* 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.
* 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>
* 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>
* 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
* 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
* 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>
* 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()`.
* 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>
* 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
* 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>
---------
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
* 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>
* 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>
* 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
* 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
* 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
* 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
* Refactor GetCheckFromActor, WIP currently broken
* Fixes build errors via forward declarations and emplace vs insert.
* Removes some unnecessary code.
* Fixes non-windows build errors.
* Fixes Deku Scrubs outside of grottos.
* Fixes DMC Deku Scrub Grotto Center
* Fixes Ruto Blue Warp
* Fix issue identifying blue warp rando checks
* Move identifyCow to randomizer.cpp
* Various updates to vanilla check objects
* Identify MQ checks in check object table
* Adjustments to how multimap is used and initialized
* Convert u16 in check object table to s16
* Fix a few issues with MQ checks
* Fix issue with TWO_ACTOR_PARAMS macro
* Fixes some scrubs and cows appearing as identical.
* Fixes known gossip stone issues (ToT, DC)
* Fixes Dampe's Gravedigging tour rcObject
* Fix crash on locations tab
* Enable master quest dungeons in rando
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Changes OTR Extraction to have specific mq and nonmq paths.
Also updates the game to load resources according to whether or not
Master Quest or Vanilla is loaded.
* Removes unneeded code from the last commit.
* Fixes some weird formatting in ZRom.c
* Loads oot-mq.otr and patches oot.otr on top, if both are present.
If only one or the other are present, it becomes the only and main OTR.
* Adds ImGui Logic for whether or an MQ Checkbox.
Checkbox checked only specifies whether new saves should be MQ or not.
Checkbox is disabled or force-enabled according to which OTRs are loaded.
Also as a necessity includes tracking what game versions have been loaded
from the OTRs.
* Adds MQ settings logic for Randomizer's ImGui menu.
* Writes Master Quest dungeons to the spoiler log
* Loads MQ Dungeons from spoiler, persists in save, and loads when appropriate.
* Adds logic to prevent loading or creating incompatible rando saves.
* Fixdes some linux build issues and new rando save issues
* Makes appimage create both vanilla and mq otrs
If either rom is present, it makes the corresponding OTR. If both are present,
it will make both. If one OTR is present but both roms are present, it will
create the missing OTR.
* Makes it so a randomized save file will not be marked as MQ.
* Refactors to load all OTRs from MainPath or a specific list.
Also adds the ability to take a std::unordered_set of hashes to
validate each OTR's version file against.
* Fixes a syntax error
* Makes ExtractAssets output Vanilla and MQ OTRs if both roms are present
* Fixes asset generation bug.
* Partially working fix for dual OTR extract_assets
Currently the cmake ExtractAssets target will return with a 1 if you
only end up exporting one type of OTR isntead of both. Haven't found
a great way to only attempt to copy a file if it exists from within
cmake. It does actually correctly copy the OTR that is generated,
despite the error from copying the other one.
Pushing as is for now but will keep investigating.
* Adds oot-mq.otr to the gitignore.
* Makes ExtractAssets not fail on only one rom/OTR.
* Removes PatchesPath from the constructors requiring OTRFiles vector.
* Renames OOT_UNKNOWN to just UNKNOWN to remove OOT specific reference.
* Removes randomizing MQ Dungeons and re-disables MQ rando.
Doing this so the PR can get merged quicker with just the Dual OTR
support and won't need to wait on rando logic to be updated. That
will happen in another PR directly after the merge.
* Update mac startup script for dual otr
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Update soh/macosx/soh-macos.sh
* Implements new BinaryReader to fix Linux build issue.
BinaryReader itself comes from https://github.com/Moneyl/BinaryTools
I added a wrapper to adapt it to the ABI from ZAPD's Binary Reader and
add Endianness checking. I also had to copy a handful of other bits and
pieces from ZAPD to make it all function as expected.
* A few edits to the updatream BinaryReader to compile it on Linux.
* Adds the Endianness to the first byte of the version file.
* Fixes Jenkins
* Addresses some of Kenix's comments
* Renames `ReadNullTerminatedString` to `ReadCString`
* Refactors Archive::LoadFile into a private method with more arguments.
* Removes BitConverter and extends existing endianness.h instead.
* Fixes an endianness issue with the version file.
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Revert changes to GetItemFromGet
* Fixes Ganon's Boss Key shuffled while regular boss Keys aren't.
