* Fix skipping Adult Ruto one-point cutscene
* Kill Ruto's actor instead of leaving her to swim up
* Change to Story cutscene
* Change to extern function
* Rename entrance enums for clearer location by name.
Change entrance name strings to be clearer for single-entrance tracking.
* Rename grotto macros to remove "RANDO", and move them to `randomizerTypes.h` for use elsewhere.
* Add entrance enums to rando's entrance.cpp.
Rename a couple RandomizerRegions for consistency.
* Swap entrance ids to enum values in rando's entrance.cpp.
Few more renames for clarity and consistency.
* Adapt entrance tracker to utilize new names and only display original source and substituted destination.
Few more renames for consistency.
* Missed a space in the tracker output.
* Restore pre-digit names of some enums, name great fairies more consistently.
* Disable all warnings, even in release, on the `src` directory.
Resolve math macro duplication warnings.
* Suppress LUS warnings.
* Modify it to utilize a variable that defaults on but can be specified in command line to disable it.
Prevet total compile option overwrite for LUS.
* Remove unnecessary unset and cache parameters.
* Document warnings flag in BUILDING.md
* Change CMake process to copy assets necessary for OTR creation to VS run directory.
Remove reference to ExtractAssets target from Windows build instructions.
* Unify build instructions where appropriate across PC platforms.
Clarify commented parts of some commands.
* PR feedback.
* Adds 2 new Hooks, OnTimeStamp and OnPlayerHealthChange.
* Re-add Timesplit code
* Committing custom Assets
* Commit Asset definitions
* Adding Windows
* Fix Modal Window and others
* Time Splits v2 new Hooks etc.
* Fixing Time Displays
* Adding Big Poe split
* Update Options Tab
* List Preview and Removing Split Entries
* Allow Split Table to resize
* Fix Window Color and Adding Non Items to Split List
* Correct Song Image Skew
* Add freeze timer hook for Gold Skulltula collection
* Remove unused player references
* Replace magic number text IDs
* Separate hook for freezing player on token collection
* Revert one unintended change
* VBify poe collector giving for rando.
* Forgot an include.
* Further refinement so all the action happens in the handler. Virtual full restoration of vanilla code flow.
* Restored 1000 point messages before rando item give.
* Cleanup redundant GI Should call.
* Fixes Mirror Shield and MS sheath
* Added Hookshot Tip&Chain and more edge cases
* Update presets.h
* Revert "Update presets.h"
This reverts commit 95d952ba23.
* More fixes
Bow showing up for slingshot gallery minigame is now fixed, as well as a rouge instance shrinking links hand when I didn't mean for it to
* CVar stuffs
* Fixes
* Fix more sheath stuff and bgs hand
* Add the P
* Add logic to turn off lens effect when replacing it on a button with another item, but not swapping.
* Swap to real fix for dpad equips bug, c/o Rozelette.
* Add names to start of typedefs
* Idle stuff
* 2 functions
* Player state flags
* Name functions + misc
* ActionChange => ActionHandler
* Some player unks
* More player unks
* Header misc
* Misc
* More misc
* Player Actions
* Missed comments
* Move ship specific stuff
* Fix build
* CsCmdActorAction to CsCmdActorCue
* Fix build
* Config migrator to handle CVar macros/sections, as well as a few other changes since MacReady.
* One more round of cleanup.
* Move config migrators above SetupGuiElements to allow for migrated window variables to register before windows use them to determine visibility.
* One more.
* Adapt DpadEquips, NavOnL, and PauseAnyCursor CVars to accommodate Pablo moving them to enhancements.
* Segregate count-injected item get messages by type
* Move item count messages submenu up next to Items submenu
* Rectify presets
* Oops - deleted a comma by mistake
* More Mweep
Adjusted the "King Zora Speed" timesaver enhancement to allow for slowing the animation down.
* [Fixed] Crashing when applying preset settings
Adjusted presets.h to expect a float instead of an integer for the "MweepSpeed" timesaver enhancement setting.
* Cleaning some things up
Deleted an unnecessary line, and switched the "King Zora Speed" option back to multiplier display instead of a percentage.
* Update SohMenuBar.cpp
Switched back to multiplier display
---------
Co-authored-by: Malkierian <malkierian@gmail.com>
* Correct behaviour of text speed enhancement
The text speed enhancement increases the size of the text crawl in the number of characters displayed in each step. This messes up certain parts of dialogue that were meant to be displayed in a certain way (like Ganondorf's "Heh heh heh..."), and in places where the text crawl is meant to be slower than normal, it just looks clunky. The text crawl speed enhancement is a wonderful feature, but smoothing out should be easily doable, and is a more correct implementation.
