* Potsanity proof of concept
* Hide pot item cutscenes for very frequent items
* Add 1 new pot to the item pool
* V1 custom pot model
* V2 pot model
* Pushing for help. lol
* Format clean up on added hint_list entries.
Removal of WriteIngameSpoilerLog call that was unneeded.
* THREE_ACTOR_PARAMS -> TWO_ACTOR_PARAMS and hints in a loop
* Lost woods pots logic
* Realign Pot Checklist in Location_list.cpp
* Correcting some values and adding Master Quest pots.
* Remove vanilla placements
* Re-order enums + start hints per region
* Fix build
* Break up shuffle pot options to dungeon/overworld/all
* Fixes
* Prepare default pot contents, fix/add dungeons
* Fix dungeon/overworld only settings
* Updates to Parameters and RHT information
* Remove unused hints
* Add proper check tracker entry exclusion
* Tweak items to skip cutscenes for
* Vanilla Drop List
* Update magic to blue rupees
* After merge fixes
* Fix Ganondorf's Lair pots
* Fix check tracker + minor stuff
* Unlock early GBK door
* Minor fixes
* More minor stuff and start of logic entries
* Fix TWO_ACTOR_PARAMS overlap between pots
* De-dupe defines
* Add missing water trial pot
* Update to develop-rando
* VBify pots progress
* Cleanup and fixes
* Overworld logic done
* Cleanup and fix item00 queues
* Implement skipping cutscenes for common items
* Revert "Implement skipping cutscenes for common items"
This reverts commit fe44916588.
* Ganons tower pot not spawning item fix + cleanup
* Fix ganon's tower, barinade, water temple pots
* VBify ganons key door
* Lizalfos Pot addition (example)
* Separate MQ pots in randomizerTypes.h
* Fix build
* Fix linux build (?)
* DC/Jabu/Botw/ start of Forest Pots (NMQ)
* Remaining Dungeon Non MQ Pot Location Logic
* After merge fixes round 1
* Post merge fixes round 2
* Apply MQ pot logic
* Re-align some stuff
* Cleanup, more work on locationlist
* Start of handling dungeon pots in item pool
* Finish dungeon pots in item pool
* GTG MQ Pots
* Review comments round 1 & code cleanup
* Fix ganon's lair pots being behind GBK in logic
* Update soh/include/z64actor.h
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_Obj_Tsubo/z_obj_tsubo.c
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Address review comment
* Fix logic for pots in Fire Temple
* Fix GtG MQ pots, fix water temple pot logic
* Review Comments
* Logic review part 1
* Logic comments part 2
---------
Co-authored-by: Caladius <Caladius@users.noreply.github.com>
Co-authored-by: Pepper0ni <93387759+Pepper0ni@users.noreply.github.com>
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Fixes for the English text in option_descriptions.cpp
* Fixes for the English text in static_data.cpp
* Fixes for the English text in option_descriptions.cpp
* Fixes for the English text in option_descriptions.cpp
* Fixes for the English text in settings.cpp
* Fixes for the German translation in hint_list.cpp
* Zora's River waterfall always open, take two
* Remove improper, redundant checks in hook
* Move all checks into update hook
* Add Randomizer setting for keeping Sleeping Waterfall open
* Change header exports to extern exports
* Remove "closed as child" option for rando setting
* Oops, missed a spot
* A bit more cleanup: simplify a redundant condition
* Unify hook handlers
* Oopsie, fix build error
* Add "play only once" option
* Force Sleeping Waterfall enhancement in rando mode
* Force enhancement only if waterfall is Open in rando
* Restore forced-open waterfall in rando
* Fix rando condition in hook
* Fix? rando entrance logic for OI
* Fix build errors
* Separate option values into context and menu indexes.
* Fix option index reference in `CleanCheckConditionString`.
* Update soh/soh/Enhancements/randomizer/3drando/location_access.cpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Restore `const` classification to functions returning `string&`.
* Restore `const` classification to getter functions.
* Restore a couple more `const`s; cleanup header.
* Final consts; rename `SetCVar` to `SaveCVar`.
* Convert defaultColor from ImVec4 to Color_RGBA8.
Convert defaultColor's ints to floats when being applied to currentColor in the macro.
* Address previous cleanup comments.
Surround `Message` tab in an advanced check.
* Resolve warnings and cleanup whitespace/formatting.
* Make Color_RGBA8 constructing function because... platform differences...
* Function name clarification.
* Remove default color conversion, reference default colors directly in CosmeticOption initialization.
* Add check for Randomizer folder existing, and creating it if not, to plando window.
* Changed seed list population to just bail if the Randomizer folder doesn't exist.
Added button disabling to prevent crashes loading or saving empty structures.
* Remove unused headers
* Move all "ResourceMgr_" functions to a new file
* Don't transitively include SaveManager
* Move cvar prefixes to a new header
* Add missing includes
* Update OTRGlobals.cpp
* Fix build
* Address review
* Fix some of the errors
* Update gameplaystats.h
* Update z_en_in.c
* Hopefully fix the linux issues
* Fix Linux issues for real this time, I checked
* Update ResourceManagerHelpers.cpp
* Update z_obj_mure2.c
* Post-merge fixes
* Fix build (hopefully)
* Post-merge fixes
* Update z_file_nameset_PAL.c
* cleanup some unnecessary headers (#7)
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Fix skipping Adult Ruto one-point cutscene
* Kill Ruto's actor instead of leaving her to swim up
* Change to Story cutscene
* Change to extern function
* Rename entrance enums for clearer location by name.
Change entrance name strings to be clearer for single-entrance tracking.
* Rename grotto macros to remove "RANDO", and move them to `randomizerTypes.h` for use elsewhere.
* Add entrance enums to rando's entrance.cpp.
Rename a couple RandomizerRegions for consistency.
* Swap entrance ids to enum values in rando's entrance.cpp.
Few more renames for clarity and consistency.
* Adapt entrance tracker to utilize new names and only display original source and substituted destination.
Few more renames for consistency.
* Missed a space in the tracker output.
* Restore pre-digit names of some enums, name great fairies more consistently.
* Disable all warnings, even in release, on the `src` directory.
Resolve math macro duplication warnings.
* Suppress LUS warnings.
* Modify it to utilize a variable that defaults on but can be specified in command line to disable it.
Prevet total compile option overwrite for LUS.
* Remove unnecessary unset and cache parameters.
* Document warnings flag in BUILDING.md
* Change CMake process to copy assets necessary for OTR creation to VS run directory.
Remove reference to ExtractAssets target from Windows build instructions.
* Unify build instructions where appropriate across PC platforms.
Clarify commented parts of some commands.
* PR feedback.
* Adds 2 new Hooks, OnTimeStamp and OnPlayerHealthChange.
* Re-add Timesplit code
* Committing custom Assets
* Commit Asset definitions
* Adding Windows
* Fix Modal Window and others
* Time Splits v2 new Hooks etc.
* Fixing Time Displays
* Adding Big Poe split
* Update Options Tab
* List Preview and Removing Split Entries
* Allow Split Table to resize
* Fix Window Color and Adding Non Items to Split List
* Correct Song Image Skew
* Add freeze timer hook for Gold Skulltula collection
* Remove unused player references
* Replace magic number text IDs
* Separate hook for freezing player on token collection
* Revert one unintended change
* VBify poe collector giving for rando.
* Forgot an include.
* Further refinement so all the action happens in the handler. Virtual full restoration of vanilla code flow.
* Restored 1000 point messages before rando item give.
* Cleanup redundant GI Should call.
* Fixes Mirror Shield and MS sheath
* Added Hookshot Tip&Chain and more edge cases
* Update presets.h
* Revert "Update presets.h"
This reverts commit 95d952ba23.
* More fixes
Bow showing up for slingshot gallery minigame is now fixed, as well as a rouge instance shrinking links hand when I didn't mean for it to
* CVar stuffs
* Fixes
* Fix more sheath stuff and bgs hand
* Add the P
* Add logic to turn off lens effect when replacing it on a button with another item, but not swapping.
* Swap to real fix for dpad equips bug, c/o Rozelette.
* Add names to start of typedefs
* Idle stuff
* 2 functions
* Player state flags
* Name functions + misc
* ActionChange => ActionHandler
* Some player unks
* More player unks
* Header misc
* Misc
* More misc
* Player Actions
* Missed comments
* Move ship specific stuff
* Fix build
* CsCmdActorAction to CsCmdActorCue
* Fix build
* Config migrator to handle CVar macros/sections, as well as a few other changes since MacReady.
