the previous all loaches logic required modifying every `isLoach` check
throughout the file. this had the benefit of allowing live-toggling all fish
to be loaches or not, but added a lot of complexity.
this changes the logic to just set `isLoach` on each fish instead, and updates the tooltip to note an area reload is required
* Move Fishsanity hooks out of mods.cpp
* Assign fish check flags.
* Clean up location_list for fish
* Prevent fishing from giving double items.
* Remove no-longer-used mPendingFish
* Override draw function for fishing
This allows the draw functions in the source
overlay to match the decomp.
* Override draw function for EnFish
* Overwrite grotto fish params based on respawn data
This allows the randomizer to identify them
automatically without any special logic.
The catch (pun not intended) is that grotto fish don't respawn,
and they were previously identified for such by a params value of 1,
so the logic to take care of that needed to be duplicated.
Thankfully it wasn't very much.
* Add a VB for catching actors in bottles.
* Clean up remaining code after conversion to VB
This breaks fast FastDrops for bottle pickups, though
readding it shouldn't be too hard with the VB hook.
* Remove fishsanityParams from Fishing
It was previously used to track exactly which fish would be
released after a catch, but since both candidate fish
would've been caught, they both wouldn't give checks
anyways.
* Update soh/soh/Enhancements/randomizer/hook_handlers.cpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Re-add FastDrops for bottle pickups.
While this does diverge from the vanilla decomp, I'm uncertain of
the order that hooks are run, so I put it back into z_player.c
just to be safe. A future commit can do a more proper implementation
using VB hooks.
* Move initialisation of fishsanity hooks into hook_handlers
* Change location constructor to take RandomizerInf instead of uint8_t
This shouldn't have an effect as-is, but other changes can add
additional randomizer flags that can end up pushing fishsanity check
flags out of the range of a uint8_t, causing the cast to overflow
and not be stored correctly. With this change, it could still overflow
when writing to the flag field of Location, but said field is unused
and the parameter is really only for setting the flag for the
SpoilerCollectionCheck.
* Render uncaught overworld fish as randomized item
* Fix windows build by zeroing unused field
* Fix scene parameter type
This resolves a build error on Mac and Windows, but Linux
instead buries it in the sea of warnings, meaning I can't
see it until it fails CI.
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Remove categories
* Remove SpoilerCollectionCheckGroup
* Remove unused Location constructors
* Remove LocationType
* Remove unused SpoilerCollectionCheckTypes
* Remove hints' isVanillaCompletion, it's always false
* Remove SpoilerCollectionCheck::None
Same effect as default constructor
* Fix mistake
* Update location.h
* Deduce RC Area by scene when possible
* Remove useless constructors
* Remove flag in most situations
* Format improvements
* Replace overworldLocations with a function
* Replace shopLocationLists with a function
* Replace gossipStoneLocations with a function
Also add a new RCType for static hints
* Replace scrubLocations with a function
* Replace staticHintLocations with a function
* Replace overworldFishLocations with a function
* Replace pondFishLocations with a function
* Remove RC_TRIFORCE_COMPLETED from GetOverworldLocations
* Update fill.cpp
Re-add filter for dungeonLocations for song shuffle dungeon rewards (and fix erroneous check for song locations there).
Modify songLocations filter for dungeon rewards to check for RCTYPE_BOSS_HEART_OR_OTHER_REWARD and then the two song locations added for it.
* Update fill.cpp
Fix bracketing.
* Apply Pepper0ni's patch
---------
Co-authored-by: Malkierian <malkierian@live.com>
* Change tristate off graphic to none instead of X to avoid confusion.
Modify Combobox and Slider Options to clamp directly to options.size() - 1 instead of just decrementing if current value is higher than max.
* Restore RenderCross line, but commented out.
100 GS Reward was missing from RSK_GANONS_BOSS_KEY causing indexing issues. Notably, Triforce Hunt was setting Ganon's Boss Key to "Vanilla" rather than "Triforce Hunt."
* Move all `SaveContext` operations to `Logic` to prepare for encapsulation.
* Rename `Area` to `Region`, `areaTable` to `regionTable`, and all local variables named variants of area to region that were of the `RandomizerRegion` or `Region` types.
