Commit Graph

261 Commits

Author SHA1 Message Date
Eric Hoey
a0258f0fca
Add Invert Y-Axis and Apply Right-Stick Aiming to Z-Weapon Aiming (#3304)
* Add right-stick aiming to third-person aim

* Add Z-aiming CVar and inversion to Z-aiming

* Create calculation for rel.right_stick and apply it in Z-aiming

* Move option to First-Person section to match shield

* Fix max/min aiming heights

* Expand min/max + comment

* block out vanilla + comments

* block vanilla code better

* Remove extra space

* new documentation formatting

* rewrite ==0 and !=0
2024-01-08 12:21:18 -06:00
Malkierian
d2ec346d0e Merge branch 'develop' of github.com:Malkierian/Shipwright into dev-merge 2024-01-02 17:28:23 -07:00
Pepe20129
1699eea009
Remove special IAs (#3453)
* Remove special IAs

* Add clarifying comment
2024-01-02 00:29:47 -05:00
Garrett Cox
6c88d33b19
Merge pull request #3756 from HarbourMasters/develop
develop -> develop-rando
2023-12-28 20:12:39 +00:00
Pepe20129
c860f7a73a
Rando: Shuffle Ocarina Buttons (Rando V3) (#3735)
* Shuffle Ocarina Buttons

* Address review

* Add trick names

* Temporarily remove the ocarina button ice trap models

* Update soh/soh/Enhancements/randomizer/3drando/location_access/locacc_death_mountain.cpp

Fix lost closing brackets from merge resolution.

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-12-28 14:19:23 -05:00
briaguya
99194a75f1
docs: update func_800FADF8 to Audio_ResetActiveSequences (#3471) 2023-12-26 13:30:49 -05:00
Christopher Leggett
d58968d196
Merge branch 'develop' into merge-develop
# Conflicts:
#	soh/soh/Enhancements/custom-message/CustomMessageTypes.h
#	soh/soh/Enhancements/debugger/debugSaveEditor.h
#	soh/soh/Enhancements/item-tables/ItemTableTypes.h
#	soh/soh/Enhancements/mods.cpp
#	soh/soh/Enhancements/randomizer/3drando/entrance.cpp
#	soh/soh/Enhancements/randomizer/3drando/item_location.cpp
#	soh/soh/Enhancements/randomizer/3drando/keys.hpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_castle_town.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ganons_castle.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_gerudo_training_grounds.cpp
#	soh/soh/Enhancements/randomizer/3drando/location_access/locacc_ice_cavern.cpp
#	soh/soh/Enhancements/randomizer/3drando/menu.cpp
#	soh/soh/Enhancements/randomizer/3drando/playthrough.cpp
#	soh/soh/Enhancements/randomizer/3drando/settings.cpp
#	soh/soh/Enhancements/randomizer/3drando/settings.hpp
#	soh/soh/Enhancements/randomizer/randomizer.cpp
#	soh/soh/Enhancements/randomizer/randomizerTypes.h
#	soh/soh/Enhancements/randomizer/randomizer_check_objects.cpp
#	soh/soh/Enhancements/randomizer/randomizer_check_tracker.cpp
#	soh/soh/Enhancements/randomizer/randomizer_entrance.c
#	soh/soh/OTRGlobals.cpp
#	soh/src/code/z_sram.c
#	soh/src/overlays/gamestates/ovl_file_choose/z_file_choose.c
2023-12-10 12:49:15 -05:00
Pepe20129
5b81964ea5
Bring over some player documentation from decomp (#3380)
* Document static variables

* Document enums and structs

* Document some functions

* Document more functions

* actionParam to itemAction and fix build

* Document some local variables and a define

* General cleanup

* Use PlayerMeleeWeaponAnimation enum when appropiate

* Document some function parameters and local variables

* Document some of player struct
2023-11-26 11:54:54 -05:00
inspectredc
80ef399c52
Entrance Docs (#3332)
* transition variables renamed

* transition circle

* transition wipe

* sand storm

* remaining sceneloadflag rename

* transition trigger macros

* transition mode enum

* transition type enum

* tc set params

* creg debug transitions

* introduce entrance table + return entrance indices + entrance info macros

* randomizer entrance pass through

* cleanup some missing scene enums

* randomizer entrance tracker pass through

* randomizer grotto pass through

* gSaveContext.entranceIndex

* misc lists

* z_select pass through

* respawn entrance index

* nextEntranceIndex

* add missing include
2023-11-19 14:29:56 -05:00
inspectredc
2b1327c41a
Transition docs (#3322)
* transition variables renamed

* transition circle

* transition wipe

* sand storm

* remaining sceneloadflag rename

* transition trigger macros

* transition mode enum

* transition type enum

* tc set params

* creg debug transitions
2023-11-19 02:38:07 -05:00
Christopher Leggett
2698d453bb
More gap-bridging (#3323)
* Initial StaticData and RandoItem class definitions

* Initial implementation of RandoItem class.

* Rerranges RandoItem Constructor parameters

The parameters were rearranged for easy copy-paste from the GET_ITEM macro calls later on.

* Switches static data from map to static array.

Array is all that is needed, since the item list will be contiguous and indexed by the RandomizerGet Enum values.

* Defines part of the randomizer item list.

* Adds more item class instances to item_list.cpp

Up through bottles, many more items still to go.

* Adds song items

* Adds Maps and Compasses to the item_list

* Added Key Items to item_list

* Added Key Rings to item_list

* Added Dungeon Rewards to item_list

* Adds generic items and refills to item_list

* Adds shop items, triforce, and hints

Also added constructors that put the GET_ITEM_NONE data in for these items, since there is no corresponding GetItemEntry for them.

* Adds in the stages of progressive items

These are present for GetItemEntry purposes, and aren't really meant to be used in seed generation (unless we find a need for it later on.)

* Remove GetItemEntry data from progressive items

* Moves/adds function definitions to item/item_list

* Refactors GetItemEntry data

It's now a pointer to memory instantiated on the heap in the constructor. These are shared pointers so the memory is freed if any of the item instances get deconstructed (which they shouldn't but just in case.)

* Adds item class member for if item is progressive

* Removes unneeded stuff from initializer list macro

* Replaces relevant `uint32_t`s w/ `RandomizerGet`s

Also replaces calls to the ItemTable method with StaticData::RetrieveItem

* Switches our runtime code to use the new itemList.

* Changes just enough hint gen code to compile

* Initial Definition of Location Class

* Initial Implementation of Location

* Fixes some names and definitions.

* Extracts ActorID and SceneID enums to separate files.

This allows importing them without causing weird conflicts in cpp files when importing the z64scene.h and z64actor.h files directly. Now you can just import z64scene_enum.h and z64actor_enum.h instead. The two old files also import these new files so that existing setups still work as expected.

* Replaces the forward definitions with the new imports.

* Adds missing data for RandomizerCheckObjects.

* Definition and first entry of locationTable

* Added Mido's House Locations

* Added locations up through lost woods.

* Adds in Hyrule Field locations.

* Adds Lake Hylia locations

* Adds location name comments

* Adds Gerudo Valley Locations

* Adds Gerudo Fortress locations.

* Adds the Wasteland and Collosus locations

* Adds Market locations

* Adds Hyrule Castle locations.

* Adds Kakariko and Graveyard locations.

* Adds Death Mountain checks.

* Adds Goron City locations

* Adds Death Mountain Crater locations

* Adds Zora's River locations

* Added Zora's Domain Locations.

* Added Zora's Fountain locations

* Adds Lon Lon Ranch locations.

* Adds Deku Tree locations

* Adds Dodongo's Cavern Locations.

* Adds Jabu Jabu's Belly Locations

* Adds Forest Temple Locations

* Adds Fire Temple Locations

* Adds Water Temple Locations

* Added Spirit Temple Locations

* Some of shadow temple locations.

* Adds remaining Shadow Temple locations

* Fixes a leftover merge conflict

* Adds Bottom of the Well locations.

* Adds Ice Cavern locations

* Adds GTG locations.

* Adds Ganon's Castle and Tower locations

* Adds dungeon Gold Skulltula locations.

* Adds Overworld Gold Skulltula locations

* Adds dungeon reward locations

* Adds Heart Container Locations

* Adds Cutscene and Song locations

* Adds Cow locations

* Adds Shop locations.

* Adds hint locations

* Adds function for retrieving the Location data.

* Initial definition of ItemLocation structure for tracking runtime data

* First push on converting code to use new location definitions

* Changes hints to use the new tables

* Further conversion of hints to new definitions.

* Adds new Hint and Location IDs to area tables

* Moves areaTable to use new RandomizerRegion keys

* Removal of 3drando/item_location files.

* Uses new RandomizerRegion keys in entrance.cpp

* Final push for removal of massive keys.hpp enum

* Uses new SceneID Enum Values

* Remove RandomizerCheckObject structs in favor of new location list.

* Fix a few stragglers to successfully build

* Rename of RandoItem to just Item, but in the Rando namespace

* Adds static hints (Light Arrows, Altar text, etc) to the new Hint table.

