Merge branch 'develop' into SplitGF

This commit is contained in:
Pepper0ni 2025-06-19 23:11:17 +01:00
commit e5abb062e2
141 changed files with 5621 additions and 5084 deletions

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@ -1 +1 @@
libusb-dev libusb-1.0-0-dev libsdl2-dev libsdl2-net-dev libpng-dev libglew-dev nlohmann-json3-dev libtinyxml2-dev libspdlog-dev ninja-build
libusb-dev libusb-1.0-0-dev libsdl2-dev libsdl2-net-dev libpng-dev libglew-dev nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libespeak-ng-dev ninja-build

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@ -23,24 +23,24 @@ jobs:
if: ${{ matrix.image == 'archlinux:base' }}
run: |
echo arch
echo pacman -S ${{ matrix.cc }} git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost
echo pacman -S ${{ matrix.cc }} git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net
pacman -Syu --noconfirm
pacman -S --noconfirm ${{ matrix.cc }} git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost
pacman -S --noconfirm ${{ matrix.cc }} git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net
- name: Install dependencies (dnf)
if: ${{ matrix.image == 'fedora:39' }}
run: |
echo fedora
echo dnf install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'gcc-c++') || '' }} wget git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools tinyxml2-devel spdlog-devel boost-devel
echo dnf install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'gcc-c++') || '' }} wget git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools tinyxml2-devel spdlog-devel
dnf -y upgrade
dnf -y install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'gcc-c++') || '' }} wget git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools tinyxml2-devel spdlog-devel boost-devel
dnf -y install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'gcc-c++') || '' }} wget git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools tinyxml2-devel spdlog-devel
- name: Install dependencies (apt)
if: ${{ matrix.image == 'ubuntu:mantic' || matrix.image == 'debian:bookworm' }}
run: |
echo debian based
echo apt-get install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'g++') || '' }} git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev
echo apt-get install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'g++') || '' }} git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libopengl-dev
apt-get update
apt-get -y full-upgrade
apt-get -y install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'g++') || '' }} git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev
apt-get -y install ${{ matrix.cc }} ${{ (matrix.cxx == 'g++' && 'g++') || '' }} git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libopengl-dev
- name: Install dependencies (zypper)
if: ${{ matrix.image == 'opensuse/tumbleweed:latest' }}
run: |

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@ -90,26 +90,26 @@ C:\Program Files\CMake\bin\cmake.exe --build build-cmake --target ExtractAssetHe
#### Debian/Ubuntu
```sh
# using gcc
apt-get install gcc g++ git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev
apt-get install gcc g++ git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libopengl-dev
# or using clang
apt-get install clang git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libboost-dev libopengl-dev
apt-get install clang git cmake ninja-build lsb-release libsdl2-dev libpng-dev libsdl2-net-dev libzip-dev zipcmp zipmerge ziptool nlohmann-json3-dev libtinyxml2-dev libspdlog-dev libopengl-dev
```
#### Arch
```sh
# using gcc
pacman -S gcc git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost
pacman -S gcc git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net
# or using clang
pacman -S clang git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net boost
pacman -S clang git cmake ninja lsb-release sdl2 libpng libzip nlohmann-json tinyxml2 spdlog sdl2_net
```
#### Fedora
```sh
# using gcc
dnf install gcc gcc-c++ git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel boost-devel
dnf install gcc gcc-c++ git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel
# or using clang
dnf install clang git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel boost-devel
dnf install clang git cmake ninja-build lsb_release SDL2-devel libpng-devel libzip-devel libzip-tools nlohmann-json-devel tinyxml2-devel spdlog-devel
```
#### openSUSE
```sh

@ -1 +1 @@
Subproject commit 6a3f6cd327b99f617b623e5b9a3afeae460aac2b
Subproject commit ffc062cbf44ce8dc07ac9fc0185224010bd78cc5

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@ -142,16 +142,21 @@ endif()
# handle Network removals
if (!BUILD_REMOTE_CONTROL)
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/crowd-control/*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/crowd-control/")
endif()
# handle speechsynthesizer removals
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/Darwin*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/Darwin")
elseif (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/SAPI*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/SAPI")
else()
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/(Darwin|SAPI).*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/(Darwin|SAPI)")
endif()
find_library(ESPEAK espeak-ng)
if (NOT ESPEAK)
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/ESpeak")
endif()
# soh/Extractor {{{
@ -177,12 +182,12 @@ file(GLOB_RECURSE src__ RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "src/*.c" "src/*.h"
set_source_files_properties(${src__} PROPERTIES COMPILE_OPTIONS "${WARNING_OVERRIDE}")
list(APPEND src__ ${CMAKE_CURRENT_SOURCE_DIR}/Resource.rc)
list(FILTER src__ EXCLUDE REGEX "src/dmadata/*")
list(FILTER src__ EXCLUDE REGEX "src/elf_message/*")
list(FILTER src__ EXCLUDE REGEX "src/libultra/io/*")
list(FILTER src__ EXCLUDE REGEX "src/libultra/libc/*")
list(FILTER src__ EXCLUDE REGEX "src/libultra/os/*")
list(FILTER src__ EXCLUDE REGEX "src/libultra/rmon/*")
list(FILTER src__ EXCLUDE REGEX "src/dmadata/")
list(FILTER src__ EXCLUDE REGEX "src/elf_message/")
list(FILTER src__ EXCLUDE REGEX "src/libultra/io/")
list(FILTER src__ EXCLUDE REGEX "src/libultra/libc/")
list(FILTER src__ EXCLUDE REGEX "src/libultra/os/")
list(FILTER src__ EXCLUDE REGEX "src/libultra/rmon/")
list(APPEND src__ "src/libultra/libc/sprintf.c")
list(REMOVE_ITEM src__ "src/libultra/gu/cosf.c")
list(REMOVE_ITEM src__ "src/libultra/gu/lookat.c")
@ -276,32 +281,6 @@ if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
set_target_properties(${PROJECT_NAME} PROPERTIES MSVC_RUNTIME_LIBRARY ${MSVC_RUNTIME_LIBRARY_STR})
endif()
################################################################################
# Find/download Boost
################################################################################
include(FetchContent)
FetchContent_Declare(
Boost
URL https://archives.boost.io/release/1.81.0/source/boost_1_81_0.tar.gz
URL_HASH SHA256=205666dea9f6a7cfed87c7a6dfbeb52a2c1b9de55712c9c1a87735d7181452b6
SOURCE_SUBDIR "null" # Set to a nonexistent directory so boost is not built (we don't need to build it)
DOWNLOAD_EXTRACT_TIMESTAMP false # supress timestamp warning, not needed since the url wont change
)
set(Boost_NO_BOOST_CMAKE false)
set(BOOST_INCLUDEDIR ${FETCHCONTENT_BASE_DIR}/boost-src) # Location where FetchContent stores the source
message("Searching for Boost installation")
find_package(Boost)
if (NOT ${Boost_FOUND})
message("Boost not found. Downloading now...")
FetchContent_MakeAvailable(Boost)
message("Boost downloaded to " ${FETCHCONTENT_BASE_DIR}/boost-src)
set(BOOST-INCLUDE ${FETCHCONTENT_BASE_DIR}/boost-src)
else()
message("Boost found in " ${Boost_INCLUDE_DIRS})
set(BOOST-INCLUDE ${Boost_INCLUDE_DIRS})
endif()
################################################################################
# Compile definitions
################################################################################
find_package(SDL2)
@ -318,6 +297,10 @@ if (BUILD_REMOTE_CONTROL)
endif()
endif()
if (ESPEAK)
add_compile_definitions(ESPEAK=1)
endif()
target_include_directories(${PROJECT_NAME} PRIVATE assets
${CMAKE_CURRENT_SOURCE_DIR}/include/
${CMAKE_CURRENT_SOURCE_DIR}/src/
@ -349,7 +332,6 @@ target_include_directories(${PROJECT_NAME} PRIVATE assets
${CMAKE_CURRENT_SOURCE_DIR}/../ZAPDTR/ZAPD/resource/type
${SDL2-INCLUDE}
${SDL2-NET-INCLUDE}
${BOOST-INCLUDE}
${CMAKE_CURRENT_SOURCE_DIR}/assets/
.
)

View file

@ -1,47 +0,0 @@
// 32 bit implementation based off of Boost hash
#ifndef BOOST_HASH_DETAIL_HASH_MIX_32_HPP
#define BOOST_HASH_DETAIL_HASH_MIX_32_HPP
#include <boost/cstdint.hpp>
#include <cstddef>
#include <climits>
namespace boost
{
namespace hash_detail
{
template<uint32_t Bits> struct hash_mix_impl_32;
// hash_mix for 32 bit
//
// We use the "best xmxmx" implementation from
// https://github.com/skeeto/hash-prospector/issues/19
template<> struct hash_mix_impl_32<32>
{
inline static boost::uint32_t fn( boost::uint32_t x )
{
boost::uint32_t const m1 = 0x21f0aaad;
boost::uint32_t const m2 = 0x735a2d97;
x ^= x >> 16;
x *= m1;
x ^= x >> 15;
x *= m2;
x ^= x >> 15;
return x;
}
};
inline uint32_t hash_mix_32( uint32_t v )
{
return hash_mix_impl_32<32>::fn( v );
}
} // namespace hash_detail
} // namespace boost
#endif // #ifndef BOOST_HASH_DETAIL_HASH_MIX_32_HPP

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@ -1,128 +0,0 @@
// 32 bit implementation based off of Boost hash
// Only implementing 32 bit version of char based ranges
#ifndef BOOST_HASH_DETAIL_HASH_RANGE_32_HPP
#define BOOST_HASH_DETAIL_HASH_RANGE_32_HPP
#include <boost_custom/container_hash/hash_fwd_32.hpp>
#include <boost_custom/container_hash/version.hpp>
#if BOOST_VERSION_HAS_HASH_RANGE
#include <boost/container_hash/detail/hash_range.hpp>
#else
#include <boost/type_traits/integral_constant.hpp>
#include <boost/type_traits/enable_if.hpp>
#include <boost/type_traits/is_same.hpp>
#include <boost/cstdint.hpp>
#include <cstddef>
#include <climits>
#include <iterator>
#endif // #if BOOST_VERSION_HAS_HASH_RANGE
namespace boost
{
namespace hash_detail
{
#if !BOOST_VERSION_HAS_HASH_RANGE
template<class T> struct is_char_type: public boost::false_type {};
#if CHAR_BIT == 8
template<> struct is_char_type<char>: public boost::true_type {};
template<> struct is_char_type<signed char>: public boost::true_type {};
template<> struct is_char_type<unsigned char>: public boost::true_type {};
#if defined(__cpp_char8_t) && __cpp_char8_t >= 201811L
template<> struct is_char_type<char8_t>: public boost::true_type {};
#endif
#if defined(__cpp_lib_byte) && __cpp_lib_byte >= 201603L
template<> struct is_char_type<std::byte>: public boost::true_type {};
#endif
#endif
#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
#if BOOST_USE_STD_TYPES
#define BOOST_ENABLE_IF std::enable_if
#define BOOST_IS_SAME std::is_same
#else
#define BOOST_ENABLE_IF boost::enable_if_
#define BOOST_IS_SAME is_same
#endif
template<class It>
inline typename BOOST_ENABLE_IF<
is_char_type<typename std::iterator_traits<It>::value_type>::value &&
BOOST_IS_SAME<typename std::iterator_traits<It>::iterator_category, std::random_access_iterator_tag>::value,
std::size_t>::type
hash_range_32( uint32_t seed, It first, It last )
{
std::size_t n = static_cast<std::size_t>( last - first );
for( ; n >= 4; first += 4, n -= 4 )
{
// clang 5+, gcc 5+ figure out this pattern and use a single mov on x86
// gcc on s390x and power BE even knows how to use load-reverse
boost::uint32_t w =
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[0] ) ) |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[1] ) ) << 8 |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[2] ) ) << 16 |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[3] ) ) << 24;
hash_combine_32( seed, w );
}
{
// add a trailing suffix byte of 0x01 because otherwise sequences of
// trailing zeroes are indistinguishable from end of string
boost::uint32_t w = 0x01u;
switch( n )
{
case 1:
w =
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[0] ) ) |
0x0100u;
break;
case 2:
w =
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[0] ) ) |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[1] ) ) << 8 |
0x010000u;
break;
case 3:
w =
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[0] ) ) |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[1] ) ) << 8 |
static_cast<boost::uint32_t>( static_cast<unsigned char>( first[2] ) ) << 16 |
0x01000000u;
break;
}
hash_combine_32( seed, w );
}
return seed;
}
} // namespace hash_detail
} // namespace boost
#undef BOOST_ENABLE_IF
#undef BOOST_IS_SAME
#endif // #ifndef BOOST_HASH_DETAIL_HASH_RANGE_32_HPP

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@ -1,188 +0,0 @@
// 32 bit implementation based off of Boost hash
// Only implementing 32 bit versions integral and string based hashes
#ifndef BOOST_FUNCTIONAL_HASH_HASH_32_HPP
#define BOOST_FUNCTIONAL_HASH_HASH_32_HPP
#include <boost/container_hash/hash.hpp>
#include <boost_custom/container_hash/hash_fwd_32.hpp>
#include <boost_custom/container_hash/detail/hash_mix_32.hpp>
#include <boost_custom/container_hash/detail/hash_range_32.hpp>
#include <boost_custom/container_hash/version.hpp>
#if !BOOST_VERSION_HAS_HASH_RANGE
#include <boost/type_traits/is_unsigned.hpp>
#include <boost/type_traits/make_unsigned.hpp>
#if BOOST_WORKAROUND(__GNUC__, < 3) \
&& !defined(__SGI_STL_PORT) && !defined(_STLPORT_VERSION)
#define BOOST_HASH_CHAR_TRAITS string_char_traits
#else
#define BOOST_HASH_CHAR_TRAITS char_traits
#endif
#endif // #if !BOOST_VERSION_HAS_HASH_RANGE
#if BOOST_USE_STD_TYPES
#define BOOST_ENABLE_IF std::enable_if
#define BOOST_IS_INTEGRAL hash_detail::is_integral
#define BOOST_IS_UNSIGNED is_unsigned
#define BOOST_MAKE_UNSIGNED make_unsigned
#else
#define BOOST_ENABLE_IF boost::enable_if_
#define BOOST_IS_INTEGRAL boost::is_integral
#define BOOST_IS_UNSIGNED boost::is_unsigned
#define BOOST_MAKE_UNSIGNED boost::make_unsigned
#endif
namespace boost
{
//
// boost::hash_value
//
// integral types
namespace hash_detail
{
template<class T,
bool bigger_than_size_t = (sizeof(T) > sizeof(uint32_t)),
bool is_unsigned = BOOST_IS_UNSIGNED<T>::value,
std::size_t size_t_bits = sizeof(uint32_t) * CHAR_BIT,
std::size_t type_bits = sizeof(T) * CHAR_BIT>
struct hash_integral_impl_32;
template<class T, bool is_unsigned, std::size_t size_t_bits, std::size_t type_bits> struct hash_integral_impl_32<T, false, is_unsigned, size_t_bits, type_bits>
{
static uint32_t fn( T v )
{
return static_cast<uint32_t>( v );
}
};
template<class T, std::size_t size_t_bits, std::size_t type_bits> struct hash_integral_impl_32<T, true, false, size_t_bits, type_bits>
{
static uint32_t fn( T v )
{
typedef typename BOOST_MAKE_UNSIGNED<T>::type U;
if( v >= 0 )
{
return hash_integral_impl_32<U>::fn( static_cast<U>( v ) );
}
else
{
return ~hash_integral_impl_32<U>::fn( static_cast<U>( ~static_cast<U>( v ) ) );
}
}
};
template<class T> struct hash_integral_impl_32<T, true, true, 32, 64>
{
static uint32_t fn( T v )
{
uint32_t seed = 0;
seed = static_cast<uint32_t>( v >> 32 ) + hash_detail::hash_mix_32( seed );
seed = static_cast<uint32_t>( v ) + hash_detail::hash_mix_32( seed );
return seed;
}
};
template<class T> struct hash_integral_impl_32<T, true, true, 32, 128>
{
static uint32_t fn( T v )
{
uint32_t seed = 0;
seed = static_cast<uint32_t>( v >> 96 ) + hash_detail::hash_mix_32( seed );
seed = static_cast<uint32_t>( v >> 64 ) + hash_detail::hash_mix_32( seed );
seed = static_cast<uint32_t>( v >> 32 ) + hash_detail::hash_mix_32( seed );
seed = static_cast<uint32_t>( v ) + hash_detail::hash_mix_32( seed );
return seed;
}
};
} // namespace hash_detail
template <typename T>
typename BOOST_ENABLE_IF<BOOST_IS_INTEGRAL<T>::value, uint32_t>::type
hash_value_32( T v )
{
return hash_detail::hash_integral_impl_32<T>::fn( v );
}
// contiguous ranges (string, vector, array)
#if BOOST_VERSION_HAS_HASH_RANGE
template <typename T>
typename BOOST_ENABLE_IF<container_hash::is_contiguous_range<T>::value, uint32_t>::type
hash_value_32( T const& v )
{
return boost::hash_range_32( v.data(), v.data() + v.size() );
}
#else
template <class Ch, class A>
inline uint32_t hash_value_32(
std::basic_string<Ch, std::BOOST_HASH_CHAR_TRAITS<Ch>, A> const& v)