* One more round of cleanup.
* Move config migrators above SetupGuiElements to allow for migrated window variables to register before windows use them to determine visibility.
* One more.
* Adapt DpadEquips, NavOnL, and PauseAnyCursor CVars to accommodate Pablo moving them to enhancements.
* Segregate count-injected item get messages by type
* Move item count messages submenu up next to Items submenu
* Rectify presets
* Oops - deleted a comma by mistake
* More Mweep
Adjusted the "King Zora Speed" timesaver enhancement to allow for slowing the animation down.
* [Fixed] Crashing when applying preset settings
Adjusted presets.h to expect a float instead of an integer for the "MweepSpeed" timesaver enhancement setting.
* Cleaning some things up
Deleted an unnecessary line, and switched the "King Zora Speed" option back to multiplier display instead of a percentage.
* Update SohMenuBar.cpp
Switched back to multiplier display
---------
Co-authored-by: Malkierian <malkierian@gmail.com>
* Correct behaviour of text speed enhancement
The text speed enhancement increases the size of the text crawl in the number of characters displayed in each step. This messes up certain parts of dialogue that were meant to be displayed in a certain way (like Ganondorf's "Heh heh heh..."), and in places where the text crawl is meant to be slower than normal, it just looks clunky. The text crawl speed enhancement is a wonderful feature, but smoothing out should be easily doable, and is a more correct implementation.
* Fix text speed for normal text
* Flatten if statements
* Improve check tracker performance.
* Fix vanilla saves getting randomizer quest assignment.
Fix trying to load blank data blocks from save file.
Prevent writing randomizer block, even if empty, when save type isn't rando.
* bring over framebuffer effects methods
* Implement framebuffer capture and drawing for pause menu
* revert hookshot and title cards to draw using original buffers
* remove old game over crash fix
* Adjust mirror mode handling for kaleido
* Avoid flashing the hud when pausing
* Added Project Overview to README
This is a couple additional lines of text clarifying the high-level structure of the project, mostly for the benefit of anyone new joining the project.
* Added "Further Reading" section
Points out and lists the contents of the "docs" directory for ease of access to the documentation therein.
* Allow for User Selected Enemies for Enemizer
* Updated CVar Entry List
* ImGui Cvar Updates
* GetSelectedEnemies Cvar Update
* Populate List if empty and if menu selection changes for Enemy Randomizer/Enemy List
* for loop for Menu Bar cvars, added enemyNameList table to get actor names
* Update variable for macOS/Linux
* Alphabetical Order you say?
* Add support for multiple areas in regions and locations and remove impa's house shuffle limits
* Spelling corrections
---------
Co-authored-by: Malkierian <malkierian@gmail.com>
Co-authored-by: Malkierian <malkierian@live.com>
* preparatory clean ups
* structure done, but failes to generate
* fix the bugs, but triple seed gen time on the benchmark
* fix massive generation time increases
* Remove sphereing when not needed as an optimisation
* post merge fixes
* reset the current sphere when toggling an event to cover another cause of jank
* address reviews
* Convert ocarina buttons & skip scarecrow song to VB
* Move most of boss rush & rupee/key counters to VB
* Move BossRush_HandleCompleteBoss to VB
* Convert boss timestamps to VB
* Move being able to open doors to VB
* Convert Entrance_OverrideWeatherState to VB
* Move boss souls to hook_handlers.cpp
* Update hook_handlers.cpp
* Move infinite upgrades to hook_handlers.cpp
* Move skeleton key to hook_handlers.cpp
* Move swim and child wallet to hook_handlers.cpp
* Move ganons boss key to hook_handlers.cpp
* Move triforce hunt to hook_handlers.cpp
* Move randomizer sheik spawn to hook_handlers.cpp
* Update BossRush.h
* Convert spoiling items to VB
* Move load game stuff to hook_handlers.cpp
* Move warp song handling to hook_handlers.cpp
* Convert being able to play bowling to VB
* Move shooting gallery man handling to hook_handlers.cpp
* Move spirit temple silver block removal to hook_handlers.cpp
* Fix build
* Move last beehive stuff to hook_handlers.cpp
* Fix build
* Add VB_CLOSE_PAUSE_MENU
* Add VB_BE_ABLE_TO_SAVE
* Add VB_RENDER_YES_ON_CONTINUE_PROMPT
* Add VB_SPAWN_BLUE_WARP
* Add VB_BLUE_WARP_ADULT_WARP_OUT
* Add VB_BG_BREAKWALL_BREAK
* Convert Saria stuff to VB
* Remove now unused check
* Add VB_GANON_HEAL_BEFORE_FIGHT
* Update hook_handlers.cpp
* Fix blue warp offsets
* Fixes from review
* Improve documentation
* Update BossRush.cpp
* Fix my stupidity
* Fix#4327
* Update hook_handlers.cpp
* Fix blue warps
* Use ultralib types & clean header
* Replace options amount macro with BR_OPTIONS_MAX
* Remove unused includes
* Remove accidental line doubling
* Tweaks to boss rush (#6)
* Update GameInteractor_HookTable.h
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Adds in-game display of certain rando collectibles.
Before, these were only available through the Item Tracker ImGui Window. With this commit, they can be accessed via holding C-Up on the Map Screen. Currently I've added Greg and Triforce Pieces (when applicable) to this menu. Boss Souls, Ocarina Buttons, and eventually Silver Rupees will be added later.
* Adds ocarina buttons to in-game display
* Initial pass on rendering the text on a black background.
* Starting to render boss soul icons
* Better alignment and rendering of Boss Soul icons.
* Adds icons prefixing the list entries.
* Switches boss souls to 32x32 icon.
* Partially working Matrix/Vtx implementation
Currently hardcoded Greg text, replacing map screen completely.
* Now rendering properly thanks to Archez!
* Better implementation of accessing the new page.
- now attached to Quest status instead of Map
- now triggered by a toggle instead of holding a button
- now has its own background (temporarily save screen but will be replaced with something custom later)
* Make KaleidoEntry's reactive to game state
Adds Greg proper and Triforce Hunt to the Misc. Collectibles Page.
* Conditionally render Triforce Hunt
* Documentation/Cleanup
* WIP Ocarina Buttons rendering
* Working ocarina buttons display
* Renders buttons as Gray instead of using Grayscale
This may seem inconsistent, but with Grayscale they technically render as different shades of gray, especially with custom cosmetics. With this they now render as the same shade of gray.
* Makes Ocarina Icon gray when no buttons have been collected.
* Adds Boss Souls.
Currently they run off the menu, need to implement scrolling.
* Implement Scrolling for the menu.
Need to figure out how to throttle the stick inputs still.
* Moves input handling to draw function.
I hate it but that's how Kaleido does it and there's some input throttling logic in there, so in order to make this feel like a kaleido menu I have to also handle input in the draw function.
* Removes custom cosmetic handling of Ocarina Buttons.
I've chosen not to respect the cosmetics for the sake of accessibility
and color contrast, but the code is still present and commented out in
case we want to reverse that decision.
* Hopefully fixes mac build errors.
* Implements update function via Hook.
* Another mac fix hopefully
* Cleans up unused code from the rectangle based attempt.
* Clean up more unused code
* Commit Boss Soul icon
* Fix typo
* Remove commented code
* Improve toggle functionality
* Re-introduce cosmetic matching for ocarina buttons
* Revert some unnecessary formatting changes
* Fix cursor/page turning issue
More improvements to come here (drawing arrows, custom text at the bottom, etc.)
* Fix some more formatting changes
* One last batch of formatting reverts
* actor breaking
* should be VB fishing
* attempt to VB fisherman
* commit fishing hell for review of VB viability, untested
* fix rando, vanilla still broken. close enough
* wait i forgot to remove that
* small fix
* Doodongs Cavern
* rewrite MQ DC Logic
* forgot some cleanup
* remove an unused region
* post-merge cleanups
* change CanUse for HasITem on gorons braclet
* git ate half the rewrite
* more small error fixes
---------
Co-authored-by: aMannus <mannusmenting@gmail.com>
* Fix crash in fishsanity's flag set handler.
Code format cleanup.