* Fix text speed for normal text
* Flatten if statements
* Improve check tracker performance.
* Fix vanilla saves getting randomizer quest assignment.
Fix trying to load blank data blocks from save file.
Prevent writing randomizer block, even if empty, when save type isn't rando.
* bring over framebuffer effects methods
* Implement framebuffer capture and drawing for pause menu
* revert hookshot and title cards to draw using original buffers
* remove old game over crash fix
* Adjust mirror mode handling for kaleido
* Avoid flashing the hud when pausing
* Allow for User Selected Enemies for Enemizer
* Updated CVar Entry List
* ImGui Cvar Updates
* GetSelectedEnemies Cvar Update
* Populate List if empty and if menu selection changes for Enemy Randomizer/Enemy List
* for loop for Menu Bar cvars, added enemyNameList table to get actor names
* Update variable for macOS/Linux
* Alphabetical Order you say?
* Add support for multiple areas in regions and locations and remove impa's house shuffle limits
* Spelling corrections
---------
Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: Malkierian <malkierian@live.com>
* preparatory clean ups
* structure done, but failes to generate
* fix the bugs, but triple seed gen time on the benchmark
* fix massive generation time increases
* Remove sphereing when not needed as an optimisation
* post merge fixes
* reset the current sphere when toggling an event to cover another cause of jank
* address reviews
* Convert ocarina buttons & skip scarecrow song to VB
* Move most of boss rush & rupee/key counters to VB
* Move BossRush_HandleCompleteBoss to VB
* Convert boss timestamps to VB
* Move being able to open doors to VB
* Convert Entrance_OverrideWeatherState to VB
* Move boss souls to hook_handlers.cpp
* Update hook_handlers.cpp
* Move infinite upgrades to hook_handlers.cpp
* Move skeleton key to hook_handlers.cpp
* Move swim and child wallet to hook_handlers.cpp
* Move ganons boss key to hook_handlers.cpp
* Move triforce hunt to hook_handlers.cpp
* Move randomizer sheik spawn to hook_handlers.cpp
* Update BossRush.h
* Convert spoiling items to VB
* Move load game stuff to hook_handlers.cpp
* Move warp song handling to hook_handlers.cpp
* Convert being able to play bowling to VB
* Move shooting gallery man handling to hook_handlers.cpp
* Move spirit temple silver block removal to hook_handlers.cpp
* Fix build
* Move last beehive stuff to hook_handlers.cpp
* Fix build
* Add VB_CLOSE_PAUSE_MENU
* Add VB_BE_ABLE_TO_SAVE
* Add VB_RENDER_YES_ON_CONTINUE_PROMPT
* Add VB_SPAWN_BLUE_WARP
* Add VB_BLUE_WARP_ADULT_WARP_OUT
* Add VB_BG_BREAKWALL_BREAK
* Convert Saria stuff to VB
* Remove now unused check
* Add VB_GANON_HEAL_BEFORE_FIGHT
* Update hook_handlers.cpp
* Fix blue warp offsets
* Fixes from review
* Improve documentation
* Update BossRush.cpp
* Fix my stupidity
* Fix#4327
* Update hook_handlers.cpp
* Fix blue warps
* Use ultralib types & clean header
* Replace options amount macro with BR_OPTIONS_MAX
* Remove unused includes
* Remove accidental line doubling
* Tweaks to boss rush (#6)
* Update GameInteractor_HookTable.h
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Adds in-game display of certain rando collectibles.
Before, these were only available through the Item Tracker ImGui Window. With this commit, they can be accessed via holding C-Up on the Map Screen. Currently I've added Greg and Triforce Pieces (when applicable) to this menu. Boss Souls, Ocarina Buttons, and eventually Silver Rupees will be added later.
* Adds ocarina buttons to in-game display
* Initial pass on rendering the text on a black background.
* Starting to render boss soul icons
* Better alignment and rendering of Boss Soul icons.
* Adds icons prefixing the list entries.
* Switches boss souls to 32x32 icon.
* Partially working Matrix/Vtx implementation
Currently hardcoded Greg text, replacing map screen completely.
* Now rendering properly thanks to Archez!
* Better implementation of accessing the new page.
- now attached to Quest status instead of Map
- now triggered by a toggle instead of holding a button
- now has its own background (temporarily save screen but will be replaced with something custom later)
* Make KaleidoEntry's reactive to game state
Adds Greg proper and Triforce Hunt to the Misc. Collectibles Page.