{
return boost::hash_range_32( v.data(), v.data() + v.size() );
}
#endif
//
// boost::hash_combine
//
template <class T>
inline void hash_combine_32( uint32_t& seed, T const& v )
{
seed = boost::hash_detail::hash_mix_32( seed + 0x9e3779b9 + boost::hash_32<T>()( v ) );
}
//
// boost::hash_range
//
template <class It>
inline void hash_range_32( uint32_t& seed, It first, It last )
{
seed = hash_detail::hash_range_32( seed, first, last );
}
template <class It>
inline uint32_t hash_range_32( It first, It last )
{
uint32_t seed = 0;
hash_range_32( seed, first, last );
return seed;
}
//
// boost::hash
//
template <class T> struct hash_32
{
typedef T argument_type;
typedef uint32_t result_type;
uint32_t operator()( T const& val ) const
{
return hash_value_32( val );
}
};
} // namespace boost
#undef BOOST_HASH_CHAR_TRAITS
#undef BOOST_ENABLE_IF
#undef BOOST_IS_INTEGRAL
#undef BOOST_IS_UNSIGNED
#undef BOOST_MAKE_UNSIGNED
#endif // #ifndef BOOST_FUNCTIONAL_HASH_HASH_32_HPP

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@ -1,25 +0,0 @@
// 32 bit implementation based off of Boost hash
#ifndef BOOST_FUNCTIONAL_HASH_FWD_32_HPP
#define BOOST_FUNCTIONAL_HASH_FWD_32_HPP
#include <boost/container_hash/hash_fwd.hpp>
namespace boost
{
namespace container_hash
{
} // namespace container_hash
template<class T> struct hash_32;
template<class T> void hash_combine_32( uint32_t& seed, T const& v );
template<class It> void hash_range_32( uint32_t&, It, It );
template<class It> uint32_t hash_range_32( It, It );
} // namespace boost
#endif // #ifndef BOOST_FUNCTIONAL_HASH_FWD_32_HPP

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@ -1,11 +0,0 @@
#ifndef BOOST_CONTAINER_HASH_VERSION_HPP
#define BOOST_CONTAINER_HASH_VERSION_HPP
#include <boost/version.hpp>
#define BOOST_VERSION_HAS_HASH_RANGE ((BOOST_VERSION / 100 % 1000) >= 81)
#define BOOST_USE_STD_TYPES ((BOOST_VERSION / 100 % 1000) >= 84)
#endif // #ifndef BOOST_CONTAINER_HASH_VERSION_HPP

View file

@ -1339,9 +1339,9 @@ typedef struct {
/* */ char* frenchAge;
} BetterSceneSelectAgeLabels;
// NTSC TODO: japanese bettersceneselect
typedef struct {
// /* */ char* japaneseName;
/* */ char* japaneseName;
/* */ char* englishName;
/* */ char* germanName;
/* */ char* frenchName;
@ -1350,7 +1350,7 @@ typedef struct {
} BetterSceneSelectEntrancePair;
typedef struct {
// /* */ char* japaneseName;
/* */ char* japaneseName;
/* */ char* englishName;
/* */ char* germanName;
/* */ char* frenchName;

View file

@ -0,0 +1,47 @@
#include <libultraship/bridge.h>
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/ShipInit.hpp"
#include "functions.h"
extern "C" {
#include "z64.h"
#include "overlays/gamestates/ovl_file_choose/file_choose.h"
}
static constexpr int32_t CVAR_DEBUG_ENABLED_DEFAULT = 0;
#define CVAR_DEBUG_ENABLED_NAME CVAR_DEVELOPER_TOOLS("DebugEnabled")
#define CVAR_DEBUG_ENABLED_VALUE CVarGetInteger(CVAR_DEBUG_ENABLED_NAME, CVAR_DEBUG_ENABLED_DEFAULT)
static constexpr int32_t CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT = 0;
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME CVAR_DEVELOPER_TOOLS("BootToDebugWarpScreen")
#define CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE \
CVarGetInteger(CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME, CVAR_BOOT_TO_DEBUG_WARP_SCREEN_DEFAULT)
void OnFileChooseMainBootToDebugWarpScreen(void* gameState) {
FileChooseContext* fileChooseContext = (FileChooseContext*)gameState;
fileChooseContext->buttonIndex = 0xFF;
fileChooseContext->menuMode = FS_MENU_MODE_SELECT;
fileChooseContext->selectMode = SM_LOAD_GAME;
}
void OnZTitleUpdateBootToDebugWarpScreen(void* gameState) {
TitleContext* titleContext = (TitleContext*)gameState;
gSaveContext.seqId = (u8)NA_BGM_DISABLED;
gSaveContext.natureAmbienceId = 0xFF;
gSaveContext.gameMode = GAMEMODE_FILE_SELECT;
titleContext->state.running = false;
SET_NEXT_GAMESTATE(&titleContext->state, FileChoose_Init, FileChooseContext);
}
void RegisterBootToDebugWarpScreen() {
COND_HOOK(OnFileChooseMain, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE,
OnFileChooseMainBootToDebugWarpScreen);
COND_HOOK(OnZTitleUpdate, CVAR_DEBUG_ENABLED_VALUE && CVAR_BOOT_TO_DEBUG_WARP_SCREEN_VALUE,
OnZTitleUpdateBootToDebugWarpScreen);
}
static RegisterShipInitFunc initFunc_BootToDebugWarpScreen(RegisterBootToDebugWarpScreen,
{ CVAR_DEBUG_ENABLED_NAME,
CVAR_BOOT_TO_DEBUG_WARP_SCREEN_NAME });

View file

@ -11,7 +11,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Start Randomizer",
// German
"Start Randomizer",
"Randomizer starten",
// French
"Commencer le Randomizer",
},
@ -19,7 +19,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Generate New Randomizer Seed",
// German
"Generate New Randomizer Seed",
"Neuen Randomizer Seed generieren",
// French
"Générer une nouvelle seed pour le Randomizer",
},
@ -27,7 +27,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Open Randomizer Settings",
// German
"Open Randomizer Settings",
"Randomizer Optionen öffnen",
// French
"Ouvrir les paramètres du Randomizer",
},
@ -35,7 +35,7 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
// English
"Generating...",
// German
"Generating...",
"Generiere...",
// French
"Génération en cours...",
},
@ -47,11 +47,11 @@ std::array<std::string, LANGUAGE_MAX> RandomizerSettingsMenuText[RSM_MAX] = {
",\nor drop a spoiler log on the game window.",
#endif
// German
"No randomizer seed loaded.\nPlease generate one first"
"Kein Randomizer Seed gefunden.\nBitte generiere zuerst einen"
#if defined(__WIIU__) || defined(__SWITCH__)
".",
#else
",\nor drop a spoiler log on the game window.",
",\noder ziehe ein Spoiler Log\nauf das Spielfenster.",
#endif
// French
"Aucune Seed de Randomizer actuellement disponible.\nGénérez-en une dans les \"Randomizer Settings\""

View file

@ -1,7 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "spdlog/spdlog.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -12,29 +10,29 @@ extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
#define CVAR_BLOCKLIFT_NAME CVAR_ENHANCEMENT("FasterHeavyBlockLift")
#define CVAR_BLOCKLIFT_VALUE CVarGetInteger(CVAR_BLOCKLIFT_NAME, 0)
#define CVAR_SKIP_CUTSCENE_NAME CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint")
#define CVAR_SKIP_CUTSCENE_VALUE CVarGetInteger(CVAR_SKIP_CUTSCENE_NAME, IS_RANDO)
/**
* This primarily handles speeding up the heavy block lifts (OGC and in the Fire Trial) but also handles skipping
* the one point cutscene since the two options are so similar in what they do.
*/
void FasterHeavyBlockLift_Register() {
REGISTER_VB_SHOULD(VB_PLAY_ONEPOINT_ACTOR_CS, {
void RegisterFasterHeavyBlockLift() {
COND_VB_SHOULD(VB_PLAY_ONEPOINT_ACTOR_CS, CVAR_BLOCKLIFT_VALUE || CVAR_SKIP_CUTSCENE_VALUE, {
Actor* actor = va_arg(args, Actor*);
if (actor->id == ACTOR_BG_HEAVY_BLOCK &&
(CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) ||
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO))) {
if (actor->id == ACTOR_BG_HEAVY_BLOCK) {
*should = false;
}
});
REGISTER_VB_SHOULD(VB_FREEZE_LINK_FOR_BLOCK_THROW, {
if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) ||
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO)) {
*should = false;
}
});
COND_VB_SHOULD(VB_FREEZE_LINK_FOR_BLOCK_THROW, CVAR_BLOCKLIFT_VALUE || CVAR_SKIP_CUTSCENE_VALUE,
{ *should = false; });
REGISTER_VB_SHOULD(VB_PLAY_THROW_ANIMATION, {
COND_VB_SHOULD(VB_PLAY_THROW_ANIMATION, CVAR_BLOCKLIFT_VALUE, {
Player* player = GET_PLAYER(gPlayState);
Actor* interactRangeActor = player->interactRangeActor;
s32 interactActorId = interactRangeActor->id;
@ -42,18 +40,17 @@ void FasterHeavyBlockLift_Register() {
// Same actor is used for small and large silver rocks, use actor params to identify large ones
bool isLargeSilverRock = (interactActorId == ACTOR_EN_ISHI) && ((interactRangeActor->params & 1) == 1);
if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0) &&
(isLargeSilverRock || interactActorId == ACTOR_BG_HEAVY_BLOCK)) {
if (isLargeSilverRock || interactActorId == ACTOR_BG_HEAVY_BLOCK) {
*should = false;
LinkAnimation_PlayOnceSetSpeed(gPlayState, &player->skelAnime, anim, 5.0f);
}
});
REGISTER_VB_SHOULD(VB_MOVE_THROWN_ACTOR, {
if (CVarGetInteger(CVAR_ENHANCEMENT("FasterHeavyBlockLift"), 0)) {
Actor* heldActor = va_arg(args, Actor*);
COND_VB_SHOULD(VB_MOVE_THROWN_ACTOR, CVAR_BLOCKLIFT_VALUE, {
Actor* heldActor = va_arg(args, Actor*);
heldActor->shape.rot.x -= 3510;
}
heldActor->shape.rot.x -= 3510;
});
}
static RegisterShipInitFunc initFunc(RegisterFasterHeavyBlockLift, { CVAR_BLOCKLIFT_NAME, CVAR_SKIP_CUTSCENE_NAME });

View file

@ -1,7 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "spdlog/spdlog.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -12,11 +10,8 @@ extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
void FasterRupeeAccumulator_Register() {
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnInterfaceUpdate>([]() {
if (!CVarGetInteger(CVAR_ENHANCEMENT("FasterRupeeAccumulator"), 0))
return;
void RegisterFasterRupeeAccumulator() {
COND_HOOK(OnInterfaceUpdate, CVarGetInteger(CVAR_ENHANCEMENT("FasterRupeeAccumulator"), 0), []() {
if (gSaveContext.rupeeAccumulator == 0) {
return;
}
@ -46,3 +41,5 @@ void FasterRupeeAccumulator_Register() {
}
});
}
static RegisterShipInitFunc initFunc(RegisterFasterRupeeAccumulator, { CVAR_ENHANCEMENT("FasterRupeeAccumulator") });

View file

@ -0,0 +1,26 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "functions.h"
#include "src/overlays/actors/ovl_Bg_Haka_Ship/z_bg_haka_ship.h"
}
void RegisterFasterShadowShip() {
COND_VB_SHOULD(VB_SHADOW_SHIP_SET_SPEED, CVarGetInteger(CVAR_ENHANCEMENT("FasterShadowShip"), 0), {
BgHakaShip* ship = va_arg(args, BgHakaShip*);
PlayState* play = va_arg(args, PlayState*);
if (!Play_InCsMode(play)) {
if (Actor_FindNearby(play, &ship->dyna.actor, ACTOR_EN_TEST, ACTORCAT_ENEMY, 800.0) == NULL &&
Actor_FindNearby(play, &ship->dyna.actor, ACTOR_PLAYER, ACTORCAT_PLAYER, 450.0) != NULL) {
*should = false;
ship->dyna.actor.speedXZ = 25.0f;
} else if (ship->dyna.actor.speedXZ > 4.0f) {
*should = false;
ship->dyna.actor.speedXZ = 4.0f;
}
}
});
}
static RegisterShipInitFunc initFunc(RegisterFasterShadowShip, { CVAR_ENHANCEMENT("FasterShadowShip") });

View file

@ -1,6 +1,6 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/randomizer/context.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -10,12 +10,13 @@ extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
void SkipIntro_Register() {
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
void RegisterSkipIntro() {
bool shouldRegister = CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), 0) || IS_RANDO;
COND_VB_SHOULD(VB_PLAY_TRANSITION_CS, shouldRegister, {
// If we're playing rando and if starting age is adult and/or overworld spawns are shuffled we need to skip
// the cutscene regardless of the enhancement being on.
bool adultStart = gSaveContext.linkAge == LINK_AGE_ADULT;
bool shuffleEntrances = OTRGlobals::Instance->gRandoContext->GetOption(RSK_SHUFFLE_ENTRANCES).Is(true);
bool shuffleEntrances = Rando::Context::GetInstance()->GetOption(RSK_SHUFFLE_ENTRANCES).Is(true);
if ((CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), IS_RANDO) ||
(IS_RANDO && (adultStart || shuffleEntrances))) &&
gSaveContext.cutsceneIndex == 0xFFF1) {
@ -45,3 +46,6 @@ void SkipIntro_Register() {
}
});
}
static RegisterShipInitFunc initFunc(RegisterSkipIntro,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Intro"), "IS_RANDO" });

View file

@ -1,6 +1,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/Enhancements/randomizer/context.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "macros.h"
@ -12,120 +13,6 @@ extern "C" {
static bool sEnteredBlueWarp = false;
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
void SkipBlueWarp_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
// Do nothing when in a boss rush
if (IS_BOSS_RUSH) {
return;
}
bool overrideBlueWarpDestinations =
IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) || overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT &&
gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
if (IS_RANDO) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE &&
gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
if (gSaveContext.entranceIndex != ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
}
*should = false;
gSaveContext.cutsceneIndex = 0;
}
// This is outside the above condition because we want to handle both first and following visits to the blue
// warp
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
}
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
void SkipBlueWarp_ShouldPlayBlueWarpCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
sEnteredBlueWarp = true;
}
/**
* While we could rely on the Item_Give that's normally called, it's not very clear to the player that they
* received the item when skipping the blue warp cutscene, so we'll prevent that and queue it up to be given
* to the player instead.
*/
void SkipBlueWarp_ShouldGiveItem(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
*should = false;
}
}
// Todo: Move item queueing here
/**
@ -148,35 +35,143 @@ void EnKo_MoveWhenReady(EnKo* enKo, PlayState* play) {
void SkipBlueWarp_OnActorUpdate(void* actorPtr) {
EnKo* enKo = static_cast<EnKo*>(actorPtr);
if ((enKo->actor.params & 0xFF) == ENKO_TYPE_CHILD_3 && enKo->actionFunc == func_80A995CC &&
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if ((enKo->actor.params & 0xFF) == ENKO_TYPE_CHILD_3 && enKo->actionFunc == func_80A995CC) {
enKo->actionFunc = EnKo_MoveWhenReady;
}
}
/**
* This will ensure that the Deku Tree Sprout considers the Forest Temple finished when you skip the blue warp cutscene.
* Typically this checks for if you have the medallion, and when skipping the cutscene at this point you don't have it
* yet.
*/
void SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF1) {
*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
}
}
void RegisterSkipBlueWarp() {
COND_ID_HOOK(OnActorUpdate, ACTOR_EN_KO,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO),
SkipBlueWarp_OnActorUpdate);
/**
* This will ensure that the Deku Tree Sprout considers the Forest Temple finished when you skip the blue warp
* cutscene. Typically this checks for if you have the medallion, and when skipping the cutscene at this point you
* don't have it yet.
*/
COND_VB_SHOULD(VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF1) {
*should = Flags_GetEventChkInf(EVENTCHKINF_USED_FOREST_TEMPLE_BLUE_WARP);
}
});
/**
* While we could rely on the Item_Give that's normally called, it's not very clear to the player that they
* received the item when skipping the blue warp cutscene, so we'll prevent that and queue it up to be given
* to the player instead.
*/
COND_VB_SHOULD(VB_GIVE_ITEM_FROM_BLUE_WARP,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), { *should = false; });
}
void SkipBlueWarp_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorUpdate>(ACTOR_EN_KO,
SkipBlueWarp_OnActorUpdate);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(
VB_PLAY_TRANSITION_CS, SkipBlueWarp_ShouldPlayTransitionCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(
VB_PLAY_BLUE_WARP_CS, SkipBlueWarp_ShouldPlayBlueWarpCS);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(
VB_DEKU_JR_CONSIDER_FOREST_TEMPLE_FINISHED, SkipBlueWarp_ShouldDekuJrConsiderForestTempleFinished);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(VB_GIVE_ITEM_FROM_BLUE_WARP,
SkipBlueWarp_ShouldGiveItem);
void RegisterShouldPlayBlueWarp() {
/**
* This will override the transitions into the blue warp cutscenes, set any appropriate flags, and
* set the entrance index to where you would normally end up after the blue warp cutscene. This
* should also account for the difference between your first and following visits to the blue warp.
*/
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
// Do nothing when in a boss rush
if (IS_BOSS_RUSH) {
return;
}
bool overrideBlueWarpDestinations =
IS_RANDO && (RAND_GET_OPTION(RSK_SHUFFLE_DUNGEON_ENTRANCES) != RO_DUNGEON_ENTRANCE_SHUFFLE_OFF ||
RAND_GET_OPTION(RSK_SHUFFLE_BOSS_ENTRANCES) != RO_BOSS_ROOM_ENTRANCE_SHUFFLE_OFF);
// Force blue warp skip on when ER needs to place Link somewhere else.
