* Some reason not working
* Fixes and formatting
Moved the LACS Stones to be before the Medallions in all instances to line up with the Bridge requirements and because it just makes sense
* Removed unnecessary space
* Missed one
* Add Checkbox in Extra Modes
Spawn Code in mods.cpp
Category Change for Clear Room Exclusion
Kill Actor if Mode is Disabled
* Fix non door scene changes and adds a delay to avoid misfiring or not firing on quick room changes like falling to B1 in Tree and Lost Woods loading triggers.
* Requested Updates
* Add brightness control and on/off toggle for tunic LED colors.
* Removed toggle, mentioned brightness of 0% for turning off LEDs.
* Set up grabbing tunic color values from Cosmetics Editor for cosmetics sync.
* Why these stupid differences between Windows and Linux compilers?
* Fix Mac build errors? Also try to move the color fetching back into the switch statements to lessen potential computational load.
* Real fix?
* Move "Customize Game Controls" button under "Controller Configuration" button under Settings -> Controller. Renamed "Controller Configuration" to "Configure Controller" and "Customize Game Controls" to "Customize In-game Controls"
* Added LEDColor and LEDColorSource enums for code clarity.
Moved controller LED brightness to new LED Colors group in "Customize In-game Controls" menu.
Added combobox to choose between vanilla tunics, cosmetics tunics, health, and custom as color sources.
Added critical health override checkbox to allow display of red when health is low even when other sources are selected.
Port color pickers have not been implemented yet, default color is white.
* Moved LED control to OTRControllerCallback and wrapped it in a check to `CanSetLed()`.
* Move settings to Port 1 tab in Customize In-game Controls and limited application of colors in `OTRControllerCallback` to port 1.
* UI clarity updates.
* Removed unnecessary LED color enum.
Added custom color picker to port 1 color settings.
* Changed Critical Health Override default to true.
* Modified logic to not do color fetching and instead default to {0,0,0,0} when brightness is off.
* Fix bad cvar string for custom color.
* Cleaning up some post-merge artifacts.
* Update soh/soh/Enhancements/controls/GameControlEditor.h
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Some name changes.
* idea for cleaning up controller callback stuff
* Rearranged color source checks to make sure criticalOverride is applied regardless of other settings.
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Move the code to change those values based on the child trade slot item to the selecting mask loop to not be setting them every frame just because you're in the inventory.
* Adds const specifiers to some appropriate functions.
* Implements move semantics for ReplaceStringInMessage.
Should result in much fewer allocations when rendering custom messages during a Randomizer playthrough.
* Implements some more move semantics.
* First pass on improved Custom Messages API.
This should allow for fewer allocations during randomizer seed generation and runtime, plus a couple of other enhancements that utilize custom messages. It does this by taking advantage of move semantics to prevent extraneous allocations when string literals are passed in. It also takes advantage of OOP to hopefully end up with a cleaner API.
* Additional API/allocation related improvements.
* Removes an unnecessary destructor and constructor.
* Updates documentation
* Adds a bit more documentation.
* Fixes switch build problem and minor syntax error
* Renames slightly unclear operator parameter
* Replaces magic numbers with LANGUAGE_MAX
Implemented subsectional saving (handled in the section's save function, and passed to the save function by & pointer). Default of "all" passed in from SaveFile for game saves.
Implemented subsectional saving for sohStats and entrances/scenes discovered.
Fixed check for game save registry by putting the check against the registry in the "all" section save code.
Fixed loading and saving of blank sceneTimestamps due to default construction of data structures during JSON loading making all "empty" entries have scene and room of 0.
Moved SoH stats initialization to `gameplaystats.cpp` via `SaveManager::AddInitFunction`.
Improved save file efficiency by adding code to not write any "empty" entries in `sceneTimestamps` (as determined by room and scene being 254) when saving, and initializing them to 254 if not loaded from the save file.