* Conditionally render Triforce Hunt
* Documentation/Cleanup
* WIP Ocarina Buttons rendering
* Working ocarina buttons display
* Renders buttons as Gray instead of using Grayscale
This may seem inconsistent, but with Grayscale they technically render as different shades of gray, especially with custom cosmetics. With this they now render as the same shade of gray.
* Makes Ocarina Icon gray when no buttons have been collected.
* Adds Boss Souls.
Currently they run off the menu, need to implement scrolling.
* Implement Scrolling for the menu.
Need to figure out how to throttle the stick inputs still.
* Moves input handling to draw function.
I hate it but that's how Kaleido does it and there's some input throttling logic in there, so in order to make this feel like a kaleido menu I have to also handle input in the draw function.
* Removes custom cosmetic handling of Ocarina Buttons.
I've chosen not to respect the cosmetics for the sake of accessibility
and color contrast, but the code is still present and commented out in
case we want to reverse that decision.
* Hopefully fixes mac build errors.
* Implements update function via Hook.
* Another mac fix hopefully
* Cleans up unused code from the rectangle based attempt.
* Clean up more unused code
* Commit Boss Soul icon
* Fix typo
* Remove commented code
* Improve toggle functionality
* Re-introduce cosmetic matching for ocarina buttons
* Revert some unnecessary formatting changes
* Fix cursor/page turning issue
More improvements to come here (drawing arrows, custom text at the bottom, etc.)
* Fix some more formatting changes
* One last batch of formatting reverts
* actor breaking
* should be VB fishing
* attempt to VB fisherman
* commit fishing hell for review of VB viability, untested
* fix rando, vanilla still broken. close enough
* wait i forgot to remove that
* small fix
* Doodongs Cavern
* rewrite MQ DC Logic
* forgot some cleanup
* remove an unused region
* post-merge cleanups
* change CanUse for HasITem on gorons braclet
* git ate half the rewrite
* more small error fixes
---------
Co-authored-by: aMannus <mannusmenting@gmail.com>
* Fix crash in fishsanity's flag set handler.
Code format cleanup.
Fix typedef warnings in fishsanity.h.
* Actually fix the crash now.
* Relocate RCTYPE check for broader application.
* Format shops.cpp
* Add 5, 6 & 7 item shopsanity
* Guarantee a bombchu refill
* Fish first shop item index
* Clean up NonShopItems
* Split count options
* Improve item ordering
Ensure potions, blue fire and fairy on shopsanity 6 and less.
There are no hearts in the first 28 items (the ones from n64 rando).
* Post-merge fixes
the previous all loaches logic required modifying every `isLoach` check
throughout the file. this had the benefit of allowing live-toggling all fish
to be loaches or not, but added a lot of complexity.
this changes the logic to just set `isLoach` on each fish instead, and updates the tooltip to note an area reload is required
* Move Fishsanity hooks out of mods.cpp
* Assign fish check flags.
* Clean up location_list for fish
* Prevent fishing from giving double items.
* Remove no-longer-used mPendingFish
* Override draw function for fishing
This allows the draw functions in the source
overlay to match the decomp.
* Override draw function for EnFish
* Overwrite grotto fish params based on respawn data
This allows the randomizer to identify them
automatically without any special logic.
The catch (pun not intended) is that grotto fish don't respawn,
and they were previously identified for such by a params value of 1,
so the logic to take care of that needed to be duplicated.
Thankfully it wasn't very much.
* Add a VB for catching actors in bottles.
* Clean up remaining code after conversion to VB
This breaks fast FastDrops for bottle pickups, though
readding it shouldn't be too hard with the VB hook.
* Remove fishsanityParams from Fishing
It was previously used to track exactly which fish would be
released after a catch, but since both candidate fish
would've been caught, they both wouldn't give checks
anyways.
* Update soh/soh/Enhancements/randomizer/hook_handlers.cpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Re-add FastDrops for bottle pickups.
While this does diverge from the vanilla decomp, I'm uncertain of
the order that hooks are run, so I put it back into z_player.c
just to be safe. A future commit can do a more proper implementation
using VB hooks.
* Move initialisation of fishsanity hooks into hook_handlers
* Change location constructor to take RandomizerInf instead of uint8_t
This shouldn't have an effect as-is, but other changes can add
additional randomizer flags that can end up pushing fishsanity check
flags out of the range of a uint8_t, causing the cast to overflow
and not be stored correctly. With this change, it could still overflow
when writing to the flag field of Location, but said field is unused
and the parameter is really only for setting the flag for the
SpoilerCollectionCheck.