* More hint related fixes/edits

* small fix for #include path

* Fix various miscellaneous issues related to seed gen and spoiler parsing.

* Handle progressive items correctly.

* Fixes some hint generation logic

* Fix a few GetItemEntry niche bugs.

* Adds missing shop GI Entries

* Formatting fixes

* small formatting fix

* Namespace StaticData under Rando

* Added a note about a potential use-after-free.

I confirmed the actual pointer in question isn't currently being used, but I added the note as a reminder to fix it later and/or as a warning to anyone who changes how the return value is used.

* Fixes missing location table entries

* Fixes LUS submodule and removes now-unused code

* Resolves weird duplicate definition issue

* Fix missing include

It was missed because not being included wasn't an issue on Windows.

* Fixes error present on Linux builds

* Fixes some issues with excluding locations

* Updates the Resolve Exclusion conflicts function

not sure if actually used, will look into that more later

* Removes some duplicate RGs

* More fixes of duplicate RG values.

* Fix a few duplication issues in the check tracker.

* Fix progressive bombchus.

* Minor typo fix, shouldn't really be affecting anything though

* Should fix some of the remaining check tracker issues.

* oops wrong boolean operator

* Fix skulltulas in the check tracker.

* oops, missing comma

* re-formatting of HintStone locations

* Fixes issue when picking up second Progressive Bullet Bag

* Hide bombchu bowling bombchus

* Fixes missed skullScene in location_list

* Reformats shop items

* Re-formats cow checks

* reformat song locations

* reformat "cutscene" checks

* reformat heart container locaitons

* reformat Boss/Dungeon reward checks

* Hide Triforce Completed if not playing Triforce Hunt

* Fixes incorrect chest param

* reformat GS Tokens locations and cuts down on duplicate data

* reformat Ganons Castle checks

* reformat GTG check locations

* Prevents Gift from Raoru from appearing in the check tracker

* more reformatting (botw, ice cavern, shadow temple)

* Should fix a couple more check tracker checks

* reformat spirit temple checks

* reformat water and fire temple checks

* fix RC_ZR_GS_ABOVE_BRIDGE flag typo

* reformat Forest Temple checks

* Fix RC_LW_TRADE_ODD_POTION in check tracker

* reformat child dungeon locations

* reformat overworld locations

* reformat item entries

* New Item Override system

* use new ItemOverrides and use ItemLocations table for getting items

* Saves/Loads directly from/to new ItemLocation table with overrides for traps

* Removes gSaveContext.itemLocations

* Don't load spoiler file on boot automatically.

Currently this means the old spoiler will have to be manually dropped or a new one generated in order to make a new rando file. Next I want to make it so that:
1. The Randomizer Quest button on the file select menu is always unlocked, even if a spoiler is not loaded.
2. If it's selected and a spoiler is not loaded, a menu will appear that asks if you want to generate a new seed or re-generate the previous one (if a spoiler file is present).
3. On choosing to generate a new one, you may also get an in-game menu to quickly apply a preset before generating (not sure if I'm going that far just yet).
4. After that, a seed is generated and you are taken back to the file select screen with the new file present.
5. If a seed is generated via the menu ahead of time, the CVar for loading the spoiler file will be set, but the spoiler file will not be parsed. All the data needed to actually play the randomizer at that point is
already in memory and in the save file (or at least I'll make it so that it is if it isn't already).
6. If a spoiler file is dropped over the window, the spoiler file is loaded, but it will only be parsed to get the seed and the settings, then the playthrough will be generated from scratch with that data. Thus allowing
for hints to be in the user's language of choice no matter what language the spoiler file was generated in.
7. Additionally, there will be a plandomizer mode that, if enabled, causes dragging and dropping a spoiler file to read the entire spoiler file instead of just the seed, and making a new file will use the data from there
instead of generating a new seed. This in particular may be expanded to have a "plando file" that contains more info than a spoiler file would normally have, such as cosmetic data and a more fleshed out
custom message syntax for various types of custom hints and whatnot. But that will be probably much later.

* Auto-gen rando seed when making a new rando file.

Also adds new logic for displaying the seed hash icons. Now, it is displayed in the following situations:
1. On the confirmation page when loading a rando save, the hash icons for *that save* are displayed.
2. On the name select screen after generating a seed, the hash icons for the seed that was just generated will be shown.
3. If you have dragged a spoiler log onto the window, the hash icons for that seed will be displayed while randomizer is selected on the quest select screen.
Currently the spoiler is just ignored, as the logic for pulling the settings from the spoiler file and regenerating the same seed has not been coded yet.

* Fix a few typos/bugs

* Partial conversion to new Settings/Option class

* Further conversion to new settings/options classes

* New settings struct (not fully working, need to wire it up to SaveManager)

* Move save files to new settings struct. Also fixes MQ options to match 3drando

* Fixes some spoilerfile related issues

* Cleans up now unused arrays

* Fixes some unhandled entries in parse settings switch case

* Reimplements parsing of settings on file drop to re-generate seeds

* Move merchantPrices into ItemLocation tables.

* Move hints to new struct

* Fixes a few seed gen bugs surrounding hints

* Fix treasure chest game.

* Relocate Entrance Shuffle code into ctx

* Move entrances to new context at runtime

* Remove now unused code from SaveContext and randomizer.cpp/.h

* Fix non-windows builds?

* Moves Dungeon Quests to new context

* Move trials into new context

* Whoops, forgot to construct the Trials in the context.

* Fixes accidental nullptr reference

* Fixes bug with saving MQ dungeons

* Implements plando mode and removes now unused code.

Largely untested, expect some bugfixes.

* prevent a multiple definition bug

* another attempt to fix the gSeedTextures multiple def error

* Fixes some minor hint issues from conflict resolution

* Some additional glue needed for merge

* Fixes another couple of miscellaneous issues/inconsistencies.

* A few french corrections

* Makes CVar gRandomizeWarpSongText match the checkbox default value.
2023-11-13 13:25:37 -05:00
Adam Bird
7e9efeeadb
[OTR Archive] Store soh version in OTR files and verify on launch/ask to regenerate (#3218)
* parse sohver arg and store version file in otr

* parse args for soh.otr gen only

* pass soh version from built in extractor

* update launch scripts, cmake and extract steps to pass soh version

* check otr versions and error or ask to regenerate

* add wiiu core header for osfatal

* review feedback

* remove soh dummy version for lus change instead

* only configure linux script for linux

* change lus commit

* rename soh version to port version

* fix submodules

* bump OTRExporter

* clean up error messages for switch/wiiu

* strings not char array

* typo

* init wiiu before otr detection

* Add message for mac/linux extraction

* remove unneeded exits

* change version number types to u16 to fix 32bit devices

* bump otrexporter
2023-11-05 12:34:39 -05:00
Adam Bird
44ee6da0aa
fix quest assignment (#3343) 2023-11-04 22:52:09 +01:00
Adam Bird
129f410aba Merge remote-tracking branch 'origin/develop' into 'origin/develop-rando' 2023-11-04 00:13:14 -04:00
inspectredc
5dd82f59e2
Player Equip Docs (#3282)
* hopefully everything

* update docs for MS shuffle sections
2023-10-30 10:56:36 -05:00
Tina H. (sheepytina)
a04ee354d4
Add "Navi Targeting Colors" options to Controller LED Color (#3254)
* Add a (not yet functional) "Navi" option.

* It works!

* Slightly better name for this menu option.

* Revert accidental commit of comments in z_en_elf.c

* Renaming and tweaks.

* Temporary fix(?) for compile error on non-Windows platforms.

* … Just pretend this particular commit doesn't exist. :OHYEAH:

* A more suitable fix. + Partial suggestions from review.

In-progress implementation of Cosmetics Navi colours.

* Convert relevant code to use Color_RGB8 sans alpha, matching the controller LED.

Defaults are now labeled for clarity.

* Revert back to Color_RGBA8. + Implement Cosmetics Navi colours.

Add Color conversion functions.

* Tidy comments.

* Changed mind yet a third time. Uses Color_RGB8 sans alpha again.

Uses CVarGetColor24 instead of CVarGetColor to drop alpha from cosmetics editor values, like how Tunic Colors does it.
This of course does require me to go with the prior idea of storing the Navi colours without alpha channels.

* Color type conversion functions removed

as they're no longer needed.

* Tidy up commented out code once more.

* Fix a typo

* Suggestion from code review. (Yeah nah you're totally right though.)

* Correct indentation.