// This is preferred over having story cutscenes play in the overworld and then reloading Link somewhere else
// after.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO) ||
overrideBlueWarpDestinations) {
bool isBlueWarpCutscene = false;
// Deku Tree Blue warp
if (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0 && gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP;
isBlueWarpCutscene = true;
// Dodongo's Cavern Blue warp
} else if (gSaveContext.entranceIndex == ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT &&
gSaveContext.cutsceneIndex == 0xFFF1) {
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP;
isBlueWarpCutscene = true;
// Jabu Jabu's Blue warp
} else if (gSaveContext.entranceIndex == ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP &&
gSaveContext.cutsceneIndex == 0xFFF0) {
gSaveContext.entranceIndex = ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP;
isBlueWarpCutscene = true;
// Forest Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_FOREST) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_DEKU_TREE_SPROUT);
if (IS_RANDO) {
gSaveContext.entranceIndex = ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP;
} else {
gSaveContext.entranceIndex = ENTR_KOKIRI_FOREST_12;
}
isBlueWarpCutscene = true;
// Fire Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_KAKARIKO_VILLAGE_FRONT_GATE &&
gSaveContext.cutsceneIndex == 0xFFF3) {
// Normally set in the blue warp cutscene
Flags_SetEventChkInf(EVENTCHKINF_DEATH_MOUNTAIN_ERUPTED);
gSaveContext.entranceIndex = ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Water Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_WATER) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4800;
Flags_SetEventChkInf(EVENTCHKINF_RAISED_LAKE_HYLIA_WATER);
gSaveContext.entranceIndex = ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Spirit Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SPIRIT) {
gSaveContext.entranceIndex = ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
// Shadow Temple Blue warp
} else if (gSaveContext.entranceIndex == ENTR_CHAMBER_OF_THE_SAGES_0 && gSaveContext.cutsceneIndex == 0x0 &&
gSaveContext.chamberCutsceneNum == CHAMBER_CS_SHADOW) {
gSaveContext.entranceIndex = ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP;
isBlueWarpCutscene = true;
}
if (isBlueWarpCutscene) {
if (gSaveContext.entranceIndex != ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP) {
// Normally set in the blue warp cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x8000;
}
*should = false;
gSaveContext.cutsceneIndex = 0;
}
// This is outside the above condition because we want to handle both first and following visits to the blue
// warp
if (sEnteredBlueWarp && overrideBlueWarpDestinations) {
Entrance_OverrideBlueWarp();
}
}
sEnteredBlueWarp = false;
});
/**
* Using this hook to simply observe that Link has entered a bluewarp
* This way we know to allow entrance rando overrides to be processed on the next tranisition hook
*/
REGISTER_VB_SHOULD(VB_PLAY_BLUE_WARP_CS, { sEnteredBlueWarp = true; });
}
static RegisterShipInitFunc initHooks(RegisterSkipBlueWarp,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });
static RegisterShipInitFunc initUnconditionalHooks(RegisterShouldPlayBlueWarp);

View file

@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "src/overlays/actors/ovl_Bg_Treemouth/z_bg_treemouth.h"
@ -9,15 +8,17 @@ extern "C" {
/**
* This will skip the Deku Tree intro, and simply open the mouth as you approach it.
*/
void SkipDekuTreeIntro_Register() {
REGISTER_VB_SHOULD(VB_PLAY_DEKU_TREE_INTRO_CS, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
BgTreemouth* treeMouth = va_arg(args, BgTreemouth*);
Flags_SetEventChkInf(EVENTCHKINF_DEKU_TREE_OPENED_MOUTH);
Audio_PlaySoundGeneral(NA_SE_EV_WOODDOOR_OPEN, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
BgTreemouth_SetupAction(treeMouth, func_808BC6F8);
*should = false;
}
});
void RegisterSkipDekuTreeIntro() {
COND_VB_SHOULD(VB_PLAY_DEKU_TREE_INTRO_CS,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
BgTreemouth* treeMouth = va_arg(args, BgTreemouth*);
Flags_SetEventChkInf(EVENTCHKINF_DEKU_TREE_OPENED_MOUTH);
Audio_PlaySoundGeneral(NA_SE_EV_WOODDOOR_OPEN, &gSfxDefaultPos, 4, &gSfxDefaultFreqAndVolScale,
&gSfxDefaultFreqAndVolScale, &gSfxDefaultReverb);
BgTreemouth_SetupAction(treeMouth, func_808BC6F8);
*should = false;
});
}
static RegisterShipInitFunc initFunc(RegisterSkipDekuTreeIntro,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });

View file

@ -1,6 +1,6 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -9,21 +9,19 @@ extern PlayState* gPlayState;
extern SaveContext gSaveContext;
}
void SkipLostWoodsBridge_Register() {
void RegisterSkipLostWoodsBridge() {
/**
* This skips the cutscene where you speak to Saria on the bridge in Lost Woods, where she gives you the Fairy
* Ocarina.
*/
REGISTER_VB_SHOULD(VB_PLAY_TRANSITION_CS, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if ((gSaveContext.entranceIndex == ENTR_LOST_WOODS_BRIDGE_EAST_EXIT) &&
!Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE)) {
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE);
if (GameInteractor_Should(VB_GIVE_ITEM_FAIRY_OCARINA, true)) {
Item_Give(gPlayState, ITEM_OCARINA_FAIRY);
}
*should = false;
COND_VB_SHOULD(VB_PLAY_TRANSITION_CS, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
if ((gSaveContext.entranceIndex == ENTR_LOST_WOODS_BRIDGE_EAST_EXIT) &&
!Flags_GetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE)) {
Flags_SetEventChkInf(EVENTCHKINF_SPOKE_TO_SARIA_ON_BRIDGE);
if (GameInteractor_Should(VB_GIVE_ITEM_FAIRY_OCARINA, true)) {
Item_Give(gPlayState, ITEM_OCARINA_FAIRY);
}
*should = false;
}
});
@ -32,11 +30,11 @@ void SkipLostWoodsBridge_Register() {
* player that they received the item when skipping the cutscene, so we'll prevent it, and queue it up to be given
* instead.
*/
REGISTER_VB_SHOULD(VB_GIVE_ITEM_FAIRY_OCARINA, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
*should = false;
}
});
COND_VB_SHOULD(VB_GIVE_ITEM_FAIRY_OCARINA,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), { *should = false; });
// Todo: Move item queueing here
}
static RegisterShipInitFunc initFunc(RegisterSkipLostWoodsBridge,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });

View file

@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "src/overlays/actors/ovl_En_Zl4/z_en_zl4.h"
@ -33,16 +32,17 @@ void EnZl4_SkipToGivingZeldasLetter(EnZl4* enZl4, PlayState* play) {
}
void SkipToGivingZeldasLetter_OnActorInit(void* actorPtr) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
EnZl4* enZl4 = static_cast<EnZl4*>(actorPtr);
if (enZl4->actionFunc != EnZl4_Cutscene || enZl4->csState != 0)
return;
EnZl4* enZl4 = static_cast<EnZl4*>(actorPtr);
if (enZl4->actionFunc != EnZl4_Cutscene || enZl4->csState != 0)
return;
enZl4->actionFunc = EnZl4_SkipToGivingZeldasLetter;
}
enZl4->actionFunc = EnZl4_SkipToGivingZeldasLetter;
}
void SkipToGivingZeldasLetter_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(ACTOR_EN_ZL4,
SkipToGivingZeldasLetter_OnActorInit);
void RegisterSkipToGivingZeldasLetter() {
COND_ID_HOOK(OnActorInit, ACTOR_EN_ZL4, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO),
SkipToGivingZeldasLetter_OnActorInit);
}
static RegisterShipInitFunc initFunc(RegisterSkipToGivingZeldasLetter,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });

View file

@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -8,18 +7,6 @@ extern "C" {
extern SaveContext gSaveContext;
}
void SkipZeldaFleeingCastle_ShouldPlayTransitionCS(GIVanillaBehavior _, bool* should, va_list originalArgs) {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN && gSaveContext.cutsceneIndex == 0xFFF1) {
// Normally set in the cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
gSaveContext.cutsceneIndex = 0;
*should = false;
}
}
}
/**
* When this cutscene is skipped, walking up to the bridge to castle town triggers a quick fade in/out
* which can be confusing to beginners, because they need to then fetch the Ocarina of Time from the water.
@ -46,7 +33,7 @@ void SkipZeldaFleeingCastle_OnActorUpdate(void* actorPtr) {
void SkipZeldaFleeingCastle_OnActorInit(void* actorPtr) {
Actor* actor = static_cast<Actor*>(actorPtr);
if (actor->params == 3 && CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO)) {
if (actor->params == 3) {
framesSinceSpawn = 0;
itemOcarinaUpdateHook = GameInteractor::Instance->RegisterGameHookForPtr<GameInteractor::OnActorUpdate>(
(uintptr_t)actorPtr, SkipZeldaFleeingCastle_OnActorUpdate);
@ -59,9 +46,20 @@ void SkipZeldaFleeingCastle_OnActorInit(void* actorPtr) {
}
}
void SkipZeldaFleeingCastle_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(ACTOR_ITEM_OCARINA,
SkipZeldaFleeingCastle_OnActorInit);
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnVanillaBehavior>(
VB_PLAY_TRANSITION_CS, SkipZeldaFleeingCastle_ShouldPlayTransitionCS);
void RegisterSkipZeldaFleeingCastle() {
COND_ID_HOOK(OnActorInit, ACTOR_ITEM_OCARINA,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO),
SkipZeldaFleeingCastle_OnActorInit);
COND_VB_SHOULD(VB_PLAY_TRANSITION_CS, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), IS_RANDO), {
if (gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN && gSaveContext.cutsceneIndex == 0xFFF1) {
// Normally set in the cutscene
gSaveContext.dayTime = gSaveContext.skyboxTime = 0x4AAA;
gSaveContext.cutsceneIndex = 0;
*should = false;
}
});
}
static RegisterShipInitFunc initFunc(RegisterSkipZeldaFleeingCastle,
{ CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.Story"), "IS_RANDO" });

View file

@ -1,28 +1,28 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "src/overlays/actors/ovl_Bg_Bdan_Objects/z_bg_bdan_objects.h"
}
void BdanInit(void* actorRef) {
Player* player = GET_PLAYER(gPlayState);
BgBdanObjects* bgBdanObjects = static_cast<BgBdanObjects*>(actorRef);
if (bgBdanObjects->dyna.actor.params == 1) {
if (player->actor.world.pos.y < -500.0f) {
bgBdanObjects->timer = 220;
}
}
}
/**
* Adjusts the behavior of the elevator to start near the bottom if you are entering the room from the bottom
*/
void MoveJabuJabuElevator_Register() {
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(
ACTOR_BG_BDAN_OBJECTS, [](void* actorRef) {
Player* player = GET_PLAYER(gPlayState);
BgBdanObjects* bgBdanObjects = static_cast<BgBdanObjects*>(actorRef);
if (!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
return;
}
if (bgBdanObjects->dyna.actor.params == 1) {
if (player->actor.world.pos.y < -500.0f) {
bgBdanObjects->timer = 220;
}
}
});
void RegisterMoveJabuJabuElevator() {
COND_ID_HOOK(OnActorInit, ACTOR_BG_BDAN_OBJECTS,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), BdanInit);
}
static RegisterShipInitFunc initFunc(RegisterMoveJabuJabuElevator,
{ CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), "IS_RANDO" });

View file

@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "z64save.h"
@ -15,14 +14,17 @@ extern SaveContext gSaveContext;
* This simply skips the Mido interaction in Kokiri Forest, once you equip the Kokiri
* Sword and Deku Shield he will move out of the way without you needing to talk to him.
*/
void MoveMidoInKokiriForest_Register() {
REGISTER_VB_SHOULD(VB_MOVE_MIDO_IN_KOKIRI_FOREST, {
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO) &&
!Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_KOKIRI) && gSaveContext.cutsceneIndex == 0) {
Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
*should = true;
}
});
void RegisterMoveMidoInKokiriForest() {
COND_VB_SHOULD(
VB_MOVE_MIDO_IN_KOKIRI_FOREST, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), {
if (!Flags_GetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SHIELD) == EQUIP_VALUE_SHIELD_DEKU) &&
(CUR_EQUIP_VALUE(EQUIP_TYPE_SWORD) == EQUIP_VALUE_SWORD_KOKIRI) && gSaveContext.cutsceneIndex == 0) {
Flags_SetEventChkInf(EVENTCHKINF_SHOWED_MIDO_SWORD_SHIELD);
*should = true;
}
});
}
static RegisterShipInitFunc initFunc(RegisterMoveMidoInKokiriForest,
{ CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), "IS_RANDO" });

View file

@ -1,6 +1,5 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/OTRGlobals.h"
#include "soh/ShipInit.hpp"
extern "C" {
#include "overlays/actors/ovl_En_Ru1/z_en_ru1.h"
@ -9,93 +8,87 @@ extern "C" {
Actor* func_80AEB124(PlayState* play);
}
void SkipChildRutoInteractions_Register() {
// Skips the Child Ruto introduction cutscene, where she drops down into the hole in Jabu-Jabu's Belly
REGISTER_VB_SHOULD(VB_PLAY_CHILD_RUTO_INTRO, {
EnRu1* enRu1 = va_arg(args, EnRu1*);
void Ru1Init(void* actorRef) {
EnRu1* enRu1 = static_cast<EnRu1*>(actorRef);
if (!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
return;
}
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_MEET_RUTO);
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_TALK_FIRST_TIME);
Flags_SetInfTable(INFTABLE_143);
if (enRu1->action == 22) {
enRu1->action = 27;
enRu1->drawConfig = 1;
enRu1->actor.world.pos.x = 127.0f;
enRu1->actor.world.pos.y = -340.0f;
enRu1->actor.world.pos.z = -3041.0f;
enRu1->actor.shape.rot.y = enRu1->actor.world.rot.y = -5098;
enRu1->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildSittingAnim, 1.0f, 0.0f,
Animation_GetLastFrame((void*)&gRutoChildSittingAnim), ANIMMODE_LOOP, 0.0f);
}
}
if (*should) {
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildTurnAroundAnim, 1.0f, 0,
Animation_GetLastFrame((void*)&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f);
enRu1->action = 10;
}
void RegisterSkipChildRutoInteractions() {
// Skips the Child Ruto introduction cutscene, where she drops down into the hole in Jabu-Jabu's Belly
COND_VB_SHOULD(
VB_PLAY_CHILD_RUTO_INTRO, CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), {
EnRu1* enRu1 = va_arg(args, EnRu1*);
*should = false;
});
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_MEET_RUTO);
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_TALK_FIRST_TIME);
Flags_SetInfTable(INFTABLE_143);
enRu1->drawConfig = 1;
enRu1->actor.world.pos.x = 127.0f;
enRu1->actor.world.pos.y = -340.0f;
enRu1->actor.world.pos.z = -3041.0f;
enRu1->actor.shape.rot.y = enRu1->actor.world.rot.y = -5098;
if (*should) {
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildTurnAroundAnim, 1.0f, 0,
Animation_GetLastFrame((void*)&gRutoChildTurnAroundAnim), ANIMMODE_ONCE, -8.0f);
enRu1->action = 10;
}
*should = false;
});
// Skips a short dialogue sequence where Ruto tells you to throw her to the Sapphire
REGISTER_VB_SHOULD(VB_RUTO_WANT_TO_BE_TOSSED_TO_SAPPHIRE, {
if (!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
return;
}
if (*should) {
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_WANTS_TO_BE_TOSSED_TO_SAPPHIRE);
*should = false;
}
});
COND_VB_SHOULD(VB_RUTO_WANT_TO_BE_TOSSED_TO_SAPPHIRE,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), {
if (*should) {
Flags_SetInfTable(INFTABLE_RUTO_IN_JJ_WANTS_TO_BE_TOSSED_TO_SAPPHIRE);
*should = false;
}
});
// Prevents Ruto from running to the Sapphire when she wants to be tossed to it, instead she just stands up and
// waits for link to get closer
REGISTER_VB_SHOULD(VB_RUTO_RUN_TO_SAPPHIRE, {
EnRu1* enRu1 = va_arg(args, EnRu1*);
DynaPolyActor* dynaPolyActor = va_arg(args, DynaPolyActor*);
COND_VB_SHOULD(VB_RUTO_RUN_TO_SAPPHIRE,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), {
EnRu1* enRu1 = va_arg(args, EnRu1*);
DynaPolyActor* dynaPolyActor = va_arg(args, DynaPolyActor*);
if (!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
return;
}
if (*should) {
enRu1->unk_28C = (BgBdanObjects*)dynaPolyActor;
Flags_SetInfTable(INFTABLE_145);
Flags_SetSwitch(gPlayState, 0x02);
Flags_SetSwitch(gPlayState, 0x1F);
enRu1->action = 42;
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0,
Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f);
// If we aren't skipping one point cutscenes and BgBdan objects has set the camera setting
// to CAM_SET_NORMAL1 (2), don't reset the camera setting to 1. This prevents the One Point
// Cutscene of Ruto getting lifted up from getting queued up twice.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO) ||
enRu1->unk_28C->cameraSetting != 2) {
enRu1->unk_28C->cameraSetting = 1;
}
Actor* sapphire = func_80AEB124(gPlayState);
if (sapphire != NULL) {
Actor_Kill(sapphire);
}
enRu1->actor.room = gPlayState->roomCtx.curRoom.num;
*should = false;
}
});
if (*should) {
enRu1->unk_28C = (BgBdanObjects*)dynaPolyActor;
Flags_SetInfTable(INFTABLE_145);
Flags_SetSwitch(gPlayState, 0x02);
Flags_SetSwitch(gPlayState, 0x1F);
enRu1->action = 42;
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildWait2Anim, 1.0f, 0,
Animation_GetLastFrame((void*)&gRutoChildWait2Anim), ANIMMODE_LOOP, -8.0f);
// If we aren't skipping one point cutscenes and BgBdan objects has set the camera setting
// to CAM_SET_NORMAL1 (2), don't reset the camera setting to 1. This prevents the One Point
// Cutscene of Ruto getting lifted up from getting queued up twice.