Fix typedef warnings in fishsanity.h.
* Actually fix the crash now.
* Relocate RCTYPE check for broader application.
* Format shops.cpp
* Add 5, 6 & 7 item shopsanity
* Guarantee a bombchu refill
* Fish first shop item index
* Clean up NonShopItems
* Split count options
* Improve item ordering
Ensure potions, blue fire and fairy on shopsanity 6 and less.
There are no hearts in the first 28 items (the ones from n64 rando).
* Post-merge fixes
the previous all loaches logic required modifying every `isLoach` check
throughout the file. this had the benefit of allowing live-toggling all fish
to be loaches or not, but added a lot of complexity.
this changes the logic to just set `isLoach` on each fish instead, and updates the tooltip to note an area reload is required
* Move Fishsanity hooks out of mods.cpp
* Assign fish check flags.
* Clean up location_list for fish
* Prevent fishing from giving double items.
* Remove no-longer-used mPendingFish
* Override draw function for fishing
This allows the draw functions in the source
overlay to match the decomp.
* Override draw function for EnFish
* Overwrite grotto fish params based on respawn data
This allows the randomizer to identify them
automatically without any special logic.
The catch (pun not intended) is that grotto fish don't respawn,
and they were previously identified for such by a params value of 1,
so the logic to take care of that needed to be duplicated.
Thankfully it wasn't very much.
* Add a VB for catching actors in bottles.
* Clean up remaining code after conversion to VB
This breaks fast FastDrops for bottle pickups, though
readding it shouldn't be too hard with the VB hook.
* Remove fishsanityParams from Fishing
It was previously used to track exactly which fish would be
released after a catch, but since both candidate fish
would've been caught, they both wouldn't give checks
anyways.
* Update soh/soh/Enhancements/randomizer/hook_handlers.cpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Re-add FastDrops for bottle pickups.
While this does diverge from the vanilla decomp, I'm uncertain of
the order that hooks are run, so I put it back into z_player.c
just to be safe. A future commit can do a more proper implementation
using VB hooks.
* Move initialisation of fishsanity hooks into hook_handlers
* Change location constructor to take RandomizerInf instead of uint8_t
This shouldn't have an effect as-is, but other changes can add
additional randomizer flags that can end up pushing fishsanity check
flags out of the range of a uint8_t, causing the cast to overflow
and not be stored correctly. With this change, it could still overflow
when writing to the flag field of Location, but said field is unused
and the parameter is really only for setting the flag for the
SpoilerCollectionCheck.
* Render uncaught overworld fish as randomized item
* Fix windows build by zeroing unused field
* Fix scene parameter type
This resolves a build error on Mac and Windows, but Linux
instead buries it in the sea of warnings, meaning I can't
see it until it fails CI.
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Remove categories
* Remove SpoilerCollectionCheckGroup
* Remove unused Location constructors
* Remove LocationType
* Remove unused SpoilerCollectionCheckTypes
* Remove hints' isVanillaCompletion, it's always false
* Remove SpoilerCollectionCheck::None
Same effect as default constructor
* Fix mistake
* Update location.h
* Deduce RC Area by scene when possible
* Remove useless constructors
* Remove flag in most situations
* Format improvements
* Replace overworldLocations with a function
* Replace shopLocationLists with a function
* Replace gossipStoneLocations with a function
Also add a new RCType for static hints
* Replace scrubLocations with a function
* Replace staticHintLocations with a function
* Replace overworldFishLocations with a function
* Replace pondFishLocations with a function
* Remove RC_TRIFORCE_COMPLETED from GetOverworldLocations
* Update fill.cpp
Re-add filter for dungeonLocations for song shuffle dungeon rewards (and fix erroneous check for song locations there).
Modify songLocations filter for dungeon rewards to check for RCTYPE_BOSS_HEART_OR_OTHER_REWARD and then the two song locations added for it.
* Update fill.cpp
Fix bracketing.
* Apply Pepper0ni's patch
---------
Co-authored-by: Malkierian <malkierian@live.com>
* Change tristate off graphic to none instead of X to avoid confusion.
Modify Combobox and Slider Options to clamp directly to options.size() - 1 instead of just decrementing if current value is higher than max.
* Restore RenderCross line, but commented out.
100 GS Reward was missing from RSK_GANONS_BOSS_KEY causing indexing issues. Notably, Triforce Hunt was setting Ganon's Boss Key to "Vanilla" rather than "Triforce Hunt."
* Move all `SaveContext` operations to `Logic` to prepare for encapsulation.
* Rename `Area` to `Region`, `areaTable` to `regionTable`, and all local variables named variants of area to region that were of the `RandomizerRegion` or `Region` types.
* Fix mistaken renames.
* Rename PT_AREA_RESET to PT_REGION_RESET after rebasing on performance timer commit.
Change include path for the timer to absolute rather than relative.
* messy first implementation, pushing for verification
* push to test other platforms, add benchmark preset
* more other compiler fixes
* Finish implementing benchmarks
* forgot to reset the timers each run
* do it better
* move timers to thier own file
* forgot to add files
* Update check status in the check tracker to the new system. Status and Skipped are now stored in ItemLocation, though still saved separately in the trackerData section.
* Fix shop checks not showing prices when identified.
* Patch fix for check status bleed.
Some cleanup of unused code.
* Small tracker optimizations.
* Fix check hiding.
* Bit more cleanup.
* Unhide the filter and make it work again...
* Fix area totals tracking.
Fix skipped status saving.
* Merge conflict cleanup.
* saving for branch change
* V0 doesn't work
* crashing in random places halp
* push to rebase
* commit for branch change
* more branch switching
* First apparent working
* fix entrence validation
* comment cleanups
* post merge fixes
* Fix entrences not validating when spawns/owl drops are on but other entrences are not
* remove bombchusFound from the struct too
* Fix issue causing improper bombchu filtering on the playthrough
* text fixes
* submodules pls
* submodules pls pt 2
* Restore Deku Tree open as adult with dungeon shuffle.
* Add Mido spawn VB to allow for preventing Mido moving in rando when starting with Zelda's letter and closed deku or forest.
* Use RAND_GET_OPTION instead of OTRGlobals rando context, get rid of IS_RANDO in deku mouth VB handler.
* Removed all CVarLoad uses from code to prevent thread concurrency issues.
* Add mutext locks to save and load functions to prevent concurrent operations between those two.
* Converted all GuiWindows to the new separate Begin/End format in current LUS except InputViewer, CheckTracker, ItemTracker and Modals.
* Setup Check, Entrance, Item trackers and Input Viewer to override `Draw()` to bypass the ImGui Begin and End, as they're not intended to go in the modern menu.
* Cleanup.
* Add git info to title screen & gameplay stats
* Change the branch criteria to starting with `develop`
* Update z_title.c
* Change the branch criteria to not having a tag
* Always show both when not a release build
* Only show build version in tagged releases
* 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.
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in hint_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in z_message_OTR.cpp
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in randomizer.cpp
* Additions for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Additions for the German translation in hint_list_item.cpp
* Additions for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Additions for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in z_message_OTR.cpp
* Fixes for the German translation in z_message_OTR.cpp
* Additions for the German translation in item_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in hint_list.cpp
* Fixes for the German translation in hint_list.cpp
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in hint_list_item.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in item_list.cpp
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in randomizer.cpp
* Fixes for the German translation in randomizer.cpp
* Fix an issue with a stray Rando::Context shared_ptr hanging around.
* Fixes accidental leftover from when I found this bug on another branch
* Properly reset randoContext on every save load, not just after save creation
* Port initial framework up to latest dev-rando. Includes about 15 items using the SCL structure for tracking.
* Most other item variables ported to SaveContext in UpdateHelpers.
* Removed individual Context retrievals in favor of single local variable in Logic to reference.
* start of some diagnostics.
caught some reverse logic with ApplyItemEffect.
* more diagnostics
* Resolve major logic issue with SetInventory flow in ApplyItemEffect.
Other small logic issues in ApplyItemEffect.
* Added a bit of logging.
Add Double Defense to item effects.
* revert hint gen bypass
* item_list *actually* divorced from logicVar pointers.
Several missed options for ApplyItemEffect, HasItem, and UpdateHelpers added in.
Changed HasItem to a switch block for more performance.
Seeds generate within 10-20 seconds in release mode. Further optimization is assumed possible.