* RANDO: Fix logic with OGC and mixed entrance pools
Adds a `GANONS_CASTLE_LEDGE` area and a `BuiltRainbowBridge` logic var. Added an event to `GANONS_CASTLE_GROUNDS` that sets `BuiltRainbowBridge` to true. Adds Entrances for `GANONS_CASTLE_LEDGE` to `GANONS_CASTLE_GROUNDS` when `IsAdult` and `BuiltRainbowBridge` (or the glitched logic that lets you skip the rainbow bridge) are true, `HYRULE_CASTLE_GROUNDS` when `IsChild` is true, and `GANONS_CASTLE_ENTRYWAY` When IsAdult is true (if child enters `GANONS_CASTLE_LEDGE` in game they are in `HYRULE_CASTLE_GROUNDS` and thus cannot go back into GANONS_CASTLE_ENTRYWAY). Adds Entrance for `GANONS_CASTLE_GROUNDS` to `GANONS_CASTLE_LEDGE` when `BuiltRainbowBridge` is true, or when the glitched logic that lets you skip the Rainbow Bridge is true.
* Adds intermediate area for age-gating
* Fixes the logic for actually killing the skulltula
* Adds hammer crouch stab as a way to kill OGC_GS
* hacky fix for deku tree entrance
* lonlon windows
* only hack in one place instead of everywhere
* dehack deku
* goron city entrance
* gerudo cell, zd entrance
* kak windows
* fix pot house
* back to the hacks
* back back
* space
* globals
* just hack it together to fix em all
---------
Co-authored-by: briaguya <briaguya@alice>
* Refactor `Vec2f`, `Vec3f`, `Vec3s` in `z64math` to avoid reserved identifiers.
* Include `z64save` in SaveManager, which requires encapsulating `#include gameplaystats.h` and `InitStatTracker` in the cpp to fix compile issues.
Adds SaveContext reference parameters to SaveFunc and existing implementations in preparation for threaded saves.
* Threaded saves fully implemented.
Platform-specific save code removed.
Thread safety added. Will wait for thread pool tasks to finish before resetting or closing.
* Converted gSaveContext copy for save threads to the heap with `new`, deleted at the end of the threaded function to prevent possible issues with the stack.
* Turns out leaving the call to `ThreadPoolWait` in a `GameInteractor::OnExitGame` hook seems to be just fine.
* Removed unnecessary references to `SaveManager::ThreadPoolWait()`, game hooks are the only places it's called now.
* Re-added WiiU/Switch performance save code.
* Added call to `SaveManager::ThreadPoolWait` in `Sram_InitSave` to prevent trying to load a newly "created" save before the save file was actually written.
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Changes for LUS renames in ResourceManager and Archive.
* Moves WriteSaveFile and ReadSaveFile to SaveManager.
* Removes ImGui namespace.
* Bump LUS
* Updates gitignore for intellij projects.
* Controller usage is now up to date with newest LUS.
* Adapters for removal of Controller.WriteToSource from LUS.
