RUPEE, logic->CanUse(RG_IRON_BOOTS) || logic->HasItem(RG_GOLDEN_SCALE)),
}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return true;}),
Entrance(RR_LAKE_HYLIA, []{return logic->CanOpenOverworldDoor(RG_HYLIA_LAB_KEY);}),
});
// TODO: should some of these helpers be done via events instead?
@ -115,7 +115,7 @@ void RegionTable_Init_LakeHylia() {
LOCATION(RC_FISHING_POLE_HINT, true),
}, {
//Exits
Entrance(RR_LH_FISHING_ISLAND, []{return true;}),
Entrance(RR_LH_FISHING_ISLAND, []{return logic->CanOpenOverworldDoor(RG_FISHING_HOLE_KEY);}),
});
areaTable[RR_LH_GROTTO] = Region("LH Grotto", "LH Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {

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@ -25,9 +25,9 @@ void RegionTable_Init_LonLonRanch() {
}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return true;}),
Entrance(RR_LLR_TALONS_HOUSE, []{return true;}),
Entrance(RR_LLR_STABLES, []{return true;}),
Entrance(RR_LLR_TOWER, []{return true;}),
Entrance(RR_LLR_TALONS_HOUSE, []{return logic->CanOpenOverworldDoor(RG_TALONS_HOUSE_KEY);}),
Entrance(RR_LLR_STABLES, []{return logic->CanOpenOverworldDoor(RG_STABLES_KEY);}),
Entrance(RR_LLR_TOWER, []{return logic->CanOpenOverworldDoor(RG_BACK_TOWER_KEY);}),
Entrance(RR_LLR_GROTTO, []{return logic->IsChild;}),
});
@ -39,7 +39,7 @@ void RegionTable_Init_LonLonRanch() {
LOCATION(RC_LLR_TALONS_HOUSE_POT_3, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_LON_LON_RANCH, []{return true;}),
Entrance(RR_LON_LON_RANCH, []{return logic->CanOpenOverworldDoor(RG_TALONS_HOUSE_KEY);}),
});
areaTable[RR_LLR_STABLES] = Region("LLR Stables", "LLR Stables", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -48,7 +48,7 @@ void RegionTable_Init_LonLonRanch() {
LOCATION(RC_LLR_STABLES_RIGHT_COW, logic->CanUse(RG_EPONAS_SONG)),
}, {
//Exits
Entrance(RR_LON_LON_RANCH, []{return true;}),
Entrance(RR_LON_LON_RANCH, []{return logic->CanOpenOverworldDoor(RG_STABLES_KEY);}),
});
areaTable[RR_LLR_TOWER] = Region("LLR Tower", "LLR Tower", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -58,7 +58,7 @@ void RegionTable_Init_LonLonRanch() {
LOCATION(RC_LLR_TOWER_RIGHT_COW, logic->CanUse(RG_EPONAS_SONG)),
}, {
//Exits
Entrance(RR_LON_LON_RANCH, []{return true;}),
Entrance(RR_LON_LON_RANCH, []{return logic->CanOpenOverworldDoor(RG_BACK_TOWER_KEY);}),
});
areaTable[RR_LLR_GROTTO] = Region("LLR Grotto", "LLR Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {

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@ -8,7 +8,7 @@ void RegionTable_Init_Market() {
//Exits
Entrance(RR_HYRULE_FIELD, []{return logic->IsAdult || logic->AtDay;}),
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_MARKET_GUARD_HOUSE, []{return true;}),
Entrance(RR_MARKET_GUARD_HOUSE, []{return logic->CanOpenOverworldDoor(RG_GUARD_HOUSE_KEY);}),
});
areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
@ -16,21 +16,21 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_ENTRANCE, []{return true;}),
Entrance(RR_TOT_ENTRANCE, []{return true;}),
Entrance(RR_CASTLE_GROUNDS, []{return true;}),
Entrance(RR_MARKET_BAZAAR, []{return logic->IsChild && logic->AtDay;}),
Entrance(RR_MARKET_MASK_SHOP, []{return logic->IsChild && logic->AtDay;}),
Entrance(RR_MARKET_SHOOTING_GALLERY, []{return logic->IsChild && logic->AtDay;}),
Entrance(RR_MARKET_BOMBCHU_BOWLING, []{return logic->IsChild;}),
Entrance(RR_MARKET_TREASURE_CHEST_GAME, []{return logic->IsChild && logic->AtNight;}),
Entrance(RR_MARKET_POTION_SHOP, []{return logic->IsChild && logic->AtDay;}),
Entrance(RR_MARKET_BAZAAR, []{return logic->IsChild && logic->AtDay && logic->CanOpenOverworldDoor(RG_MARKET_BAZAAR_KEY);}),
Entrance(RR_MARKET_MASK_SHOP, []{return logic->IsChild && logic->AtDay && logic->CanOpenOverworldDoor(RG_MASK_SHOP_KEY);}),
Entrance(RR_MARKET_SHOOTING_GALLERY, []{return logic->IsChild && logic->AtDay && logic->CanOpenOverworldDoor(RG_MARKET_SHOOTING_GALLERY_KEY);}),
Entrance(RR_MARKET_BOMBCHU_BOWLING, []{return logic->IsChild && logic->CanOpenOverworldDoor(RG_BOMBCHU_BOWLING_KEY);}),
Entrance(RR_MARKET_TREASURE_CHEST_GAME, []{return logic->IsChild && logic->AtNight && logic->CanOpenOverworldDoor(RG_TREASURE_CHEST_GAME_BUILDING_KEY);}),
Entrance(RR_MARKET_POTION_SHOP, []{return logic->IsChild && logic->AtDay && logic->CanOpenOverworldDoor(RG_MARKET_POTION_SHOP_KEY);}),
Entrance(RR_MARKET_BACK_ALLEY, []{return logic->IsChild;}),
});
areaTable[RR_MARKET_BACK_ALLEY] = Region("Market Back Alley", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_MARKET_BOMBCHU_SHOP, []{return logic->AtNight;}),
Entrance(RR_MARKET_DOG_LADY_HOUSE, []{return true;}),
Entrance(RR_MARKET_MAN_IN_GREEN_HOUSE, []{return logic->AtNight;}),
Entrance(RR_MARKET_BOMBCHU_SHOP, []{return logic->AtNight && logic->CanOpenOverworldDoor(RG_BOMBCHU_SHOP_KEY);}),
Entrance(RR_MARKET_DOG_LADY_HOUSE, []{return logic->CanOpenOverworldDoor(RG_RICHARDS_HOUSE_KEY);}),
Entrance(RR_MARKET_MAN_IN_GREEN_HOUSE, []{return logic->AtNight && logic->CanOpenOverworldDoor(RG_ALLEY_HOUSE_KEY);}),
});
areaTable[RR_MARKET_GUARD_HOUSE] = Region("Market Guard House", "Market Guard House", {}, NO_DAY_NIGHT_CYCLE, {
@ -98,7 +98,7 @@ void RegionTable_Init_Market() {
LOCATION(RC_MK_GUARD_HOUSE_ADULT_POT_11, logic->IsAdult && logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_MARKET_ENTRANCE, []{return true;}),
Entrance(RR_MARKET_ENTRANCE, []{return logic->CanOpenOverworldDoor(RG_GUARD_HOUSE_KEY);}),
});
areaTable[RR_MARKET_BAZAAR] = Region("Market Bazaar", "Market Bazaar", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -133,7 +133,7 @@ void RegionTable_Init_Market() {
LOCATION(RC_MARKET_SHOOTING_GALLERY_REWARD, logic->IsChild && logic->HasItem(RG_CHILD_WALLET)),
}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_THE_MARKET, []{return logic->CanOpenOverworldDoor(RG_MARKET_SHOOTING_GALLERY_KEY);}),
});
areaTable[RR_MARKET_BOMBCHU_BOWLING] = Region("Market Bombchu Bowling", "Market Bombchu Bowling", {}, NO_DAY_NIGHT_CYCLE, {
@ -145,7 +145,7 @@ void RegionTable_Init_Market() {
LOCATION(RC_MARKET_BOMBCHU_BOWLING_SECOND_PRIZE, logic->CouldPlayBowling && logic->BombchusEnabled()),
}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_THE_MARKET, []{return logic->CanOpenOverworldDoor(RG_BOMBCHU_BOWLING_KEY);}),
});
areaTable[RR_MARKET_POTION_SHOP] = Region("Market Potion Shop", "Market Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -179,7 +179,7 @@ void RegionTable_Init_Market() {
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_ITEM_5, logic->HasItem(RG_CHILD_WALLET) && ((ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 5)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)) || (logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)))),
}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_THE_MARKET, []{return logic->CanOpenOverworldDoor(RG_TREASURE_CHEST_GAME_BUILDING_KEY);}),
});
areaTable[RR_MARKET_BOMBCHU_SHOP] = Region("Market Bombchu Shop", "Market Bombchu Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -202,7 +202,7 @@ void RegionTable_Init_Market() {
LOCATION(RC_MARKET_LOST_DOG, logic->IsChild && logic->AtNight),
}, {
//Exits
Entrance(RR_MARKET_BACK_ALLEY, []{return true;}),
Entrance(RR_MARKET_BACK_ALLEY, []{return logic->CanOpenOverworldDoor(RG_RICHARDS_HOUSE_KEY);}),
});
areaTable[RR_MARKET_MAN_IN_GREEN_HOUSE] = Region("Market Man in Green House", "Market Man in Green House", {}, NO_DAY_NIGHT_CYCLE, {}, {
@ -212,6 +212,6 @@ void RegionTable_Init_Market() {
LOCATION(RC_MK_BACK_ALLEY_HOUSE_POT_3, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_MARKET_BACK_ALLEY, []{return true;}),
Entrance(RR_MARKET_BACK_ALLEY, []{return logic->CanOpenOverworldDoor(RG_ALLEY_HOUSE_KEY);}),
});
}