* Some formatting
* Bit more formatting.
* Couple review changes.
* Incorporate progressive upgrades and skeleton key into SCL.
Bit of cleanup.
* Change `inLogic` to static array.
* Fix bug in `BottleCount()` preventing Jabu Jabu from ever being in logic.
* Fix bomb bag HasItem check.
* Fix Gerudo Fortress and Ganon's Castle SmallKeys checks.
* Change all logic use of `bool remove` to be `bool state` and work on the affirmative assumption.
* Forgot the `Set(x)` uses in `Logic::Reset()`.
* Fix fishing pole effect application.
* fishing pole tweak
* Add `RG_BOMB_BAG`, `RG_NUTS` and `RG_STICKS` to `HasItem()`.
Fix silver and gold gauntlet checks in `HasItem()`.
Change Nuts and Sticks helpers to use non-progressive RGs in `UpdateHelpers()`.
* Change mSaveContext to simple pointer.
Set `mSaveContext` to `&gSaveContext` when loading a save file.
Modify `Item::GetGIEntry()` to use rando context's SaveContext pointer instead of the gSaveContext macros.
Utilize `Item::GetGIEntry()` to get real RG of infinite upgrades and set rando infs accordingly, skipping upgrade level incrementing (which was causing overflow of wallets for some reason).
* Rename all remaining references of LogicVar to variants of LogicVal.
* Change final references to song LogicVars to CanUse calls, and remove them.
* Separate equip and rand inf flag maps.
Add Zelda's Letter and Weird Egg rand infs to map.
Consolidate `HasItem` rand inf lookups using rand inf map and equips using equip flag map.
Maps are static, so can be referenced with `Context::` instead of ctx pointer.
* Main implementation
* Fix sticks & nuts from shops & checks
* Change the models to normal stick & nut
Worth noting that before you have the bags, the refills are blue rupees so there will not be model collision
* Update hook_handlers.cpp
* Don't play the intro cutscene on child spawn even if location is shuffled.
* Fix condition to not always skip cutscene when IS_RANDO is true.
* Fix typo
* add OoT hint, sheik is crashing without hint due to an unrelated bug
* Fix Sheik crashes, add new textbox to autoFormat, trim OoTHint text
* save pls
* fix receive typos
* git pls
* nice conflict fix
* Fix issues with areas not being applied to the region itself, and Link's Pocket Propogating through randomised warps
* Address reviews
* address reviews again
* fix mac issues
* git pls
Stop passing checksByArea to functions in the same namespace.
Only get value of `HideFilteredAreas` once per frame.
Gate area and check evaluations behind checks being visible and search filter size greater than 0.
Proper function capitalization.
* Add rando enhancement "Mysterious Shuffled Items", which obfuscates shuffled freestanding/drawn-in-world items (PoH, tokens, shop items) with a custom question mark model (thanks Hato), and uses the "mysterious item" functionality of `GetMerchantMessage` for everything that supports it, regardless of hint status on generation.
* Reverted back to rando enhancement, but added condition for Mysterious Shuffle not being on for the gem rotation fix to apply.
* First attempt at changing to fake GetItemEntry instead of directly calling the mystery draw function. Needs more work.
* Updated CVar to reflect CVar rework values.
Added `IsCheckShuffled` as preliminary function for checking *only* if a check is shuffled, not necessarily if it is just visible on the tracker. This accounts for the difference between tokensanity and "Always Show GS On Tracker", where you don't want to obfuscate the latter.
* Bit of cleanup.
* Cross-platform building edits. If anyone has a better idea of how to handle this fake GIE, I'm all ears.
* Update to CVar macros.
* Fix freestanding item gives.
Fix mysterious item model colors.
* Fix bombchu bowling mystery.
* Remove bowling bomchus check obfuscation (unused, removed in v3).
* p
* Missed the prefix renames.
* More missed ones.
* Mostly finished cleanup.
Removed a few CVars and some related functionality.
* Bit more (prepping non-existent title card color editing).
* Resolve gCrowdControl.
* Final cleanup.
* Universal constant, not acceleration...
* Preset CVars.
* Incorporate LUS CMake CVar system.
Customize all LUS CMake CVars to align with plans for preset system.
Swap "gOverlayFont" usage back to LUS CVar macro.
* Change CMake sets to use the cache to allow for including LUS's file for the add_compile_defines and remove the duplication on SoH's side.
* Move SoH CMake CVars to `soh-cvars.cmake` for clarity.
* Hint text refactor WIP DOES NOT BUILD
* Update to show people DOES NOT BUILD
* stuck on wierd errors
* forgot to add
* expression error does not name a type
* commit in case anyone looks
* static assertion failed: T must be an integral type or an enum.
* fail without error, complaining about unrefernced things
* fix some issues, still linker bs
* restructure some trials, conditionalAlwaysHints and hint_list stuff
* builds and does not crash, but there's text issues
* fix text issues
* commit to push, halfway through trimming down log
* finish trimming spoiler logging
* post merge clean up
* plando mode seems to work, looking into song text wierdness
* push for debugging crash on HBA sign
* fix num and anju issues
* fix the damn sign
* Fix Windows build
Renames GetMessage to GetHintMessage (a different name could be chosen, but GetMessage conflicts with a macro in winuser.h)
Changes uint to size_t, uint does not seem to exist on Windows.
* fix biggoron
* remove some manual formatting that autoformat doesn't like
* fix some altar text
* fix more altar text
* last cleanup
---------
Co-authored-by: Christopher Leggett <chris@leggett.dev>
* Fix hint generation bugs on develop-rando
1. Fixed Ganon Non-hint text from loading as Saria's Magic Hint.
2. Fixed Ganon Non-hint text from not getting saved correctly.
3. Fixed gossip stone hint generation from not generating any non-always hints on No Logic.
For #3, the hint distribution and placement algorithm was bailing out too early when it wasn't able
to place a hint. For No Logic, what it was doing was failing to place WOTH hints (since No Logic seeds
don't calculate WOTH candidacy), returning the amount of hints it failed to place, and then it called
the function to redistribute the hints, but did not call the function to attempt to place the remaining hints.
Additionally, it was not accounting for the fact that we shouldn't redistribute the hints into the categories we failed to
place a hint in, so it would redistribute hints right back into those categories. I changed it so that when DistributeHints
gets called after PlaceHints fails to place the hint, it checks if the distribution settings copies attribute was set to 0.
In this case, it breaks while looping for the type distribution settings, and moves on to the next category. Also, it now repeatedly
attempts to distribute and place hints until PlaceHints returns 0 (meaning it placed all of its hints successfully).
* Fixes some further seed-bleed type issues with hint generation.
* Standardized CVar macros to have `CVAR_` at the front instead of the end.
Removed excluded and replaced sequence macros.
* Missed a few developer CVars outside of `SohMenuBar.cpp`
* 1 more.
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Fix DEVELOPER_CVAR macro.
Add GENERAL_CVAR macro.
* Change Item Tracker CVars, including open window CVar.
* Swapped open window CVars.
* Swapped Entrance Tracker CVars.
* Swapped Check Tracker CVars.
Changed Item Tracker "HudEditMode" to "Draggable".
* Renamed `RANDOMIZER_CVAR` to `RANDO_ENHANCEMENT_CVAR`.
Swapped rando enhancement CVars.
* Mirroring last commit from part 1 in randomizer.cpp
* Another mirror from pt 1
* Add console commands for randomizing sfx and cosmetic groups
* Update naming and use constexpr
* Update soh/soh/Enhancements/debugconsole.cpp
---------
Co-authored-by: Archez <Archez@users.noreply.github.com>
* Add all macros.
Replace all randomizer seed setting CVars with appropriate macro.
Cleaned up non-gameplay-critical things that are part of Spock Race rando presets (like RTA timing, displaying timer, displaying the glitch lineup tick, or Fast File Select).
* Wrong slash...
* Forgot "gManualSeedEntry".
* Renamed CVars from "Mq..." to "MQ...".
vb treasure chest game added new RCs for the treasure chest game (now there are RCs for each of the 5 keys and each of the 5 non key chests), but the location area table only had the keys, this adds the items
* vb bombchu bowling
* don't need it
* it's drawing the right thing but it's tiny
* scale
* no need to should, don't rescale every draw
* slightly safer
Due to a typo a few months ago, it was accidentally being ignored and
treated as Anywhere. Own Dungeon may have also been doing weird things,
but I'm not entirely sure.