* Uses correct capitalization on Controller.GetProfile()
* Bump LUS
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
for some reason we were getting garbage data in cvarNameMargins when doing things the `const char *` way. i wasn't able to figure out why that was getting garbage but this makes it so we don't get garbage in there
Co-authored-by: briaguya <briaguya@alice>
* TWEAK: Rupee dash duplication
Rupee dash was duplicated while being moved over the EXTRA MODES, so this fixes the duplication and put it only there
* Update soh/soh/GameMenuBar.cpp
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* hack that makes it so custom models still work on scene transition
* Update soh/soh/OTRGlobals.cpp
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
* naming/formatting
---------
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
* Rough mockup of LUS XML loading
* Updated code for merge
* Loading from FS support and custom DList WIP implementation
* Added current directory support to F3D and impl most of the dlist cmds
* WIP Skeleton support
* Almost done
* Rebase fixes
* Submodule updates
* HD Texture Support
* Fixes
* bump lus
* fix exporter build, header update
* soh builds
* setMesh image path cleanup
* Update soh/src/overlays/actors/ovl_player_actor/z_player.c
* Update soh/src/overlays/actors/ovl_player_actor/z_player.c
* Update OTRExporter/OTRExporter/Main.cpp
* Update ZAPDTR/ZAPD/ZResource.h
* Update soh/src/code/z_skelanime.c
* Update OTRExporter/OTRExporter/Main.cpp
* Fixed jpeg backgrounds and decreased icon buffer size
* Bump lus
* Increased even more the buffer because it crashes on long texts
* Removed print because sometimes the if is not triggered when the image is already byteswapped
* fix non-windows build
* fix build
Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
* add hd checkbox
* Various fixes for custom model support (#23)
* Some fixes
* Updated LUS Version
* Fixed issue with Link Skirt on pause menu
* Added CVar for custom link model changes
* Fixed headers
* Additional header fixes
* Tweaks
* Unload HD game assets on scene transition. (#16)
* Unload game assets on scene transition.
* Bump LUS
* Unloads all HD assets on scene transition.
* Only unload hd assets if hd assets are turned on.
* Fixes issues on toggling between HD and non HD assets.
---------
Co-authored-by: briaguya <briaguya@alice>
* fix: actually load hd debug font (#27)
* fix: actually load hd debug font
* toggle debug text correctly
---------
Co-authored-by: briaguya <briaguya>
* Yes. (#28)
* Merge branch 'develop' into dev-to-ghost
* HD Skeleton Swapping and Language Fixes (#32)
* Yes.
* HD Skeleton Swapping and Language Fixes
* Test
* Fixed issues with ganon cape (#34)
* Fixed Bongo Bongo Crash (#35)
* Added HD Assets Toggle (#37)
* Ivan the Fairy - Coop Mode (#36)
* wip
* hookshotable ivan
* added hookshot item
* new items & changes & fixes & restored navi
* farore, din and nayru's spells are done
* fixed slingshot & bow
* added more items supported
* done with all main items
* bug fixes & ready
* added imgui button
* wip
* hookshotable ivan
* added hookshot item
* new items & changes & fixes & restored navi
* farore, din and nayru's spells are done
* fixed slingshot & bow
* added more items supported
* fix own dungeon items on shuffled boss rooms (#2683)
* bump lus (#2692)
* fix: lowercase package names for vcpkg (#2693)
vcpkg was throwing an error `error: invalid character in package name (must be lowercase, digits, '-')`
this updates our calls to `vcpkg_install_packages` to use lowercase package names instead of uppercase
* fix death mountain cloud in rando (#2691)
* Fix: Switch Age No Longer Reloads Start Room (#2679)
* [Reduced Clutter] Disable Hot/Underwater Warning Text (#2684)
* Disable Warning Text
* Moved to Reduced Clutter
* done with all main items
* bug fixes & ready
* fix: process roms in consistent order (#2696)
* chore: move rando savefile setup and document flags (#2697)
* remove rando save init from sram
* move rando savefile init logic and set more flags
* document flags for rando save creation
* Fix: Use correct fps value for frame interpolation with match refresh rate (#2694)
* Fix: Kak GS placement on construction site (#2695)
* added imgui button
* addressed kenix's comments
* fixed useless null
* added rupee dash mode in extra modes
* changed menu position
---------
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com>
* LUS Scancodes (#42)
* Added HD Assets Toggle
* Switched out SDL for LUS scancodes
* Ivan tweaks (#45)
* Magic consumption slowed down;
Bosses now affected by Ivan's Din spell
* Adjust magic timer
* clean up imgui
* model fixes/improvements (#50)
* replace `gUseCustomLinkModel` with custom resource check
* handle adult/child
* bump lus
* fix model switching with tab
* use lus main
* fix carpet man (#52)
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
* get ship model and lus texture into soh.otr, use `gAuthenticLogo` to toggle between ship and authentic (#55)
* Use libultra features for CPU-modified textures (#40)
* Use libultra features for CPU-modified textures
* Comment
* bump lus on ghost (#58)
* fix: properly use `Interface_LoadActionLabel` to display start button text (#61)
* Changes hd -> alt for texture replacement. (#65)
* Changes hd -> alt for texture replacement.