View File

@ -1800,6 +1800,7 @@ void Rando::StaticData::InitLocationTable() { //
locationTable[RC_HF_POND_STORMS_FAIRY] = Location::Fairy(RC_HF_POND_STORMS_FAIRY, RCQUEST_BOTH, RCAREA_HYRULE_FIELD, SCENE_HYRULE_FIELD, TWO_ACTOR_PARAMS(0x1000, 5012), "Pond Song of Storms Fairy", "Pond Song of Storms Fairy", RHT_HF_POND_STORMS_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_HF_POND_STORMS_FAIRY));
locationTable[RC_HF_FENCE_GROTTO_STORMS_FAIRY] = Location::Fairy(RC_HF_FENCE_GROTTO_STORMS_FAIRY, RCQUEST_BOTH, RCAREA_HYRULE_FIELD, SCENE_GROTTOS, TWO_ACTOR_PARAMS(0x1000, -308), "Inside Fence Storms Fairy", "Inside Fence Storms Fairy", RHT_HF_FENCE_GROTTO_STORMS_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_HF_FENCE_GROTTO_STORMS_FAIRY));
locationTable[RC_DMT_FLAG_SUN_FAIRY] = Location::Fairy(RC_DMT_FLAG_SUN_FAIRY, RCQUEST_BOTH, RCAREA_DEATH_MOUNTAIN_TRAIL, SCENE_DEATH_MOUNTAIN_TRAIL, TWO_ACTOR_PARAMS(0x1000, 464), "Flag Sun's Song Fairy", "Flag Sun's Song Fairy", RHT_DMT_FLAG_SUN_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_DMT_FLAG_SUN_FAIRY));
locationTable[RC_DMT_COW_GROTTO_STORMS_FAIRY] = Location::Fairy(RC_DMT_COW_GROTTO_STORMS_FAIRY, RCQUEST_BOTH, RCAREA_DEATH_MOUNTAIN_TRAIL, SCENE_GROTTOS, TWO_ACTOR_PARAMS(0x1000, -311), "Cow Grotto Song of Storms Fairy", "Cow Grotto Song of Storms Fairy", RHT_DMT_COW_GROTTO_STORMS_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_DMT_COW_GROTTO_STORMS_FAIRY));
locationTable[RC_LW_SHORTCUT_STORMS_FAIRY] = Location::Fairy(RC_LW_SHORTCUT_STORMS_FAIRY, RCQUEST_BOTH, RCAREA_LOST_WOODS, SCENE_LOST_WOODS, TWO_ACTOR_PARAMS(0x1000, -795), "Shortcuts Song of Storms Fairy", "Shortcuts Song of Storms Fairy", RHT_LW_SHORTCUT_STORMS_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_LW_SHORTCUT_STORMS_FAIRY));
locationTable[RC_GF_KITCHEN_SUN_FAIRY] = Location::Fairy(RC_GF_KITCHEN_SUN_FAIRY, RCQUEST_BOTH, RCAREA_GERUDO_FORTRESS, SCENE_THIEVES_HIDEOUT, TWO_ACTOR_PARAMS(0x1000, -621), "Kitchen Sun's Song Fairy", "Kitchen Sun's Song Fairy", RHT_GF_KITCHEN_SUN_FAIRY, SpoilerCollectionCheck::RandomizerInf(RAND_INF_GF_KITCHEN_SUN_FAIRY));

View File

@ -140,6 +140,31 @@ namespace Rando {
case RG_TWINROVA_SOUL:
case RG_GANON_SOUL:
case RG_SKELETON_KEY:
// Overworld Keys
case RG_GUARD_HOUSE_KEY:
case RG_MARKET_BAZAAR_KEY:
case RG_MARKET_POTION_SHOP_KEY:
case RG_MASK_SHOP_KEY:
case RG_MARKET_SHOOTING_GALLERY_KEY:
case RG_BOMBCHU_BOWLING_KEY:
case RG_TREASURE_CHEST_GAME_BUILDING_KEY:
case RG_BOMBCHU_SHOP_KEY:
case RG_RICHARDS_HOUSE_KEY:
case RG_ALLEY_HOUSE_KEY:
case RG_KAK_BAZAAR_KEY:
case RG_KAK_POTION_SHOP_KEY:
case RG_BOSS_HOUSE_KEY:
case RG_GRANNYS_POTION_SHOP_KEY:
case RG_SKULLTULA_HOUSE_KEY:
case RG_IMPAS_HOUSE_KEY:
case RG_WINDMILL_KEY:
case RG_KAK_SHOOTING_GALLERY_KEY:
case RG_DAMPES_HUT_KEY:
case RG_TALONS_HOUSE_KEY:
case RG_STABLES_KEY:
case RG_BACK_TOWER_KEY:
case RG_HYLIA_LAB_KEY:
case RG_FISHING_HOLE_KEY:
return CheckRandoInf(RandoGetToRandInf.at(itemName));
// Boss Keys
case RG_EPONA:
@ -382,6 +407,18 @@ namespace Rando {
}
}
bool Logic::CanOpenOverworldDoor(RandomizerGet key) {
if (!ctx->GetOption(RSK_LOCK_OVERWORLD_DOORS)) {
return true;
}
if (HasItem(RG_SKELETON_KEY)) {
return true;
}
return HasItem(key);
}
uint8_t GetDifficultyValueFromString(Rando::Option& glitchOption) {
return 0;
}
@ -1293,7 +1330,31 @@ namespace Rando {
{ RG_OCARINA_C_RIGHT_BUTTON, RAND_INF_HAS_OCARINA_C_RIGHT },
{ RG_SKELETON_KEY, RAND_INF_HAS_SKELETON_KEY },
{ RG_GREG_RUPEE, RAND_INF_GREG_FOUND },
{ RG_FISHING_POLE, RAND_INF_FISHING_POLE_FOUND }
{ RG_FISHING_POLE, RAND_INF_FISHING_POLE_FOUND },
{ RG_GUARD_HOUSE_KEY, RAND_INF_GUARD_HOUSE_KEY_OBTAINED },
{ RG_MARKET_BAZAAR_KEY, RAND_INF_MARKET_BAZAAR_KEY_OBTAINED },
{ RG_MARKET_POTION_SHOP_KEY, RAND_INF_MARKET_POTION_SHOP_KEY_OBTAINED },
{ RG_MASK_SHOP_KEY, RAND_INF_MASK_SHOP_KEY_OBTAINED },
{ RG_MARKET_SHOOTING_GALLERY_KEY, RAND_INF_MARKET_SHOOTING_GALLERY_KEY_OBTAINED },
{ RG_BOMBCHU_BOWLING_KEY, RAND_INF_BOMBCHU_BOWLING_KEY_OBTAINED },
{ RG_TREASURE_CHEST_GAME_BUILDING_KEY, RAND_INF_TREASURE_CHEST_GAME_BUILDING_KEY_OBTAINED },
{ RG_BOMBCHU_SHOP_KEY, RAND_INF_BOMBCHU_SHOP_KEY_OBTAINED },
{ RG_RICHARDS_HOUSE_KEY, RAND_INF_RICHARDS_HOUSE_KEY_OBTAINED },
{ RG_ALLEY_HOUSE_KEY, RAND_INF_ALLEY_HOUSE_KEY_OBTAINED },
{ RG_KAK_BAZAAR_KEY, RAND_INF_KAK_BAZAAR_KEY_OBTAINED },
{ RG_KAK_POTION_SHOP_KEY, RAND_INF_KAK_POTION_SHOP_KEY_OBTAINED },
{ RG_BOSS_HOUSE_KEY, RAND_INF_BOSS_HOUSE_KEY_OBTAINED },
{ RG_GRANNYS_POTION_SHOP_KEY, RAND_INF_GRANNYS_POTION_SHOP_KEY_OBTAINED },
{ RG_SKULLTULA_HOUSE_KEY, RAND_INF_SKULLTULA_HOUSE_KEY_OBTAINED },
{ RG_IMPAS_HOUSE_KEY, RAND_INF_IMPAS_HOUSE_KEY_OBTAINED },
{ RG_WINDMILL_KEY, RAND_INF_WINDMILL_KEY_OBTAINED },
{ RG_KAK_SHOOTING_GALLERY_KEY, RAND_INF_KAK_SHOOTING_GALLERY_KEY_OBTAINED },
{ RG_DAMPES_HUT_KEY, RAND_INF_DAMPES_HUT_KEY_OBTAINED },
{ RG_TALONS_HOUSE_KEY, RAND_INF_TALONS_HOUSE_KEY_OBTAINED },
{ RG_STABLES_KEY, RAND_INF_STABLES_KEY_OBTAINED },
{ RG_BACK_TOWER_KEY, RAND_INF_BACK_TOWER_KEY_OBTAINED },
{ RG_HYLIA_LAB_KEY, RAND_INF_HYLIA_LAB_KEY_OBTAINED },
{ RG_FISHING_HOLE_KEY, RAND_INF_FISHING_HOLE_KEY_OBTAINED },
};
std::map<uint32_t, uint32_t> Logic::RandoGetToDungeonScene = {
@ -1635,6 +1696,30 @@ namespace Rando {
case RG_OCARINA_C_RIGHT_BUTTON:
case RG_GREG_RUPEE:
case RG_FISHING_POLE:
case RG_GUARD_HOUSE_KEY:
case RG_MARKET_BAZAAR_KEY:
case RG_MARKET_POTION_SHOP_KEY:
case RG_MASK_SHOP_KEY:
case RG_MARKET_SHOOTING_GALLERY_KEY:
case RG_BOMBCHU_BOWLING_KEY:
case RG_TREASURE_CHEST_GAME_BUILDING_KEY:
case RG_BOMBCHU_SHOP_KEY:
case RG_RICHARDS_HOUSE_KEY:
case RG_ALLEY_HOUSE_KEY:
case RG_KAK_BAZAAR_KEY:
case RG_KAK_POTION_SHOP_KEY:
case RG_BOSS_HOUSE_KEY:
case RG_GRANNYS_POTION_SHOP_KEY:
case RG_SKULLTULA_HOUSE_KEY:
case RG_IMPAS_HOUSE_KEY:
case RG_WINDMILL_KEY:
case RG_KAK_SHOOTING_GALLERY_KEY:
case RG_DAMPES_HUT_KEY:
case RG_TALONS_HOUSE_KEY:
case RG_STABLES_KEY:
case RG_BACK_TOWER_KEY:
case RG_HYLIA_LAB_KEY:
case RG_FISHING_HOLE_KEY:
SetRandoInf(RandoGetToRandInf.at(randoGet), state);
break;
case RG_TRIFORCE_PIECE:

View File

@ -186,6 +186,7 @@ class Logic {
bool HasProjectile(HasProjectileAge age);
bool HasItem(RandomizerGet itemName);
bool HasBossSoul(RandomizerGet itemName);
bool CanOpenOverworldDoor(RandomizerGet itemName);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmount);
bool SmallKeys(RandomizerRegion dungeon, uint8_t requiredAmountGlitchless, uint8_t requiredAmountGlitched);
bool CanDoGlitch(GlitchType glitch);

View File

@ -41,6 +41,7 @@ void Settings::CreateOptionDescriptions() {
"\n"
"Open - Sleeping Waterfall is always open. "
"Link may always enter Zora's Domain.";
mOptionDescriptions[RSK_LOCK_OVERWORLD_DOORS] = "Add locks to all wooden overworld doors, requiring specific small keys to open them";
mOptionDescriptions[RSK_STARTING_AGE] =
"Choose which age Link will start as.\n\n"
"Starting as adult means you start with the Master Sword in your inventory.\n"
@ -697,9 +698,6 @@ void Settings::CreateOptionDescriptions() {
"location is reachable. When disabled, only "
"required items and locations to beat the game "
"will be guaranteed reachable.";
mOptionDescriptions[RSK_ENABLE_GLITCH_CUTSCENES] =
"The cutscenes of the Poes in Forest Temple and Darunia in Fire Temple will not be skipped. "
"These cutscenes are only useful for glitched gameplay and can be safely skipped otherwise.";
mOptionDescriptions[RSK_SHUFFLE_BOSS_SOULS] = "Shuffles 8 boss souls (one for each blue warp dungeon). A boss will not appear until you collect its respective soul."
"\n\"On + Ganon\" will also hide Ganon and Ganondorf behind a boss soul.";
}