* A minor goof in the comments was bothering me.
2023-10-30 10:55:53 -05:00
inspectredc
a6de59e09f
model docs (#3281) 2023-10-26 19:38:43 -05:00
Ralphie Morell
2eaed8d81e
Rando: Master Sword Shuffle (#2981)
* The mother of all commits

* Removed `GI_SWORD_MASTER`;
"Master Sword" Items now actually give MS

* Removed dupe MS entries in item pool;
updated GIMESSAGE (should stop crashing on non-Windows);
re-added MS in item list

* Give Adult Link a freebie with shuffle MS on;
cihld -> adult no longer gives MS;
ToT Master Sword now gives correct item

* add master sword GI draw func based on ToT MS object

* Force `MasterSword` logic var to only update upon getting MS

* Dorf funny line now activates with LA and MS in inv

* Apply suggestions

* Updated RAND_INF;
Check Tracker changes;
Gave RAND_INF and ice trap logic to ToT MS check;
Fixed swordless behavior for HBA/fishing

* ToT MS Check now works in check tracker;
Visual bug where box hovers over non-existent MS gone;
Fixed RAND_INF check with ToT MS pedestal;
Ganon no longer gives free MS

* adult equips no longer reset in MS shuffle

* Apply (most) locacc review suggestions

Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>

* Reorganized swordless check for interface to fit edge cases;
getting master sword no longer highlights box

* Edge case for BGS but no bow

* Fix implicit declaration error for GI hooks (#9)

* Adjusted `CanAdultAttack/Damage`; applied logic suggestions

* Fixed build errors (hopefully)

* Cleanup merge

* get shit working again

* Tidied up remaining uses of DD flag as rando indicator

* make master sword invisible and fix ms flag (#10)

* Add text to sheik if go mode is obtained but barrier is still up

* overhaul swordless behavior in `func_80083108`

* reworked ToT MS Check to have an actual GI

* suggestions

* Apply suggestions

* Better swordless handling with temp B (#11)

* better swordless handling with temp B

* prevent auto save in fishing pond

* prevent auto save during bombchu bowling

* enum fix

---------

Co-authored-by: Adam Bird <archez39@me.com>
Co-authored-by: inspectredc <78732756+inspectredc@users.noreply.github.com>
Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-10-21 20:51:37 -05:00
inspectredc
e6445e0ce3
Age Requirement Docs (#3277)
* age req docs

* move macros

* use decomp names
2023-10-20 18:40:10 -05:00
Christopher Leggett
92028aa8d8
Rando Definition Deduplication (#3284)
* Initial StaticData and RandoItem class definitions

* Initial implementation of RandoItem class.

* Rerranges RandoItem Constructor parameters

The parameters were rearranged for easy copy-paste from the GET_ITEM macro calls later on.

* Switches static data from map to static array.

Array is all that is needed, since the item list will be contiguous and indexed by the RandomizerGet Enum values.

* Defines part of the randomizer item list.

* Adds more item class instances to item_list.cpp

Up through bottles, many more items still to go.

* Adds song items

* Adds Maps and Compasses to the item_list

* Added Key Items to item_list

* Added Key Rings to item_list

* Added Dungeon Rewards to item_list

* Adds generic items and refills to item_list

* Adds shop items, triforce, and hints

Also added constructors that put the GET_ITEM_NONE data in for these items, since there is no corresponding GetItemEntry for them.

* Adds in the stages of progressive items

These are present for GetItemEntry purposes, and aren't really meant to be used in seed generation (unless we find a need for it later on.)

* Remove GetItemEntry data from progressive items

* Moves/adds function definitions to item/item_list

* Refactors GetItemEntry data

It's now a pointer to memory instantiated on the heap in the constructor. These are shared pointers so the memory is freed if any of the item instances get deconstructed (which they shouldn't but just in case.)

* Adds item class member for if item is progressive

* Removes unneeded stuff from initializer list macro

* Replaces relevant `uint32_t`s w/ `RandomizerGet`s

Also replaces calls to the ItemTable method with StaticData::RetrieveItem

* Switches our runtime code to use the new itemList.

* Changes just enough hint gen code to compile

* Initial Definition of Location Class

* Initial Implementation of Location

* Fixes some names and definitions.

* Extracts ActorID and SceneID enums to separate files.

This allows importing them without causing weird conflicts in cpp files when importing the z64scene.h and z64actor.h files directly. Now you can just import z64scene_enum.h and z64actor_enum.h instead. The two old files also import these new files so that existing setups still work as expected.

* Replaces the forward definitions with the new imports.

* Adds missing data for RandomizerCheckObjects.

* Definition and first entry of locationTable

* Added Mido's House Locations

* Added locations up through lost woods.

* Adds in Hyrule Field locations.

* Adds Lake Hylia locations

* Adds location name comments

* Adds Gerudo Valley Locations

* Adds Gerudo Fortress locations.

* Adds the Wasteland and Collosus locations

* Adds Market locations

* Adds Hyrule Castle locations.

* Adds Kakariko and Graveyard locations.

* Adds Death Mountain checks.

* Adds Goron City locations

* Adds Death Mountain Crater locations

* Adds Zora's River locations

* Added Zora's Domain Locations.

* Added Zora's Fountain locations

* Adds Lon Lon Ranch locations.

* Adds Deku Tree locations

* Adds Dodongo's Cavern Locations.

* Adds Jabu Jabu's Belly Locations

* Adds Forest Temple Locations

* Adds Fire Temple Locations

* Adds Water Temple Locations

* Added Spirit Temple Locations

* Some of shadow temple locations.

* Adds remaining Shadow Temple locations

* Fixes a leftover merge conflict

* Adds Bottom of the Well locations.

* Adds Ice Cavern locations

* Adds GTG locations.

* Adds Ganon's Castle and Tower locations

* Adds dungeon Gold Skulltula locations.

* Adds Overworld Gold Skulltula locations

* Adds dungeon reward locations

* Adds Heart Container Locations

* Adds Cutscene and Song locations

* Adds Cow locations

* Adds Shop locations.

* Adds hint locations

* Adds function for retrieving the Location data.

* Initial definition of ItemLocation structure for tracking runtime data

* First push on converting code to use new location definitions

* Changes hints to use the new tables

* Further conversion of hints to new definitions.

* Adds new Hint and Location IDs to area tables

* Moves areaTable to use new RandomizerRegion keys

* Removal of 3drando/item_location files.

* Uses new RandomizerRegion keys in entrance.cpp

* Final push for removal of massive keys.hpp enum

* Uses new SceneID Enum Values

* Remove RandomizerCheckObject structs in favor of new location list.

* Fix a few stragglers to successfully build

* Rename of RandoItem to just Item, but in the Rando namespace

* Adds static hints (Light Arrows, Altar text, etc) to the new Hint table.

* More hint related fixes/edits

* small fix for #include path

* Fix various miscellaneous issues related to seed gen and spoiler parsing.

* Handle progressive items correctly.

* Fixes some hint generation logic

* Fix a few GetItemEntry niche bugs.

* Adds missing shop GI Entries

* Formatting fixes

* small formatting fix

* Namespace StaticData under Rando

* Added a note about a potential use-after-free.

I confirmed the actual pointer in question isn't currently being used, but I added the note as a reminder to fix it later and/or as a warning to anyone who changes how the return value is used.

* Fixes missing location table entries

* Fixes LUS submodule and removes now-unused code

* Resolves weird duplicate definition issue

* Fix missing include

It was missed because not being included wasn't an issue on Windows.

* Fixes error present on Linux builds

* Fixes some issues with excluding locations

* Updates the Resolve Exclusion conflicts function

not sure if actually used, will look into that more later

* Removes some duplicate RGs

* More fixes of duplicate RG values.

* Fix a few duplication issues in the check tracker.

* Fix progressive bombchus.

* Minor typo fix, shouldn't really be affecting anything though

* Should fix some of the remaining check tracker issues.

* oops wrong boolean operator

* Fix skulltulas in the check tracker.

* oops, missing comma

* re-formatting of HintStone locations

* Fixes issue when picking up second Progressive Bullet Bag

* Hide bombchu bowling bombchus

* Fixes missed skullScene in location_list

* Reformats shop items

* Re-formats cow checks

* reformat song locations

* reformat "cutscene" checks

* reformat heart container locaitons

* reformat Boss/Dungeon reward checks

* Hide Triforce Completed if not playing Triforce Hunt

* Fixes incorrect chest param

* reformat GS Tokens locations and cuts down on duplicate data

* reformat Ganons Castle checks

* reformat GTG check locations

* Prevents Gift from Raoru from appearing in the check tracker

* more reformatting (botw, ice cavern, shadow temple)

* Should fix a couple more check tracker checks

* reformat spirit temple checks

* reformat water and fire temple checks

* fix RC_ZR_GS_ABOVE_BRIDGE flag typo

* reformat Forest Temple checks

* Fix RC_LW_TRADE_ODD_POTION in check tracker

* reformat child dungeon locations

* reformat overworld locations

* reformat item entries
2023-10-19 18:48:25 -05:00
inspectredc
9d581f10e7
magic (#3278) 2023-10-19 18:13:33 -05:00
Malkierian
70a83f647f
Check Tracker Update (#2668)
* Initial commit. What works so far:

Data file loads, saves, deletes, and is created properly.
 - Need to run `HasItemBeenCollected` when creating in case of mid-seed regen.
Organized checks into maps set by area.
Areas show in tracker.