* Renames variables in gfxprint for hd -> alt change.
* Update soh/soh/resource/type/Skeleton.cpp
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fixes kaleido dungeon maps (#67)
* skeleton stuff (#69)
* comment out wii u build (#70)
* bump lus (#71)
* Rework readme (#72)
* Update README.md
* docs
* put custom music docs somewhere
* Update README.md
* Update README.md
* Update README.md
* Update README.md
* dark/light title image
* lus
* Update README.md
* Fixed vanilla minimap (#73)
* Fixed vanilla minimap
* Workaround for pulsing SD maps with non-broken HD maps.
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Skeleton fix fixed (#75)
* WIP skelton patcher fix
* Fixes skeleton reference change.
* Adds const back to name in ResourceMgr_LoadSkeletonByName
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
* Fixes z_message_otr memory leak.
* Update soh/soh/z_message_OTR.cpp
* Update soh/src/code/game.c
* docs: add how to find otr files to switch instructions (#78)
* bump lus (#79)
* comment out RegisterBlendedTexture in king d (#80)
---------
Co-authored-by: Nicholas Estelami <NEstelami@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: briaguya <briaguya>
Co-authored-by: Ralphie Morell <stratomaster64@gmail.com>
Co-authored-by: MelonSpeedruns <melonspeedruns@outlook.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: Patrick12115 <115201185+Patrick12115@users.noreply.github.com>
Co-authored-by: Rozelette <Rozelette@users.noreply.github.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Lywx <36680385+KiritoDv@users.noreply.github.com>
* add version info and other details to windows exe properties
* configure properties file directly to src dir
* move version name in properties and change to Title Case
* wip
* const
* split zapd into two targets
* Workingish.
* fix working dir and copy xmls on build (#2)
* dont change current working dir with dialog prompts
* copy asset xmls to target dir
* make zpadlib public
* Messagebox.
* Check for WIN32
* threading
* Cleanups to the exporter and main.
* Multi extraction.
* Fix byteswap header includes.
* Fix another byteswap include.
* fix again.
* stddef size_t
* Add other targets for ZAPDLib
* Non windows.
* IDYES IDNO
* Linux fixes
* hopefully remove switch and wiiu from building extractor
* Please?
* validate roms and add another valid rom
* ifdef out extract.h for switch and wiiu
* Maybe update lux
* Remove ZAPDlib from switch and WiiU
* more rules
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/ExecutableMain.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/CMakeLists.txt
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/GameConfig.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/Globals.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update ZAPDTR/ZAPD/Main.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/CMakeLists.txt
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/soh/Extractor/Extract.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* the last fix
* Add context to a comment
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* add granny shuffle to 3ds code
* add granny shuffle to soh randomizer
* make granny hand out merchant check
* have medigoron set pending sale mod
* capitalize granny shop item
Heart Pieces and Heart Containers normally refill Links health when the text box with their respective textID is closed.
However, with shops and shopsanity, after receiving the heart piece, the textbox isn't actually closed. The shop keeper keeps it open to prompt the player if they want to continue shopping. This prevents the health refill logic from running.
This PR adds a check for these items in the BuyEvent for randomizer items and manually refills Links health.
The logic for showing/hiding Vanilla/MQ dungeon locations in the exclusion tab was not accounting for the case if MQ dungeons is set to "Random".
This rewrites the logic check to account for all 3 cases, and only looks at the count value when set to "Set Number".
Also the CVar get for MQ count needs to default to 12 instead 0, to match the declared default behavior everywhere else.