* Fix mistaken renames.
* Rename PT_AREA_RESET to PT_REGION_RESET after rebasing on performance timer commit.
Change include path for the timer to absolute rather than relative.
* messy first implementation, pushing for verification
* push to test other platforms, add benchmark preset
* more other compiler fixes
* Finish implementing benchmarks
* forgot to reset the timers each run
* do it better
* move timers to thier own file
* forgot to add files
* Update check status in the check tracker to the new system. Status and Skipped are now stored in ItemLocation, though still saved separately in the trackerData section.
* Fix shop checks not showing prices when identified.
* Patch fix for check status bleed.
Some cleanup of unused code.
* Small tracker optimizations.
* Fix check hiding.
* Bit more cleanup.
* Unhide the filter and make it work again...
* Fix area totals tracking.
Fix skipped status saving.
* Merge conflict cleanup.
* saving for branch change
* V0 doesn't work
* crashing in random places halp
* push to rebase
* commit for branch change
* more branch switching
* First apparent working
* fix entrence validation
* comment cleanups
* post merge fixes
* Fix entrences not validating when spawns/owl drops are on but other entrences are not
* remove bombchusFound from the struct too
* Fix issue causing improper bombchu filtering on the playthrough
* text fixes
* submodules pls
* submodules pls pt 2
* Restore Deku Tree open as adult with dungeon shuffle.
* Add Mido spawn VB to allow for preventing Mido moving in rando when starting with Zelda's letter and closed deku or forest.
* Use RAND_GET_OPTION instead of OTRGlobals rando context, get rid of IS_RANDO in deku mouth VB handler.
* Removed all CVarLoad uses from code to prevent thread concurrency issues.
* Add mutext locks to save and load functions to prevent concurrent operations between those two.
* Converted all GuiWindows to the new separate Begin/End format in current LUS except InputViewer, CheckTracker, ItemTracker and Modals.
* Setup Check, Entrance, Item trackers and Input Viewer to override `Draw()` to bypass the ImGui Begin and End, as they're not intended to go in the modern menu.
* Cleanup.
* Add git info to title screen & gameplay stats
* Change the branch criteria to starting with `develop`
* Update z_title.c
* Change the branch criteria to not having a tag
* Always show both when not a release build
* Only show build version in tagged releases
* Additions for the German currencies in randomizer.cpp
* Additions for the German translation in hint_list_exclude_dungeon.cpp
* Fixes for the German translation in z_select.c
* Fixes for the German translation in z_select.c
* Additions for the German translation in hint_list_exclude_overworld.cpp
* Initial Bombchu rework implementation
* Finish bombchus in logic overhaul
* address reviews
* Post resolution fixes
* fix git being dumb
* Readd Child Wallet To Bombchu Bowling Logic
* post merge fixes
* fix some oversights in bombchu shopping logic
* doesn't work, linker errors
* cleanup old reviews
* Make it build, likely broken by VB
* attempt to fix carpet man second purchse text
* commit to change branch
* mostly have carpet guy working
* badly fix carpet salesman
* fix better bombchu shopping
* fix bombchu drops
* remember you need bombchus in inventory to get drops
* Address reviews
* post-SCL clean up and redo the bombchu ammo logic to apply better to the spirit edge case
* fix oversight which could have allowed for bombchus to logical exist when they shouldn't
* Remove special bombchu playthrough checks which are causing bugs and no longer needed
* fix Slingshot logic reset
* Convert helpers I touched into CanUse and HasItem
* last cleanups
* Additions for the German translation in hint_list_exclude_dungeon.cpp
* Fixes for the German translation in z_select.c
* Fixes for the German translation in z_select.c
* Additions for the German translation in hint_list_exclude_overworld.cpp
* Additions for the German translation in hint_list_exclude_dungeon.cpp
* Additions for the German translation in hint_list_exclude_overworld.cpp
* Fix tricks not getting disabled by button click.
* Fix area trees not collapsing on enabled side of tricks list.
* Fix difficulty tag button order for Linux.
* Fix Collapse All, Open All, and Disable All.
Prevent Disable All from disabling all despite areas being collapsed.