View File

@ -2182,13 +2182,6 @@ void RandomizerSettingsWindow::DrawElement() {
ImGui::SameLine();
ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "Heads up! This will disable all rando settings except for entrance shuffle and starter items");
}
UIWidgets::PaddedSeparator();
// Enable Glitch-Useful Cutscenes
if (mSettings->GetOption(RSK_ENABLE_GLITCH_CUTSCENES).RenderImGui()) {
mNeedsUpdate = true;
}
ImGui::PopItemWidth();
ImGui::EndTable();
}
@ -3338,7 +3331,7 @@ CustomMessage Randomizer::GetGoronMessage(u16 index) {
void Randomizer::CreateCustomMessages() {
// RANDTODO: Translate into french and german and replace GIMESSAGE_UNTRANSLATED
// with GIMESSAGE(getItemID, itemID, english, german, french).
const std::array<GetItemMessage, 87> getItemMessages = {{
const std::array<GetItemMessage, 112> getItemMessages = {{
GIMESSAGE(RG_GREG_RUPEE, ITEM_MASK_GORON,
"You found %gGreg%w!",
"%gGreg%w! Du hast ihn wirklich gefunden!",
@ -3386,40 +3379,140 @@ void Randomizer::CreateCustomMessages() {
GIMESSAGE(RG_GERUDO_FORTRESS_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %yThieves Hideout &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für das %yDiebesversteck%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %yDiebesversteck%w!",
"Vous obtenez une %rPetite Clé %w&du %yRepaire des Voleurs%w!"),
GIMESSAGE(RG_FOREST_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %gForest Temple &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %gWaldtempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gWaldtempel%w!",
"Vous obtenez une %rPetite Clé %w&du %gTemple de la Forêt%w!"),
GIMESSAGE(RG_FIRE_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %rFire Temple &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %rFeuertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %rFeuertempel%w!",
"Vous obtenez une %rPetite Clé %w&du %rTemple du Feu%w!"),
GIMESSAGE(RG_WATER_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %bWater Temple &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %bWassertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %bWassertempel%w!",
"Vous obtenez une %rPetite Clé %w&du %bTemple de l'Eau%w!"),
GIMESSAGE(RG_SPIRIT_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %ySpirit Temple &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %yGeistertempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %yGeistertempel%w!",
"Vous obtenez une %rPetite Clé %w&du %yTemple de l'Esprit%w!"),
GIMESSAGE(RG_SHADOW_TEMPLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %pShadow Temple &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %pSchattentempel%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %pSchattentempel%w!",
"Vous obtenez une %rPetite Clé %w&du %pTemple de l'Ombre%w!"),
GIMESSAGE(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %pBottom of the &Well %wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für den %pGrund des Brunnens%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %pGrund des Brunnens%w!",
"Vous obtenez une %rPetite Clé %w&du %pPuits%w!"),
GIMESSAGE(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %yGerudo Training &Grounds %wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für die %yGerudo-Trainingsarena%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %yGerudo-Trainingsarena%w!",
"Vous obtenez une %rPetite Clé %w&du %yGymnase Gerudo%w!"),
GIMESSAGE(RG_GANONS_CASTLE_SMALL_KEY, ITEM_KEY_SMALL,
"You found a %rGanon's Castle &%wSmall Key!",
"Du erhältst einen %rKleinen&Schlüssel%w für %rGanons Schloß%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für %rGanons Schloß%w!",
"Vous obtenez une %rPetite Clé %w&du %rChâteau de Ganon%w!"),
GIMESSAGE(RG_GUARD_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gGuard House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus der Wachen%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison des Gardes%w!"),
GIMESSAGE(RG_MARKET_BAZAAR_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gMarket Bazaar%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gBasar des Marktes%w!",
"Vous obtenez une %rPetite Clé %w&du %gMarché%w!"),
GIMESSAGE(RG_MARKET_POTION_SHOP_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gMarket Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMagie-Laden des Marktes%w!",
"Vous obtenez une %rPetite Clé %w&du %gMarché%w!"),
GIMESSAGE(RG_MASK_SHOP_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gMask Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMaskenladen%w!",
"Vous obtenez une %rPetite Clé %w&du %gMagasin de Masques%w!"),
GIMESSAGE(RG_MARKET_SHOOTING_GALLERY_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gMarket Shooting Gallery%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gSchießbude des Marktes%w!",
"Vous obtenez une %rPetite Clé %w&du %gStand de Tir%w!"),
GIMESSAGE(RG_BOMBCHU_BOWLING_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gBombchu Bowling Alley%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gMinenbowlingbahn%w!",
"Vous obtenez une %rPetite Clé %w&du %gBowling Bombchu%w!"),
GIMESSAGE(RG_TREASURE_CHEST_GAME_BUILDING_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gTreasure Chest Game Building%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus des Schatzkisten-Pokers%w!",
"Vous obtenez une %rPetite Clé %w&du %gJeu de la Chasse au Trésor%w!"),
GIMESSAGE(RG_BOMBCHU_SHOP_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gBombchu Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gKrabbelminenladen%w!",
"Vous obtenez une %rPetite Clé %w&du %gMagasin de Bombchu%w!"),
GIMESSAGE(RG_RICHARDS_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to&%gRichard's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Richard%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison de Richard%w!"),
GIMESSAGE(RG_RICHARDS_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to&%gRichard's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Richard%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison de Richard%w!"),
GIMESSAGE(RG_ALLEY_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to&the %gAlley House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus in der Gasse%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison de la Ruelle%w!"),
GIMESSAGE(RG_KAK_BAZAAR_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gKakariko Bazaar%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gBasar von Kakariko%w!",
"Vous obtenez une %rPetite Clé %w&du %gMarché de Cocorico%w!"),
GIMESSAGE(RG_KAK_POTION_SHOP_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gKakariko Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gMagie-Laden von Kakariko%w!",
"Vous obtenez une %rPetite Clé %w&du %gMagasin de Potions de Cocorico%w!"),
GIMESSAGE(RG_BOSS_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gBoss's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus des Chefs%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison du Boss%w!"),
GIMESSAGE(RG_GRANNYS_POTION_SHOP_KEY, ITEM_KEY_SMALL,
"You found the key to&%gGranny's Potion Shop%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für %gAsas Hexenladen%w!",
"Vous obtenez une %rPetite Clé %w&du %gMagasin de Potions de Grand-mère%w!"),
GIMESSAGE(RG_SKULLTULA_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gSkulltula House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gSkulltula-Haus%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison des Skulltulas%w!"),
GIMESSAGE(RG_IMPAS_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to&%gImpa's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Impa%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison d'Impa%w!"),
GIMESSAGE(RG_WINDMILL_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gWindmill%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gWindmühle%w!",
"Vous obtenez une %rPetite Clé %w&du %gMoulin à Vent%w!"),
GIMESSAGE(RG_KAK_SHOOTING_GALLERY_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gKakariko Shooting Gallery%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gSchießbude von Kakariko%w!",
"Vous obtenez une %rPetite Clé %w&du %gStand de Tir de Cocorico%w!"),
GIMESSAGE(RG_DAMPES_HUT_KEY, ITEM_KEY_SMALL,
"You found the key to&%gDampe's Hut%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gHütte von Boris%w!",
"Vous obtenez une %rPetite Clé %w&du %gChalet de Dampe%w!"),
GIMESSAGE(RG_TALONS_HOUSE_KEY, ITEM_KEY_SMALL,
"You found the key to&%gTalon's House%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHaus von Talon%w!",
"Vous obtenez une %rPetite Clé %w&de la %gMaison de Talon%w!"),
GIMESSAGE(RG_STABLES_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gStables%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für die %gStälle%w!",
"Vous obtenez une %rPetite Clé %w&des %gÉcuries%w!"),
GIMESSAGE(RG_BACK_TOWER_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gBack Tower%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %ghinteren Turm%w!",
"Vous obtenez une %rPetite Clé %w&du %gTour Arrière%w!"),
GIMESSAGE(RG_HYLIA_LAB_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gHylia Laboratory%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für das %gHylia-Labor%w!",
"Vous obtenez une %rPetite Clé %w&du %gLaboratoire d'Hylia%w!"),
GIMESSAGE(RG_FISHING_HOLE_KEY, ITEM_KEY_SMALL,
"You found the key to the&%gFishing Hole%w!",
"Du erhältst einen %rkleinen&Schlüssel%w für den %gFischweiher%w!",
"Vous obtenez une %rPetite Clé %w&du %gTrou de Pêche%w!"),
GIMESSAGE(RG_GERUDO_FORTRESS_KEY_RING, ITEM_KEY_SMALL,
"You found a %yThieves Hideout &%wKeyring!",
@ -3953,6 +4046,9 @@ extern "C" u16 Randomizer_Item_Give(PlayState* play, GetItemEntry giEntry) {
gSaveContext.inventory.dungeonItems[mapIndex] |= bitmask;
return Return_Item_Entry(giEntry, RG_NONE);
} else if (item >= RG_GUARD_HOUSE_KEY && item <= RG_FISHING_HOLE_KEY) {
Flags_SetRandomizerInf((RandomizerInf)((int)RAND_INF_GUARD_HOUSE_UNLOCKED + ((item - RG_GUARD_HOUSE_KEY) * 2) + 1));
return Return_Item_Entry(giEntry, RG_NONE);
}
switch (item) {