* update
* Update generate-builds.yml
* Update generate-builds.yml
* sohotr in CI?
* paths
* gitignore soh.otr
* Fix
* no COMMAND maybe?
* try generating otr as it's own step
* deps
* f
* g
* h
* a
* cc
* ccc
* m
* blarg
* try uploading
* try
* s
* copy things
* wii u?
* wiiu
* don't fail
* windows without cpack?
* wut
* whoops
* see all the things plz
* b
* v
* zip working maybe
* ok but this tho
* pdb and switch
* mac lus
* soh.otr in appimage
* down first
* mac
* bundle soh otr into mac app and read it from the bundle
* appimage fix
* try just downloading for mac?
* i like to mv it mv it
* mv to the right place
* no more otrgui
* bring back otrgui and assets
* echo blarg
* echo
* zapd.exe
* clean and remove
* a
* space
---------
Co-authored-by: louis <louist103@gmail.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: Adam Bird <archez39@me.com>
* specific scenarios for switch age button, non rando
* Working fix for vanilla swordless change age
* Fix now works for randomiser
* Fixed room load on change age transition
* Removed potentially unnecessary function call
Need to investigate this more, maybe wait for more room documentation.
* Suggested Edits
Moves setting cvar back into mods.cpp and makes clear the condition expected for the no sword flag
* Link voice pitch v0
* Using a new variable instead
* Move voice pitch slider to Options tab
* fallback to original behavior if freqMultiplier is set to 1
* Move reset button to Options tab with its slider
* Fix voice pitch slider width in Options tab
* [Review] Always use freqMultiplier
* fix link the gorons text ids in rando
* document goron link flags
* check for fire temple clear instead of medallion for link goron
* stop goron link from shivering after opening doors and have big rolling goron resume rolling after giving check
* remove unneeded rando check
* add comments
* Groundwork on scene/room timers; naming changes
* added to save manager; reworked storing timestamps
* actually saved stuff to savemanager;
accounted for null playstate
* finally fixed the fucking timers
* Added scene mapping
* Added CVar for room/scene level; fixed some displays
* reworked logic
* increase name spec for scene timestamps
* Actually save item timestamps when loading v3 save
* Cleanup
* fix merge artifact
* apply suggestions
* Nighttime GS Always Spawn
* add hook onSceneSpawnActors
* implement onSceneSpawnActors hook to spawn GS in various day scenes
* handle the kak tree skull during the day
* Update mods.cpp
* Add the &
* Fixes
* Update soh/soh/Enhancements/mods.cpp
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
---------
Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
* ADD: Time Saver --> Time Travel with the Song of Time
Co-Authored-By: aMannus <4244591+aMannus@users.noreply.github.com>
Co-Authored-By: David Chavez <david@dcvz.io>
* TWEAK: one liner for the gPlayState check
* ADD: Time Saver --> Time Travel with the Song of Time
Co-Authored-By: aMannus <4244591+aMannus@users.noreply.github.com>
Co-Authored-By: David Chavez <david@dcvz.io>
* TWEAK: one liner for the gPlayState check
* Timetravel stuff
* tweazk oopsies
* Fixes timeline
* tweak frog dist
* ADD: Time Saver --> Time Travel with the Song of Time
Co-Authored-By: aMannus <4244591+aMannus@users.noreply.github.com>
Co-Authored-By: David Chavez <david@dcvz.io>
* TWEAK: one liner for the gPlayState check
* Timetravel stuff
* tweazk oopsies
* Fixes timeline
* tweak frog dist
* oppsie²
* del dupe
* del dupe
* tweak tooltip
---------
Co-authored-by: aMannus <4244591+aMannus@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
Transitions final autosave location to `OnTransitionEnd`.
Adds functionality to autosave to set a delayed save flag if AutoSave is set to Major or All Items and one is obtained in a grotto, to avoid grotto autosaving but still provide for the autosave when location-based saving is off.