* Render uncaught overworld fish as randomized item
* Fix windows build by zeroing unused field
* Fix scene parameter type
This resolves a build error on Mac and Windows, but Linux
instead buries it in the sea of warnings, meaning I can't
see it until it fails CI.
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Remove categories
* Remove SpoilerCollectionCheckGroup
* Remove unused Location constructors
* Remove LocationType
* Remove unused SpoilerCollectionCheckTypes
* Remove hints' isVanillaCompletion, it's always false
* Remove SpoilerCollectionCheck::None
Same effect as default constructor
* Fix mistake
* Update location.h
* Deduce RC Area by scene when possible
* Remove useless constructors
* Remove flag in most situations
* Format improvements
* Replace overworldLocations with a function
* Replace shopLocationLists with a function
* Replace gossipStoneLocations with a function
Also add a new RCType for static hints
* Replace scrubLocations with a function
* Replace staticHintLocations with a function
* Replace overworldFishLocations with a function
* Replace pondFishLocations with a function
* Remove RC_TRIFORCE_COMPLETED from GetOverworldLocations
* Update fill.cpp
Re-add filter for dungeonLocations for song shuffle dungeon rewards (and fix erroneous check for song locations there).
Modify songLocations filter for dungeon rewards to check for RCTYPE_BOSS_HEART_OR_OTHER_REWARD and then the two song locations added for it.
* Update fill.cpp
Fix bracketing.
* Apply Pepper0ni's patch
---------
Co-authored-by: Malkierian <malkierian@live.com>
* Change tristate off graphic to none instead of X to avoid confusion.
Modify Combobox and Slider Options to clamp directly to options.size() - 1 instead of just decrementing if current value is higher than max.
* Restore RenderCross line, but commented out.
100 GS Reward was missing from RSK_GANONS_BOSS_KEY causing indexing issues. Notably, Triforce Hunt was setting Ganon's Boss Key to "Vanilla" rather than "Triforce Hunt."
* Move all `SaveContext` operations to `Logic` to prepare for encapsulation.
* Rename `Area` to `Region`, `areaTable` to `regionTable`, and all local variables named variants of area to region that were of the `RandomizerRegion` or `Region` types.
* Fix mistaken renames.
* Rename PT_AREA_RESET to PT_REGION_RESET after rebasing on performance timer commit.
Change include path for the timer to absolute rather than relative.
* messy first implementation, pushing for verification
* push to test other platforms, add benchmark preset
* more other compiler fixes
* Finish implementing benchmarks
* forgot to reset the timers each run
* do it better
* move timers to thier own file
* forgot to add files
* Update check status in the check tracker to the new system. Status and Skipped are now stored in ItemLocation, though still saved separately in the trackerData section.
* Fix shop checks not showing prices when identified.
* Patch fix for check status bleed.
Some cleanup of unused code.
* Small tracker optimizations.
* Fix check hiding.
* Bit more cleanup.
* Unhide the filter and make it work again...
* Fix area totals tracking.
Fix skipped status saving.
* Merge conflict cleanup.
* saving for branch change
* V0 doesn't work
* crashing in random places halp
* push to rebase
* commit for branch change
* more branch switching
* First apparent working
* fix entrence validation
* comment cleanups
* post merge fixes
* Fix entrences not validating when spawns/owl drops are on but other entrences are not
* remove bombchusFound from the struct too
* Fix issue causing improper bombchu filtering on the playthrough
* text fixes
* submodules pls
* submodules pls pt 2
* Restore Deku Tree open as adult with dungeon shuffle.
* Add Mido spawn VB to allow for preventing Mido moving in rando when starting with Zelda's letter and closed deku or forest.
* Use RAND_GET_OPTION instead of OTRGlobals rando context, get rid of IS_RANDO in deku mouth VB handler.
* Removed all CVarLoad uses from code to prevent thread concurrency issues.
* Add mutext locks to save and load functions to prevent concurrent operations between those two.
* Converted all GuiWindows to the new separate Begin/End format in current LUS except InputViewer, CheckTracker, ItemTracker and Modals.
* Setup Check, Entrance, Item trackers and Input Viewer to override `Draw()` to bypass the ImGui Begin and End, as they're not intended to go in the modern menu.
* Cleanup.
* Add git info to title screen & gameplay stats
* Change the branch criteria to starting with `develop`
* Update z_title.c
* Change the branch criteria to not having a tag
* Always show both when not a release build
* Only show build version in tagged releases