 - Checks pulled from checkObjectsByArea are not currently listed.
 - Areas are being assumed completed and hidden at the start.

* Checks now populate. Still not counting area totals properly.

* Don't track RC_LINKS_POCKET in the data file, and instead manually add it in every time a save is load. rcObjects doesn't contain Link's Pocket location (duh).

* Moved ItemReceive hook to randomizer_check_tracker.cpp.

Skipped items are properly sorted and formatted.

Saved items contribute to an area's gotten/skipped checks on load.

Changed skipped items default main color to gray.

General code cleanup.

* Skipped checks now contribute to area totals for area completion logic.

* Mid-menu rework transfer.

* Started check lookup on item receive.
Tried to enable scum checking on save.

* Fixed scum check on save.

* More code cleanup, which revealed some issues with loading and saving. Loading now works 100%, but entries in checkTrackerData are disappearing in code somewhere, causing issues with later checks.

Scummed color now displays properly.

Collected but unsaved displays properly.

Unchecked, Skipped, Seen and Scummed checks all have arrows for skipping/unskipping.

Counts a little messed up, probably double adding skips.

* Fixed item counts being off across resets. Restarts were fine.

* Beginning of rework for individual check updates. Adds `Actor lastCheck` to PlayState to allow assigning of last actor to give an item. This allows precise tracking of GS, freestanding PoH, etc. Works for chests too. Currently does not work for shops, unknown for normal NPC gives. Doesn't track last gives for non-checks, like drops from grass, pots, crates, etc.

* Actor-based checks fully fleshed out, but can't help with sale-based checks. Implemented `pendingSaleCheck` to back out of an RC check cycle if `gSaveContext->pendingSale` is not NONE when `OnItemReceive` is called, processed through `OnSaleEnd`. This should be the final change necessary to streamline the checks.

* Temporary hook to message box close to tie in trackers for non-gs/chest actors that aren't added to `GetCheckFromActor`. This triggers a 2-frame countdown to check with `HasItemBeenCollected` since half of the methods in there aren't updated until after a text box closes.

Added scene tracking to get last scene so that checks in scenes that span several overworld areas could be tied to their areas properly.

Modified tracker data creation to apply Link's Pocket and Song from Impa conditionally based on randomizer settings instead of just being assumed to be done. May need modification for checking click and drag spoiler loading.

Removed the scene equivalence check from CheckChecks so that an entire area is checked each time to avoid issues with, e.g., leaving a shop before a pending sale finishes.

* Changed check data creation to use RSKs from gRandomizer to account for settings loaded from drag and drop spoilers.

* Beginning of tracker code organization.

Changed check color defaults.

* Reverted moving tracker colors to header.

Some individual check fixes.

* Missed something from previous merge?

* Removed last remnant of removed performance mode.

* Better handle checking when skullsanity is off.

* Song checks sceneIDs don't match the scenes they're actually in for some reason. Removed that check.

* SaleEnd checks don't need the GetItemEntry parameter. Also set a flag that should prevent the check tracker from running during vanilla saves should that not be resolved by the time it's merged.

* Attempting to have only the relevant checks added to the tracker data, as well as showing vanilla checks for non-rando saves. Not working yet (everything is displayed in vanilla).

* Added vanilla check tracker population via `vanillaCheck` bool in `RandomizerCheckObject`. This is also added to `IsVisibleInImGui` to handle file loading and saving to eliminate checks that aren't part of vanilla or the rando seed.

Implemented deleted tracker data file recreation.

Added some extra item name text checks. Songs are still... tricky, so they stay blank.

Utilize local copies of the randomizer check objects that are applicable for performance purposes.

Fixed vanilla item-giving cutscene crashes when triggered mid-transition.

* Apparently not all toolchains can handle macro instantiation without all parameters, like VS can.

* Fixed scummed detail color not showing properly on tracker.

* Fixed dungeon area totals and GS checks not functioning properly.

* Major revamp of checking code. Doesn't rely on `GetCheckFromActor` at all anymore, but instead simply sets a flag to evaluate a number of checks in an area every frame until the check that was gotten is identified. With the new setup, it's much less hardware intensive, and at 60fps 6 checks per frame shows no noticeable effect on framerate. I can envision needing to add a collectedCount in order to account for times when two checks are gotten one right after the other.

Changed area scroll to happen from `OnTransitionEnd`, and allow for scrolling in bazaar (was disabled previously because it would jump back and forth between Kak and Market while you were in one).

Also setup area check order updating by area instead of all at the same time.

* Fixed shooting gallery not reporting proper area.

Prevent checks from actually happening if area is RCAREA_INVALID, now that all areas are reporting something if they have checks.

Fixed `GetCheckArea()` not updating checks for standard scenes.

Lots of vanilla tracking updates, mainly manual checks for gems, medallions and songs, since the often don't have proper scenes in the data.

Prevent vanilla from triggering check loops if junk items are collected.

Fixed sorting based on saved vs collected.

Prevent item name display for vanilla runs.

Change coloring of checks so the check name reflects status in vanilla runs.

* Fixed "Recheck Area" button erroneously adding to an area's check totals?

* Fix DMC vanilla checks.

* Fix check tracker data recreation on data file loss.

Removed redundant file exists check from SaveTrackerDataHook, as it doesn't matter if it exists or not at that point.

Limited check loops to 3 to avoid infinite check loops on non-check/junk item pickup.

Added more checks to disable tracker operations if a save is not running.

Changed check ordering to put boss reward and heart container checks at the end of whatever RCSHOW group they belong to.

* Fixed IsRunning calculation.

Further improving vanilla checking.

Starting framework for checking medallions, stones, and songs on data file recreation.

Fixed medallion check collection.

Added GIFT_FROM_SAGES to check list for vanilla file for tracking light medallion.

Added check loop limitation to prevent infinite checking after picking up junk item from the ground.

* Finished vanilla file recreation and recheck (songs and dungeon rewards all check properly now). This includes deku shield with KF shop item 3.

Finished Gift from Raoru light medallion tracking for vanilla.

Commented all CheckByScene functionality for now.

* Fixed new save data file creation.

Disabled entrance area calculation for now, as it only tracks the previous entrance for some reason.

Fixed area detection for ToT checks.

* GetCheckArea() now utilizes EntranceData almost exclusively, via either `gSaveContext.entranceIndex` or the entrance tracker's `currentGrottoId` in the case of grottos.

This also means that EVERYTHING CAN AUTOSCROLL NOW. Entrance shuffles are now much easier to track.

Autoscroll is now also triggered on save, just in case someone isn't autosaving and has a lot of checks that get converted to saved.

* Fixed missing GS check in LW.

* Added area scroll on toggling Show Hidden Items. May configure differently later.

Fixed area detection for entrances in Gerudo Fortress/Valley and Collossus. Haunted wasteland doesn't autoscroll due to a bug in `OnTransitionEnd` hook, but checks still evaluate properly there.

Rely on scene-based area detection if scene is a main overworld or dungeon scene.

* Fixed grotto detection when shuffle is off.

* Small code cleanup.

Fixed Colossus hand chest checks.

* Missing lus bump from merge conflict resolution

* Fixed Colossus Grotto making `GetCheckArea` return Wasteland.

* Improved OnItemReceive processing for non-token GS checks, since they can sometimes take long enough for the checking process to time out before the item is registered as received.

* First attempt at thread safety for tracker data file writing. Seems to work, but might need more testing.

* Fixed Recheck Area not unskipping items that register as saved.

Improved delayed saving with autosaving, as the autosave triggered quite often before the tracker data save, making things not properly register as saved.

* merge cleanup

* Converted check tracker data to the sectional saves, adding `CheckTrackerData` to `SaveContext`.

Implemented section ID returning and fullSave boolean passing to section functions from my PR temporarily for it to work properly.

Moved `RandomizerCheckTrackerData` enum to `randomizerTypes.h` to accommodate that.

Changed `Randomizer_SaveInit` to a `SaveManager::InitFunc` to allow for other randomizer-dependent sections to be initialized after that. Required a little refactoring to maintain intro cutscene skip when starting a randomizer file.

* Revert section index return and randomizer init changes. Will need to wait on yet more changes to main.

* Fixed check tracker initialization (shouldn't be tied to window initialization), restored saving/loading functionality.

* Removed `CheckTracker::Init` and put SaveManager calls in `CheckTrackerWindow::InitElement`. Also a bit of cleanup from transition back to save file use.

* Fixed tracker displaying check categories while file not loaded.

* Fix Darunia's Joy check not marking in vanilla.

* Fix autosave not triggering change from collected to saved in tracker data.

* Changed default colors for scummed and collected display.

* Merge upgrade code cleanup.

* Add `OnTransitionEnd` calls to sandstorm transitions both to and from Wasteland. Also improved `gSaveContext.lastScene` assignment for both transition types. Allowed a bit of cleanup in `GetCheckArea`.

* Added `StateButton`, a button like `ArrowButton` but that allows text instead of arrow icons. Apparently the changes from ArrowButton to StateButton happened in a previous commit...