if (CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipCutscene.OnePoint"), IS_RANDO) ||
enRu1->unk_28C->cameraSetting != 2) {
enRu1->unk_28C->cameraSetting = 1;
}
Actor* sapphire = func_80AEB124(gPlayState);
if (sapphire != NULL) {
Actor_Kill(sapphire);
}
enRu1->actor.room = gPlayState->roomCtx.curRoom.num;
*should = false;
}
});
// This overrides the behavior that causes Ruto to get upset at you before sitting back down again when
// INFTABLE_RUTO_IN_JJ_TALK_FIRST_TIME is set
GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(ACTOR_EN_RU1, [](void* actorRef) {
EnRu1* enRu1 = static_cast<EnRu1*>(actorRef);
if (!CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO)) {
return;
}
if (enRu1->action == 22) {
enRu1->action = 27;
enRu1->drawConfig = 1;
enRu1->actor.flags |= ACTOR_FLAG_ATTENTION_ENABLED | ACTOR_FLAG_FRIENDLY;
Animation_Change(&enRu1->skelAnime, (AnimationHeader*)&gRutoChildSittingAnim, 1.0f, 0.0f,
Animation_GetLastFrame((void*)&gRutoChildSittingAnim), ANIMMODE_LOOP, 0.0f);
}
});
COND_ID_HOOK(OnActorInit, ACTOR_EN_RU1,
CVarGetInteger(CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), IS_RANDO), Ru1Init);
}
static RegisterShipInitFunc initFunc(RegisterSkipChildRutoInteractions,
{ CVAR_ENHANCEMENT("TimeSavers.SkipMiscInteractions"), "IS_RANDO" });

View file

@ -1,18 +0,0 @@
#include "TimeSavers.h"
void TimeSavers_Register() {
// SkipCutscene
// Story
SkipBlueWarp_Register();
SkipDekuTreeIntro_Register();
SkipLostWoodsBridge_Register();
SkipToGivingZeldasLetter_Register();
SkipZeldaFleeingCastle_Register();
SkipIntro_Register();
// SkipMiscInteractions
MoveJabuJabuElevator_Register();
MoveMidoInKokiriForest_Register();
SkipChildRutoInteractions_Register();
FasterHeavyBlockLift_Register();
FasterRupeeAccumulator_Register();
}

View file

@ -1,21 +0,0 @@
#ifndef TIME_SAVERS_H
#define TIME_SAVERS_H
void TimeSavers_Register();
// SkipCutscene
// Story
void SkipBlueWarp_Register();
void SkipDekuTreeIntro_Register();
void SkipLostWoodsBridge_Register();
void SkipToGivingZeldasLetter_Register();
void SkipZeldaFleeingCastle_Register();
void SkipIntro_Register();
// SkipMiscInteractions
void MoveJabuJabuElevator_Register();
void MoveMidoInKokiriForest_Register();
void SkipChildRutoInteractions_Register();
void FasterHeavyBlockLift_Register();
void FasterRupeeAccumulator_Register();
#endif // TIME_SAVERS_H

View file

@ -623,6 +623,29 @@ void CustomMessage::InsertNumber(uint8_t num) {
Replace("[[d]]", std::to_string(num));
}
void CustomMessage::SetSingularPlural() {
for (std::string& str : messages) {
size_t firstBar = str.find('|');
if (firstBar != std::string::npos) {
size_t euroSign = str.find("");
size_t secondBar = str.find('|', firstBar + 1);
if (secondBar != std::string::npos) {
size_t thirdBar = str.find('|', secondBar + 1);
if (thirdBar != std::string::npos) {
if (euroSign == std::string::npos) {
str.erase(secondBar, thirdBar - secondBar);
} else {
str.erase(firstBar, secondBar - firstBar);
}
}
}
}
}
// remove the remaining bar
this->Replace("|", "");
this->Replace("", "");
}
void CustomMessage::Capitalize() {
for (std::string str : messages) {
(str)[0] = std::toupper((str)[0]);

View file

@ -153,6 +153,13 @@ class CustomMessage {
*/
void InsertNumber(uint8_t num);
/**
* @brief A sign at the end of an item name signals that it is plural.
* If a hint text has |singular|plural| forms specified, the unused one get's deleted.
* If no sign is present, the singular form is used.
*/
void SetSingularPlural();
/**
* @brief Replaces various symbols with the control codes necessary to
* display them in OoT's textboxes. i.e. special characters, colors, newlines,

View file

@ -11,6 +11,7 @@
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/cosmetics/CosmeticsEditor.h"
#include "soh/Enhancements/audio/AudioEditor.h"
#include "soh/Enhancements/randomizer/logic.h"
#define Path _Path
#define PATH_HACK
@ -1450,6 +1451,55 @@ static bool SfxHandler(std::shared_ptr<Ship::Console> Console, const std::vector
return 0;
}
static bool AvailableChecksProcessUndiscoveredExitsHandler(std::shared_ptr<Ship::Console> Console,
const std::vector<std::string>& args, std::string* output) {
const auto& logic = Rando::Context::GetInstance()->GetLogic();
bool enabled = false;
if (args.size() == 1) {
enabled = !logic->ACProcessUndiscoveredExits;
} else {
try {
enabled = std::stoi(args[1]);
} catch (std::invalid_argument const& ex) {
ERROR_MESSAGE("[SOH] Enable should be 0 or 1");
return 1;
}
}
logic->ACProcessUndiscoveredExits = enabled;
INFO_MESSAGE("[SOH] Available Checks - Process Undiscovered Exits %s",
logic->ACProcessUndiscoveredExits ? "enabled" : "disabled");
if (GameInteractor::IsSaveLoaded(true)) {
CheckTracker::RecalculateAvailableChecks();
}
return 0;
}
static bool AvailableChecksRecalculateHandler(std::shared_ptr<Ship::Console> Console,
const std::vector<std::string>& args, std::string* output) {
RandomizerRegion startingRegion = RR_ROOT;
if (args.size() > 1) {
try {
startingRegion = static_cast<RandomizerRegion>(std::stoi(args[1]));
} catch (std::invalid_argument const& ex) {
ERROR_MESSAGE("[SOH] Region should be a number");
return 1;
}
if (startingRegion <= RR_NONE || startingRegion >= RR_MAX) {
ERROR_MESSAGE("[SOH] Region should be between 1 and %d", RR_MAX - 1);
return 1;
}
}
CheckTracker::RecalculateAvailableChecks(startingRegion);
return 0;
}
void DebugConsole_Init(void) {
// Console
CMD_REGISTER("file_select", { FileSelectHandler, "Returns to the file select." });
@ -1708,5 +1758,15 @@ void DebugConsole_Init(void) {
{ "group_name", Ship::ArgumentType::TEXT, true },
} });
CMD_REGISTER("acpue", { AvailableChecksProcessUndiscoveredExitsHandler,
"Available Checks - Process Undiscovered Exits",
{ { "enable", Ship::ArgumentType::NUMBER, true } } });
CMD_REGISTER("acr", { AvailableChecksRecalculateHandler,
"Available Checks - Recalculate",
{
{ "starting_region", Ship::ArgumentType::NUMBER, true },
} });
Ship::Context::GetInstance()->GetWindow()->GetGui()->SaveConsoleVariablesNextFrame();
}

View file

@ -11,6 +11,7 @@
extern "C" {
#include <z64.h>
#include "src/overlays/actors/ovl_En_Rr/z_en_rr.h"
}
#define CVAR_ENEMY_RANDOMIZER_NAME CVAR_ENHANCEMENT("RandomizedEnemies")
@ -24,7 +25,7 @@ typedef struct EnemyEntry {
bool IsEnemyFoundToRandomize(int16_t sceneNum, int8_t roomNum, int16_t actorId, int16_t params, float posX);
bool IsEnemyAllowedToSpawn(int16_t sceneNum, int8_t roomNum, EnemyEntry enemy);
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed);
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed, PlayState* play);
const char* enemyCVarList[RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE] = {
CVAR_ENHANCEMENT("RandomizedEnemyList.Anubis"), CVAR_ENHANCEMENT("RandomizedEnemyList.Armos"),
@ -298,15 +299,7 @@ extern "C" uint8_t GetRandomizedEnemy(PlayState* play, int16_t* actorId, f32* po
// Get randomized enemy ID and parameter.
uint32_t seed =
play->sceneNum + *actorId + (int)*posX + (int)*posY + (int)*posZ + *rotX + *rotY + *rotZ + *params;
EnemyEntry randomEnemy = GetRandomizedEnemyEntry(seed);
int8_t timesRandomized = 1;
// While randomized enemy isn't allowed in certain situations, randomize again.
while (!IsEnemyAllowedToSpawn(play->sceneNum, play->roomCtx.curRoom.num, randomEnemy)) {
randomEnemy = GetRandomizedEnemyEntry(seed + timesRandomized);
timesRandomized++;
}
EnemyEntry randomEnemy = GetRandomizedEnemyEntry(seed, play);
*actorId = randomEnemy.id;
*params = randomEnemy.params;
@ -362,19 +355,28 @@ void GetSelectedEnemies() {
}
}
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed) {
EnemyEntry GetRandomizedEnemyEntry(uint32_t seed, PlayState* play) {
std::vector<EnemyEntry> filteredEnemyList = {};
if (selectedEnemyList.size() == 0) {
GetSelectedEnemies();
}
if (CVarGetInteger(CVAR_ENHANCEMENT("RandomizedEnemies"), ENEMY_RANDOMIZER_OFF) == ENEMY_RANDOMIZER_RANDOM_SEEDED) {
for (EnemyEntry enemy : selectedEnemyList) {
if (IsEnemyAllowedToSpawn(play->sceneNum, play->roomCtx.curRoom.num, enemy)) {
filteredEnemyList.push_back(enemy);
}
}
if (filteredEnemyList.size() == 0) {
filteredEnemyList = selectedEnemyList;
}
if (CVAR_ENEMY_RANDOMIZER_VALUE == ENEMY_RANDOMIZER_RANDOM_SEEDED) {
uint32_t finalSeed =
seed + (IS_RANDO ? Rando::Context::GetInstance()->GetSeed() : gSaveContext.ship.stats.fileCreatedAt);
Random_Init(finalSeed);
uint32_t randomNumber = Random(0, selectedEnemyList.size());
return selectedEnemyList[randomNumber];
uint32_t randomNumber = Random(0, filteredEnemyList.size());
return filteredEnemyList[randomNumber];
} else {
uint32_t randomSelectedEnemy = Random(0, selectedEnemyList.size());
return selectedEnemyList[randomSelectedEnemy];
uint32_t randomSelectedEnemy = Random(0, filteredEnemyList.size());
return filteredEnemyList[randomSelectedEnemy];
}
}
@ -572,6 +574,43 @@ void FixClubMoblinScale(void* ptr) {
void RegisterEnemyRandomizer() {
COND_ID_HOOK(OnActorInit, ACTOR_EN_MB, CVAR_ENEMY_RANDOMIZER_VALUE, FixClubMoblinScale);
// prevent dark link from triggering a voidout
COND_VB_SHOULD(VB_TRIGGER_VOIDOUT, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
*should = false;
Actor_Kill(actor);
}
});
// prevent dark link dealing fall damage to the player
COND_VB_SHOULD(VB_RECIEVE_FALL_DAMAGE, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
Actor* actor = va_arg(args, Actor*);
if (actor->category != ACTORCAT_PLAYER) {
*should = false;
}
});
// prevent dark link from interfering with HESS/recoil/etc when at more than 100 away from him
COND_VB_SHOULD(VB_TORCH2_HANDLE_CLANKING, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
Actor* darkLink = va_arg(args, Actor*);
if (darkLink->xzDistToPlayer > 100.0f) {
*should = false;
}
});
// prevent dark link from being grabbed by like likes and therefore grabbing the player
COND_VB_SHOULD(VB_LIKE_LIKE_GRAB_PLAYER, CVAR_ENEMY_RANDOMIZER_VALUE != CVAR_ENEMY_RANDOMIZER_DEFAULT, {
EnRr* likeLike = va_arg(args, EnRr*);
if (!(likeLike->collider1.base.oc != NULL && likeLike->collider1.base.oc->category == ACTORCAT_PLAYER) &&
!(likeLike->collider2.base.oc != NULL && likeLike->collider2.base.oc->category == ACTORCAT_PLAYER)) {
*should = false;
}
});
}
static RegisterShipInitFunc initFunc(RegisterEnemyRandomizer, { CVAR_ENEMY_RANDOMIZER_NAME });

View file

@ -1,6 +1,7 @@
#pragma once
#include <libultraship/libultra/types.h>
#include "item-tables/ItemTableTypes.h"
#define RANDOMIZED_ENEMY_SPAWN_TABLE_SIZE 52

View file

@ -65,7 +65,9 @@ DEFINE_HOOK(OnUpdateFileTargetSelection, (uint8_t optionIndex));
DEFINE_HOOK(OnUpdateFileLanguageSelection, (uint8_t optionIndex));
DEFINE_HOOK(OnUpdateFileQuestSelection, (uint8_t questIndex));
DEFINE_HOOK(OnUpdateFileBossRushOptionSelection, (uint8_t optionIndex, uint8_t optionValue));
DEFINE_HOOK(OnUpdateFileRandomizerOptionSelection, (uint8_t optionIndex));
DEFINE_HOOK(OnUpdateFileNameSelection, (int16_t charCode));
DEFINE_HOOK(OnFileChooseMain, (void* gameState));
DEFINE_HOOK(OnSetGameLanguage, ());
DEFINE_HOOK(OnFileDropped, (std::string filePath));

View file

@ -294,10 +294,18 @@ void GameInteractor_ExecuteOnUpdateFileBossRushOptionSelection(uint8_t optionInd
optionValue);
}
void GameInteractor_ExecuteOnUpdateFileRandomizerOptionSelection(uint8_t optionIndex) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnUpdateFileRandomizerOptionSelection>(optionIndex);
}
void GameInteractor_ExecuteOnUpdateFileNameSelection(int16_t charCode) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnUpdateFileNameSelection>(charCode);
}
void GameInteractor_ExecuteOnFileChooseMain(void* gameState) {
GameInteractor::Instance->ExecuteHooks<GameInteractor::OnFileChooseMain>(gameState);
}
// MARK: - Game
void GameInteractor_ExecuteOnSetGameLanguage() {

View file

@ -72,7 +72,9 @@ void GameInteractor_ExecuteOnUpdateFileTargetSelection(uint8_t optionIndex);
void GameInteractor_ExecuteOnUpdateFileLanguageSelection(uint8_t optionIndex);
void GameInteractor_ExecuteOnUpdateFileQuestSelection(uint8_t questIndex);
void GameInteractor_ExecuteOnUpdateFileBossRushOptionSelection(uint8_t optionIndex, uint8_t optionValue);
void GameInteractor_ExecuteOnUpdateFileRandomizerOptionSelection(uint8_t optionIndex);
void GameInteractor_ExecuteOnUpdateFileNameSelection(int16_t charCode);
void GameInteractor_ExecuteOnFileChooseMain(void* gameState);
// MARK: - Game
void GameInteractor_ExecuteOnSetGameLanguage();

View file

@ -1806,6 +1806,15 @@ typedef enum {
// - `*int16_t` - original next entrance index (`play->setupExitList[exitIndex - 1]`)
VB_SET_VOIDOUT_FROM_SURFACE,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - BgHakaShip*
// - PlayState*
VB_SHADOW_SHIP_SET_SPEED,
// #### `result`
// ```c
// (!CHECK_OWNED_EQUIP(EQUIP_TYPE_BOOTS, EQUIP_INV_BOOTS_IRON) &&
@ -2129,6 +2138,38 @@ typedef enum {
// #### `args`
// - `*EnWonderTalk2`
VB_WONDER_TALK,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*Actor`
VB_TRIGGER_VOIDOUT,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*Actor`
VB_TORCH2_HANDLE_CLANKING,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*Actor`
VB_RECIEVE_FALL_DAMAGE,
// #### `result`
// ```c
// true
// ```
// #### `args`
// - `*EnRr`
VB_LIKE_LIKE_GRAB_PLAYER,
} GIVanillaBehavior;
#endif

View file

@ -13,7 +13,6 @@
#include "soh/Enhancements/cosmetics/authenticGfxPatches.h"
#include <soh/Enhancements/item-tables/ItemTableManager.h>
#include "soh/Enhancements/timesaver_hook_handlers.h"
#include "soh/Enhancements/TimeSavers/TimeSavers.h"
#include "soh/Enhancements/randomizer/hook_handlers.h"
#include "src/overlays/actors/ovl_En_Bb/z_en_bb.h"
@ -98,6 +97,13 @@ void SwitchAge() {
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_BLACK_FAST;
gPlayState->linkAgeOnLoad ^= 1;
// Discover adult/child spawns
if (gPlayState->linkAgeOnLoad == LINK_AGE_ADULT) {
Entrance_SetEntranceDiscovered(ENTR_HYRULE_FIELD_10, false);
} else {
Entrance_SetEntranceDiscovered(ENTR_LINKS_HOUSE_CHILD_SPAWN, false);
}
static HOOK_ID hookId = 0;
hookId = REGISTER_VB_SHOULD(VB_INFLICT_VOID_DAMAGE, {
*should = false;
@ -954,7 +960,6 @@ void InitMods() {
BossRush_RegisterHooks();
RandomizerRegisterHooks();
TimeSaverRegisterHooks();
TimeSavers_Register();
RegisterTTS();
RegisterOcarinaTimeTravel();
RegisterPermanentHeartLoss();

View file

@ -201,6 +201,13 @@ void ProcessExits(Region* region, GetAccessibleLocationsStruct& gals, Randomizer
bool stopOnBeatable = false, bool addToPlaythrough = false) {
auto ctx = Rando::Context::GetInstance();
for (auto& exit : region->exits) {
int16_t entranceIndex = exit.GetIndex();
if (!logic->ACProcessUndiscoveredExits && logic->CalculatingAvailableChecks &&
ctx->GetOption(RSK_SHUFFLE_ENTRANCES).Get() && exit.IsShuffled() && entranceIndex != -1 &&
!Entrance_GetIsEntranceDiscovered(entranceIndex)) {
continue;
}
Region* exitRegion = exit.GetConnectedRegion();
// Update Time of Day Access for the exit
if (UpdateToDAccess(&exit, exitRegion)) {
@ -412,18 +419,13 @@ bool AddCheckToLogic(LocationAccess& locPair, GetAccessibleLocationsStruct& gals
Rando::ItemLocation* location = ctx->GetItemLocation(loc);
RandomizerGet locItem = location->GetPlacedRandomizerGet();
if (!location->IsAddedToPool() && locPair.ConditionsMet(parentRegion, gals.calculatingAvailableChecks)) {
if (gals.calculatingAvailableChecks) {
gals.accessibleLocations.push_back(loc);
StopPerformanceTimer(PT_LOCATION_LOGIC);
return false;
}
if (!location->IsAddedToPool() && locPair.ConditionsMet(parentRegion, logic->CalculatingAvailableChecks)) {
location->AddToPool();
if (locItem == RG_NONE) {
if (locItem == RG_NONE || logic->CalculatingAvailableChecks) {
gals.accessibleLocations.push_back(loc); // Empty location, consider for placement
} else {
}
if (locItem != RG_NONE) {
// If ignore has a value, we want to check if the item location should be considered or not
// This is necessary due to the below preprocessing for playthrough generation
if (ignore != RG_NONE) {
@ -476,7 +478,7 @@ void ProcessRegion(Region* region, GetAccessibleLocationsStruct& gals, Randomize
// without the aid of TimePass. During this mode, TimePass won't update ToD access
// in any region.