View File

@ -148,6 +148,30 @@ typedef enum {
LOGIC_GANONS_CASTLE_KEYS,
LOGIC_TREASURE_GAME_KEYS,
LOGIC_SKELETON_KEY,
LOGIC_GUARD_HOUSE_KEY,
LOGIC_MARKET_BAZAAR_KEY,
LOGIC_MARKET_POTION_SHOP_KEY,
LOGIC_MASK_SHOP_KEY,
LOGIC_MARKET_SHOOTING_GALLERY_KEY,
LOGIC_BOMBCHU_BOWLING_KEY,
LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,
LOGIC_BOMBCHU_SHOP_KEY,
LOGIC_RICHARDS_HOUSE_KEY,
LOGIC_ALLEY_HOUSE_KEY,
LOGIC_KAK_BAZAAR_KEY,
LOGIC_KAK_POTION_SHOP_KEY,
LOGIC_BOSS_HOUSE_KEY,
LOGIC_GRANNYS_POTION_SHOP_KEY,
LOGIC_SKULLTULA_HOUSE_KEY,
LOGIC_IMPAS_HOUSE_KEY,
LOGIC_WINDMILL_KEY,
LOGIC_KAK_SHOOTING_GALLERY_KEY,
LOGIC_DAMPES_HUT_KEY,
LOGIC_TALONS_HOUSE_KEY,
LOGIC_STABLES_KEY,
LOGIC_BACK_TOWER_KEY,
LOGIC_HYLIA_LAB_KEY,
LOGIC_FISHING_HOLE_KEY,
LOGIC_KOKIRI_EMERALD,
LOGIC_GORON_RUBY,
LOGIC_ZORA_SAPPHIRE,
@ -2799,6 +2823,7 @@ typedef enum {
RC_HF_POND_STORMS_FAIRY,
RC_HF_FENCE_GROTTO_STORMS_FAIRY,
RC_DMT_FLAG_SUN_FAIRY,
RC_DMT_COW_GROTTO_STORMS_FAIRY,
RC_LW_SHORTCUT_STORMS_FAIRY,
RC_GF_KITCHEN_SUN_FAIRY,
RC_SPIRIT_TEMPLE_BOULDER_ROOM_SUN_FAIRY,
@ -3341,6 +3366,30 @@ typedef enum {
RG_HOOKSHOT,
RG_LONGSHOT,
RG_SCARECROW,
RG_GUARD_HOUSE_KEY,
RG_MARKET_BAZAAR_KEY,
RG_MARKET_POTION_SHOP_KEY,
RG_MASK_SHOP_KEY,
RG_MARKET_SHOOTING_GALLERY_KEY,
RG_BOMBCHU_BOWLING_KEY,
RG_TREASURE_CHEST_GAME_BUILDING_KEY,
RG_BOMBCHU_SHOP_KEY,
RG_RICHARDS_HOUSE_KEY,
RG_ALLEY_HOUSE_KEY,
RG_KAK_BAZAAR_KEY,
RG_KAK_POTION_SHOP_KEY,
RG_BOSS_HOUSE_KEY,
RG_GRANNYS_POTION_SHOP_KEY,
RG_SKULLTULA_HOUSE_KEY,
RG_IMPAS_HOUSE_KEY,
RG_WINDMILL_KEY,
RG_KAK_SHOOTING_GALLERY_KEY,
RG_DAMPES_HUT_KEY,
RG_TALONS_HOUSE_KEY,
RG_STABLES_KEY,
RG_BACK_TOWER_KEY,
RG_HYLIA_LAB_KEY,
RG_FISHING_HOLE_KEY,
// Logic Only
RG_DISTANT_SCARECROW,
RG_STICKS,
@ -3431,6 +3480,7 @@ typedef enum {
RHT_CAN_BE_FOUND_AT,
RHT_HOARDS,
// Junk
RHT_JUNK01,
RHT_JUNK02,
RHT_JUNK03,
RHT_JUNK04,
@ -3501,141 +3551,6 @@ typedef enum {
RHT_JUNK69,
RHT_JUNK70,
RHT_JUNK71,
RHT_JUNK72,
RHT_JUNK73,
RHT_JUNK74,
RHT_JUNK75,
RHT_JUNK76,
RHT_JUNK77,
RHT_JUNK78,
RHT_JUNK79,
RHT_JUNK80,
RHT_JUNK81,
RHT_JUNK_WTC_1,
RHT_JUNK_WTC_2,
RHT_JUNK_WTC_3,
RHT_JUNK_WTC_4,
RHT_JUNK_WTC_5,
RHT_JUNK_WTC_6,
RHT_JUNK_WTC_7,
RHT_JUNK_WTC_8,
RHT_JUNK_WTC_9,
RHT_JUNK_WTC_10,
RHT_JUNK_WTC_11,
RHT_JUNK_WTC_12,
RHT_JUNK_SEI_1,
RHT_JUNK_SEI_2,
RHT_JUNK_SEI_3,
RHT_JUNK_SEI_4,
RHT_JUNK_SEI_5,
RHT_JUNK_SEI_6,
RHT_JUNK_SEI_7,
RHT_JUNK_SEI_8,
RHT_JUNK_SEI_9,
RHT_JUNK_SEI_10,
RHT_JUNK_SEI_11,
RHT_JUNK_SEI_12,
RHT_JUNK_SEI_13,
RHT_JUNK_SEI_14,
RHT_JUNK_SEI_15,
RHT_JUNK_SEI_16,
RHT_JUNK_SEI_17,
RHT_JUNK_SEI_18,
RHT_JUNK_SEI_19,
RHT_JUNK_SEI_20,
RHT_JUNK_SEI_21,
RHT_JUNK_SEI_22,
RHT_JUNK_SEI_23,
RHT_JUNK_SEI_24,
RHT_JUNK_SEI_25,
RHT_JUNK_SEI_26,
RHT_JUNK_SEI_27,
RHT_JUNK_SEI_28,
RHT_JUNK_SEI_29,
RHT_JUNK_OTR_MEANS_1,
RHT_JUNK_OTR_MEANS_2,
RHT_JUNK_OTR_MEANS_3,
RHT_JUNK_OTR_MEANS_4,
RHT_JUNK_OTR_MEANS_5,
RHT_JUNK_OTR_MEANS_6,
RHT_JUNK_OTR_MEANS_7,
RHT_JUNK_OTR_MEANS_8,
RHT_JUNK_OTR_MEANS_9,
RHT_JUNK_OTR_MEANS_10,
RHT_JUNK_OTR_MEANS_11,
RHT_JUNK_OTR_MEANS_12,
RHT_JUNK_OTR_MEANS_13,
RHT_JUNK_OTR_MEANS_14,
RHT_JUNK_OTR_MEANS_15,
RHT_JUNK_OTR_MEANS_16,
RHT_JUNK_OTR_MEANS_17,
RHT_JUNK_OTR_MEANS_18,
RHT_JUNK_OTR_MEANS_19,
RHT_JUNK_OTR_MEANS_20,
RHT_JUNK_OTR_MEANS_21,
RHT_JUNK_OTR_MEANS_22,
RHT_JUNK_OTR_MEANS_23,
RHT_JUNK_OTR_MEANS_24,
RHT_JUNK_OTR_MEANS_25,
RHT_JUNK_OTR_MEANS_26,
RHT_JUNK_OTR_MEANS_27,
RHT_JUNK_OTR_MEANS_28,
RHT_JUNK_OTR_MEANS_29,
RHT_JUNK_OTR_MEANS_30,
RHT_JUNK_MISC_1,
RHT_JUNK_MISC_2,
RHT_JUNK_MISC_3,
RHT_JUNK_MISC_4,
RHT_JUNK_MISC_5,
RHT_JUNK_MISC_6,
RHT_JUNK_MISC_7,
RHT_JUNK_MISC_8,
RHT_JUNK_MISC_9,
RHT_JUNK_MISC_10,
RHT_JUNK_MISC_11,
RHT_JUNK_MISC_12,
RHT_JUNK_MISC_13,
RHT_JUNK_MISC_14,
RHT_JUNK_MISC_15,
RHT_JUNK_MISC_16,
RHT_JUNK_MISC_17,
RHT_JUNK_SG_1,
RHT_JUNK_SG_2,
RHT_JUNK_SG_3,
RHT_JUNK_SG_4,
RHT_JUNK_SG_5,
RHT_JUNK_SG_6,
RHT_JUNK_SG_7,
RHT_JUNK_SG_8,
RHT_JUNK_CREW_1,
RHT_JUNK_CREW_2,
RHT_JUNK_CREW_3,
RHT_JUNK_CREW_4,
RHT_JUNK_CREW_5,
RHT_JUNK_CREW_6,
RHT_JUNK_CREW_7,
RHT_JUNK_CREW_8,
RHT_JUNK_CREW_9,
RHT_JUNK_CREW_10,
RHT_JUNK_CREW_11,
RHT_JUNK_CREW_12,
RHT_JUNK_CREW_13,
RHT_JUNK_CREW_14,
RHT_JUNK_CREW_15,
RHT_JUNK_CREW_16,
RHT_JUNK_CREW_17,
RHT_JUNK_CREW_18,
RHT_JUNK_CREW_19,
RHT_JUNK_CREW_20,
RHT_JUNK_CREW_21,
RHT_JUNK_CREW_22,
RHT_JUNK_CREW_23,
RHT_JUNK_CREW_24,
RHT_JUNK_CREW_25,
RHT_JUNK_CREW_26,
RHT_JUNK_CREW_27,
RHT_JUNK_CREW_28,
RHT_JUNK_CREW_29,
// Locations
RHT_LINKS_POCKET,
RHT_QUEEN_GOHMA,
@ -4614,6 +4529,7 @@ typedef enum {
RHT_FISHING_POLE,
RHT_SKELETON_KEY,
RHT_EPONA,
RHT_OVERWORLD_KEY,
RHT_HINT_MYSTERIOUS,
RHT_MYSTERIOUS_ITEM,
RHT_MYSTERIOUS_ITEM_CAPITAL,
@ -4989,6 +4905,7 @@ typedef enum {
RHT_HF_POND_STORMS_FAIRY,
RHT_HF_FENCE_GROTTO_STORMS_FAIRY,
RHT_DMT_FLAG_SUN_FAIRY,
RHT_DMT_COW_GROTTO_STORMS_FAIRY,
RHT_LW_SHORTCUT_STORMS_FAIRY,
RHT_GF_KITCHEN_SUN_FAIRY,
RHT_SPIRIT_TEMPLE_BOULDER_ROOM_SUN_FAIRY,
@ -5214,7 +5131,6 @@ typedef enum {
RSK_SKIP_EPONA_RACE,
RSK_COMPLETE_MASK_QUEST,
RSK_SKIP_SCARECROWS_SONG,
RSK_ENABLE_GLITCH_CUTSCENES,
RSK_SKULLS_SUNS_SONG,
RSK_SHUFFLE_ADULT_TRADE,
RSK_SHUFFLE_MERCHANTS,
@ -5300,6 +5216,7 @@ typedef enum {
RSK_SHUFFLE_DEKU_NUT_BAG,
RSK_SHUFFLE_FREESTANDING,
RSK_SHUFFLE_FAIRIES,
RSK_LOCK_OVERWORLD_DOORS,
RSK_MAX
} RandomizerSettingKey;
@ -5657,7 +5574,6 @@ typedef enum {
// Logic (glitchless/no logic)
typedef enum {
RO_LOGIC_GLITCHLESS,
RO_LOGIC_GLITCHED,
RO_LOGIC_NO_LOGIC,
RO_LOGIC_VANILLA,
} RandoOptionLogic;