* we crash if we try to SPDLOG in the destructors
* rip em out
* newline
* add to destroy
* Revert "rip em out"
This reverts commit 738a9b80f3.
* Revert "we crash if we try to SPDLOG in the destructors"
This reverts commit 327d305e00.
* animation
* playeranimation
* stop putting things in the LUS namespace from SoH
* get all the factories out of the namespace
* LUS::
* start on scene command stuff
* i think that's the rest of scene
* reduce copypasta
* collision header
* skeleton
* skeletonlimb
* fix
* path
* cutscene
* text
* audio sample
* sound font
* audiosequence
* background
* Revert "stop putting things in the LUS namespace from SoH"
This reverts commit 0ead6056e6.
* namespace shanans
* wrap all factories in namespace soh
* it's trying to link now
* lus
* scene command override etc
* fix audio loading
* slightly less logspam
* get past the cutscene problem
* in game!
* exporter cleanup
* more exporter cleanup
* clang formatted lus
* msvc
* itny lus change
* variant
* formatty
* fix of some sort i guess?
* use latest lus main
* fix name to enum/factory mapping
* otrexporter
* Adds the Keese and Guay don't target you cheat
that makes keese and guay ignore you as if
you are wearing the skull mask
* changed instances of CVar_GetS32 to CVarGetInteger
added the cvar to presets.h
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* start on arch
* noconfirm
* git
* noconfirm
* just skip cache
* cmake
* ninja
* gcc
* lsb
* sdl2
* png
* sdl net
* boost
* imagemagick and add opensuse
* non interactive
* git
* cmake
* add a bunch
* things
* more
* try to matrix
* soh otr i guess
* needs
* trying to figure out how matrix include works
* make the matrix?
* matrix debug
* install?
* echo?
* yuck
* cannot locate package false
* parens for good measure
* lsb
* libsdl2
* suse
* i forgot opensuse uses gcc-c++ instead of g++ for the package name
* png
* sdl
* more
* suse packages....
* fedora cmake
* 2?
* png
* handle old sdl2 net
* apt
* not sure if this is a problem for both clang and gcc on opensuse or just clang
* devel
* cmake min version
* def don't want this here but it's here for now
* does this do anything
* mantic because cmake version
* libopengl?
* fedora ninja
* fedora g++
* lsb
* fedora sdl
* libpng
* do a build
* clang fix
* give early returns values
* ImageMagick
* Update BUILDING.md
* something
* plain boost instead of devel?
* not packing so we don't need this part
* base?
* don't have it can't need it
* just use boost download on opensuse i guess
* move workflow
* bring back the file
* lus main?
* detach
* Add a link to ship.equipment to the CRC error message box during extraction
* Improve message and add to ShowCrcErrorBox
* Change 'known good roms' to 'known compatible roms'
* Fix resetting button icon colours in message boxes.
* Fix type/math error for custom color in textbox icon pulsing.
* Fix type error for custom color in ocarina icon pulsing.
* Make custom env colour math more closely match vanilla equivalents.
* Make comments presentable.
* Move input viewer into SoH
* Remove unnecessary comments
* Update button outline mode to match default viewer
* Fix ambiguous call
* CVar name changes and minor fixes
* Two more cvars
* Separate C-buttons into individual toggles
* Account for text height regardless of scale
* A few extra comments
* Use new LoadTextureFromRawImage to load layer textures
* Adds a MessageViewer window to Developer Tools.
* Properly destroys message viewer window.
* Adds missing ImGui::End()
* Fixes an oopsie crashing non-windows builds after first run.
* Adds C ABI for displaying a custom message
* Fixes a crash and an issue with messages with SFX.
* Remove some osSyncPrintf's that aren't very useful for this case.
* Make rando final eban cost 99 and clean up Text IDs
* Remove Text ID changes
* Add french translation, All credit to Purple hato
Co-authored-by: Purple Hato <linkvssangoku.jr@gmail.com>
---------
Co-authored-by: Purple Hato <linkvssangoku.jr@gmail.com>
* initial support for mixing boss entrances in the mixed pool
* support decouple for boss entrances
* missed decouple change
* add blue warp exits to boss rooms in location access
* add entrance get helper methods
* fix assumed targets not using root in entrance name
* add dedicated blue warp entrances and handle blue warp changes during generation
* change bluewarp handling in game to use unique blue warp entrances
* handle blue warps in entrance tracker
* fix overriding all jabu and water temple rooms
* fix grotto returns when exiting boss rooms/dungeons
* fix blue warp logic by tracking original connected region key
* use entrance enums
* remove unneeded entrance values
* fix decouple generation crash
* fix jabu mq backwards logic
* Pause Warp Enhancement
This commit introduces the PauseWarp mod, a feature that allows players to warp to different locations in the game directly from the pause menu.
- Add PauseWarpState structure to manage flags and cooldowns for the pause warp feature.
- Implement IsStateValid function for state validation.
- Implement ResetStateFlags function to reset all state flags to default values.
- Add InitiateWarp function to handle the initiation of warp sequences.
- Implement HandleWarpConfirmation function to confirm and execute warp actions.
- Implement HandleCooldowns function to manage various cooldown timers.
- Add PauseWarp_Main function as the main logic, called every frame to handle pause warp functionality.
- Map warp song messages to in-game text messages.
* Warp Song Check
-Now if you do not have a warp song you won't be able to select the empty slot and still teleport.
* Added Audio Fanfares and Changed stateFlag1 to PLAYER_STATE1_IN_CUTSCENE
-When selecting a warp song the audio for the applicable warp song will now play for a extra vanilla feel.
-Changed the stateFlag1 because previously it just disabled input allowing enemies to harm you. Now that won't happen because the game is put into a cutscene state.
* Feedback Update
-A new hook was created 'OnPauseMenu' so now PauseWarp_Main is only called when the pause menu is open
-Moved pauswarp.c to the Enhancements folder
-Removed from graph.c
PR Change:
Changing to the main branch instead of sulu
* Feedback Update #2
-Introduced new function 'PauseWarp_Idle' now that 'PauseWarp_Main' is no longer called every frame
-Added C wrapper to access 'GameInteractor::IsSaveLoaded' and scrapped the 'IsStateValid' function
-Added 'PauseWarp_Idle' to the the 'RegisterPauseWarp' function
-Refactored the code some
* Linux Compile Issue
-Added a missing header that was causing a compile issue for linux
-Hopefully, it won't crash
* Minor Bug Fix
-Now link won't get soft locked when warping to the same location twice
* Update libultraship
* Revert "Update libultraship"
This reverts commit 746fc23479.
* Bug Fix
-Added more checks to ensure vanilla behavior when a Ocarina is not in the players inventory.
* WIP
* Done unless I'm missing headers
* now we done
* clean up, these arn't needed anymore
* Rename OnPauseMenu to OnKaleidoUpdate
* cache vcpkg on windows ci
* try sccache as variant
* missed a spot
* see if we're checking here
* does this do it?
* trying to make minimal changes and have this work
* hopefully these z7s do something
* we were almost at the max already bump to double
* Apply suggestions from code review
* sc
* latest from soh-macready branch of otrexporter
* Hookshot, Hammer, & Boomerang
* Added the remainder of equipment and DL Patching for hands
* Removed Mirror Shield Patch
Messed with the front texture of shield
* Child Hylian Shield Cheat
Adds a cheat that allows Child Link to hold Hylian Shield as adult. Added to this since it uses the same way to render the shield
* Debugging
* Adds Scaling to Child Link with Adult Equipment
* Fix Merge Conflict Blunders
* More cleanup
* Added Scaling checkbox and some clean up
* Added an || ITEM_NONE
* More cleanup and simplification
* Accidently added spacer
* Replace B_BTN_ITEM
* Spacing
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Added most sheath functionality
* Updated tooltips
* removed child hylian shield and tweaked bow/slingshot
Made child hylian shield cheat into a separate branch and hooked into existing bow/slingshot enhancement for drawing those
* Prefixes
* ()
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* First commit
* Reverted MODDING.md
Reverted a correction to MODDING.md (case-sensitive broken link?) as this is not a change related to this PR
* Delete CMakeSettings.json
Deleted CMakeSettings.json as this is not a change related to this PR.