* Changed section name to `trackerDataCheck` to force SoH to load it after the randomizer section, as it required some randoSettings to be loaded first, and nothing else I tried to make the randomizer section load before it worked. This hacks a solution to checks not displaying on fast file load to a specific slot.

F*** you, SaveManager, and f*** you too, JSON.

* Forgot to change the section string for loading with the name change.

* Fix check ordering for checks that trigger the autosave.

* Adds option to remove right-side shop items (slots 1-4) from the tracker list. Enabled by default.

* Fix default state of Hide Shop Right Checks checkbox.

* Fixes grotto and great fairy scrolling and checks.

Fixes array overflow from `checkTrackerData` which was creating the issue trying to load the base and randomizer sections first, among other things.

That also fixed the massive file loads that were being exhibited in debug mode.

* Fix shooting galleries being set as collected again when being played a second time after getting the checks.

* Fix Bazaar autoscroll.

* Add Saria's Song to `GetCheckFromActor` and removed some limitations from the messageCloseCheck function to make that check track properly.

* Fix Song from Impa check.

Implemented prevention for multiple "collections" of great fairies, just in case getting the health refill would trigger it with the previous setup.

* Fix ice traps on GS tokens not triggering OnItemReceive.

* Complete fix for ice trap collection from GS.

Add autoscroll when clicking "Expand All".

* Add `OnShopSlotChange` with cursorSlot and basePrice parameters.

* Fixed include in en_ossan for shop slot hook.

Added registration for `OnShopSlotChange` in the tracker, storing the price in a new `price` field in `CheckTrackerData`.

Added "seen" functionality to shop checks. Displays the model item name upon first entering a shop, adding the price and switching to trickName (if it's an ice trap) upon navigating to the slot in buy mode, triggered by an invisible "identified" status that mirrors "seen" in every other way.

Added tooltips to most options for check tracker color picking to describe what each status actually means.

* `std::format` pls

* So apparently std::format just decided to break with the latest merge from develop, but fmt::format exists and works?

* Removed the last vestiges of `locationsSkipped`. Other general code and formatting cleanups.

Moved `IsGameRunning` to `OTRGlobals` so the item tracker could also access it.

Used preceding to "fix" item and bottle display in the item tracker on startup.

* Some more code cleanup.

Removed "Recheck Area" button and relevant code.

Backported changes to Anchor branch applicable for single-player, including making a checkAreas vector and structuring the frame by frame checks around that. Also includes fix for Silver Gauntlets and Mirror Shield check collection crash associated with those changes.

Fixed Kakariko Bazaar "seen" updates.

Fixed tracker window not showing on initial load like it should.

* Forgot 1 formatting fix.

* Removed conditions for showing Song from Impa (isn't junk under certain conditions, so should show all the time).

* Fix vanilla checks, add Zelda's Letter and Malon's Egg to manual check collection.

Fix autoscroll while in child stealth section.

* Fix crash in Happy Mask Shop in OnSlotChange (referenced non-existent shop id in a tracker-specific enum).

* General code cleanup.

* Missed one reversion.

* One more.

* Fix column alignment in `randomizer_check_objects`.

* Fix file encoding on `randomizer_check_tracker`. Again.

* Fix indentation for `actualItemtrackerItemMap`. Also removed unnecessary parts of the map.

* Rename `HasEqItem` to `HasEquipment`.

* Slightly better indentation for `actualItemTrackerItemMap`.

* Add magic bean salesman to vanilla check tracking, and genericized deku shield to trigger KF shop item 3 wherever you get the shield.

Renamed `vanillaCheck` to `vanillaHundoCheck` to (supposedly) clarify the meaning of the usage.

* One more rename to `vanillaCompletion` to avoid possible confusion with 100% speedrun conditions.

* give me a break XD

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Changes suggested by briaguya (rename `RandomizerCheckShow` to `Status`, unused code, newline formatting)

* Remove unused `itemNames` table.

* Remove `IsGameRunning` in favor of `GameInteractor::IsSaveLoaded`.

* Restore anti-spoiler functionality for dungeons with dungeon maps.

* Review cleanup.

* Fix prices not showing for Kak bazaar items.

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-10-04 10:03:36 -05:00
Pepe20129
d63c9d1774
Quest Cleanup (#3178)
* Change most n64ddFlag checks to IS_RANDO checks

* Change most isMasterQuest checks to IS_MASTER_QUEST checks

* Change most isBossRush checks to IS_BOSS_RUSH checks

* Replace isMasterQuest & isBossRush with questId

* Replace n64ddFlag with questId

Also restore authentic n64ddFlag behavior except savefile saving/loading

* Move quest enum from file_choose.h to z64save.h

* Update macros to not take gSaveContext
2023-09-26 09:20:33 -05:00
Garrett Cox
db10864e95
Add flag set/unset hooks and GI actions (#3065) 2023-09-26 08:45:51 -05:00
aMannus
bae6cf4203
Randomizer feature: Triforce Hunt (#3062)
* Initial work to make triforce pieces their own rando item

* Disable triforce greyscaling

* Better triforce model, finish adding triforce pieces to logic

* Triforce model is now a shard

* Credits warp + start of item tracker

* Initial item tracker stuff

* Completed triangle on triforce completion

* Completed triforce model on GI done

* Multiple triforce piece models

* Triforce pieces in save editor & fix build

* Finish item tracker

* Gameplaystats timestamp

* Revert parts of logic

* More reverting

* Start of making Triforce Hunt the win condition

* Bit of cleanup

* Triforce pieces can show up as icetraps

* Grant GBK to player after hunt is completed

* Better text boxes

* Disable GBK option in ImGui with Triforce Hunt on

* Clean-up

* Forced save on completion improvements

* Update Item Tracker Settings initial size

* Small ImGui adjustments

* French translation and update defaults

* Finish translations

* Fix timer completion & 50+ triforce pieces

* Remove GI_ and ITEM_ enum usage, add french ice trap names

* Fix build & small fixes

* Review comments

* Comment clarification
2023-09-26 08:45:37 -05:00
Nicholas Estelami
ccd05d8e58
Removed hardcoded skeleton types in actor draw code. (#2979)
* Initial PAL 1.1 support

* Misc fixes

* Updated game to remove hardcoded skeleton types when rendering

* Fixed weird rebase issue

* Replaced remaining skeleton calls

* lus submodule fix

* Remove OTRGui
2023-09-26 08:45:10 -05:00
Ralphie Morell
c3a1eb2315
Rando: More Misc. Hints (#2930)
* commit constipation

* fix inconsistencies between 3d and soh settings

* Add RSK check for Saria; Sheik now tells you other reqs for ganon

* Translations (thanks Purple and Timmy_GamerNepgear);
Retain Saria's "face-to-face" text in rando if you're too close

* fix scene renames for sheik

* whoops

* Undo LA hint setting erasure from conflict

* Clarified Sheik text IDs; Clarified final frogs hint

* Fixed Sheik text ID assignment; Fixed Saria's messages in `OTRGlobals`

* Added hint locs for sheik and saria

* Set up hook for Sheik spawn;
Sheik no longer cheats with room transitions;
Enforced text IDs on saria msg function

* Set up hook for Sheik spawn;
Sheik no longer cheats with room transitions;
Enforced text IDs on saria msg function

* Update soh/soh/SaveManager.cpp

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

* nice.gif

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>

* got ahead of myself

* Conquered and divided; simplified stuff

* nitpicking

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* the little things i stg

---------

Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-09-18 21:02:51 -05:00
Garrett Cox
18e21e12c8
Use randomizerInf for fishing and big poes (#3088) 2023-09-18 21:34:25 +00:00
Garrett Cox
c11a6a17e9
Some documentation changes for zplayer (#3172)
* Documentation changes for zplayer

* Update soh/include/z64player.h

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>

---------

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-09-15 18:39:46 +00:00
Garrett Cox
b6ce810d36
Store seed string in the save, and use it for mirror mode & enemy rando (#3175) 2023-09-14 22:15:21 -05:00
Pepe20129
45b7520dcb
Add scene table (#3131)
* Add scene table

* Re-add accidentally deleted entry

* Update CrashHandlerExt.cpp

* Update CrashHandlerExt.cpp
2023-09-01 11:46:19 -05:00
Adam Bird
f19f303651
Actor Nametag System (#3083)
* initial nametag system

* add debug name tags in actor viewer
2023-08-20 12:59:23 -05:00
Garrett Cox
b2aa24b8b0
Always use dungeon specific items in randomizer, replace message on the fly (#3041) 2023-08-06 20:58:01 -05:00
Adam Bird
e90c8af452
Enhancement: Enemy Health Bar (#3035)
* add enemy health bar

* add more cosmetic editor options to health bar

* add tooltip

* fix enemy health texture when no magic bar
2023-07-12 21:55:24 -04:00
louist103
acfc04d0ac
Add an error for implicit functions (#3017)
* Add the flag and fix errors