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@ -1249,6 +1249,7 @@ typedef enum {
RAND_INF_LH_ISLAND_SUN_FAIRY,
RAND_INF_HF_POND_STORMS_FAIRY,
RAND_INF_DMT_FLAG_SUN_FAIRY,
RAND_INF_DMT_COW_GROTTO_STORMS_FAIRY,
RAND_INF_HF_FENCE_GROTTO_STORMS_FAIRY,
RAND_INF_LW_SHORTCUT_STORMS_FAIRY,
RAND_INF_GF_KITCHEN_SUN_FAIRY,
@ -1272,6 +1273,56 @@ typedef enum {
RAND_INF_SHADOW_TEMPLE_MQ_WIND_HINT_SUN_FAIRY,
RAND_INF_BOTTOM_OF_THE_WELL_MQ_CELL_SUN_FAIRY,
RAND_INF_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SUN_FAIRY,
RAND_INF_GUARD_HOUSE_UNLOCKED,
RAND_INF_GUARD_HOUSE_KEY_OBTAINED,
RAND_INF_MARKET_BAZAAR_UNLOCKED,
RAND_INF_MARKET_BAZAAR_KEY_OBTAINED,
RAND_INF_MARKET_POTION_SHOP_UNLOCKED,
RAND_INF_MARKET_POTION_SHOP_KEY_OBTAINED,
RAND_INF_MASK_SHOP_UNLOCKED,
RAND_INF_MASK_SHOP_KEY_OBTAINED,
RAND_INF_MARKET_SHOOTING_GALLERY_UNLOCKED,
RAND_INF_MARKET_SHOOTING_GALLERY_KEY_OBTAINED,
RAND_INF_BOMBCHU_BOWLING_UNLOCKED,
RAND_INF_BOMBCHU_BOWLING_KEY_OBTAINED,
RAND_INF_TREASURE_CHEST_GAME_BUILDING_UNLOCKED,
RAND_INF_TREASURE_CHEST_GAME_BUILDING_KEY_OBTAINED,
RAND_INF_BOMBCHU_SHOP_UNLOCKED,
RAND_INF_BOMBCHU_SHOP_KEY_OBTAINED,
RAND_INF_RICHARDS_HOUSE_UNLOCKED,
RAND_INF_RICHARDS_HOUSE_KEY_OBTAINED,
RAND_INF_ALLEY_HOUSE_UNLOCKED,
RAND_INF_ALLEY_HOUSE_KEY_OBTAINED,
RAND_INF_KAK_BAZAAR_UNLOCKED,
RAND_INF_KAK_BAZAAR_KEY_OBTAINED,
RAND_INF_KAK_POTION_SHOP_UNLOCKED,
RAND_INF_KAK_POTION_SHOP_KEY_OBTAINED,
RAND_INF_BOSS_HOUSE_UNLOCKED,
RAND_INF_BOSS_HOUSE_KEY_OBTAINED,
RAND_INF_GRANNYS_POTION_SHOP_UNLOCKED,
RAND_INF_GRANNYS_POTION_SHOP_KEY_OBTAINED,
RAND_INF_SKULLTULA_HOUSE_UNLOCKED,
RAND_INF_SKULLTULA_HOUSE_KEY_OBTAINED,
RAND_INF_IMPAS_HOUSE_UNLOCKED,
RAND_INF_IMPAS_HOUSE_KEY_OBTAINED,
RAND_INF_WINDMILL_UNLOCKED,
RAND_INF_WINDMILL_KEY_OBTAINED,
RAND_INF_KAK_SHOOTING_GALLERY_UNLOCKED,
RAND_INF_KAK_SHOOTING_GALLERY_KEY_OBTAINED,
RAND_INF_DAMPES_HUT_UNLOCKED,
RAND_INF_DAMPES_HUT_KEY_OBTAINED,
RAND_INF_TALONS_HOUSE_UNLOCKED,
RAND_INF_TALONS_HOUSE_KEY_OBTAINED,
RAND_INF_STABLES_UNLOCKED,
RAND_INF_STABLES_KEY_OBTAINED,
RAND_INF_BACK_TOWER_UNLOCKED,
RAND_INF_BACK_TOWER_KEY_OBTAINED,
RAND_INF_HYLIA_LAB_UNLOCKED,
RAND_INF_HYLIA_LAB_KEY_OBTAINED,
RAND_INF_FISHING_HOLE_UNLOCKED,
RAND_INF_FISHING_HOLE_KEY_OBTAINED,
// If you add anything to this list, you need to update the size of randomizerInf in z64save.h to be ceil(RAND_INF_MAX / 16)
RAND_INF_MAX,

View File

@ -90,17 +90,15 @@ std::vector<ItemTrackerItem> triforcePieces = {
};
std::vector<ItemTrackerItem> bossSoulItems = {
//Hack for right now, just gonna draw souls as bottles/big poes.
//Will replace with other macro once we have a custom texture
ITEM_TRACKER_ITEM_CUSTOM(RG_GOHMA_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_KING_DODONGO_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_BARINADE_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_PHANTOM_GANON_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_VOLVAGIA_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_MORPHA_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_BONGO_BONGO_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_TWINROVA_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM_CUSTOM(RG_GANON_SOUL, ITEM_BIG_POE, ITEM_BOTTLE, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_GOHMA_SOUL, 0, DrawItem),
ITEM_TRACKER_ITEM(RG_KING_DODONGO_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_BARINADE_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_PHANTOM_GANON_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_VOLVAGIA_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_MORPHA_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_BONGO_BONGO_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_TWINROVA_SOUL, 0, DrawItem ),
ITEM_TRACKER_ITEM(RG_GANON_SOUL, 0, DrawItem ),
};
std::vector<ItemTrackerItem> ocarinaButtonItems = {