// RANDOTODO can probably be removed after a ToD rework that accounts for having Dampe time access
if (region->timePass) {
if (region->TimePass()) {
if (region->childDay) {
gals.timePassChildDay = true;
}
@ -519,11 +521,32 @@ void ProcessRegion(Region* region, GetAccessibleLocationsStruct& gals, Randomize
// Return any of the targetLocations that are accessible in logic
std::vector<RandomizerCheck> ReachabilitySearch(const std::vector<RandomizerCheck>& targetLocations,
RandomizerGet ignore /* = RG_NONE*/,
bool calculatingAvailableChecks /* = false */) {
bool calculatingAvailableChecks /* = false */,
RandomizerRegion startingRegion /* = RR_ROOT */) {
auto ctx = Rando::Context::GetInstance();
GetAccessibleLocationsStruct gals(0);
gals.calculatingAvailableChecks = calculatingAvailableChecks;
ResetLogic(ctx, gals, !calculatingAvailableChecks);
if (startingRegion != RR_ROOT) {
gals.regionPool.insert(gals.regionPool.begin(), startingRegion);
const auto& region = RegionTable(startingRegion);
if (ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD)) {
region->childDay = true;
} else {
region->adultDay = true;
}
if (region->timePass) {
if (ctx->GetOption(RSK_SELECTED_STARTING_AGE).Is(RO_AGE_CHILD)) {
region->childNight = true;
} else {
region->adultNight = true;
}
}
}
if (calculatingAvailableChecks) {
logic->Reset(false);
logic->CalculatingAvailableChecks = true;
}
do {
gals.InitLoop();
for (size_t i = 0; i < gals.regionPool.size(); i++) {

View file

@ -58,6 +58,7 @@ struct GetAccessibleLocationsStruct {
void ClearProgress();
void VanillaFill();
int Fill();
void SetAreas();
std::vector<RandomizerCheck> GetEmptyLocations(std::vector<RandomizerCheck> allowedLocations);
@ -65,8 +66,8 @@ void ProcessRegion(Region* region, GetAccessibleLocationsStruct& gals, Randomize
bool stopOnBeatable = false, bool addToPlaythrough = false);
std::vector<RandomizerCheck> ReachabilitySearch(const std::vector<RandomizerCheck>& allowedLocations,
RandomizerGet ignore = RG_NONE,
bool calculatingAvailableChecks = false);
RandomizerGet ignore = RG_NONE, bool calculatingAvailableChecks = false,
RandomizerRegion startingRegion = RR_ROOT);
void GeneratePlaythrough();

File diff suppressed because it is too large Load diff

View file

@ -12,7 +12,6 @@
#include "soh/Enhancements/debugger/performanceTimer.h"
#include <spdlog/spdlog.h>
#include "../../randomizer/randomizerTypes.h"
#include <boost_custom/container_hash/hash_32.hpp>
namespace {
bool seedChanged;
@ -30,7 +29,7 @@ bool GenerateRandomizer(std::set<RandomizerCheck> excludedLocations, std::set<Ra
srand(static_cast<uint32_t>(time(NULL)));
// if a blank seed was entered, make a random one
if (seedInput.empty()) {
seedInput = std::to_string(rand() % 0xFFFFFFFF);
seedInput = std::to_string(rand());
} else if (seedInput.rfind("seed_testing_count", 0) == 0 && seedInput.length() > 18) {
int count;
try {
@ -43,8 +42,8 @@ bool GenerateRandomizer(std::set<RandomizerCheck> excludedLocations, std::set<Ra
}
ctx->SetSeedString(seedInput);
uint32_t seedHash = boost::hash_32<std::string>{}(ctx->GetSeedString());
ctx->SetSeed(seedHash & 0xFFFFFFFF);
uint32_t seedHash = SohUtils::Hash(ctx->GetSeedString());
ctx->SetSeed(seedHash);
ctx->ClearItemLocations();
int ret = Playthrough::Playthrough_Init(ctx->GetSeed(), excludedLocations, enabledTricks);

View file

@ -1,7 +1,6 @@
#include "playthrough.hpp"
#include <libultraship/libultraship.h>
#include <boost_custom/container_hash/hash_32.hpp>
#include "fill.hpp"
#include "../location_access.h"
#include "random.hpp"
@ -62,7 +61,7 @@ int Playthrough_Init(uint32_t seed, std::set<RandomizerCheck> excludedLocations,
settingsStr += (char*)gBuildVersion;
}
uint32_t finalHash = boost::hash_32<std::string>{}(std::to_string(ctx->GetSeed()) + settingsStr);
uint32_t finalHash = SohUtils::Hash(std::to_string(ctx->GetSeed()) + settingsStr);
Random_Init(finalHash);
ctx->SetHash(std::to_string(finalHash));
@ -104,9 +103,9 @@ int Playthrough_Repeat(std::set<RandomizerCheck> excludedLocations, std::set<Ran
auto ctx = Rando::Context::GetInstance();
uint32_t repeatedSeed = 0;
for (int i = 0; i < count; i++) {
ctx->SetSeedString(std::to_string(rand() % 0xFFFFFFFF));
repeatedSeed = boost::hash_32<std::string>{}(ctx->GetSeedString());
ctx->SetSeed(repeatedSeed % 0xFFFFFFFF);
ctx->SetSeedString(std::to_string(rand()));
repeatedSeed = SohUtils::Hash(ctx->GetSeedString());
ctx->SetSeed(repeatedSeed);
SPDLOG_DEBUG("testing seed: %d", repeatedSeed);
ClearProgress();
Playthrough_Init(ctx->GetSeed(), excludedLocations, enabledTricks);

View file

@ -1,40 +1,55 @@
#include "random.hpp"
#include <bit>
#include <random>
#include <boost/random/mersenne_twister.hpp>
#include <boost/random/uniform_int_distribution.hpp>
#include <boost/random/uniform_real_distribution.hpp>
#include <cassert>
static bool init = false;
static boost::random::mt19937 generator;
static uint64_t state = 0;
const uint64_t multiplier = 6364136223846793005ULL;
const uint64_t increment = 11634580027462260723ULL;
// Initialize with seed specified
void Random_Init(uint32_t seed) {
void Random_Init(uint64_t seed) {
init = true;
generator = boost::random::mt19937{ seed };
state = seed;
}
void Random_InitSeed() {
uint32_t next32() {
if (!init) {
// No seed given, get a random number from device to seed
#if !defined(__SWITCH__) && !defined(__WIIU__)
const auto seed = static_cast<uint32_t>(std::random_device{}());
uint64_t seed = static_cast<uint64_t>(std::random_device{}());
#else
uint32_t seed = static_cast<uint32_t>(std::hash<std::string>{}(std::to_string(rand())));
uint64_t seed = static_cast<uint64_t>(std::hash<std::string>{}(std::to_string(rand())));
#endif
Random_Init(seed);
}
state = state * multiplier + increment;
uint32_t xorshifted = static_cast<uint32_t>(((state >> 18) ^ state) >> 27);
uint32_t rot = static_cast<int>(state >> 59);
return std::rotr(xorshifted, rot);
}
// Returns a random unsigned integer in range [min, max-1]
// Returns a random integer in range [min, max-1]
uint32_t Random(uint32_t min, uint32_t max) {
Random_InitSeed();
boost::random::uniform_int_distribution<uint32_t> distribution(min, max - 1);
return distribution(generator);
if (min == max) {
return min;
}
assert(max > min);
uint32_t n = max - min;
uint32_t cutoff = UINT32_MAX - UINT32_MAX % static_cast<uint32_t>(n);
for (;;) {
uint32_t r = next32();
if (r <= cutoff) {
return min + r % n;
}
}
}
// Returns a random floating point number in [0.0, 1.0)
double RandomDouble() {
boost::random::uniform_real_distribution<double> distribution(0.0, 1.0);
return distribution(generator);
return ldexp(next32(), -32);
}

View file

@ -7,7 +7,7 @@
#include <vector>
#include <set>
void Random_Init(uint32_t seed);
void Random_Init(uint64_t seed);
uint32_t Random(uint32_t min, uint32_t max);
double RandomDouble();

File diff suppressed because it is too large Load diff

View file

@ -79,6 +79,9 @@ static void WriteLocation(std::string sphere, const RandomizerCheck locationKey,
default:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetEnglish();
break;
case LANGUAGE_GER:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetGerman();
break;
case LANGUAGE_FRA:
jsonData["playthrough"][sphere][location->GetName()] = itemLocation->GetPlacedItemName().GetFrench();
break;
@ -128,6 +131,7 @@ static void WriteShuffledEntrance(std::string sphereString, Entrance* entrance)
switch (gSaveContext.language) {
case LANGUAGE_ENG:
case LANGUAGE_GER:
case LANGUAGE_FRA:
default:
jsonData["entrancesMap"][sphereString][name] = text;
@ -269,6 +273,9 @@ static void WriteAllLocations() {
default:
placedItemName = location->GetPlacedItemName().GetEnglish();
break;
case 1:
placedItemName = location->GetPlacedItemName().GetGerman();
break;
case 2:
placedItemName = location->GetPlacedItemName().GetFrench();
break;
@ -307,6 +314,15 @@ static void WriteAllLocations() {
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetEnglish();
break;
case 1:
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["model"] = Rando::StaticData::RetrieveItem(
ctx->overrides[location->GetRandomizerCheck()].LooksLike())
.GetName()
.GetGerman();
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["trickName"] = ctx->overrides[location->GetRandomizerCheck()].GetTrickName().GetGerman();
break;
case 2:
jsonData["locations"][Rando::StaticData::GetLocation(location->GetRandomizerCheck())->GetName()]
["model"] = Rando::StaticData::RetrieveItem(

View file

@ -9,18 +9,16 @@
class Text {
public:
Text() = default;
Text(std::string english_, std::string french_, std::string spanish_)
: english(std::move(english_)), french(std::move(french_)), spanish(std::move(spanish_)),
german(std::move("")) {
// german defaults to english text until a translation is provided.
german = english;
Text(std::string english_, std::string french_, std::string german_)
: english(std::move(english_)), french(std::move(french_)), german(std::move(german_)), spanish(std::move("")) {
// spanish defaults to english text until a translation is provided.
spanish = english;
}
Text(std::string english_, std::string french_, std::string spanish_, std::string german_)
: english(std::move(english_)), french(std::move(french_)), spanish(std::move(spanish_)),
german(std::move(german_)) {
Text(std::string english_, std::string french_, std::string german_, std::string spanish_)
: english(std::move(english_)), french(std::move(french_)), german(std::move(german_)), spanish(std::move("")) {
}
Text(std::string english_)
: english(std::move(english_)), french(std::move("")), spanish(std::move("")), german(std::move("")) {
: english(std::move(english_)), french(std::move("")), german(std::move("")), spanish(std::move("")) {
// default unprovided languages to english text
french = spanish = german = english;
}
@ -36,19 +34,18 @@ class Text {
return english;
}
const std::string& GetSpanish() const {
if (spanish.length() > 0) {
return spanish;
}
return english;
}
const std::string& GetGerman() const {
if (german.length() > 0) {
return german;
}
return english;
}
const std::string& GetSpanish() const {
if (spanish.length() > 0) {
return spanish;
}
return english;
}
const std::string& GetForLanguage(uint8_t language) const {
switch (language) {
@ -64,12 +61,21 @@ class Text {
}
Text operator+(const Text& right) const {
return Text{ english + right.GetEnglish(), french + right.GetFrench(), spanish + right.GetSpanish(),
german + right.GetGerman() };
return Text{
english + right.GetEnglish(),
french + right.GetFrench(),
german + right.GetGerman(),
spanish + right.GetSpanish(),
};
}
Text operator+(const std::string& right) const {
return Text{ english + right, french + right, spanish + right, german + right };
return Text{
english + right,
french + right,
german + right,
spanish + right,
};
}
bool operator==(const Text& right) const {
@ -77,7 +83,7 @@ class Text {
}
bool operator==(const std::string& right) const {
return english == right || french == right || spanish == right || german == right;
return english == right || french == right || german == right || spanish == right;
}
bool operator!=(const Text& right) const {
@ -86,7 +92,7 @@ class Text {
void Replace(std::string oldStr, std::string newStr) {
for (std::string* str : { &english, &french, &spanish, &german }) {
for (std::string* str : { &english, &french, &german, &spanish }) {
size_t position = str->find(oldStr);
while (position != std::string::npos) {
str->replace(position, oldStr.length(), newStr);
@ -106,22 +112,22 @@ class Text {
french.replace(position, oldStr.length(), newText.GetFrench());
position = french.find(oldStr);
}
position = spanish.find(oldStr);
while (position != std::string::npos) {
spanish.replace(position, oldStr.length(), newText.GetSpanish());
position = spanish.find(oldStr);
}
position = german.find(oldStr);
while (position != std::string::npos) {
german.replace(position, oldStr.length(), newText.GetGerman());
position = german.find(oldStr);
}
position = spanish.find(oldStr);
while (position != std::string::npos) {
spanish.replace(position, oldStr.length(), newText.GetSpanish());
position = spanish.find(oldStr);
}
}
// Convert first char to upper case
Text Capitalize(void) const {
Text cap = *this + "";
for (std::string* str : { &cap.english, &cap.french, &cap.spanish, &cap.german }) {
for (std::string* str : { &cap.english, &cap.french, &cap.german, &cap.spanish }) {
(*str)[0] = std::toupper((*str)[0]);
}
return cap;
@ -129,7 +135,7 @@ class Text {
// find the appropriate bars that separate singular from plural
void SetForm(int form) {
for (std::string* str : { &english, &french, &spanish, &german }) {
for (std::string* str : { &english, &french, &german, &spanish }) {
size_t firstBar = str->find('|');
if (firstBar != std::string::npos) {
@ -155,6 +161,6 @@ class Text {
std::string english = "";
std::string french = "";
std::string spanish = "";
std::string german = "";
std::string spanish = "";
};

View file

@ -360,7 +360,7 @@ void Rando::StaticData::RegisterCrateLocations() {
locationTable[RC_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_1] = Location::Crate(RC_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_1, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-389, 1518), "Near Impas House Adult Crate 1", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_1));
locationTable[RC_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_2] = Location::Crate(RC_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_2, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-389, 1470), "Near Impas House Adult Crate 2", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_IMPAS_HOUSE_ADULT_CRATE_2));
locationTable[RC_KAK_NEAR_BAZAAR_ADULT_CRATE_1] = Location::Crate(RC_KAK_NEAR_BAZAAR_ADULT_CRATE_1, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-433, -401), "Near Bazaar Adult Crate 1", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_BAZAAR_ADULT_CRATE_1));
locationTable[RC_KAK_NEAR_BAZAAR_ADULT_CRATE_2] = Location::Crate(RC_KAK_NEAR_BAZAAR_ADULT_CRATE_2, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-489, -424), "Near Bazaar Adult Crate 2`", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_BAZAAR_ADULT_CRATE_2));
locationTable[RC_KAK_NEAR_BAZAAR_ADULT_CRATE_2] = Location::Crate(RC_KAK_NEAR_BAZAAR_ADULT_CRATE_2, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-489, -424), "Near Bazaar Adult Crate 2", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_BAZAAR_ADULT_CRATE_2));
locationTable[RC_KAK_BEHIND_GS_HOUSE_ADULT_CRATE] = Location::Crate(RC_KAK_BEHIND_GS_HOUSE_ADULT_CRATE, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(-724, 871), "Behind GS House Adult Crate", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_BEHIND_GS_HOUSE_ADULT_CRATE));
locationTable[RC_KAK_NEAR_GY_CHILD_CRATE] = Location::Crate(RC_KAK_NEAR_GY_CHILD_CRATE, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(1732, 1366), "Near Graveyard Child Crate", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_GY_CHILD_CRATE));
locationTable[RC_KAK_NEAR_WINDMILL_CHILD_CRATE] = Location::Crate(RC_KAK_NEAR_WINDMILL_CHILD_CRATE, RCQUEST_BOTH, RCAREA_KAKARIKO_VILLAGE, SCENE_KAKARIKO_VILLAGE, TWO_ACTOR_PARAMS(1170, 601), "Near Windmill Child Crate", RHT_CRATE_KAKARIKO_VILLAGE, RG_GREEN_RUPEE, SpoilerCollectionCheck::RandomizerInf(RAND_INF_KAK_NEAR_WINDMILL_CHILD_CRATE));

View file

@ -1,18 +1,19 @@
#include "ShuffleFairies.h"
#include "randomizer_grotto.h"
#include "draw.h"
#include "src/overlays/actors/ovl_En_Elf/z_en_elf.h"
#include "src/overlays/actors/ovl_Obj_Bean/z_obj_bean.h"
#include "src/overlays/actors/ovl_En_Gs/z_en_gs.h"
#include "src/overlays/actors/ovl_Shot_Sun/z_shot_sun.h"
#include "../../OTRGlobals.h"
#include "../../cvar_prefixes.h"
#include "soh/OTRGlobals.h"
#include "soh/cvar_prefixes.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
#include "static_data.h"
#define FAIRY_FLAG_TIMED (1 << 8)
void ShuffleFairies_DrawRandomizedItem(EnElf* enElf, PlayState* play) {
GetItemEntry randoGetItem = enElf->sohFairyIdentity.itemEntry;
GetItemEntry randoGetItem =
Rando::Context::GetInstance()->GetFinalGIEntry(enElf->sohFairyIdentity.randomizerCheck, true, GI_FAIRY);
if (CVarGetInteger(CVAR_RANDOMIZER_ENHANCEMENT("MysteriousShuffle"), 0)) {
randoGetItem = GET_ITEM_MYSTERY;
}
@ -60,18 +61,17 @@ FairyIdentity ShuffleFairies_GetFairyIdentity(int32_t params) {
assert(false);
} else {
fairyIdentity.randomizerInf = static_cast<RandomizerInf>(location->GetCollectionCheck().flag);
fairyIdentity.itemEntry =
Rando::Context::GetInstance()->GetFinalGIEntry(location->GetRandomizerCheck(), true, GI_FAIRY);
fairyIdentity.randomizerCheck = location->GetRandomizerCheck();
}
return fairyIdentity;
}
bool ShuffleFairies_SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params) {
static bool SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params, FairyType fairyType) {
FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
if (!Flags_GetRandomizerInf(fairyIdentity.randomizerInf)) {
EnElf* fairy = (EnElf*)Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_ELF, posX, posY - 30.0f, posZ, 0,
0, 0, FAIRY_HEAL, true);
0, 0, fairyType, true);
fairy->sohFairyIdentity = fairyIdentity;
fairy->actor.draw = (ActorFunc)ShuffleFairies_DrawRandomizedItem;
return true;
@ -79,58 +79,62 @@ bool ShuffleFairies_SpawnFairy(f32 posX, f32 posY, f32 posZ, int32_t params) {
return false;
}
void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
va_list args;
va_copy(args, originalArgs);
Actor* actor = va_arg(args, Actor*);
va_end(args);
void RegisterShuffleFairies() {
bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_SHUFFLE_FAIRIES);
// Grant item when picking up fairy.