* switch assert and skin matrix

* new LUS

* Use normal assert

* hopefully fix WiiU

Signed-off-by: Louis <louist103@pop-os.localdomain>

---------

Signed-off-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Louis <louist103@pop-os.localdomain>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-06-27 19:53:35 -04:00
Garrett Cox
7c5efb2785
Flags stuff (#3014)
* Manual adjustments to flags

* Script run to adjust flags
2023-06-20 11:54:02 -04:00
Garrett Cox
7a41bd3878
Mirrored world enhancement (#1569)
* Mirrored world PoC

* invert culling for health meter and A button action

* A few more fixes

* Fix for item equip animations

* Fix for pause triforce

* Mirror scenes with static backgrounds

* mirror minimap for mirror world

* mirror dungeon maps and icons on the pause menu

* mirror overworld map and icons on the pause menu

* mirror debug world movement

* mirror shops cursor and movement

* use flip flag

* Reverse crouch stab x axis for mirror mode

* use invert culling command and clean up culling logic

* Move mirror mode handler to mods and support random modes

* Small cvar tweaks

* mirror billboard score numbers and fix gyro horse mirrored inputs

---------

Co-authored-by: Adam Bird <archez39@me.com>
2023-06-13 08:46:15 -04:00
briaguya
2308ab8823
build soh with LUS 1.0.0 (#2881)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace

* Starting to get SoH to build with LUS imgui changes.

* start stuff

* gamecontroleditor build issues resolved maybe

* cosmetics editor and what not

* console

* actor viewer

* more stuff

* more stuff

* on to errors that make sense

* putting this down for a bit

* no idea what these errors mean now

* some kind of progress maybe

* latest lus main

* more

* back to linker errors and being lost

* Fixes command function signature.

* More fixes

* Even more fixes

* Bump LUS

* More Fixes.

* Fixes even more errors.

* lus bump

* input editor as var

* audio editor working

* it builds with this

* bump lus

* it opens

* bump lus to latest main again

* make sure to do all the command registering in debugconsole

* lus and what not

* switch type stuff plz

* undo

* do the thing that fixes the thing

* fix mac?

* correctly show/hide menubar on boot

* bump lus

* input blocking updates

* bump lus

* Bump LUS

* Press F1 to open enhancement menus moved to SoH

* lus and rendering backend stuff

* audio backend and lus

* Bump LUS

* Fixes WindowBackend dropdown

* Bump LUS

* misc -> utils and moves binarytools to utils.

* Window refactor

* bump lus

* make it work

* Fixes for moved files again

* Bump LUS

* Mercury -> Config

* Bump LUS

* Reacts to removed LUS hooks and bump LUS

* Remove Hook: GfxInit

* Removes debug audio_setgamevolume to 1

* use non-crashing branch of lus

* fix: make audio init work without hooks

* game icon stuff

* multifix bmp

* use input viewer class branch for now

* just "Ship" it's cleaner

* Bump LUS

* Removed ExitGame hook.

* Bump LUS

* Hook system removed from LUS.

* More LUS updates

* Changes to make window position saving.

* Bump LUS

* Bump LUS (for real)

* LUS resources now return a specialized pointer.

* Bump LUS

* Fixes issue in SetPathways::GetPointerSize

* Bump LUS to 1.0.0

* builds but crashes

* fix crash

* better macro names in debug console

* remove commeted out line

* remove redundant check tracker settings window logic

* remove commented out line

* move the *

* remove extra seqplayers enum def

* this sneaky little guy was hiding behind a wii u ifdef

* remove extra check tracker header

---------

Co-authored-by: Kenix <kenixwhisperwind@gmail.com>
Co-authored-by: briaguya <briaguya@alice>
2023-06-03 15:27:45 -04:00
Malkierian
c9bcd64beb
Improvement: Additional Spoiler Hint Info (#2727)
* First attempt at tracking hinted locations. Not looking promising for more than a hint tracker.

* Spoiler log now generates with human-readable hinted area, type, and item for gossip stone hints.

* Hints now only output location if their hint text specifically states the check. Any overworld or dungeon region hint no longer does.

* Expanded gossip stone hints to include item, hinted location and area, and `RandomizerGet` names. Currently only English names.

Part of this required changing `HintType` into a `typedef enum` instead of an `enum class` to allow usage in a .c filespace, and consolidating types from `randomizer_check_objects.h` to `randomizerTypes.h`.

* Beginning of alter rewards information.

* Step 2 of altar reward info.

* Altar reward info (location and area) now writes to and reads from the spoiler log. Added a few entries to `SpoilerfileAreaNameToEnum` to accommodate area name variants from region hint names.

* Streamlined altar data (only needed location name for `RandomizerCheck` translation. `RandomizerCheck` provides access to `RandomizerCheckArea` via `RandomizerCheckObject`).

Added Light Arrows, Greg, and Dampe's Hookshot hint locations to write and read of the spoiler.

* Fix attempts to lookup values in `hintTypeNames` as array, now uses map's `find()`.
2023-06-02 12:10:25 -04:00
Adam Bird
c9d24f2e98
Fix: Better debug warp MQ detection and other warp menu bugs (#2932)
* fix: add mq detection to better debug warp

* replace special characters for debug warp translations

* reorder better debug warp printing

* adjust french translation
2023-06-01 22:00:45 -04:00
aMannus
2957dc61c3
[Feature] Boss Rush (#2923)
* Ganon(dorf) cutscene skips

* Remove leftover code

* Load into chamber of sages

* Fix loading into chamber without fast file select

* Boss warps in chamber done

* Change warps back to chamber

* Initial proof of concept done

* ganon(dorf) cutscene skips

* Code cleanup & auto age equipment

* Gameplay stats timer + tweaks

* Scuffed timer

* Better timer

* remove arena props + fix arena exits

* Fix blue warps

* Attempt to fix build

* Fix build again

* And again..

* Try no. 9001

* Handle dying and saving

* Child link face fire medallion

* Fix build

* Fix warps after reset/death

* Disable doors and move player spawns in boss rooms

* Fix boss rush logo rendering

* Start of ingame options menu

* File Select cleanup

* Fix build

* Render char text PoC

* Move functions to be more generic

* Fix build

* Fix other builds

* Initial text scaling/kerning

* Special characters prep

* All special characters work now

* Attempt to fix build

* Fix build question mark

* Finish all kerning

* Start of ingame options menu with vertical scrolling

* Barebones functional options menu

* More options menu progress

* More visual elements for options menu

* Options menu visual changes, implement all options, tons of cleanup

* Cleanup and comments

* Shorter enums

* More options

* Change default heart count

* Finish French translations

* Implement timer in cosmetics editor

* Uncomment timer requirement

* Variable name change

* German translation & small UI tweaks

* Animated up/down arrows in options UI

* Better arrows in options UI

* Cleaner timer + make it usable for general gameplay

* More cleanup + ganon & ganondorf boss option

* Implement never heal option

* Slight up arrow in options UI tweak

* Add BGS option

* Reintroduce ganondorf cutscene skip

* Change encoding to UTF on bossrush.cpp

* Fix build hopefully

* Fixed static variables leading to options not properly resetting

* Fix BR completed timestamp

* Change timer to render on top of everything

* Offset final BR time by 0.1 second from boss timestamps

* Add missing check for boss rush

* Implement soh_assets.h

* Revert merge mistake

* Fix special characters with UTF-8

* Fix build

* here's the fix you can merge from your phone

* Fix quest select crash with oot.otr only

* Use OoT's kerning

* Fix HD textures on options menu

* Fix special character kerning

* "Heal every boss" fixes

* Seperate headers + bunny hood option

* Remove GetUnixTimestamp() externing

* Clean up extern "C"'s

* Address review comments

* Fix build question mark

* Remove accidental styling change

---------

Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
Rozelette
fdf9086b2a
Dynamic Actor IDs (#1729)
* Add dynamic actor IDs

* Convert Ivan to use new actor system

* attempt to fix linux build

* attempt to fix linux build

* merge

* Cleanup

* Fix missing math functions on Windows.

* Removes a stubbed function to fix non-windows builds.