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@ -110,6 +110,7 @@ void Settings::CreateOptions() {
mOptions[RSK_DOOR_OF_TIME] = Option::U8("Door of Time", {"Closed", "Song only", "Open"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("DoorOfTime"), mOptionDescriptions[RSK_DOOR_OF_TIME], WidgetType::Combobox);
mOptions[RSK_ZORAS_FOUNTAIN] = Option::U8("Zora's Fountain", {"Closed", "Closed as child", "Open"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("ZorasFountain"), mOptionDescriptions[RSK_ZORAS_FOUNTAIN]);
mOptions[RSK_SLEEPING_WATERFALL] = Option::U8("Sleeping Waterfall", {"Closed", "Open"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("SleepingWaterfall"), mOptionDescriptions[RSK_SLEEPING_WATERFALL]);
mOptions[RSK_LOCK_OVERWORLD_DOORS] = Option::Bool("Lock Overworld Doors", CVAR_RANDOMIZER_SETTING("LockOverworldDoors"), mOptionDescriptions[RSK_LOCK_OVERWORLD_DOORS]);
mOptions[RSK_GERUDO_FORTRESS] = Option::U8("Fortress Carpenters", {"Normal", "Fast", "Free"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("FortressCarpenters"), mOptionDescriptions[RSK_GERUDO_FORTRESS]);
mOptions[RSK_RAINBOW_BRIDGE] = Option::U8("Rainbow Bridge", {"Vanilla", "Always open", "Stones", "Medallions", "Dungeon rewards", "Dungeons", "Tokens", "Greg"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("RainbowBridge"), mOptionDescriptions[RSK_RAINBOW_BRIDGE], WidgetType::Combobox, RO_BRIDGE_VANILLA, false, IMFLAG_NONE);
mOptions[RSK_RAINBOW_BRIDGE_STONE_COUNT] = Option::U8("Bridge Stone Count", {NumOpts(0, 4)}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("StoneCount"), "", WidgetType::Slider, 3, true);
@ -249,6 +250,8 @@ void Settings::CreateOptions() {
mOptions[RSK_KEYRINGS_BOTTOM_OF_THE_WELL] = Option::U8("Bottom of the Well Keyring", {"No", "Random", "Yes"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("ShuffleKeyRingsBottomOfTheWell"), "", WidgetType::TristateCheckbox, 0);
mOptions[RSK_KEYRINGS_GTG] = Option::U8("Gerudo Training Ground Keyring", {"No", "Random", "Yes"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("ShuffleKeyRingsGTG"), "", WidgetType::TristateCheckbox, 0);
mOptions[RSK_KEYRINGS_GANONS_CASTLE] = Option::U8("Ganon's Castle Keyring", {"No", "Random", "Yes"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("ShuffleKeyRingsGanonsCastle"), "", WidgetType::TristateCheckbox, 0);
//Dummied out due to redundancy with TimeSavers.SkipChildStealth until such a time that logic needs to consider child stealth e.g. because it's freestanding checks are added to freestanding shuffle.
//To undo this dummying, readd this setting to an OptionGroup so it appears in the UI, then edit the timesaver check hooks to look at this, and the timesaver setting to lock itself as needed.
mOptions[RSK_SKIP_CHILD_STEALTH] = Option::Bool("Skip Child Stealth", {"Don't Skip", "Skip"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("SkipChildStealth"), mOptionDescriptions[RSK_SKIP_CHILD_STEALTH], WidgetType::Checkbox, RO_GENERIC_DONT_SKIP);
mOptions[RSK_SKIP_CHILD_ZELDA] = Option::Bool("Skip Child Zelda", {"Don't Skip", "Skip"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("SkipChildZelda"), mOptionDescriptions[RSK_SKIP_CHILD_ZELDA], WidgetType::Checkbox, RO_GENERIC_DONT_SKIP);
mOptions[RSK_SKIP_EPONA_RACE] = Option::Bool("Skip Epona Race", {"Don't Skip", "Skip"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("SkipEponaRace"), mOptionDescriptions[RSK_SKIP_EPONA_RACE], WidgetType::Checkbox, RO_GENERIC_DONT_SKIP);
@ -256,7 +259,6 @@ void Settings::CreateOptions() {
mOptions[RSK_BIG_POE_COUNT] = Option::U8("Big Poe Target Count", {NumOpts(1, 10)}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("BigPoeTargetCount"), mOptionDescriptions[RSK_BIG_POE_COUNT], WidgetType::Slider, 9);
mOptions[RSK_CUCCO_COUNT] = Option::U8("Cuccos to return", {NumOpts(0, 7)}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("CuccosToReturn"), mOptionDescriptions[RSK_CUCCO_COUNT], WidgetType::Slider, 7);
mOptions[RSK_COMPLETE_MASK_QUEST] = Option::Bool("Complete Mask Quest", CVAR_RANDOMIZER_SETTING("CompleteMaskQuest"), mOptionDescriptions[RSK_COMPLETE_MASK_QUEST]);
mOptions[RSK_ENABLE_GLITCH_CUTSCENES] = Option::Bool("Enable Glitch-Useful Cutscenes", CVAR_RANDOMIZER_SETTING("EnableGlitchCutscenes"), mOptionDescriptions[RSK_ENABLE_GLITCH_CUTSCENES]);
mOptions[RSK_GOSSIP_STONE_HINTS] = Option::U8("Gossip Stone Hints", {"No Hints", "Need Nothing", "Mask of Truth", "Stone of Agony"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("GossipStoneHints"), mOptionDescriptions[RSK_GOSSIP_STONE_HINTS], WidgetType::Combobox, RO_GOSSIP_STONES_NEED_NOTHING, false, IMFLAG_NONE);
mOptions[RSK_HINT_CLARITY] = Option::U8("Hint Clarity", {"Obscure", "Ambiguous", "Clear"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("HintClarity"), mOptionDescriptions[RSK_HINT_CLARITY], WidgetType::Combobox, RO_HINT_CLARITY_CLEAR, true, IMFLAG_INDENT);
mOptions[RSK_HINT_DISTRIBUTION] = Option::U8("Hint Distribution", {"Useless", "Balanced", "Strong", "Very Strong"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("HintDistribution"), mOptionDescriptions[RSK_HINT_DISTRIBUTION], WidgetType::Combobox, RO_HINT_DIST_BALANCED, true, IMFLAG_UNINDENT);
@ -315,7 +317,7 @@ void Settings::CreateOptions() {
mOptions[RSK_STARTING_SKULLTULA_TOKEN] = Option::U8("Gold Skulltula Tokens", {NumOpts(0, 100)}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("StartingSkulltulaToken"), "", WidgetType::Slider);
mOptions[RSK_STARTING_HEARTS] = Option::U8("Starting Hearts", {NumOpts(1, 20)}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("StartingHearts"), "", WidgetType::Slider, 2);
// TODO: Remainder of Starting Items
mOptions[RSK_LOGIC_RULES] = Option::U8("Logic", {"Glitchless", "Glitched", "No Logic", "Vanilla"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("LogicRules"), mOptionDescriptions[RSK_LOGIC_RULES], WidgetType::Combobox, RO_LOGIC_GLITCHLESS);
mOptions[RSK_LOGIC_RULES] = Option::U8("Logic", {"Glitchless", "No Logic", "Vanilla"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("LogicRules"), mOptionDescriptions[RSK_LOGIC_RULES], WidgetType::Combobox, RO_LOGIC_GLITCHLESS);
mOptions[RSK_ALL_LOCATIONS_REACHABLE] = Option::Bool("All Locations Reachable", {"Off", "On"}, OptionCategory::Setting, CVAR_RANDOMIZER_SETTING("AllLocationsReachable"), mOptionDescriptions[RSK_ALL_LOCATIONS_REACHABLE], WidgetType::Checkbox, RO_GENERIC_ON);
mOptions[RSK_SKULLS_SUNS_SONG] = Option::Bool("Night Skulltula's Expect Sun's Song", CVAR_RANDOMIZER_SETTING("GsExpectSunsSong"), mOptionDescriptions[RSK_SKULLS_SUNS_SONG]);
mOptions[RSK_DAMAGE_MULTIPLIER] = Option::U8("Damage Multiplier", {"x1/2", "x1", "x2", "x4", "x8", "x16", "OHKO"}, OptionCategory::Setting, "", "", WidgetType::Slider, RO_DAMAGE_MULTIPLIER_DEFAULT);
@ -551,6 +553,7 @@ void Settings::CreateOptions() {
&mOptions[RSK_DOOR_OF_TIME],
&mOptions[RSK_ZORAS_FOUNTAIN],
&mOptions[RSK_SLEEPING_WATERFALL],
&mOptions[RSK_LOCK_OVERWORLD_DOORS],
}, WidgetContainerType::COLUMN);
mOptionGroups[RSG_WORLD_IMGUI] = OptionGroup::SubGroup("World Settings", {
&mOptions[RSK_STARTING_AGE],
@ -703,7 +706,6 @@ void Settings::CreateOptions() {
mOptionGroups[RSG_TIMESAVERS_IMGUI] = OptionGroup::SubGroup("Timesavers", {
&mOptions[RSK_CUCCO_COUNT],
&mOptions[RSK_BIG_POE_COUNT],
&mOptions[RSK_SKIP_CHILD_STEALTH],
&mOptions[RSK_SKIP_CHILD_ZELDA],
&mOptions[RSK_SKIP_EPONA_RACE],
&mOptions[RSK_COMPLETE_MASK_QUEST],
@ -805,6 +807,7 @@ void Settings::CreateOptions() {
&mOptions[RSK_DOOR_OF_TIME],
&mOptions[RSK_ZORAS_FOUNTAIN],
&mOptions[RSK_SLEEPING_WATERFALL],
&mOptions[RSK_LOCK_OVERWORLD_DOORS],
&mOptions[RSK_GERUDO_FORTRESS],
&mOptions[RSK_RAINBOW_BRIDGE],
&mOptions[RSK_RAINBOW_BRIDGE_STONE_COUNT],
@ -976,14 +979,12 @@ void Settings::CreateOptions() {
&mOptionGroups[RSG_STARTING_OTHER],
}, OptionGroupType::DEFAULT);
mOptionGroups[RSG_TIMESAVERS] = OptionGroup("Timesaver Settings", {
&mOptions[RSK_SKIP_CHILD_STEALTH],
&mOptions[RSK_SKIP_CHILD_ZELDA],
&mOptions[RSK_SKIP_EPONA_RACE],
&mOptions[RSK_SKIP_SCARECROWS_SONG],
&mOptions[RSK_BIG_POE_COUNT],
&mOptions[RSK_CUCCO_COUNT],
&mOptions[RSK_COMPLETE_MASK_QUEST],
&mOptions[RSK_ENABLE_GLITCH_CUTSCENES],
});
mOptionGroups[RSG_MISC] = OptionGroup("Miscellaneous Settings", {
&mOptions[RSK_GOSSIP_STONE_HINTS],

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@ -136,6 +136,18 @@ std::map<uint32_t, ItemMapEntry> triforcePieceMapping = {
{RG_TRIFORCE_PIECE, {RG_TRIFORCE_PIECE, "RG_TRIFORCE_PIECE", "RG_TRIFORCE_PIECE_Faded", gTriforcePieceTex}}
};
std::map<uint32_t, ItemMapEntry> bossSoulMapping = {
{ RG_GOHMA_SOUL, { RG_GOHMA_SOUL, "RG_GOHMA_SOUL", "RG_GOHMA_SOUL_Faded", gBossSoulTex } },
{ RG_KING_DODONGO_SOUL, { RG_KING_DODONGO_SOUL, "RG_KING_DODONGO_SOUL", "RG_KING_DODONGO_SOUL_Faded", gBossSoulTex } },
{ RG_BARINADE_SOUL, { RG_BARINADE_SOUL, "RG_BARINADE_SOUL", "RG_BARINADE_SOUL_Faded", gBossSoulTex } },
{ RG_PHANTOM_GANON_SOUL,{ RG_PHANTOM_GANON_SOUL,"RG_PHANTOM_GANON_SOUL","RG_PHANTOM_GANON_SOUL_Faded", gBossSoulTex } },
{ RG_VOLVAGIA_SOUL, { RG_VOLVAGIA_SOUL, "RG_VOLVAGIA_SOUL", "RG_VOLVAGIA_SOUL_Faded", gBossSoulTex } },
{ RG_MORPHA_SOUL, { RG_MORPHA_SOUL, "RG_MORPHA_SOUL", "RG_MORPHA_SOUL_Faded", gBossSoulTex } },
{ RG_BONGO_BONGO_SOUL, { RG_BONGO_BONGO_SOUL, "RG_BONGO_BONGO_SOUL", "RG_BONGO_BONGO_SOUL_Faded", gBossSoulTex } },
{ RG_TWINROVA_SOUL, { RG_TWINROVA_SOUL, "RG_TWINROVA_SOUL", "RG_TWINROVA_SOUL_Faded", gBossSoulTex } },
{ RG_GANON_SOUL, { RG_GANON_SOUL, "RG_GANON_SOUL", "RG_GANON_SOUL_Faded", gBossSoulTex } },
};
std::map<uint32_t, QuestMapEntry> questMapping = {
QUEST_MAP_ENTRY(QUEST_MEDALLION_FOREST, dgQuestIconMedallionForestTex),
QUEST_MAP_ENTRY(QUEST_MEDALLION_FIRE, dgQuestIconMedallionFireTex),
@ -208,6 +220,11 @@ void RegisterImGuiItemIcons() {
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : bossSoulMapping) {
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));
}
for (const auto& entry : questMapping) {
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.name, entry.second.texturePath, ImVec4(1, 1, 1, 1));
Ship::Context::GetInstance()->GetWindow()->GetGui()->LoadGuiTexture(entry.second.nameFaded, entry.second.texturePath, ImVec4(1, 1, 1, 0.3f));