if (id == VB_FAIRY_HEAL) {
EnElf* enElf = (EnElf*)(actor);
COND_VB_SHOULD(VB_FAIRY_HEAL, shouldRegister, {
EnElf* enElf = va_arg(args, EnElf*);
if (enElf->sohFairyIdentity.randomizerInf && enElf->sohFairyIdentity.randomizerInf != RAND_INF_MAX) {
Flags_SetRandomizerInf(enElf->sohFairyIdentity.randomizerInf);
}
// Spawn fairies in fairy fountains
} else if (id == VB_SPAWN_FOUNTAIN_FAIRIES) {
});
// Spawn fairies in fairy fountains
COND_VB_SHOULD(VB_SPAWN_FOUNTAIN_FAIRIES, shouldRegister, {
Actor* actor = va_arg(args, Actor*);
bool fairySpawned = false;
s16 grottoId = (gPlayState->sceneNum == SCENE_FAIRYS_FOUNTAIN) ? Grotto_CurrentGrotto() : 0;
for (s16 index = 0; index < 8; index++) {
int32_t params = (grottoId << 8) | index;
if (ShuffleFairies_SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params)) {
if (SpawnFairy(actor->world.pos.x, actor->world.pos.y, actor->world.pos.z, params, FAIRY_HEAL)) {
fairySpawned = true;
}
}
if (fairySpawned) {
*should = false;
}
// Spawn 3 fairies when playing Song of Storms next to a planted bean
} else if (id == VB_SPAWN_BEAN_STALK_FAIRIES) {
ObjBean* objBean = (ObjBean*)(actor);
});
// Spawn 3 fairies when playing Song of Storms next to a planted bean
COND_VB_SHOULD(VB_SPAWN_BEAN_STALK_FAIRIES, shouldRegister, {
ObjBean* objBean = va_arg(args, ObjBean*);
bool fairySpawned = false;
for (s16 index = 0; index < 3; index++) {
int32_t params = ((objBean->dyna.actor.params & 0x3F) << 8) | index;
if (ShuffleFairies_SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
objBean->dyna.actor.world.pos.z, params)) {
if (SpawnFairy(objBean->dyna.actor.world.pos.x, objBean->dyna.actor.world.pos.y,
objBean->dyna.actor.world.pos.z, params, FAIRY_HEAL)) {
fairySpawned = true;
}
}
if (fairySpawned) {
*should = false;
}
// Spawn a fairy from a ShotSun when playing the right song near it
} else if (id == VB_SPAWN_SONG_FAIRY) {
ShotSun* shotSun = (ShotSun*)(actor);
if (ShuffleFairies_SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y,
shotSun->actor.world.pos.z,
TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z))) {
});
// Spawn a fairy from a ShotSun when playing the right song near it
COND_VB_SHOULD(VB_SPAWN_SONG_FAIRY, shouldRegister, {
ShotSun* shotSun = va_arg(args, ShotSun*);
if (SpawnFairy(shotSun->actor.world.pos.x, shotSun->actor.world.pos.y, shotSun->actor.world.pos.z,
TWO_ACTOR_PARAMS(0x1000, (int32_t)shotSun->actor.world.pos.z), FAIRY_HEAL_BIG)) {
*should = false;
}
// Handle playing both misc songs and song of storms in front of a gossip stone.
} else if (id == VB_SPAWN_GOSSIP_STONE_FAIRY) {
EnGs* gossipStone = (EnGs*)(actor);
});
// Handle playing both misc songs and song of storms in front of a gossip stone.
COND_VB_SHOULD(VB_SPAWN_GOSSIP_STONE_FAIRY, shouldRegister, {
EnGs* gossipStone = va_arg(args, EnGs*);
FairyType fairyType = FAIRY_HEAL;
// Mimic vanilla behaviour, only go into this path if song played is one of the ones normally spawning a fairy.
// Otherwise fall back to vanilla behaviour.
@ -144,6 +148,7 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
// Distinguish storms fairies from the normal song fairies
if (gPlayState->msgCtx.unk_E3F2 == OCARINA_SONG_STORMS) {
params |= 0x1000;
fairyType = FAIRY_HEAL_BIG;
}
// Combine actor + song params with position to get the right randomizer check
@ -156,8 +161,8 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
// collected, the vanilla code will handle that part automatically.
FairyIdentity fairyIdentity = ShuffleFairies_GetFairyIdentity(params);
if (!ShuffleFairies_FairyExists(fairyIdentity)) {
if (ShuffleFairies_SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
gossipStone->actor.world.pos.z, params)) {
if (SpawnFairy(gossipStone->actor.world.pos.x, gossipStone->actor.world.pos.y,
gossipStone->actor.world.pos.z, params, fairyType)) {
Audio_PlayActorSound2(&gossipStone->actor, NA_SE_EV_BUTTERFRY_TO_FAIRY);
// Set vanilla check for fairy spawned so it doesn't spawn the vanilla fairy afterwards as well.
gossipStone->unk_19D = 0;
@ -167,20 +172,7 @@ void ShuffleFairies_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should,
*should = false;
}
}
}
}
uint32_t onVanillaBehaviorHook = 0;
void ShuffleFairies_RegisterHooks() {
onVanillaBehaviorHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnVanillaBehavior>(
ShuffleFairies_OnVanillaBehaviorHandler);
}
void ShuffleFairies_UnregisterHooks() {
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(onVanillaBehaviorHook);
onVanillaBehaviorHook = 0;
});
}
void Rando::StaticData::RegisterFairyLocations() {
@ -412,4 +404,5 @@ void Rando::StaticData::RegisterFairyLocations() {
// clang-format on
}
static RegisterShipInitFunc initFunc(Rando::StaticData::RegisterFairyLocations);
static RegisterShipInitFunc registerShuffleFairies(RegisterShuffleFairies, { "IS_RANDO" });
static RegisterShipInitFunc registerShuffleFairiesLocations(Rando::StaticData::RegisterFairyLocations);

View file

@ -1,13 +0,0 @@
#pragma once
#include <z64.h>
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
#include "randomizerTypes.h"
typedef struct FairyIdentity {
RandomizerInf randomizerInf;
GetItemEntry itemEntry;
} FairyIdentity;
void ShuffleFairies_RegisterHooks();
void ShuffleFairies_UnregisterHooks();

View file

@ -1,17 +1,17 @@
#include "ShuffleFreestanding.h"
#include <soh/OTRGlobals.h>
extern "C" {
#include "variables.h"
#include "functions.h"
extern PlayState* gPlayState;
}
extern void EnItem00_DrawRandomizedItem(EnItem00* enItem00, PlayState* play);
void ShuffleFreestanding_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
va_list args;
va_copy(args, originalArgs);
void RegisterShuffleFreestanding() {
bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_SHUFFLE_FREESTANDING);
if (id == VB_ITEM00_DESPAWN) {
COND_VB_SHOULD(VB_ITEM00_DESPAWN, shouldRegister, {
EnItem00* item00 = va_arg(args, EnItem00*);
// Heart pieces and small keys are handled by default non-freestanding shuffles.
@ -22,14 +22,16 @@ void ShuffleFreestanding_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* sh
uint32_t params = TWO_ACTOR_PARAMS((int32_t)item00->actor.world.pos.x, (int32_t)item00->actor.world.pos.z);
Rando::Location* loc =
OTRGlobals::Instance->gRandomizer->GetCheckObjectFromActor(item00->actor.id, gPlayState->sceneNum, params);
RandomizerCheck randomizerCheck = loc->GetRandomizerCheck();
if (Rando::Context::GetInstance()->GetItemLocation(randomizerCheck)->HasObtained()) {
return;
}
uint8_t isDungeon = loc->IsDungeon();
uint8_t freestandingSetting = RAND_GET_OPTION(RSK_SHUFFLE_FREESTANDING);
RandomizerCheck randomizerCheck = loc->GetRandomizerCheck();
bool checkObtained = Rando::Context::GetInstance()->GetItemLocation(randomizerCheck)->HasObtained();
// Don't change to randomized item if current freestanding item isn't shuffled or already obtained.
if ((freestandingSetting == RO_SHUFFLE_FREESTANDING_OVERWORLD && isDungeon) ||
(freestandingSetting == RO_SHUFFLE_FREESTANDING_DUNGEONS && !isDungeon) || checkObtained ||
(freestandingSetting == RO_SHUFFLE_FREESTANDING_DUNGEONS && !isDungeon) ||
randomizerCheck == RC_UNKNOWN_CHECK) {
return;
}
@ -41,7 +43,7 @@ void ShuffleFreestanding_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* sh
item00->actor.draw = (ActorFunc)EnItem00_DrawRandomizedItem;
*should = false;
}
});
}
void Rando::StaticData::RegisterFreestandingLocations() {
@ -284,4 +286,5 @@ void Rando::StaticData::RegisterFreestandingLocations() {
// clang-format on
}
static RegisterShipInitFunc initFunc(Rando::StaticData::RegisterFreestandingLocations);
static RegisterShipInitFunc registerShuffleFreestanding(RegisterShuffleFreestanding, { "IS_RANDO" });
static RegisterShipInitFunc registerShuffleFreestandingLocations(Rando::StaticData::RegisterFreestandingLocations);

View file

@ -1,9 +0,0 @@
#ifndef SHUFFLE_FREESTANDING_H
#define SHUFFLE_FREESTANDING_H
#include <z64.h>
#include <soh/OTRGlobals.h>
void ShuffleFreestanding_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs);
#endif

View file

@ -1,4 +1,4 @@
#include "ShufflePots.h"
#include "soh/OTRGlobals.h"
#include "soh_assets.h"
#include "static_data.h"
@ -51,48 +51,44 @@ void ObjTsubo_RandomizerSpawnCollectible(ObjTsubo* potActor, PlayState* play) {
item00->actor.world.rot.y = static_cast<int16_t>(Rand_CenteredFloat(65536.0f));
}
void ObjTsubo_RandomizerInit(void* actorRef) {
Actor* actor = static_cast<Actor*>(actorRef);
void RegisterShufflePots() {
bool shouldRegister = IS_RANDO && RAND_GET_OPTION(RSK_SHUFFLE_POTS);
ObjTsubo* potActor = static_cast<ObjTsubo*>(actorRef);
COND_ID_HOOK(OnActorInit, ACTOR_OBJ_TSUBO, shouldRegister, [](void* actorRef) {
Actor* actor = static_cast<Actor*>(actorRef);
ObjTsubo* potActor = static_cast<ObjTsubo*>(actorRef);
potActor->potIdentity = OTRGlobals::Instance->gRandomizer->IdentifyPot(
gPlayState->sceneNum, (s16)actor->world.pos.x, (s16)actor->world.pos.z);
}
void ShufflePots_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs) {
va_list args;
va_copy(args, originalArgs);
potActor->potIdentity = OTRGlobals::Instance->gRandomizer->IdentifyPot(
gPlayState->sceneNum, (s16)actor->world.pos.x, (s16)actor->world.pos.z);
});
// Draw custom model for pot to indicate it holding a randomized item.
if (id == VB_POT_SETUP_DRAW) {
COND_VB_SHOULD(VB_POT_SETUP_DRAW, shouldRegister, {
ObjTsubo* potActor = va_arg(args, ObjTsubo*);
if (ObjTsubo_RandomizerHoldsItem(potActor, gPlayState)) {
potActor->actor.draw = (ActorFunc)ObjTsubo_RandomizerDraw;
*should = false;
}
}
});
// Do not spawn vanilla item from pot, instead spawn the ranomized item.
if (id == VB_POT_DROP_ITEM) {
COND_VB_SHOULD(VB_POT_DROP_ITEM, shouldRegister, {
ObjTsubo* potActor = va_arg(args, ObjTsubo*);
if (ObjTsubo_RandomizerHoldsItem(potActor, gPlayState)) {
ObjTsubo_RandomizerSpawnCollectible(potActor, gPlayState);
*should = false;
}
}
});
// Unlock early Ganon's Boss Key doors to allow access to the pots there when pots are shuffled in dungeon
if (id == VB_LOCK_BOSS_DOOR) {
COND_VB_SHOULD(VB_LOCK_BOSS_DOOR, shouldRegister, {
DoorShutter* doorActor = va_arg(args, DoorShutter*);
uint8_t shufflePotSetting = RAND_GET_OPTION(RSK_SHUFFLE_POTS);
if (gPlayState->sceneNum == SCENE_GANONS_TOWER && doorActor->dyna.actor.world.pos.y == 800 &&
(shufflePotSetting == RO_SHUFFLE_POTS_DUNGEONS || shufflePotSetting == RO_SHUFFLE_POTS_ALL)) {
*should = false;
}
}
va_end(args);
});
}
void Rando::StaticData::RegisterPotLocations() {
@ -653,4 +649,5 @@ void Rando::StaticData::RegisterPotLocations() {
// clang-format on
}
static RegisterShipInitFunc initFunc(Rando::StaticData::RegisterPotLocations);
static RegisterShipInitFunc registerShufflePots(RegisterShufflePots, { "IS_RANDO" });
static RegisterShipInitFunc registerShufflePotLocations(Rando::StaticData::RegisterPotLocations);

View file

@ -1,17 +0,0 @@
#ifndef SHUFFLEPOTS_H
#define SHUFFLEPOTS_H
#include <z64.h>
#include <soh/OTRGlobals.h>
#ifdef __cplusplus
extern "C" {
#endif
void ObjTsubo_RandomizerInit(void* actorRef);
#ifdef __cplusplus
};
#endif
void ShufflePots_OnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_list originalArgs);
#endif // SHUFFLEPOTS_H

View file

@ -11,6 +11,7 @@
#include "fishsanity.h"
#include "macros.h"
#include "3drando/hints.hpp"
#include "soh/util.h"
#include "../kaleido.h"
#include <fstream>
@ -370,25 +371,8 @@ GetItemEntry Context::GetFinalGIEntry(const RandomizerCheck rc, const bool check
return giEntry;
}
std::string sanitize(std::string stringValue) {
// Add backslashes.
for (auto i = stringValue.begin();;) {
auto const pos =
std::find_if(i, stringValue.end(), [](char const c) { return '\\' == c || '\'' == c || '"' == c; });
if (pos == stringValue.end()) {
break;
}
i = std::next(stringValue.insert(pos, '\\'), 2);
}
// Removes others.
std::erase_if(stringValue, [](char const c) { return '\n' == c || '\r' == c || '\0' == c || '\x1A' == c; });
return stringValue;
}
void Context::ParseSpoiler(const char* spoilerFileName) {
std::ifstream spoilerFileStream(sanitize(spoilerFileName));
std::ifstream spoilerFileStream(SohUtils::Sanitize(spoilerFileName));
if (!spoilerFileStream) {
return;
}
@ -397,11 +381,13 @@ void Context::ParseSpoiler(const char* spoilerFileName) {
try {
nlohmann::json spoilerFileJson;
spoilerFileStream >> spoilerFileJson;
spoilerFileStream.close();
ParseHashIconIndexesJson(spoilerFileJson);
Rando::Settings::GetInstance()->ParseJson(spoilerFileJson);
ParseItemLocationsJson(spoilerFileJson);
ParseHintJson(spoilerFileJson);
ParseTricksJson(spoilerFileJson);
mEntranceShuffler->ParseJson(spoilerFileJson);
ParseHintJson(spoilerFileJson);
mDungeons->ParseJson(spoilerFileJson);
mTrials->ParseJson(spoilerFileJson);
mSpoilerLoaded = true;
@ -469,6 +455,17 @@ void Context::ParseHintJson(nlohmann::json spoilerFileJson) {
CreateStaticHints();
}
void Context::ParseTricksJson(nlohmann::json spoilerFileJson) {
nlohmann::json enabledTricksJson = spoilerFileJson["enabledTricks"];
const auto& settings = Rando::Settings::GetInstance();
for (auto it : enabledTricksJson) {
int rt = settings->GetRandomizerTrickByName(it);
if (rt != -1) {
mTrickOptions[rt].Set(RO_GENERIC_ON);
}
}
}
std::shared_ptr<EntranceShuffler> Context::GetEntranceShuffler() {
return mEntranceShuffler;
}
@ -524,6 +521,10 @@ RandoOptionLACSCondition Context::LACSCondition() const {
return mLACSCondition;
}
void Context::LACSCondition(RandoOptionLACSCondition lacsCondition) {
mLACSCondition = lacsCondition;
}
std::shared_ptr<Kaleido> Context::GetKaleido() {
if (mKaleido == nullptr) {
mKaleido = std::make_shared<Kaleido>();

View file

@ -106,12 +106,22 @@ class Context {
* @return RandoOptionLACSCondition
*/
RandoOptionLACSCondition LACSCondition() const;
/**
* @brief Sets the resolved Light Arrow CutScene check condition.