* Update soh/soh/ActorDB.cpp

Co-authored-by: Adam Bird <Archez@users.noreply.github.com>

---------

Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
2023-06-01 21:39:50 -04:00
aMannus
b25e4d4f26
[Feature] In-game gameplay stats timer (#2910)
* Implement in-game gameplay stats timer

* Change timer to render on top of everything
2023-05-30 18:57:45 -04:00
Ralphie Morell
71662c56b5
Docs: Update Player/Actor Flags (#2765)
* Actor Flags update

* player state1 flags; cleanup; prep for state2 and state3

* Player state2

* player state3

* Rename flags in Player tab
2023-05-30 15:05:04 -04:00
Patrick12115
f544aba647
[Rando] Adds Greg options to the Bridge and LACS reward options (#2663)
* 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
2023-05-30 14:25:59 -04:00
Ralphie Morell
507387f618
Enhancement: Better Debug Warp MQ toggle (#2876)
* Implement MQ select on better debug warp

* remove unused macro

* Add sound when selecting MQ; only change if highlighting MQ-able map

* Handles map select from MQ file
2023-05-30 14:01:04 -04:00
Malkierian
0c7e80a190
Improve Controller LED Control (#2864)
* 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>
2023-05-28 18:40:53 -04:00
Malkierian
1fa99fd50a What a nightmare that was. 2023-05-24 13:00:35 -07:00
Christopher Leggett
fe6705cc4d
Merge pull request #2906 from HarbourMasters/develop-spock
Spock -> develop
2023-05-23 09:18:15 -04:00
Garrett Cox
5de1240391
Cleanup gameplay stats code/UI and support RTA timing (#2862) 2023-05-21 18:35:56 -04:00
Malkierian
cf711d9164
Initialize gSlotAgeReqs[SLOT_TRADE_CHILD] and gItemAgeReqs[ITEM_MASK_BUNNY] on load initialization according to gMMBunnyHood and gTimelessEquipment to prevent bunny hood from being unequipped from adult equips on first load. (#2904)
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.
2023-05-21 12:13:38 -04:00
Malkierian
50fbe5d00c Modified sectional saving to utilize an integer ID for calling specific sections to cut down on string copying. Utilizes enum values for non-mod sections to allow for cross-project use of those IDs, and sets up AddSaveFunction to add mod sections after that using max value enum. 2023-05-15 17:21:14 -07:00
Kenix3
77987a42cf
Bump LUS (#2855)
* Bump LUS

* Ship -> LUS namespace change

* z_scene_otr Ship -> LUS namespace
2023-05-07 23:01:12 -04:00
Malkierian
778f548b01
Move Game Saving to Separate Thread (#2820)
* 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>
2023-05-05 17:20:34 -04:00
briaguya
4166dbf907
spockalicious (#2751)
* 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>
2023-04-27 19:20:41 -04:00
Adam Bird
059df8187e
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
2023-04-11 18:27:51 -04:00
Adam Bird
d56899dd0b
fix death mountain cloud in rando (#2691) 2023-04-11 08:14:21 -04:00
briaguya
330da0b5ec
khan -> dev 2023-04-07 17:06:58 -04:00
Adam Bird
ad60ad7c2b
Fix: Goron Link's text in randomizer and have Big rolling goron continue rolling (#2670)
* 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
2023-04-07 11:21:28 -04:00
Ralphie Morell
ff1d8a9e9d
Enhancement: Room/Scene Timers (#2478)
* 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
2023-04-03 00:06:55 -04:00
Josh Bodner
21d82e7c4c
Cleanup of ImGui code (#2576)
* 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
2023-04-01 16:10:49 -04:00
briaguya
2a0a31ae7e Merge branch 'develop-khan' into khan-to-dev 2023-04-01 14:19:41 -04:00
Adam Bird
0c43fe7e48
fix mido blocking pathway when link has kokiri emerald (#2653) 2023-03-31 23:13:24 -04:00
briaguya
2bd8316d54 Merge remote-tracking branch 'hm/develop-khan' into khan-to-dev 2023-03-14 00:29:30 -04:00
Christopher Leggett
d9008938f8
Makes sequenceMap and seqLoadStatus a dynamic size (#2610)
Refactors to allow the above two arrays to be a dynamic size when the game launches, size is set during the AudioLoad_Init function.
2023-03-12 15:55:25 -04:00
Malkierian
73052617ed
[GI] Item_Give and OnReceiveItem updates (#2580)
* 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.
2023-03-12 08:00:03 +01:00
Amaro Martínez
d3f864cea9
Simplify Asset Headers (#2474) 2023-03-02 15:37:47 +01:00
Adam Bird
1fc6a2f08f
Rando version warning on different builds (#2420)
* 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>

---------

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2023-02-28 20:46:55 -05:00
briaguya
60b206140d
Greg Hint + Hint cleanup (#2537)
* 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

---------

Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: Ralphie Morell <stratomaster64@gmail.com>
2023-02-24 20:35:15 -05:00
briaguya
1e6ec1bdda
exclude audio from shuffle (#2411)
* Rename "SFX Editor" to "Audio Editor"
* Move some functionality out into a new class `AudioCollection`
* Add a tab to exclude sfx/sequences from shuffle pool 

---------

Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: briaguya <briaguya>
Co-authored-by: David Chavez <david@dcvz.io>
2023-02-16 09:49:45 -05:00
Kenix3
3a4a260e21
SoH now uses the multithreaded resource manager. (#2467)
* SoH now uses the multithreaded resource manager.

* Fixes build errors on Linux and decreases audio heap size.

* Updates LUS.
2023-02-15 01:02:09 -05:00
Cardboy777
2241635ac5
Option for link's models reflect the projectile weapon he's holding (Bow/Slingshot) (#2454)
* Link's models reflect the projectile weapon he's holding

extracted logic from months-old PR

* apply bow/slingshot model changes only if 'gBowSlingShotAmmoFix' is enabled

* Apply suggestions from code review

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* whitespace

---------

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2023-02-14 21:14:42 -05:00
Garrett Cox
462ab00c7e
Save skipped checks (#2476) 2023-02-14 20:50:59 -05:00
aMannus
612700c2ab
Change gPauseAnyCursor into combobox (#2423)
* Change gPauseAnyCursor into combobox

* Add enums

* Change naming
2023-01-31 06:53:22 -05:00
Adam Bird
589e25948e
Add manual seed input for rando generation (#2057)
* add manual seed input for rando generation

* add tooltip for seed input

* switch to calloc

* add seed testing count generator

* add console command for rando gen

* add boost and custom hash_32 functions

* use hash_32 funcs for rando generation

* limit seed input field to uint32

* rename custom boost header imports to boost_custom
2023-01-25 18:33:27 -05:00
aMannus
170a9103f9
Implement GameInteractor & move CrowdControl and console commands to it (#2358)
* Begin GameInteractor

* Basic skeleton of PoC

* WIP

* First 2 CC effects transitioned to GameInteractor

* Prepare GameInteractor classes for CrowdControl

* More effects & replace chaosEffects with GameInteractor

* CC connection fixes & all CC effects (enemy spawns still borked)

* First couple of build error fixes

* Fix build

* Proper enemy spawning

* Clean up old CC code

* Extract link size/invisibility into GameInteractor

* Small fix/cleanup

* Suggestions for PR

* Address PR comment

* Addressed more comments & small adjustments

* Fix crash when spawning enemies

* Remove Remove()

* Move checks into Apply() and move CC and some console commands to it

* Use inheritance to abstract check on application

* Rename prefix Actions with RawAction

* Make Remove return a Result

* Fix issue with compilation

* debugconsole -> GameInteractionEffects progress

* Add State in GI

* Unify some Effects

* Port more debug console items

* Remove state modifyiers from raw actions

* Port over last raw action / state in console

* Adjust some types

* Consolidate link size modifier effect

* Adjust more types

* Define category strings in CC

* Clean up remaining non defined strings

* Fix bug in timed effects

* Rename old pack

* CC fixes

* Translate GI enum function

* Console cleanup/fixes/consistency

Co-authored-by: David Chavez <david@dcvz.io>
2023-01-25 18:13:33 -05:00
Ralphie Morell
6d6c1c8c32
Enhancement: Better Farore's Wind (#2374)
* Updated SaveManager, SaveContext;
lifted restriction from gtg and ganon's castle;
disabled clearing fw during master sword lift;
added checkbox

* increment load version (whoops); clear age fw after use

* beef up fw console handler (for testing)

* Simplify better FW (2 copies > 1 copy)

* Apply suggestions

* whoops
2023-01-25 14:32:21 -05:00
Adam Bird
402d7dd3b7
fix wrong flag name for zeldas letter define (#2390) 2023-01-24 00:51:48 -05:00
PurpleHato
e79bd2587d
ADD: Debug Warp Restoration + Translations (#2386)
* Finish translations for Map Select

* First Pass

* TWEAK: Add back Japanese as default to conserve vanilla

* TWEAK: replace some array with structs + some translations

* TWEAK: loading messages [TODO: proper translations]

* TWEAK: forgot to push z64.h for loading messages + translated scene type

* TWEAK: spacing

* TWEAK: comment

* TWEAK: Small german OPT position

* TWEAK: german typo

* TWEAK: translation to cutsceneLabels

* TWEAK: Nabooru's name + Lairs

* TWEAK: Updated Cvar to new way to call them

* ADD: German

* Debug localization

* TWEAK: Age

They are noted as a flag thingy and not a literal age

* Tweak: Frogot the Great Fairy

* TWEAK: adressed comment

Co-authored-by: Amaro Martínez <xoas@airmail.cc>
2023-01-23 15:36:28 -05:00
Adam Bird
cb5faa1ac8
fix mido spawn for dungeon entrance rando (#2384) 2023-01-23 14:08:16 -05:00
Ralphie Morell
7964bde063
Rando: Misc. Hints (#1947)
* Added too much