* checks for cosmetic changes ONCE for both body and sparles
Please review carefully. I made these changes blindly as I figure out why I can't compile it in my machine anymore. Sorry!
* correctly updates OUTER color when it's changed in Cosmetics Editor
* Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp
* Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp
* Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp
* Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp
* Update soh/soh/Enhancements/cosmetics/CosmeticsEditor.cpp
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* Update soh/src/overlays/actors/ovl_En_Partner/z_en_partner.c
---------
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
* H & L
Adds an H and L for Hookshot and Longshot to be able to tell more clearly which one you have.
* Added Toggle and Refined
Adds a toggle if players don't want it on. Also scales the letter to stay constant with the icons, both size and position. Also now hides the letter if you don't have a hookshot yet.
* Clean up some of the comments
* prefix
* Each Heart Container or full Heart Piece reduces Links hearts by 1
* Based on Briaguya's suggested Code but modified slightly as some parts were missing.
* Static Bool
* The episode without Captain Hook's Hook
---------
Co-authored-by: briaguya <70942617+briaguya-ai@users.noreply.github.com>
Co-authored-by: Garrett Cox <garrettjcox@gmail.com>
* Menu options, note speed, unlimited playback time
* Instant win
* Add custom ocarina game cvar to all options and presets
* Extra spaces
* Add starting note count, ending note count by round, more presets
* Block out vanilla code + comments
* finish blocking out vanilla code
* new documentation formatting
* add starting notes to randomizer preset
* CVar, presets, custom message, fishing actor
* Add placeholder translations for French/German
* Fix for MS Shuffle change
* Rename function to match
* Missing comma in presets
* Change description, CVar name, add'l function name, edit custom message
* Actual whitespace fix
* re-order custom message
* Fix message formatting
* Add enhancement comments
* yeet if (play) {} from enhancement
* new documentation format
* Add CVars for swimming, apply to swim speed calc
* Prevent modifer from working underwater
* Re-enable swim speed mod when underwater, use new (orig) function for y-velocity while diving
* Add to presets list
* Fix spacing
* block out vanilla + comments
* re-org vanilla code block in a sane way
* new documentation format
* rename Surface function + comment for usage
* handle merge conflicts, but like an adult this time
* Add Collision Header XML parser
* Update CollisionHeaderFactory.cpp
* Remove "Num" attributes
* Fix crashes
Prevent crash when the camera setting is negative
Change some IntAttributes to UnsignedAttributes
* Add custom text message loading
* Use "override" folder for text mods
* Replace only existing messages
* Use std::find_if to check for existing messages
* Rearrange menus for better layout on smaller screens.
* Automatically calculate +/- increments for float sliders
* Add needed header
* Use stringstream instead of format since apparently most platforms don't actually support all of c++20 yet boooooo
* Add header that only Mac complained about for some reason
* Theoretical performance improvement
* Actual performance improvement
* Update z_fishing documentation from decomp
* undo sCameraAt/Eye rename
* forgot to include these defines Heehee
* adding enums, settings
* adding more stuff back in
* more work
* we're literally typing words into computer
* include unordered map
maybe this fixes mac build idk
* wahoo
* hmm
* add make sure disabled flag gets popped
* poggers in the chat?
* doing some refactoring
* fixing build
* documentation, moving fishsanity instance to rando
* move FS back to context, fixing build, mod progress
since FS is needed during rando generation & provides perpetual info abt. fishsanity in the seed, seems to make more sense if it lives on the context
* moving some stuff around
* it's starting to get real in here
* ELIMINATE FISHSANITYMETA
* IT WROKS
* Update trackers, fix pond fish flagging
* ZD fish shuffle initial checkpoint
* ZD fish "working"
aside from the crashing
* wrapping up
* fix for partial pond shuffle
* remove misc. unrelated debugconsole modification
* updating GI model
* get build working
* add a todo for this
* removeoopsie
* Rework hints a bit
* update hint loc
* Use visual indicator instead of despawning caught fish
---------
Co-authored-by: jordanpg <jordanpg@users.noreply.github.com>
* WIP biggoron and big poes hint
* commit v0 of biggoron and big poes hints
* adjust for settings update
* Add more hints
* Finish extra Basic Static Hints
* remove vestigial code
* Forgot to remove this
* try to fix windows build
* fix build post conflcit res
* remove StaticHintData as redundent
* last cleanup
* reimplement 3drando's hashtag color replacement system.
Also generates merchant text at seed gen time instead of runtime.
By merchants, I mean Bean Salesman, Medigoron, Granny, and Wasteland
Bombchu guy. Scrubs and shops are still dynamic at runtime.
* Improved auto-formatting and fixed altar text.
* Gets hint text for spoiler direct from context.
* Removal of now unused code.
* Change warp song hint generation/retrieval
Generates full warp location text instead of just location names and stores all six in the custom message tables for later retrieval as opposed to dynamically swapping in the location names every time the text is rendered.
* Change Frog Ocarina Game Hint generation/retrieval
Similar to previous changes, removes the on-the-fly generation aspect of it and just generates the full hint text once during seed generation.
* Update soh/soh/Enhancements/randomizer/3drando/text.hpp
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Fix submodules appearing as changed files.
* Fix WOTH/Foolish colors to match develop-macready.
* Fixes backwards colors for area and item in some hints.
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* 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
* Convert `Rando::Logic` to a class.
* Readd `LogicReset` as `Logic::Reset` for resetting logic mid-generation-cycle to allow seed generation to actually work.
* Change `IsChild` and `IsAdult` to `CanBe` variants.
* Make it buildable.
* First LogicVar class.
* Revert CanBe changes to Is (adult & child) as I'm no longer sure that it's a good one.
* Update soh/soh/OTRGlobals.cpp
Use existing gRandoContext reference.
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Conflict resolution cleanup (plus removing SaveContext references).
---------
Co-authored-by: Pepe20129 <72659707+Pepe20129@users.noreply.github.com>
* Adds TrickOption subclass and fills in extra info.
Fills in the extra info from randomizer_tricks.cpp that other Options don't have (hence the subclass for Tricks specifically).
* Uses new definitions of tricks in ImGui menu.
* Removes randomizer_tricks.cpp/h
* Adds new tricks.cpp/h to hold some static data and functions.
* Refactors Tricks namespace into a class with only static memebers and functions.
* Fixes bug with Trick Tag system.
* Should fix seed bleed between multiple saves and loaded spoilers by resetting the Rando::Context before loading a save.
* Only reset for rando saves.
* Add Architecture Priority to Info.plist
This allows the app bundle to be launched natively on Arm without the need for Rosetta.
* Remove arch shenanigans in soh-macos.sh.in
Shouldn't be necessary now...
* Add back launching the binary in soh-macos.sh.in
Accidentally removed launching the binary from the script.
* First dirty testing process
* Forgot a 2 for the second Dlist patching of Shadow
* TWEAK: GI integration
* DEL: Unucessary includes + whitespace
* TWEAK: No stones refactor for now, sorry I'm kinda lazy right now, don't hate me, please! T_T
* Stone removal part 2, sometime I forget to save the changes :derp:
* Tiny last tweaks, hopefully
* Add to rando preset
* Tweak: typo
* TWEAK: Trigger on toggling on/off
* TWEAK: adressed reviews 💯
* Please mate, excuse my British typing
* Simplify item cycling
* Simplify selection variables
* Fix adult bunny hood and gray appropriate items
* Don't go into cycling mode when there's no items to cycle to
* Restore updating c buttons
This was previously done with `Inventory_ReplaceItem` but that led to problems when another slot had the same item as the one that's being cycled.
* Address review
* Update soh.sh.in
Added support for symlinked rom files in linux/appimage script.
* Update scripts/linux/appimage/soh.sh.in
Updated to be less confusing as per Archez
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
---------
Co-authored-by: Adam Bird <Archez@users.noreply.github.com>
* Fix various randomiser setting bugs
* Fix shuffle entrences metasetting getting locked on per savefile after an entrance rando seed is generated once
* Fixes pressing B on name entry after randomizer quest.
* Reverts to auto parsing previous spoiler file.
Also includes an option to press L to automatically gen a fresh seed. It still does regenerate the old spoiler to regen the hints in the user's current language, but it will now automatically do this instead of requiring dragging and dropping the spoiler every time.
* Fixes bug causing rando settings to come from CVars instead of a spoiler file when a spoiler is dropped/imported on boot.