* There is no direct option for this, it is inferred based on the value of a few other options.
*
* @param lacsCondition
*/
void LACSCondition(RandoOptionLACSCondition lacsCondition);
GetItemEntry GetFinalGIEntry(RandomizerCheck rc, bool checkObtainability = true, GetItemID ogItemId = GI_NONE);
void ParseSpoiler(const char* spoilerFileName);
void ParseHashIconIndexesJson(nlohmann::json spoilerFileJson);
void ParseItemLocationsJson(nlohmann::json spoilerFileJson);
void WriteHintJson(nlohmann::ordered_json& spoilerFileJson);
void ParseHintJson(nlohmann::json spoilerFileJson);
void ParseTricksJson(nlohmann::json spoilerFileJson);
std::map<RandomizerCheck, ItemOverride> overrides = {};
std::vector<std::vector<RandomizerCheck>> playthroughLocations = {};
std::vector<RandomizerCheck> everyPossibleLocation = {};

View file

@ -250,7 +250,319 @@ std::string EntranceNameByRegions(RandomizerRegion parentRegion, RandomizerRegio
return RegionTable(parentRegion)->regionName + " -> " + RegionTable(connectedRegion)->regionName;
}
void SetAllEntrancesData(std::vector<EntranceInfoPair>& entranceShuffleTable) {
std::unordered_map<int16_t, Entrance*> entranceMap;
void SetAllEntrancesData() {
std::vector<EntranceInfoPair> entranceShuffleTable = {
// clang-format off
// Type Parent Region Connected Region Index
{ { EntranceType::Dungeon, RR_KF_OUTSIDE_DEKU_TREE, RR_DEKU_TREE_ENTRYWAY, ENTR_DEKU_TREE_ENTRANCE },
{ EntranceType::Dungeon, RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_OUTSIDE_DEKU_TREE } },
{ { EntranceType::Dungeon, RR_DEATH_MOUNTAIN_TRAIL, RR_DODONGOS_CAVERN_ENTRYWAY, ENTR_DODONGOS_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_OUTSIDE_DODONGOS_CAVERN } },
{ { EntranceType::Dungeon, RR_ZORAS_FOUNTAIN, RR_JABU_JABUS_BELLY_ENTRYWAY, ENTR_JABU_JABU_ENTRANCE },
{ EntranceType::Dungeon, RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_JABU_JABU } },
{ { EntranceType::Dungeon, RR_SACRED_FOREST_MEADOW, RR_FOREST_TEMPLE_ENTRYWAY, ENTR_FOREST_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DMC_CENTRAL_LOCAL, RR_FIRE_TEMPLE_ENTRYWAY, ENTR_FIRE_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FIRE_TEMPLE_ENTRYWAY, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_LAKE_HYLIA, RR_WATER_TEMPLE_ENTRYWAY, ENTR_WATER_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_WATER_TEMPLE_ENTRYWAY, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DESERT_COLOSSUS, RR_SPIRIT_TEMPLE_ENTRYWAY, ENTR_SPIRIT_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SPIRIT_TEMPLE_ENTRYWAY, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE, ENTR_DESERT_COLOSSUS_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_GRAVEYARD_WARP_PAD_REGION, RR_SHADOW_TEMPLE_ENTRYWAY, ENTR_SHADOW_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_KAK_WELL, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, ENTR_BOTTOM_OF_THE_WELL_ENTRANCE },
{ EntranceType::Dungeon, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, RR_KAK_WELL, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BOTTOM_OF_THE_WELL } },
{ { EntranceType::Dungeon, RR_ZF_LEDGE, RR_ICE_CAVERN_ENTRYWAY, ENTR_ICE_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_ICE_CAVERN_ENTRYWAY, RR_ZF_LEDGE, ENTR_ZORAS_FOUNTAIN_OUTSIDE_ICE_CAVERN } },
{ { EntranceType::Dungeon, RR_GF_OUTSIDE_GTG, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, ENTR_GERUDO_TRAINING_GROUND_ENTRANCE },
{ EntranceType::Dungeon, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, RR_GF_OUTSIDE_GTG, ENTR_GERUDOS_FORTRESS_OUTSIDE_GERUDO_TRAINING_GROUND } },
{ { EntranceType::GanonDungeon, RR_GANONS_CASTLE_LEDGE, RR_GANONS_CASTLE_ENTRYWAY, ENTR_INSIDE_GANONS_CASTLE_ENTRANCE },
{ EntranceType::GanonDungeon, RR_GANONS_CASTLE_ENTRYWAY, RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE, ENTR_CASTLE_GROUNDS_RAINBOW_BRIDGE_EXIT } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_MIDOS_HOUSE, ENTR_MIDOS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_MIDOS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_MIDOS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_SARIAS_HOUSE, ENTR_SARIAS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_SARIAS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SARIAS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_HOUSE_OF_TWINS, ENTR_TWINS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_HOUSE_OF_TWINS, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_TWINS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KNOW_IT_ALL_HOUSE, ENTR_KNOW_IT_ALL_BROS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_KNOW_IT_ALL_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_KNOW_IT_ALL_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KOKIRI_SHOP, ENTR_KOKIRI_SHOP_0 },
{ EntranceType::Interior, RR_KF_KOKIRI_SHOP, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LAKE_HYLIA, RR_LH_LAB, ENTR_LAKESIDE_LABORATORY_0 },
{ EntranceType::Interior, RR_LH_LAB, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_LAB } },
{ { EntranceType::Interior, RR_LH_FISHING_ISLAND, RR_LH_FISHING_POND, ENTR_FISHING_POND_0 },
{ EntranceType::Interior, RR_LH_FISHING_POND, RR_LH_FISHING_ISLAND, ENTR_LAKE_HYLIA_OUTSIDE_FISHING_POND } },
{ { EntranceType::Interior, RR_GV_FORTRESS_SIDE, RR_GV_CARPENTER_TENT, ENTR_CARPENTERS_TENT_0 },
{ EntranceType::Interior, RR_GV_CARPENTER_TENT, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_OUTSIDE_TENT } },
{ { EntranceType::Interior, RR_MARKET_ENTRANCE, RR_MARKET_GUARD_HOUSE, ENTR_MARKET_GUARD_HOUSE_0 },
{ EntranceType::Interior, RR_MARKET_GUARD_HOUSE, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_OUTSIDE_GUARD_HOUSE } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_MASK_SHOP, ENTR_HAPPY_MASK_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_MASK_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_HAPPY_MASK_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BOMBCHU_BOWLING, ENTR_BOMBCHU_BOWLING_ALLEY_0 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_BOWLING, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BOMBCHU_BOWLING } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_POTION_SHOP, ENTR_POTION_SHOP_MARKET_0 },
{ EntranceType::Interior, RR_MARKET_POTION_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_POTION_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_TREASURE_CHEST_GAME, ENTR_TREASURE_BOX_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_TREASURE_CHEST_GAME, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_TREASURE_BOX_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_BOMBCHU_SHOP, ENTR_BOMBCHU_SHOP_1 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_SHOP, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_BOMBCHU_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_MAN_IN_GREEN_HOUSE, ENTR_BACK_ALLEY_MAN_IN_GREEN_HOUSE },
{ EntranceType::Interior, RR_MARKET_MAN_IN_GREEN_HOUSE, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_MAN_IN_GREEN_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_CARPENTER_BOSS_HOUSE, ENTR_KAKARIKO_CENTER_GUEST_HOUSE_0 },
{ EntranceType::Interior, RR_KAK_CARPENTER_BOSS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_CENTER_GUEST_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_HOUSE_OF_SKULLTULA, ENTR_HOUSE_OF_SKULLTULA_0 },
{ EntranceType::Interior, RR_KAK_HOUSE_OF_SKULLTULA, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SKULKLTULA_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_IMPAS_HOUSE, ENTR_IMPAS_HOUSE_FRONT },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_FRONT } },
{ { EntranceType::Interior, RR_KAK_IMPAS_LEDGE, RR_KAK_IMPAS_HOUSE_BACK, ENTR_IMPAS_HOUSE_BACK },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE_BACK, RR_KAK_IMPAS_LEDGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_BACK } },
{ { EntranceType::Interior, RR_KAK_BACKYARD, RR_KAK_ODD_POTION_BUILDING, ENTR_POTION_SHOP_GRANNY_0 },
{ EntranceType::Interior, RR_KAK_ODD_POTION_BUILDING, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOP_GRANNY } },
{ { EntranceType::Interior, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_HOUSE, ENTR_GRAVEKEEPERS_HUT_0 },
{ EntranceType::Interior, RR_GRAVEYARD_DAMPES_HOUSE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_OUTSIDE_DAMPES_HUT } },
{ { EntranceType::Interior, RR_GORON_CITY, RR_GC_SHOP, ENTR_GORON_SHOP_0 },
{ EntranceType::Interior, RR_GC_SHOP, RR_GORON_CITY, ENTR_GORON_CITY_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_ZORAS_DOMAIN, RR_ZD_SHOP, ENTR_ZORA_SHOP_0 },
{ EntranceType::Interior, RR_ZD_SHOP, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TALONS_HOUSE, ENTR_LON_LON_BUILDINGS_TALONS_HOUSE },
{ EntranceType::Interior, RR_LLR_TALONS_HOUSE, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TALONS_HOUSE } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_STABLES, ENTR_STABLE_0 },
{ EntranceType::Interior, RR_LLR_STABLES, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_STABLES } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TOWER, ENTR_LON_LON_BUILDINGS_TOWER },
{ EntranceType::Interior, RR_LLR_TOWER, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TOWER } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BAZAAR, ENTR_BAZAAR_1 },
{ EntranceType::Interior, RR_MARKET_BAZAAR, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_1 },
{ EntranceType::Interior, RR_MARKET_SHOOTING_GALLERY, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_BAZAAR, ENTR_BAZAAR_0 },
{ EntranceType::Interior, RR_KAK_BAZAAR, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_0 },
{ EntranceType::Interior, RR_KAK_SHOOTING_GALLERY, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_DESERT_COLOSSUS, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_NAYRUS_COLOSSUS },
{ EntranceType::Interior, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_HYRULE_CASTLE_GROUNDS, RR_HC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_DINS_HC },
{ EntranceType::Interior, RR_HC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_GANONS_CASTLE_GROUNDS, RR_OGC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_OGC_DD },
// 0x3E8 is an unused entrance index repruposed to differentiate between the HC and OGC fairy
// fountain exits (normally they both use 0x340)
{ EntranceType::Interior, RR_OGC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_POTION_SHOP_KAKARIKO_1 } },
{ { EntranceType::Interior, RR_DMC_LOWER_NEARBY, RR_DMC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMC },
{ EntranceType::Interior, RR_DMC_GREAT_FAIRY_FOUNTAIN, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMT },
{ EntranceType::Interior, RR_DMT_GREAT_FAIRY_FOUNTAIN, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_ZORAS_FOUNTAIN, RR_ZF_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_FARORES_ZF },
{ EntranceType::Interior, RR_ZF_GREAT_FAIRY_FOUNTAIN, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_GREAT_FAIRY } },
{ { EntranceType::SpecialInterior, RR_KOKIRI_FOREST, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_1 },
{ EntranceType::SpecialInterior, RR_KF_LINKS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_LINKS_HOUSE } },
{ { EntranceType::SpecialInterior, RR_TOT_ENTRANCE, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_ENTRANCE },
{ EntranceType::SpecialInterior, RR_TEMPLE_OF_TIME, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_OUTSIDE_TEMPLE } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_WINDMILL, ENTR_WINDMILL_AND_DAMPES_GRAVE_WINDMILL },
{ EntranceType::SpecialInterior, RR_KAK_WINDMILL, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_WINDMILL } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_POTION_SHOP_FRONT, ENTR_POTION_SHOP_KAKARIKO_FRONT },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_FRONT, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_FRONT } },
{ { EntranceType::SpecialInterior, RR_KAK_BACKYARD, RR_KAK_POTION_SHOP_BACK, ENTR_POTION_SHOP_KAKARIKO_BACK },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_BACK, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_BACK } },
// Grotto Loads use an entrance index of 0x0700 + their grotto id. The id is used as index for the
// grottoLoadTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
// Grotto Returns use an entrance index of 0x0800 + their grotto id. The id is used as index for the
// grottoReturnTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
{ { EntranceType::GrottoGrave, RR_DESERT_COLOSSUS, RR_COLOSSUS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_COLOSSUS_OFFSET) },
{ EntranceType::GrottoGrave, RR_COLOSSUS_GROTTO, RR_DESERT_COLOSSUS, ENTRANCE_GROTTO_EXIT(GROTTO_COLOSSUS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LAKE_HYLIA, RR_LH_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LH_OFFSET) },
{ EntranceType::GrottoGrave, RR_LH_GROTTO, RR_LAKE_HYLIA, ENTRANCE_GROTTO_EXIT(GROTTO_LH_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_STORMS_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_FAIRY_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_OPEN_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_LOWER_NEARBY, RR_DMC_HAMMER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_HAMMER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_HAMMER_GROTTO, RR_DMC_LOWER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_HAMMER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_UPPER_NEARBY, RR_DMC_UPPER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_UPPER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_UPPER_GROTTO, RR_DMC_UPPER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_UPPER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GC_GROTTO_PLATFORM, RR_GC_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GORON_CITY_OFFSET) },
{ EntranceType::GrottoGrave, RR_GC_GROTTO, RR_GC_GROTTO_PLATFORM, ENTRANCE_GROTTO_EXIT(GROTTO_GORON_CITY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_TRAIL, RR_DMT_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_STORMS_GROTTO, RR_DEATH_MOUNTAIN_TRAIL, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_COW_GROTTO, RR_DEATH_MOUNTAIN_SUMMIT, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAK_BACKYARD, RR_KAK_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_OPEN_GROTTO, RR_KAK_BACKYARD, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAKARIKO_VILLAGE, RR_KAK_REDEAD_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_REDEAD_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_REDEAD_GROTTO, RR_KAKARIKO_VILLAGE, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_REDEAD_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_CASTLE_GROUNDS, RR_HC_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HC_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_HC_STORMS_GROTTO, RR_CASTLE_GROUNDS, ENTRANCE_GROTTO_EXIT(GROTTO_HC_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_TEKTITE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_TEKTITE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_TEKTITE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_TEKTITE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_KAK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_KAK_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_KAK_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_KAK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_FAIRY_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_MARKET_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_MARKET_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_MARKET_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_MARKET_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_COW_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_INSIDE_FENCE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_INSIDE_FENCE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_INSIDE_FENCE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_INSIDE_FENCE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_OPEN_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_SOUTHEAST_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_SOUTHEAST_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_SOUTHEAST_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_SOUTHEAST_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LON_LON_RANCH, RR_LLR_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LLR_OFFSET) },
{ EntranceType::GrottoGrave, RR_LLR_GROTTO, RR_LON_LON_RANCH, ENTRANCE_GROTTO_EXIT(GROTTO_LLR_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SFM_ENTRYWAY, RR_SFM_WOLFOS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_WOLFOS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_WOLFOS_GROTTO, RR_SFM_ENTRYWAY, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_WOLFOS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_STORMS_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_FAIRY_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_LW_SCRUBS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_SCRUBS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_SCRUBS_GROTTO, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_SCRUBS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_THE_LOST_WOODS, RR_LW_NEAR_SHORTCUTS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_NEAR_SHORTCUTS_GROTTO, RR_THE_LOST_WOODS, ENTRANCE_GROTTO_EXIT(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KOKIRI_FOREST, RR_KF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_KF_STORMS_GROTTO, RR_KOKIRI_FOREST, ENTRANCE_GROTTO_EXIT(GROTTO_KF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_DOMAIN_ISLAND, RR_ZD_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZD_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZD_STORMS_GROTTO, RR_ZORAS_DOMAIN_ISLAND, ENTRANCE_GROTTO_EXIT(GROTTO_ZD_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GF_NEAR_GROTTO, RR_GF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GF_STORMS_GROTTO, RR_GF_NEAR_GROTTO, ENTRANCE_GROTTO_EXIT(GROTTO_GF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_FORTRESS_SIDE, RR_GV_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_STORMS_GROTTO, RR_GV_FORTRESS_SIDE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_GROTTO_LEDGE, RR_GV_OCTOROK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_OCTOROK_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_OCTOROK_GROTTO, RR_GV_GROTTO_LEDGE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_OCTOROK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_DEKU_THEATER, ENTRANCE_GROTTO_LOAD(GROTTO_LW_DEKU_THEATRE_OFFSET) },
{ EntranceType::GrottoGrave, RR_DEKU_THEATER, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_DEKU_THEATRE_OFFSET) } },
// Graves have their own specified entrance indices