Fixes small bug with item lookup where sometimes an item's `modIndex` would sometimes be reported one way, but the way Randomizer does things it would be in a the other `modIndex`, and the lookup would fail.
Minor variable name clarification in ItemTableManager.
Modifies AutoSave to account for item ID overlap from `MOD_RANDOMIZER` table (all items in the randomizer table is considered major for AutoSave purposes except ice traps).
* Change sliders to have +/- buttons by default
* Remove unnecessary margin setting
* Add +/- buttons to remaining sliders and fix some broken UI
* Update EnhancementComboBox to not need array size
* Remove redundant widgets from randomizer
* Miscellaneous fixes
* Fix Switch build break
* Consolidate disabled styling in widgets
* Simplify widget logic
* Merge with most recent PRs
* Fix audio fanfare and sound effect sliders mixup
* Fix sliders being one button too wide
* Fix sliders being too long
* Fix sliders being too long on console
* Modifies custom sequence loading to bypass other sounds being loaded in AudioCollection to fix missing custom sequences on load.
* Modified `audio_load`'s sequenceMap allocation to utilize `AudioCollection`'s sequenceMap size to account for all audio assets already loaded into that sequenceMap. This gives a non-arbitrary number in addition to the vanilla sequence count to allocate with for `audio_load`'s sequenceMap.
Added `HasSequenceNum` to `AudioCollection` as well to streamline the check against `AudioCollection`'s sequenceMap to skip the non-sequence assets in there.
Added clarification comment for seqNum and MAX_AUTHENTIC_SEQID section.
* Clarified comment about AudioCollection seqNum and MAX_AUTHENTIC_SEQID.
* A bit more on comment from the last commit.
* When rupees are given as starting items, they still modify `gSaveContext.rupeeAccumulator`, which means that if you make a new file, start it, and reload without saving, or exit SoH before starting the new file, those rupees were lost. This adds a check for `gPlayState` being NULL, and if it is, adds those initial rupees to the rupee count directly.
* Update soh/src/code/z_parameter.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Modified Affordable logic to select randomly from 10, 105, 205, and 505 depending on the selected wallet tier. Updated the tooltip to reflect.
* Clarified logic in comments and variable names.
* Streamlined affordable check for starter wallet.
One more function comment.
* More streamlining of affordable price generation, comment clarification.
* Changed OnReceiveItem hook to pass GetItemEntry, which required the following changes:
Reworked the references to it in `z_parameter` to call a single function with the item return and hook call in it for ease of editing.
Modified the pendingSale functionality to set and pass a modIndex value as well, as mod items (like randomizer) in shops still use the vanilla sale path.
* Missed some files for the pendingSale changes.
Also added Randomizer_Item_Give to the OnReceiveItem system.
* Ice traps now trigger OnReceiveItem.
* All ice traps truly do work now.
As a side effect, item autosave doesn't work for shop/scrub/merchant transactions, requires new OnSaleEnded hook that can also call the autosave.
* Removed unnecessary calls to ItemTable_RetrieveEntry where GetItemEntry properties were being used to call it. General code cleanup.
* Added OnSaleEnd hook for when rupees are finished deducting after a sale.
Migrated AutoSave to its own function, registered AutoSave function to OnReceiveItem and OnSaleEnd hooks to help with autsaving after buying items.
Some futureproofing for AutoSave function with parameters for skipping autosave, for when transition end is migrated to AutoSave function (whether through direct call or through a hook).
* Renamed hook paramaters, and registered hook function parameters, to a more descriptive alternative.
* Missed a couple, fixed a typo.
* One more missed paramater name refactor.
Refactored all references to OnReceiveItem to OnItemReceive to mirror upcoming full hook refactor for name ordering conventions.
Up-to-date with develop.