* Pressing Generate Randomizer in ImGui doesn't use loaded spoilerfile.
* Adds tooltip to Generate Randomizer ImGui Button.
* Advanced Resolution Settings
first working version with most features implemented
* Update advancedResolutionEditor.cpp
Added auto-resizing logic for Pixel Perfect Mode.
Minor fixes.
* Tweaks and tidying up.
Disable integer scale slider if automatic sizing is overriding it.
Don't offer these UI options on Apple.
Removed unused code.
Updated LUS.
* Update libultraship
* Filenames and style fixes
Filenames and folders now more closely match rest of project.
Tidied newlines/comments.
(SohMenuBar.cpp) Label of button changed to fit menu.
(ResolutionEditor.cpp) Default window size improved.
* Update libultraship
(However, I still need to make the GUI controls acknowledge the new constraints.)
* Update libultraship
(and changed the name of some cvars)
* Added constraints to the inputs. Added a fps drop warning.
* Tweaks based on feedback
* Update libultraship
* Enabled on Apple - For currently ongoing Retina DPI troubleshooting.
(Also removed the duplicated N64 Mode toggle.)
* Update libultraship
* Update LUS, update CVar names, small tweaks
And one significant fix: Enhancement checkboxes in ResolutionEditor now default to off.
* Add Additional Settings and the accursed horizontal resolution field.
There's still a few bugs with it that I haven't squashed, but I need to stop for now and just commit what I've got.
(This is honestly causing more problems than it solves, but i'm tired of getting questions about it.)
* Resolved many of the lingering bugs with the previous commit
* Horizontal Resolution field now properly acknowledges resolution bounds.
* Don't show "Horiz. pixel count" field if not enforcing aspect ratio.
Additionally:
* Don't change settings if selecting "Custom" from preset dropdowns.
* Added a missing horizontal pixel count clamp check.
* Tidied up redundant behaviour.
* Additional comments, and a checkbox to disable aspect correction on consoles.
* Change how frame rate threshold is calculated.
* More minor UI tweaks.
* Added missing CVarSave() calls where needed.
Added a short update countdown for the numerical CVars. This is intended to prevent CVarSave() from being called too often.
* Added a helpful button to cover a potential support issue.
* "Fit Automatically" has been moved to LUS and is now smarter.
This will require another PR in LUS to be opened by me.
* Swap to new branch for libultraship
* Even more clever integer scaling behavior.
"IntegerScale" is itself now a CVar group.
* Tidy up comments.
* Fix a typo that prevented `IsDroppingFrames()` from working
(Maybe more than a mere typo, but a typo was involved.)
* Remove unused and unnecessary variables.
* Group "Integer Scaling" under its own collapsing header
* Changed label for the Enabled advanced settings checkbox.
* Update libultraship + Formatting pass on ResolutionEditor.cpp
* Add `(Select "Off" to disable.)` help text for the aspect ratio setting and hide UI elements accordingly.
Only show the fields if user chooses Custom.
Padding has been shifted accordingly too.
Also fixed a long standing error with the Y field disappearing when modifying X.
* Well I suppose that's no-longer necessary.
* Update libultraship with commits from main branch (up to e5df3a9)
* Tweak comments.
* Save current ImGui Combo items as a console variable
to improve user experience.
* Change language of NeverExceedBounds checkbox description
to be more affirmative, so it makes more sense.
Add tooltip for NeverExceedBounds checkbox.
Tweak some comments related to additional settings.
* Add list of colours to use with TextColored elements.
* Move some UI elements around.
Add an extra MSAA slider to the editor window.
* Integer Scaling header is DefaultOpen if player has Pixel Perfect Mode active upon window creation.
+ Amend tooltips.
* Fix a minor oversight with default configuration.
Fixes an issue where default aspect ratio settings on a fresh SoH configuration weren't matching the defaults assigned in libultraship.
The default values are now 16:9, matching LUS.
Additionally, the combo box now defaults specifically to the 16:9 preset instead of "Custom".
(Fixing the defaults in LUS to be 4:3 isn't worth a LUS bump, so this slight workaround will do for the sake of this PR.)
* Make resolution slider `disabled` condition a variable, for readability.
* Small tweak to combo item saving
* Use `SCREEN_HEIGHT` and `SCREEN_WIDTH` for constraints
* Simplify "Show a horizontal resolution field" logic
by using pixel dimensions as the aspect ratio directly, since now this view hides the aspect ratio setting from the user anyway.
* Correct aspect ratio visualiser to be un-inverted
+ actually display it as a ratio.
* Remove update flags from combo boxes + remove update countdown
+ remove non-functioning 'IsBoolArrayTrue' function.
(The countdown was an okay idea but I didn't implement it correctly. It's better to just keep it simple.)
* Code review suggestion: disable UI elements conditionally
(+ tweaks to code style)
* Invisible tweaks to the Integer Scaling-related Additional Settings
This looks like a lot but it's mostly just re-arranging a cluttered area of the code for clarity.
Actual changes to functionality are:
* Help text now "disabled" along with the checkbox.
* The NeverExceedBounds checkbox will now reset the unused ExceedBoundsBy cvar if it's been changed.
* Assorted small tweaks to comments and variable declarations.
* Code review suggestion: tweak "Window exceeded" warning condition
* Missed a thingy.
* Fixes off by one errors for a few settings.
* Removes disable of shuffle options when starting with corresponding items.
* Junks checks when shuffle is off and start with is on.
* Removes cvarSettings map.
Options now link with CVar names directly. So instead of passing the
cvarSettings map, the Option class can check a corresponding CVar
if a cvarName was provided during construction. Of note, it does not
automatically sync the Option selected index with the CVar value, as
we would not want this to happen in all cases, for example when dragging
a spoiler file, we don't want to overwrite all the CVars with the Options
from the spoiler file. Currently all Options are set to the value of the CVar
they are linked to right before generating a new seed, unless a spoiler file
has been dropped in which case those settings are used instead.
* Early version of ImGui Render function
Currently only the slider variant. Will allow for auto rendering of options
in ImGui, with tooltips and automatic display of the values in each Option's
options array while keeping the CVars at the selected index, preventing
Off By One Errors.
* Implementation of Checkbox and Combobox rendering.
Currently only in use for a couple of items, future commit will implement for all
options.
* Auto-render entire first tab of Randomizer Settings
* Switch remaining tabs to auto-render
* Implements disabling options
* Cleanup/Documentation
* Auto-render entire table columns
* Implement OptionGroup rendering for "Sections"
* Automates the rendering of tables in the Settings window.
With the exception of the Locations and Tricks tabs, those are special
and will need a lot more work.
* Adds ability for option groups to have descriptions,
These descriptions will automatically display as tooltips in ImGui,
if the widget container type accounts for it.
* Fix as many IDE warnings as possible in option.h/cpp
Trying out CLion Nova, and it highlighted some things I decided to fix, some from CLion itself and some from CLang-Tidy. Oddly, it didn't like a conversion from size_t to int whether I left it implicit or added a static_cast, so I guess that warning is staying.
* Fixes some simple bugs
* fix another small oopsie
* Fixes parsing some of the option changes
Specifically we went from storing the actual value in the CVar to storing an index, meaning sliders that started with 1 now have the index offset by 1. This is currently only Big Poe Count, Triforce Hunt total/required, and starting hearts. Everything else either already started at 0, or in the case of LACS/Bridge counts, we were starting the sliders at 1 but they would have always worked at 0 according to the 3drando logic.
* Fix bug with status of skip child stealth
* Renames the Settings::Setting function to GetOption
* Add `Settings` pointer as a member of `RandomizerSettingsWindow`.
* Replaces ctx->GetOption with direct access to mOptions
This is equivalent, the access through ctx in this case was completely unnecessary and a muscle-memory mistake on my part.
* Implements a few IDE/Linter suggestions
* Initial wothCandidates change, pushed early foreseeing conflicts
* Implement better barren handling, waiting on #3205
* pls save next time VS code
* Finish implementation of barren and randomizer area refactor
* Apply function changes to develop merge
* Fix double default decleration issue
* change some var types for uniformity
* Fix post merge differences to the point of building and generating randos
* Address reviews
* address more reviews
* Fixes some IDE warnings/linter-suggestions in context.*
Most of these come from CLion Nova. Some of these may be controversial, such as the if-init-statement related ones. Most of them should not be controversial though, like replacing C-style casts with static casts.