* Enum + combo box
* Add obtainability checks correctly
* combobox title rename + no number tracking
* Fix repeatable purchases and bottles rendering incorrectly
* Move shopsanity option in GUI
* Struct instead of ImVec + basic comportment for all case
* Attempt to fix odd build issue
* Cast randoGet for ganons boss key
* Remove redundancy in KD room
* Update logic Cvar names
* Fix Ganons Trials coming from old save files. Fixes#1365
* Fixes crash when entering Ganon's Castle lobby on linux.
* Makes `Item_Give` safe to use with a NULL globalCtx.
This should allow it's use for giving items to Link's Pocket
during rando save initialization.
* Converts Song from Impa to use `Item_Give`
* Adds more options for Link's starting item.
* Removes unneeded `GiveLinkItem` functions.
* and make it build
* bring back new rando dropdown
* gSaveContext access in GameMenuBar.cpp
* Implement Skip Scarecrow's Song
* Reimplement progressive Bombchus
* Rando-next: Deku Nut and Seed ammo gives a blue rupee
Fixes#1390
* Fixes Link starting with BGS
* Persist item tracker notes
* Adjust Hooks include
* Use SohImGui::RequestCvarSaveOnNextTick
* Fix issues from LUS refactor
* Fix for overriding deku scrub messages
* Fix mistake from merge
oops
* Restore checkboxes to enhancements menu
These got lost in the merge
* Update location access logic
Including MQ locations in Spirit and GC now
* Implement rando bombchu drops
* Missing break
* Simplify mudwall collision check
There was no need to have a second collider specifically for Ice Arrow hits
* Update settings.cpp
* Simplify mudwall collision check
* Restore checkboxes in menu
Accidentally lost these during merge
* Clean up bool
* Update logic Cvar name
* Fixed capacity on ammmo tracking
* Fix for beans obtainability
* Hook into file delete and clear notes
* Incorporate magic arrows in rando settings
* Update tooltip
To inform the player that they might have to reload the room if they're enabling this for the first time.
* Update tooltip
* Add line break in tooltip
* Tooltip wording + line break
* tweak on main logic
* All color logic for all types
* Fix: changes to please new LUS
* Ensure itemTrackerNotes vector is not fully empty
* Implement's Tycoon Wallet.
* Refactor DrawItemCount and Use EnhancementCombobox for tracker capacity options
* small tweaks and rename
* always display XX/YY when in ammo/capacity mode
* Move all merchant messages to be generated on file load
* added hovertext for the number display
* Swap german and french translations for shop messages
* Set key colors to be on by default
* Add another flag to skip mask shop
* Fix Sold Out bug
* Fix gerudo keys, add disabled checkbox
* tooltip line break
* Add trials required and merchant prices to save file instead of loading from active spoiler log
* Remove trialsRequired persisting in save manager
* Adds slotIndex to girla (shop item actor) and uses that for IdentifyShopItem.
* Fix issue when merchantPrices is empty
* Fix for a single zeroed merchantPrice entry
* Fix#1417
* Implements items selling out and fixes issues with purchasing some items.
* Fixes order of operations so Rupees will be spent.
* Fixes sold out items not getting overwritten by the randomized info.
* Clarify var names and comments
Also preserve chain platform cutscene in spirit based on Link's position
* Remove !=0 from cvar check
* Clarify var names and comments
* Rename randomizerMerchantPrices to merchantPrices
* Handle shop items in SaveManager
* Fix merge mistake
* Base whats in the bazaar shop on entranceIndex instead of age
* Tidy up chain platform cutscene check
* Fix merge error
Didn't mean to have Zhora changes in here yet
* Use 3drando item table for parsing spoiler names
* Use another nested method instead of one at the top level to fetch the table
* Add missing newline
* Remove log
* Respect custom draw functions
* Fix issues with rendering songs
* Fix localized item names for shopsanity
* Implements a larger array of Sprites for the Icon Hash.
* Uses the hash instead of seed for spoilerfile name and icons.
* Removes some unused functions and variables in `spoiler_log.cpp`
* Prevents leading 0s added to hash from being in file name
* Changes filename format to icon indexes separated by dashes
* Hopefully makes Jenkins happy
* Hopefully makes Jenkins happy
* [Rando] Child Gerudo Fortress 37th Heartpiece randomized
Fixes#1071
* Add descriptions to save editor flags editor, and added randomizer flags (#1386)
* Add descriptions to save editor flags editor, and added randomizer flags
* Hide randomizer flags when not on a randomizer save
* Move flag descriptions to header file
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Update soh/soh/Enhancements/debugger/debugSaveEditor.h
* Fix merge error
* crash on pause menu on linux (only in appimage)
Fixes#1437
* Applies fix to Song from Impa as well.