* save build version to savefile
* adjust rando hash icons to use fade in/out
* add dialog message support on the file select screen and display rando version warning
* remove duplicated message functions and use stubbed play state instead for rando warning
* add major/minor/patch version saving to file and compare against
* use strncpy and memset for build version
* don't show rando warning one copy/erase screens
* review feedback
* Add german and french translations for rando warning
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
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Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* Restored vanilla pause buffering and input behavior broken by 'easy frame advance' cheat
Currently, holding A and repeatedly pausing and unpausing will cause that A input to be repeated, resulting in Link rolling without additional A inputs. Similarly, holding Z and unpausing in front of a candidate actor will cause Link to switch Z-targeting to that actor.
As a side effect, this also does not allow inputs to be buffered before the Subscreen has finished its closing animation, which is how vanilla also works. This is slightly unfortunate because the "freeze" before the game resumes is considerably shorter in Shipwright, but it'd be better to implement a fake delay there if we want to make it more forgiving.
* Fixed writing past end of the buffer when loading personal item tracker notes longer than 8 characters
* Revert "Fixed writing past end of the buffer when loading personal item tracker notes longer than 8 characters"
This reverts commit 721c18d488.
* ss2
* Remove Comments and Rupees when dead.
* Rupees removal for real
* Updated Inline formatting as well as changed Mode Idenitifier from Super Sonic to Rupee Dash.
* Add OnPlayerUpdate hook
* Move rupee dash to hooks
* Update comment for DashInterval
* ss2
* Remove Comments and Rupees when dead.
* Rupees removal for real
* Updated Inline formatting as well as changed Mode Idenitifier from Super Sonic to Rupee Dash.
* Add OnPlayerUpdate hook
* Move rupee dash to hooks
* Update comment for DashInterval
* Update Health to not crash on less than 16 units.
* lus
* fix build, use `Health_ChangeBy`
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Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: David Chavez <david@dcvz.io>
* add loadgame/exitgame GI hooks
* implement loadgame/exitgame hooks in game code
* move entrance tracker data lifecycle to hooks
* update cosmetic editor to update onloadgame hook
* Restore greg stuff
* Cleanup
* Actually check for Greg when creating Greg hint
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* whoops
* Update soh/soh/Enhancements/randomizer/3drando/hints.cpp
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* fix greg hint crash, clean up hint generation (clear out hints when setting is off)
* update vanillafill too
* fix text id, parse json, expand array to fit hint
* actually parse/use greg hint RSK
* specify "after buying a key" in hover text hint
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Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: Ralphie Morell <stratomaster64@gmail.com>
* make greg bridge more greg
* use green rupee color from cosmetics editor
* use hooks to not patch/unpatch every frame
* use gi hook
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Co-authored-by: briaguya <briaguya@alice>
* Adds price range select box for shopsanity when shopsanity is 1 or more items.
Default option is the original functionality, now under "Random" select option.
Other options include Affordable, which makes each item 10 rupees, and one option for each level of wallet available with shopsanity, where each wallet's max capacity is the upper limit on the price randomization. These still go in 5 rupee increments, like Random.
Also keeps track of and saves/loads settings appropriately on game start.
* Changed "Random" default shopsanity price selection to "Balanced" to be more properly descriptive.
Refactored GetRandomShopPrice to try to keep Balanced as the default, with a sane fallback price of 150 should the weighted randomizer somehow fail.
* Missed one change from Random to Balanced.
* Changed wallet range to minimum of 5, and removed the multiple of 5 requirement (full rando within range).
* Modified the system to add a checkbox for affordability which then adds a price cap that is just above the max value of the previous wallet tier. Effectively this keeps the wallet lock in place, but prevents anything from getting more expensive than 5 past the previous tier.
* Fixed hover help text and tooltip formatting.
* Changed wallet ranges to generate multiples of 5. May need weighted generation after playtesting.
* update writealllocations to always write trickname and start seeing where things break
* handle simple vs complex items
* always grab a trick name
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Co-authored-by: briaguya <briaguya@alice>