* Fixes IDE warnings/Linter suggestions in option.*
* Fixes some IDE warnings/linter suggestions.
Left a few about "Template Arguments can be deduced", and a "Redundant static_cast" for the sake of clarity.
* Fixes some IDE warnings/linter suggestions in item.*
* Fixes some IDE warnings/linter suggestions in location.*
* Fixes some IDE warnings/linter suggestions in item_location.*
* Fixes some IDE warnings/linter suggestions in item_override.*
* Fixes some IDE warnings/linter suggestions in dungeon.*
* Fixes some IDE warnings/linter suggestions in trial.*
* Use std::ranges::generate rather than manually looping.
* Fixes a typo
* Changes a TODO comment with more info.
Previously this TODO statement was a question of whether or not we ever want to not output a spoiler log. Eventually we may want different amounts or types of data to be output when generating a seed according to certain settings. For instance, maybe we want a human-readable spoiler log, that has item locations and hint content without the formatting info. Maybe we want a "Plandomizer File", which is that but the hint strings include formatting info so that the formatting/colors can be changed, and eventually we may want to let cosmetic info be specified in there as well. Or maybe we just want a Race/Patch file that just has the seed and settings, for Race files we could also specify non-rando settings that should be locked to certain values. Or maybe want one of each. All of that is stuff that should at least start being handled at the location of this TODO statement.
* Fixes a scope issue Windows didn't catch
* Removes std::ranges::generate as apparently AppleClang can't do it.
* Removes std::ranges::any_of as apparently AppleClang can't do it.
* Re-adds what I thought was an unused include.
* An attempt to fix the macos construct_at error
* 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
* lay some groundwork
* use custom window (which is currently identical to the LUS window)
* start making it shippy
* start moving stuff out of gamecontroleditor
* clean up shouldrumble
* include the other way
* wii u
* latest lus main
* notch snap angle buttons
* buttons on all the sliders
* just use a hidden id
* handle debug for port 2 and rename tabs so everything fits
* button line buttons look better
* padding fixed
* clang format
* bump to latest LUS main
* big buttons
* just default the analog stick options to open for now
* fix wii u build
* bonus: make it all scale-aware
* clang format
* fix horizontal scrolling
* fix all +/- buttons
* keyboard set defaults
* axis threshold helper text
* bonus: test rumble button
* clang format
* fix otrexporter submodule
* bump to latest lus main
I had an Off By One Bug in a previous commit, and saves made on that commit ended up crashing on boot due to attempting to access a negative index of an array. Added a bounds check to prevent attempting to load that data.
* ADD: No HUD Heart Animation
I've seen this requested multiple times for modding purposes for the case of using "lifebars" instead of hearts
* TWEAK: Move it under the the mods
* REM: Whitespace
* REM: Whitespace2
* Tweak: Cvar Oppsie
* 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.
* Initial implementation of no-duplicates of special hints
* stupid fixes
* Impa's song will no longer be hinted when you skip child zelda
* fix building
* Fix Loading spoiler logs causing corrupt hints, remove disabled warp song shuffle text from spoiler logs
* Remove Sheik and Saria hints from the spoiler log when are not enabled
* Prevent Magic hinted by Saria and Light Arrows hinted by Sheik from being hinted elsewhere unless they are locked by that item.
* Prevent the Final Frogs gossip stone hint from spawning when the special final frogs hint is enabled.
* Fix building after rebasing in deduplication
* redelete keys.hpp
* Remove Sheik and Saria hints from the spoiler log when are not enabled
* Prevent the Final Frogs gossip stone hint from spawning when the special final frogs hint is enabled.
* First part of copies implementation
* Refactor hint system (broken)
* fix building
* fix obvious errors
* fix fixed hints doubling after failing to place a hint
* Fix bugs with hint distrabution
* Split PlaceRandomHint and fix hint bugs
* Merge special hint functions, move special hint text to the HintTable, expand LightArrow hint category into OtherHint category.
* Fix remaining hint distribution errors
* Forgot to stage dampe diary update
* Restore building after conflict resolution
* fix SetAllInRegionAsHinted
* Initial implementation of no-duplicates of special hints
* stupid fixes
* fix always hints being suppressed by special hints
* Impa's song will no longer be hinted when you skip child zelda
* fix building
* Remove disabled special hints from the spoiler log
* Fix Loading spoiler logs causing corrupt hints, remove disabled warp song shuffle text from spoiler logs
* Fix not detecting text size correctly and badly named greg hint
* Remove disabled special hints from the spoiler log
* Fix Loading spoiler logs causing corrupt hints, remove disabled warp song shuffle text from spoiler logs
* Remove Sheik and Saria hints from the spoiler log when are not enabled
* Prevent Magic hinted by Saria and Light Arrows hinted by Sheik from being hinted elsewhere unless they are locked by that item.
* Prevent the Final Frogs gossip stone hint from spawning when the special final frogs hint is enabled.
* Fix building after rebasing in deduplication
* redelete keys.hpp
* 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
@@ -9,7 +9,7 @@ Official Website: https://www.shipofharkinian.com/
Official Discord: https://discord.com/invite/shipofharkinian
If you're having any trouble after reading through this `README`, feel free ask for help in the Support text channels. Please keep in mind that we do not condone piracy.
If you're having any trouble after reading through this `README`, feel free to ask for help in the Support text channels. Please keep in mind that we do not condone piracy.
# Quick Start
@@ -70,12 +70,17 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
| Tab | Toggle Alternate assets |
| Ctrl+R | Reset |
# Project Overview
Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project.
In order for the game to function, you will require a **legally acquired** ROM for Ocarina of Time. Click [here](https://ship.equipment/) to check the compatibility of your specific rom. Any copyrighted assets are extracted from the ROM and reformatted as a .otr archive file which the code uses.
### Graphics Backends
Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the `Settings` menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the `shipofharkinian.json` file by finding the line `gfxbackend:""` and changing the value to `sdl` for OpenGL. DirectX 11 is the default on Windows.
# Custom Assets
Custom assets are packed in `.otr` files. To use custom assets, place them in the `mods` folder.
Custom assets are packed in `.otr` archive files. To use custom assets, place them in the `mods` folder.
If you're interested in creating and/or packing your own custom asset `.otr` files, check out the following tools:
* [Linux (performance)](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux-performance.zip) _(requires `glibc 2.35` or newer, but will be more performant than the compatibility build.)_
* [Linux (compatibility)](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux-compatiblity.zip) _(compatible with most Linux distributions, but may not be as performant as the performance build.)_
Doing so should also check one of the Windows SDKs by default. Then, in the installation details in the right-hand column, make sure you also check the v142 toolset.
Doing so should also check one of the Windows SDKs by default. Then, in the installation details in the right-hand column, make sure you also check the v143 toolset. This is often done by default.
You can also find the v142 toolset by searching through the individual components tab:
While you're there, you can also install Python 3 and Git if needed.
It is recommended that you install Python and Git standalone, the install process in VS Installer has given some issues in the past.
1. Clone the Ship of Harkinian repository
_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule init`` after cloning to pull in the libultraship submodule!_
_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule update --init`` after cloning to pull in the libultraship submodule!_
2.Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
2.After setup and initial build, use the built-in OTR extraction to make your oot.otr/oot-mq.otr files.
_Note: Instructions assume using powershell_
```powershell
@@ -33,24 +30,18 @@ _Note: Instructions assume using powershell_
cd Shipwright
# Setup cmake project
&'C:\Program Files\CMake\bin\cmake'-S.-B"build/x64"-G"Visual Studio 17 2022"-Tv142-Ax64# -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# or for VS2019
&'C:\Program Files\CMake\bin\cmake'-S.-B"build/x64"-G"Visual Studio 16 2019"-Tv142-Ax64
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
_Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
_Note: If you're using Visual Studio Code, the [CMake Tools plugin](https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools) makes it very easy to just press run and debug._
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) -DPython3_EXECUTABLE=$(which python3) (if you are using non-standard Python installations such as PyEnv)
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging
# Add `-DSUPPRESS_WARNINGS=0` to prevent suppression of warnings from LUS and decomp (src) files. set to 1 to re-enable suppression
# Add `-DPython3_EXECUTABLE=$(which python3)` if you are using non-standard Python installations such as PyEnv
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