* Allow buying tunics as child when shopsanity is on
* Fix for custom draw methods overriding sold out sign
* Simplify logic around shopsanity and fix some issues
* Fix dungeon reward stone rotation and add particles
* Fix some issues with ice traps
* Fix adult wallet having its own max capacity
* Fix amount of keys given for BotW
* format
* Use EnGirlAShopItem enum instead of raw hex values
* [#1434] Renders non-warp songs more consistently with warp songs
* A few changes around merchant messages
* Various changes from PR feedback
* Rando: Junk Hint missing french translation
* Typo
* Fix free scrub being at 0 instead of TEXT_SCRUB_RANDOM
* Replace magic numbers in message handler
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Ossan/z_en_ossan.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Fix BGS softlock for shopsanity
* Support tycoon wallet on tracker
* Revert "Fix BGS softlock for shopsanity"
This reverts commit 5fdb961ea4.
* [#1053] Resolves an issue with shop items and bombchu bowling where BGS would display two message boxes
* Implements some necessary plumbing and resolves several Ice Trap Softlocks.
Adds a way for an item entry to tell what type of check it came from (NPC vs Chest vs Freestanding, etc.)
Sets this value from chests and item00 actors.
Relocates pendingIceTraps to save context so it can persist through cutscenes and get stored on save init for Link's Pocket and Song from Impa.
Restructures pendingIceTraps into a counter rather than a true or false, so that we can be frozen multiple times in a row if applicable (atm that should only be at the start of a run if Link's Pocket and Song from Impa were both Ice Traps).
Adds a textbox for Ice Traps and a special case of holding up nothing in the get item process. This fixes all the cases where Ice Traps would softlock due to the actor giving the item expecting a closing textbox. After holding the item above his head Link increments the pendingIceTraps counter by one and sets whatever flag he has pending.
None of the above plumbing applies to Ice Traps from chests, those work exactly the same as before, as do freestanding item00 ice traps (thanks to the additional check for ITEM_FROM_FREESTANDING.
OoT and Ruto's Letter count as NPC's, so they get the FOWL text box and set a pending ice trap rather than immediately freezing, since Link weill be in the water. Link will get frozen the next time he touches land, which in the case of OoT is after the fade to white and right before the Song of Time check.
Fixes all the other softlocks I'm aware of, including Fishing, Bombchu Bowling, Skull Kid, and losing the second Gerudo Archery check.
* fix bgs check in player
* move bgs logic for tokensanity into MOD_NONE check
* set bgs flag before `Item_Give`ing
* move bgs flag into `MOD_NONE` check in girla
* use existing check in `z_player`
* Adds comment explaining the decision to default ITEM_FROM_NPC.
* Rename pendingIceTraps to pendingIceTrapCount
* Adds some RANDOTODO comments about cleaning up a couple things.
* Merge branch 'develop-zhora' into ztornn
* manually restore changes to `z_player.c`
* Fix after some ice trap prepwork from earlier
* Actual fix
* Woops
* More rupee names
* Actually fix it
* Add back comment
* Fix Skip Scarecrow Song
* Fix ruto's letter and LH sun stick rendering
* Also fixes it for treasure chest game
* Tweak: Rando French Wallet
* ADD: French Tycoon
* Hide dungeon items/notes by default
* [#1301] Fix issue with UI not restoring after getting an item from biggoron
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Update soh/src/overlays/actors/ovl_En_Go2/z_en_go2.c
* Fix random crash that only affected one person for some reason
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: Christopher Leggett <chris@leggett.dev>
Co-authored-by: PurpleHato <linkvssangoku.jr@gmail.com>
Co-authored-by: Sarge-117 <adam_branston@outlook.com>
Co-authored-by: briaguya <briaguya@alice>
Co-authored-by: aMannus <mannusmenting@gmail.com>
Co-authored-by: lil David <1337lilDavid@gmail.com>
Co-authored-by: Sarge-117 <108380086+Sarge-117@users.noreply.github.com>
Co-authored-by: louist103 <35883445+louist103@users.noreply.github.com>