* Added 3d settings and brought over to soh

* fixed conditionals for replacing LA hint

* whoops

* Finshed making settings consistent; minor text edit

* fix leftovers from adding warp hints

* more fixes from merge

* fix skull hint messages

* Added fire temple goron junk hints; menu stuff

* Address feedback

* Added optional scrub text

* whoops

* Add hint cvars to clear preset func

* whoops again

* whoops the third

* ADD: French Pass

* FIXED: Dampe + Skull Reward

* TWEAK: German skulltula hint

* TWEAK: French oopsie

* Address feedback

* whoops

* remove "staticness" from altar/ganon text funcs

* ADD: German

* actually add warp song hints to things;
always generate ganon hint and let OTRGlobals handle showing it

* Fix CVar Getters

* whoops

* for real this time

* Actually implemented scrub text in 3d rando

Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
2023-01-19 23:45:34 -05:00
briaguya
7c8be2153c
documentation: use NpcInteractInfo from zret (#2370) 2023-01-19 02:38:04 -05:00
briaguya
15a6568607
Merge branch 'develop' into bradmerge 2023-01-17 16:44:46 -05:00
Amaro Martínez
170b9c1224
Disable BEL char by default when terminal attached (#2306) 2023-01-17 15:18:13 -05:00
briaguya
ba13e6b2c4 refactor: use LUS 1.0 RC
Co-authored-by: kenix3 <kenixwhisperwind@gmail.com>
Co-authored-by: David Chavez <david@dcvz.io>
Co-authored-by: KiritoDv <kiritodev01@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
2023-01-17 00:33:56 -05:00
GaryOderNichts
1a10d8f627
Fix AdpcmBook allocations (#2214) 2022-12-21 00:15:05 -05:00
aMannus
a1a6c07549
Rando - Fix ice traps & get item logic (#2210)
* Fix ice traps & get item logic

* Fix shop keepers & more draw logic cleanup
2022-12-20 23:32:01 -05:00
Christopher Leggett
7718e74d73
Always use authentic cache policy for replaced seqs (#2176) 2022-12-13 14:55:00 -05:00
Adam Bird
41db15be48
Rando: Add Lake Hylia water control system (#2108)
* add lake hylia water control system

* fix actor spawn params

* remove non-working switch details

* adjust french translation

* fix object spawn

* use flag funcs

* use renamed eventchk flag for raise lh water
2022-12-11 01:00:18 -05:00
Josh Bodner
26ec69606a
Don't autosave immediately after purchasing from a shop (#2079) 2022-12-10 21:39:26 +01:00
Christopher Leggett
8c8c761726
Custom Sequences (#2066)
* Allows OTRExporter to parse pairs of .seq and .meta files

* Gets added sequences available to SfxEditor and playing in game.

* Some cleanup of the names appearing in the SfxEditor.

* Moves sequence swap lower in the audio command stack.

* Increases temp cache memory available on title/file-select screen.

Certain sequences wouldn't play on the file select and title screen
because they were too large to be cached.

* Introduces workaround for 255 sequence limit.

* Bug fixes and cleanup.

* Fixes bug where fanfares would sometimes disable the sequence player.

* Fixes bug causing certain areas to discard caches when loading enemy music.

* Fixes potential config-related crash by replacing invalid characters.

* Allows custom bgm to play in all BGM categories.

* Properly randomizes the custom tracks.

* Moves custom sequences to a patch OTR.

* If custom music was not loaded, fall back to default values.

* Prevents OOB crash on Synthwave array and adds octave drop feature.

Added octave drop to experimental features, which drops the octave of
a note that is too high for the audio engine to actually play. Without
this, some custom sequences have notes which cap at a specific value
and sound terrible. At least with this they will still harmonize with
the other notes. Experimental tab added to the SfxEditor to house
the checkbox for the octave drop feature.

* Adds more pool memory for a few tracks that couldn't fit.

* Some cleanup on the generated music archive process.

* Fixes missed memory boost from earlier.

* Adds ability to remove enemy proximity music.

* Applies correct cache policy to fanfares to prevent unloading sequences.

* Removes case-sensitiveness of the sequence type.

* Fixes not reverting to sequence after miniboss.

* Fixes transition to/from miniboss (again) and ocarina bug.

To be clear, fixes the more rampant portable ocarina bug present in my earlier builds, not the authentic one.

* Finally properly fixes transitions between sequences

For miniboss fights and SfxEditor previews.

* Removes unneeded boolean expression.

* Adds randomize button to individual SFX Editor entries.

* Fixes lost woods music overwriting goron city music.

* Plays swapped Hyrule Field music when transitioning to daytime.

* Fixes swapping Gerudo Valley music when transitioning from daytime.

* Updates custom sequence OTRPath to match SequenceOTRizer.

* Reverts changes to OTRExporter in favor of external tool

* Fixes formatting issues.

* Attempts to fix formatting issue in git diff.

* Should actually fix formatting issues.

* Should fix mac/linux exclusive build error.

* Fixes segfault on macos.

* sort custom seqs

* Fixes audioseq crash when under 255 seqs

* Removes magic numbers.

* Removes commented out code.

* fixes formatting in SfxEditor.h

Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>

* Cleans up the one hardcoded QueueSeqCmd call.

* Fixes unneeded erroneous memory boost applied earlier.

* Applies additional formatting/cleanliness suggestions from review

* Fixes small logic bug

Co-authored-by: RaelCappra <rael.cappra@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
2022-12-08 23:07:45 -05:00
Adam Bird
8337e4e24f
Rando: Entrance Tracker v1 (#2005)
* initial pass for entrance tracker

* add search meta tags to entrance tracker data; clear entrance tracker on title screen

* rename to use playstate/play

* fix lus imports

* move discovered entrance info to SohStats struct

* Add scene info and highlighting to entrance tracker

* hide undiscovered text when searching

* add comments for entrance tracker

* fix merge conflict error

* account for zora river -> hyrule field water entrance in tracker

* fix assignement error

* remove unneeded defaults from debug file init

* adjust entrance tracker settings and add more search tags

* convert magic numbers to defines; add more comments to entrance tracker; clarify variable names

* add reverse index to entrance tracker data to compare with instead of using strings

* rename variables
2022-12-06 23:44:14 -05:00
briaguya
4f109178ff Merge branch 'develop-flynn' into flynn-to-dev 2022-12-06 21:29:27 -05:00
Adam Bird
d9f3844b2d
[Feature] Entrance Rando v2 (#2071) 2022-12-07 00:37:50 +01:00
aMannus
598cac725e
[Feature] Rando: Enemy Randomizer V1 (#1781) 2022-12-06 10:33:50 +01:00
Amaro Martínez
1a9898b918
Fix Ganondorf title card (#2082) 2022-12-05 14:38:28 -05:00
Garrett Cox
3cb9f93ff4
[docs] Pull upstream updates: SetupDL (#2048) 2022-11-30 00:29:36 +01:00
Garrett Cox
d7c3522142
[docs] Upstream updates 1 (#1955)
* First round of upstream updates and commenting patternss

* Renames from z64player

* Renames from z64save

* Undo changes to legacy save struct

* Add missing reference from entrance rando

* Fixes from stat tracker

* More tweaks
2022-11-30 00:28:57 +01:00
Sarge-117
9c162fc0ec
Gameplay Stat Tracker V1 (#1986)
* First test of gathering some gameplay stats

* timer changes and other stuff

* Move code to new files + rename

* Name change - gamePlayStats

* Finish rename, remove n64ddFlag checks

* Improve item get times

* Better time tracking, more stats,

* Put button under Enhancements

* Fix merge conflict

* Add pauseCount, fix bug with rando items

* Adjust inits/declarations

* step counter

* Name change: "itemGetTime" to "timestamp"

* Tidying + CI test

* Set up array for stat counts

* Macro

#define GAMEPLAYSTAT_TOTAL_TIME (gSaveContext.gameplayStats.playTimer / 2 + gSaveContext.gameplayStats.pauseTimer / 3)

* Add boss defeat timestamps

* Add sword swings, pots broken, bushes cut

* fix int type

* Add counts for enemies defeated

Broken down by enemy, with a total

* Add ammo used

* Hide breakdowns until count > 0

* Forgot Big Octo

* Count chests opened

* Update after LUS submodule

* Enemy count spacing

* Comments

* Count 3 mini Floormasters as 1 Floormaster

+ some cleanup

* Comments

* Colour coding for timestamps on quest items

i.e. medallions/stones/songs

* Move stat into the sohStats struct

+ rearrange the counts enum for easier addition of future counts

* Some documentation + count button presses

* Stop counting button presses when Ganon defeated

* Couple bugfixes

Add count for Gerudo Thief, fix step counter counting in some situations where it shouldn't

* Fix comment
2022-11-22 20:04:40 -05:00
frizzle101101
c569a46933
[Enhancement] Add fix camera drift option to fixes menu (#1983) 2022-11-22 08:57:26 +01:00