View File

@ -784,7 +784,9 @@ void DrawEnhancementsMenu() {
UIWidgets::Tooltip("The default response to Kaepora Gaebora is always that you understood what he said");
UIWidgets::PaddedEnhancementCheckbox("Exit Market at Night", CVAR_ENHANCEMENT("MarketSneak"), true, false);
UIWidgets::Tooltip("Allows exiting Hyrule Castle Market Town to Hyrule Field at night by speaking to the guard next to the gate.");
UIWidgets::PaddedEnhancementCheckbox("Shops and Games Always Open", CVAR_ENHANCEMENT("OpenAllHours"), true, false);
bool randoLockedOverworldDoors = IS_RANDO && OTRGlobals::Instance->gRandomizer->GetRandoSettingValue(RSK_LOCK_OVERWORLD_DOORS);
UIWidgets::PaddedEnhancementCheckbox("Shops and Games Always Open", CVAR_ENHANCEMENT("OpenAllHours"), true, false, randoLockedOverworldDoors,
"This is not compatible with the Locked Overworld Doors Randomizer option", UIWidgets::CheckboxGraphics::Checkmark);
UIWidgets::Tooltip("Shops and minigames are open both day and night. Requires scene reload to take effect.");
UIWidgets::PaddedEnhancementCheckbox("Link as default file name", CVAR_ENHANCEMENT("LinkDefaultName"), true, false);
UIWidgets::Tooltip("Allows you to have \"Link\" as a premade file name");

View File

@ -1319,7 +1319,6 @@ namespace SOH {
{ MigrationAction::Rename, "gRandomizeDoorOfTime", "gRandoSettings.DoorOfTime" },
{ MigrationAction::Rename, "gRandomizeDungeonCount", "gRandoSettings.DungeonCount" },
{ MigrationAction::Rename, "gRandomizeEnableBombchuDrops", "gRandoSettings.EnableBombchuDrops" },
{ MigrationAction::Rename, "gRandomizeEnableGlitchCutscenes", "gRandoSettings.EnableGlitchCutscenes" },
{ MigrationAction::Rename, "gRandomizeEnabledTricks", "gRandoSettings.EnabledTricks" },
{ MigrationAction::Rename, "gRandomizeForest", "gRandoSettings.ClosedForest" },
{ MigrationAction::Rename, "gRandomizeFrogsHint", "gRandoSettings.FrogsHint" },

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@ -1197,24 +1197,6 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
switch (giEntry.drawModIndex) {
case MOD_NONE:
switch (giEntry.drawItemId) {
case ITEM_SONG_MINUET:
colorIndex = PARTICLE_BRIGHT_GREEN;
break;
case ITEM_SONG_BOLERO:
colorIndex = PARTICLE_RED;
break;
case ITEM_SONG_SERENADE:
colorIndex = PARTICLE_CYAN;
break;
case ITEM_SONG_REQUIEM:
colorIndex = PARTICLE_ORANGE;
break;
case ITEM_SONG_NOCTURNE:
colorIndex = PARTICLE_VIOLET;
break;
case ITEM_SONG_PRELUDE:
colorIndex = PARTICLE_YELLOW;
break;
case ITEM_STICK_UPGRADE_20:
case ITEM_STICK_UPGRADE_30:
colorIndex = PARTICLE_GREEN;
@ -1234,6 +1216,7 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
break;
case MOD_RANDOMIZER:
switch (giEntry.drawItemId) {
case RG_MINUET_OF_FOREST:
case RG_MAGIC_SINGLE:
case RG_MAGIC_DOUBLE:
case RG_MAGIC_BEAN_PACK:
@ -1242,19 +1225,30 @@ void EnItem00_CustomItemsParticles(Actor* Parent, PlayState* play, GetItemEntry
case RG_GREG_RUPEE:
colorIndex = PARTICLE_BRIGHT_GREEN;
break;
case RG_BOLERO_OF_FIRE:
colorIndex = PARTICLE_RED;
break;
case RG_SERENADE_OF_WATER:
case RG_BOTTLE_WITH_FISH:
colorIndex = PARTICLE_CYAN;
break;
case RG_REQUIEM_OF_SPIRIT:
colorIndex = PARTICLE_ORANGE;
break;
case RG_NOCTURNE_OF_SHADOW:
case RG_BOTTLE_WITH_POE:
colorIndex = PARTICLE_VIOLET;
break;
case RG_PRELUDE_OF_LIGHT:
case RG_BOTTLE_WITH_BIG_POE:
colorIndex = PARTICLE_YELLOW;
break;
case RG_DEKU_STICK_BAG:
case RG_STICK_UPGRADE_INF:
colorIndex = PARTICLE_GREEN;
break;
case RG_DEKU_NUT_BAG:
case RG_NUT_UPGRADE_INF:
colorIndex = PARTICLE_GOLD;
break;
case RG_DOUBLE_DEFENSE:

View File

@ -11,6 +11,7 @@
#include "objects/object_mizu_objects/object_mizu_objects.h"
#include "objects/object_haka_door/object_haka_door.h"
#include "soh/ResourceManagerHelpers.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#define FLAGS ACTOR_FLAG_UPDATE_CULLING_DISABLED
@ -162,7 +163,7 @@ void EnDoor_SetupType(EnDoor* this, PlayState* play) {
}
this->actor.world.rot.y = 0x0000;
if (doorType == DOOR_LOCKED) {
if (!Flags_GetSwitch(play, this->actor.params & 0x3F)) {
if (GameInteractor_Should(VB_DOOR_BE_LOCKED, !Flags_GetSwitch(play, this->actor.params & 0x3F), this)) {
this->lockTimer = 10;
}
} else if (doorType == DOOR_AJAR) {
@ -201,8 +202,10 @@ void EnDoor_Idle(EnDoor* this, PlayState* play) {
Animation_PlayOnceSetSpeed(&this->skelAnime, D_809FCECC[this->animStyle],
(player->stateFlags1 & PLAYER_STATE1_IN_WATER) ? 0.75f : 1.5f);
if (this->lockTimer != 0) {
if (GameInteractor_Should(VB_CONSUME_SMALL_KEY, true, this)) {
gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex]--;
Flags_SetSwitch(play, this->actor.params & 0x3F);
}
Audio_PlayActorSound2(&this->actor, NA_SE_EV_CHAIN_KEY_UNLOCK);
}
} else if (!Player_InCsMode(play)) {
@ -214,7 +217,7 @@ void EnDoor_Idle(EnDoor* this, PlayState* play) {
}
if (ABS(phi_v0) < 0x3000) {
if (this->lockTimer != 0) {
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0) {
if (GameInteractor_Should(VB_NOT_HAVE_SMALL_KEY, gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] <= 0, this)) {
Player* player2 = GET_PLAYER(play);
player2->naviTextId = -0x203;

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@ -55,6 +55,9 @@ typedef struct EnDoor {
/* 0x0198 */ Vec3s jointTable[5];
/* 0x01B6 */ Vec3s morphTable[5];
/* 0x01D4 */ EnDoorActionFunc actionFunc;
// #region SOH [Randomizer]
/* */ RandomizerInf randomizerInf;
// #endregion
} EnDoor; // size = 0x01D8
#ifdef __cplusplus

View File

@ -5418,7 +5418,7 @@ s32 Player_ActionHandler_1(Player* this, PlayState* play) {
this->stateFlags1 |= PLAYER_STATE1_IN_CUTSCENE;
Actor_DisableLens(play);
if (((doorActor->params >> 7) & 7) == 3) {
if (GameInteractor_Should(VB_DOOR_PLAY_SCENE_TRANSITION, ((doorActor->params >> 7) & 7) == 3, doorActor)) {
checkPos.x = doorActor->world.pos.x - (sp6C * sp74);
checkPos.y = doorActor->world.pos.y + 10.0f;
checkPos.z = doorActor->world.pos.z - (sp6C * sp78);