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_SHIELD_GRAVE, ENTR_GRAVE_WITH_FAIRYS_FOUNTAIN_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_SHIELD_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_SHIELD_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_HEART_PIECE_GRAVE, ENTR_REDEAD_GRAVE_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_HEART_PIECE_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_HEART_PIECE_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_COMPOSERS_GRAVE, ENTR_ROYAL_FAMILYS_TOMB_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_COMPOSERS_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ROYAL_TOMB_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_GRAVE, ENTR_WINDMILL_AND_DAMPES_GRAVE_GRAVE },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_DAMPES_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_DAMPES_GRAVE_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_LW_BRIDGE_FROM_FOREST, ENTR_LOST_WOODS_BRIDGE_EAST_EXIT },
{ EntranceType::Overworld, RR_LW_BRIDGE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_LOWER_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_LW_FOREST_EXIT, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_UPPER_EXIT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_GC_WOODS_WARP, ENTR_GORON_CITY_TUNNEL_SHORTCUT },
{ EntranceType::Overworld, RR_GC_WOODS_WARP, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_TUNNEL_SHORTCUT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_ZORAS_RIVER, ENTR_ZORAS_RIVER_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_RIVER, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_LW_BEYOND_MIDO, RR_SFM_ENTRYWAY, ENTR_SACRED_FOREST_MEADOW_SOUTH_EXIT },
{ EntranceType::Overworld, RR_SFM_ENTRYWAY, RR_LW_BEYOND_MIDO, ENTR_LOST_WOODS_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_LW_BRIDGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_WOODED_EXIT },
{ EntranceType::Overworld, RR_HYRULE_FIELD, RR_LW_BRIDGE, ENTR_LOST_WOODS_BRIDGE_WEST_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_NORTH_EXIT },
{ EntranceType::Overworld, RR_LAKE_HYLIA, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_FENCE_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_GERUDO_VALLEY, ENTR_GERUDO_VALLEY_EAST_EXIT },
{ EntranceType::Overworld, RR_GERUDO_VALLEY, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ROCKY_PATH } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NEAR_GUARD_EXIT },
{ EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ON_BRIDGE_SPAWN } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_FRONT_GATE },
{ EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_STAIRS_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_ZR_FRONT, ENTR_ZORAS_RIVER_WEST_EXIT },
{ EntranceType::Overworld, RR_ZR_FRONT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_RIVER_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_ENTRANCE },
{ EntranceType::Overworld, RR_LON_LON_RANCH, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_CENTER_EXIT } },
{ { EntranceType::Overworld, RR_LAKE_HYLIA, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_GV_FORTRESS_SIDE, RR_GF_OUTSKIRTS, ENTR_GERUDOS_FORTRESS_EAST_EXIT },
{ EntranceType::Overworld, RR_GF_OUTSKIRTS, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_WEST_EXIT } },
{ { EntranceType::Overworld, RR_GF_OUTSIDE_GATE, RR_WASTELAND_NEAR_FORTRESS, ENTR_HAUNTED_WASTELAND_EAST_EXIT },
{ EntranceType::Overworld, RR_WASTELAND_NEAR_FORTRESS, RR_GF_OUTSIDE_GATE, ENTR_GERUDOS_FORTRESS_GATE_EXIT } },
{ { EntranceType::Overworld, RR_WASTELAND_NEAR_COLOSSUS, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_EAST_EXIT },
{ EntranceType::Overworld, RR_DESERT_COLOSSUS, RR_WASTELAND_NEAR_COLOSSUS, ENTR_HAUNTED_WASTELAND_WEST_EXIT } },
{ { EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_SOUTH_EXIT },
{ EntranceType::Overworld, RR_THE_MARKET, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_CASTLE_GROUNDS, RR_THE_MARKET, ENTR_MARKET_DAY_CASTLE_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_GOSSIP_STONE_EXIT },
{ EntranceType::Overworld, RR_TOT_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_DAY_TEMPLE_EXIT } },
{ { EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ENTRANCE },
{ EntranceType::Overworld, RR_THE_GRAVEYARD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_SOUTHEAST_EXIT } },
{ { EntranceType::Overworld, RR_KAK_BEHIND_GATE, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT },
{ EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_KAK_BEHIND_GATE, ENTR_KAKARIKO_VILLAGE_GUARD_GATE } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_GORON_CITY, ENTR_GORON_CITY_UPPER_EXIT },
{ EntranceType::Overworld, RR_GORON_CITY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_GC_EXIT } },
{ { EntranceType::Overworld, RR_GC_DARUNIAS_CHAMBER, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GC_EXIT },
{ EntranceType::Overworld, RR_DMC_LOWER_NEARBY, RR_GC_DARUNIAS_CHAMBER, ENTR_GORON_CITY_DARUNIA_ROOM_EXIT } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMC_UPPER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_UPPER_EXIT },
{ EntranceType::Overworld, RR_DMC_UPPER_NEARBY, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_SUMMIT_EXIT } },
{ { EntranceType::Overworld, RR_ZR_BEHIND_WATERFALL, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_ENTRANCE },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_ZR_BEHIND_WATERFALL, ENTR_ZORAS_RIVER_WATERFALL_EXIT } },
{ { EntranceType::Overworld, RR_ZD_BEHIND_KING_ZORA, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_TUNNEL_EXIT },
{ EntranceType::Overworld, RR_ZORAS_FOUNTAIN, RR_ZD_BEHIND_KING_ZORA, ENTR_ZORAS_DOMAIN_KING_ZORA_EXIT } },
{ { EntranceType::Overworld, RR_GV_LOWER_STREAM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_RIVER_EXIT },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_LH_OWL_FLIGHT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_DMT_OWL_FLIGHT, RR_KAK_IMPAS_ROOFTOP, ENTR_KAKARIKO_VILLAGE_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_CHILD_SPAWN, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_CHILD_SPAWN },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_ADULT_SPAWN, RR_TEMPLE_OF_TIME, ENTR_HYRULE_FIELD_10 },
NO_RETURN_ENTRANCE }, // 0x282 is an unused entrance index repurposed to differentiate between
// Adult Spawn and prelude of light (normally they both use 0x5F4)
{ { EntranceType::WarpSong, RR_MINUET_OF_FOREST_WARP, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_BOLERO_OF_FIRE_WARP, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_SERENADE_OF_WATER_WARP, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_REQUIEM_OF_SPIRIT_WARP, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_NOCTURNE_OF_SHADOW_WARP, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_PRELUDE_OF_LIGHT_WARP, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ENTRYWAY, RR_DEKU_TREE_BOSS_ROOM, ENTR_DEKU_TREE_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_EXIT, ENTR_DEKU_TREE_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, RR_DODONGOS_CAVERN_BOSS_ROOM, ENTR_DODONGOS_CAVERN_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_EXIT, ENTR_DODONGOS_CAVERN_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, RR_JABU_JABUS_BELLY_BOSS_ROOM, ENTR_JABU_JABU_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_EXIT, ENTR_JABU_JABU_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, RR_FOREST_TEMPLE_BOSS_ROOM, ENTR_FOREST_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, ENTR_FOREST_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, RR_FIRE_TEMPLE_BOSS_ROOM, ENTR_FIRE_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ROOM, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, ENTR_FIRE_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ENTRYWAY, RR_WATER_TEMPLE_BOSS_ROOM, ENTR_WATER_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ROOM, RR_WATER_TEMPLE_BOSS_ENTRYWAY, ENTR_WATER_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, RR_SPIRIT_TEMPLE_BOSS_ROOM, ENTR_SPIRIT_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, ENTR_SPIRIT_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, RR_SHADOW_TEMPLE_BOSS_ROOM, ENTR_SHADOW_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, ENTR_SHADOW_TEMPLE_BOSS_DOOR } },
{ { EntranceType::BlueWarp, RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_WATER_TEMPLE_BOSS_ROOM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
// clang-format on
};
auto ctx = Rando::Context::GetInstance();
for (auto& entrancePair : entranceShuffleTable) {
@ -262,6 +574,7 @@ void SetAllEntrancesData(std::vector<EntranceInfoPair>& entranceShuffleTable) {
forwardEntrance->SetIndex(forwardEntry.index);
forwardEntrance->SetType(forwardEntry.type);
forwardEntrance->SetAsPrimary();
entranceMap[forwardEntry.index] = forwardEntrance;
// When decouple entrances is on, mark the forward entrance
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
@ -273,6 +586,7 @@ void SetAllEntrancesData(std::vector<EntranceInfoPair>& entranceShuffleTable) {
returnEntrance->SetIndex(returnEntry.index);
returnEntrance->SetType(returnEntry.type);
forwardEntrance->BindTwoWay(returnEntrance);
entranceMap[returnEntry.index] = returnEntrance;
// Mark reverse entrance as decoupled
if (ctx->GetOption(RSK_DECOUPLED_ENTRANCES)) {
@ -352,8 +666,21 @@ std::vector<Entrance*> EntranceShuffler::AssumeEntrancePool(std::vector<Entrance
static bool AreEntrancesCompatible(Entrance* entrance, Entrance* target, std::vector<EntrancePair>& rollbacks) {
// Entrances shouldn't connect to their own scene, fail in this situation
if (entrance->GetParentRegion()->scene != "" &&
entrance->GetParentRegion()->scene == target->GetConnectedRegion()->scene) {
if (
// allow "special" areas to connect to eachother
entrance->GetParentRegion()->scene != SCENE_ID_MAX &&
// allow grottos and fairy fountains to connect to eachother
entrance->GetParentRegion()->scene != SCENE_GROTTOS &&
entrance->GetParentRegion()->scene != SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC &&
entrance->GetParentRegion()->scene != SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS &&
(entrance->GetParentRegion()->scene == target->GetConnectedRegion()->scene ||
// prevent SCENE_HYRULE_CASTLE & SCENE_OUTSIDE_GANONS_CASTLE from connecting to eachother
(entrance->GetParentRegion()->scene == SCENE_HYRULE_CASTLE &&
target->GetConnectedRegion()->scene == SCENE_OUTSIDE_GANONS_CASTLE) ||
(entrance->GetParentRegion()->scene == SCENE_OUTSIDE_GANONS_CASTLE &&
target->GetConnectedRegion()->scene == SCENE_HYRULE_CASTLE))) {
auto message = "Entrance " + entrance->GetName() + " attempted to connect with own scene target " +
target->to_string() + ". Connection failed.\n";
SPDLOG_DEBUG(message);
@ -842,316 +1169,6 @@ int EntranceShuffler::ShuffleAllEntrances() {
mTotalRandomizableEntrances = 0;
mCurNumRandomizedEntrances = 0;
std::vector<EntranceInfoPair> entranceShuffleTable = {
// clang-format off
// Type Parent Region Connected Region Index
{ { EntranceType::Dungeon, RR_KF_OUTSIDE_DEKU_TREE, RR_DEKU_TREE_ENTRYWAY, ENTR_DEKU_TREE_ENTRANCE },
{ EntranceType::Dungeon, RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_OUTSIDE_DEKU_TREE } },
{ { EntranceType::Dungeon, RR_DEATH_MOUNTAIN_TRAIL, RR_DODONGOS_CAVERN_ENTRYWAY, ENTR_DODONGOS_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_OUTSIDE_DODONGOS_CAVERN } },
{ { EntranceType::Dungeon, RR_ZORAS_FOUNTAIN, RR_JABU_JABUS_BELLY_ENTRYWAY, ENTR_JABU_JABU_ENTRANCE },
{ EntranceType::Dungeon, RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_JABU_JABU } },
{ { EntranceType::Dungeon, RR_SACRED_FOREST_MEADOW, RR_FOREST_TEMPLE_ENTRYWAY, ENTR_FOREST_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DMC_CENTRAL_LOCAL, RR_FIRE_TEMPLE_ENTRYWAY, ENTR_FIRE_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_FIRE_TEMPLE_ENTRYWAY, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_LAKE_HYLIA, RR_WATER_TEMPLE_ENTRYWAY, ENTR_WATER_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_WATER_TEMPLE_ENTRYWAY, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_DESERT_COLOSSUS, RR_SPIRIT_TEMPLE_ENTRYWAY, ENTR_SPIRIT_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SPIRIT_TEMPLE_ENTRYWAY, RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE, ENTR_DESERT_COLOSSUS_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_GRAVEYARD_WARP_PAD_REGION, RR_SHADOW_TEMPLE_ENTRYWAY, ENTR_SHADOW_TEMPLE_ENTRANCE },
{ EntranceType::Dungeon, RR_SHADOW_TEMPLE_ENTRYWAY, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_OUTSIDE_TEMPLE } },
{ { EntranceType::Dungeon, RR_KAK_WELL, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, ENTR_BOTTOM_OF_THE_WELL_ENTRANCE },
{ EntranceType::Dungeon, RR_BOTTOM_OF_THE_WELL_ENTRYWAY, RR_KAK_WELL, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BOTTOM_OF_THE_WELL } },
{ { EntranceType::Dungeon, RR_GF_OUTSIDE_GTG, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, ENTR_GERUDO_TRAINING_GROUND_ENTRANCE },
{ EntranceType::Dungeon, RR_GERUDO_TRAINING_GROUND_ENTRYWAY, RR_GF_OUTSIDE_GTG, ENTR_GERUDOS_FORTRESS_OUTSIDE_GERUDO_TRAINING_GROUND } },
{ { EntranceType::Dungeon, RR_ZF_LEDGE, RR_ICE_CAVERN_ENTRYWAY, ENTR_ICE_CAVERN_ENTRANCE },
{ EntranceType::Dungeon, RR_ICE_CAVERN_ENTRYWAY, RR_ZF_LEDGE, ENTR_ZORAS_FOUNTAIN_OUTSIDE_ICE_CAVERN } },
{ { EntranceType::GanonDungeon, RR_GANONS_CASTLE_LEDGE, RR_GANONS_CASTLE_ENTRYWAY, ENTR_INSIDE_GANONS_CASTLE_ENTRANCE },
{ EntranceType::GanonDungeon, RR_GANONS_CASTLE_ENTRYWAY, RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE, ENTR_CASTLE_GROUNDS_RAINBOW_BRIDGE_EXIT } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_MIDOS_HOUSE, ENTR_MIDOS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_MIDOS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_MIDOS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_SARIAS_HOUSE, ENTR_SARIAS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_SARIAS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SARIAS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_HOUSE_OF_TWINS, ENTR_TWINS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_HOUSE_OF_TWINS, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_TWINS_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KNOW_IT_ALL_HOUSE, ENTR_KNOW_IT_ALL_BROS_HOUSE_0 },
{ EntranceType::Interior, RR_KF_KNOW_IT_ALL_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_KNOW_IT_ALL_HOUSE } },
{ { EntranceType::Interior, RR_KOKIRI_FOREST, RR_KF_KOKIRI_SHOP, ENTR_KOKIRI_SHOP_0 },
{ EntranceType::Interior, RR_KF_KOKIRI_SHOP, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LAKE_HYLIA, RR_LH_LAB, ENTR_LAKESIDE_LABORATORY_0 },
{ EntranceType::Interior, RR_LH_LAB, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_OUTSIDE_LAB } },
{ { EntranceType::Interior, RR_LH_FISHING_ISLAND, RR_LH_FISHING_POND, ENTR_FISHING_POND_0 },
{ EntranceType::Interior, RR_LH_FISHING_POND, RR_LH_FISHING_ISLAND, ENTR_LAKE_HYLIA_OUTSIDE_FISHING_POND } },
{ { EntranceType::Interior, RR_GV_FORTRESS_SIDE, RR_GV_CARPENTER_TENT, ENTR_CARPENTERS_TENT_0 },
{ EntranceType::Interior, RR_GV_CARPENTER_TENT, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_OUTSIDE_TENT } },
{ { EntranceType::Interior, RR_MARKET_ENTRANCE, RR_MARKET_GUARD_HOUSE, ENTR_MARKET_GUARD_HOUSE_0 },
{ EntranceType::Interior, RR_MARKET_GUARD_HOUSE, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_OUTSIDE_GUARD_HOUSE } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_MASK_SHOP, ENTR_HAPPY_MASK_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_MASK_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_HAPPY_MASK_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BOMBCHU_BOWLING, ENTR_BOMBCHU_BOWLING_ALLEY_0 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_BOWLING, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BOMBCHU_BOWLING } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_POTION_SHOP, ENTR_POTION_SHOP_MARKET_0 },
{ EntranceType::Interior, RR_MARKET_POTION_SHOP, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_POTION_SHOP } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_TREASURE_CHEST_GAME, ENTR_TREASURE_BOX_SHOP_0 },
{ EntranceType::Interior, RR_MARKET_TREASURE_CHEST_GAME, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_TREASURE_BOX_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_BOMBCHU_SHOP, ENTR_BOMBCHU_SHOP_1 },
{ EntranceType::Interior, RR_MARKET_BOMBCHU_SHOP, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_BOMBCHU_SHOP } },
{ { EntranceType::Interior, RR_MARKET_BACK_ALLEY, RR_MARKET_MAN_IN_GREEN_HOUSE, ENTR_BACK_ALLEY_MAN_IN_GREEN_HOUSE },
{ EntranceType::Interior, RR_MARKET_MAN_IN_GREEN_HOUSE, RR_MARKET_BACK_ALLEY, ENTR_BACK_ALLEY_DAY_OUTSIDE_MAN_IN_GREEN_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_CARPENTER_BOSS_HOUSE, ENTR_KAKARIKO_CENTER_GUEST_HOUSE_0 },
{ EntranceType::Interior, RR_KAK_CARPENTER_BOSS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_CENTER_GUEST_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_HOUSE_OF_SKULLTULA, ENTR_HOUSE_OF_SKULLTULA_0 },
{ EntranceType::Interior, RR_KAK_HOUSE_OF_SKULLTULA, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SKULKLTULA_HOUSE } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_IMPAS_HOUSE, ENTR_IMPAS_HOUSE_FRONT },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_FRONT } },
{ { EntranceType::Interior, RR_KAK_IMPAS_LEDGE, RR_KAK_IMPAS_HOUSE_BACK, ENTR_IMPAS_HOUSE_BACK },
{ EntranceType::Interior, RR_KAK_IMPAS_HOUSE_BACK, RR_KAK_IMPAS_LEDGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_IMPAS_HOUSE_BACK } },
{ { EntranceType::Interior, RR_KAK_BACKYARD, RR_KAK_ODD_POTION_BUILDING, ENTR_POTION_SHOP_GRANNY_0 },
{ EntranceType::Interior, RR_KAK_ODD_POTION_BUILDING, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOP_GRANNY } },
{ { EntranceType::Interior, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_HOUSE, ENTR_GRAVEKEEPERS_HUT_0 },
{ EntranceType::Interior, RR_GRAVEYARD_DAMPES_HOUSE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_OUTSIDE_DAMPES_HUT } },
{ { EntranceType::Interior, RR_GORON_CITY, RR_GC_SHOP, ENTR_GORON_SHOP_0 },
{ EntranceType::Interior, RR_GC_SHOP, RR_GORON_CITY, ENTR_GORON_CITY_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_ZORAS_DOMAIN, RR_ZD_SHOP, ENTR_ZORA_SHOP_0 },
{ EntranceType::Interior, RR_ZD_SHOP, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_OUTSIDE_SHOP } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TALONS_HOUSE, ENTR_LON_LON_BUILDINGS_TALONS_HOUSE },
{ EntranceType::Interior, RR_LLR_TALONS_HOUSE, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TALONS_HOUSE } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_STABLES, ENTR_STABLE_0 },
{ EntranceType::Interior, RR_LLR_STABLES, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_STABLES } },
{ { EntranceType::Interior, RR_LON_LON_RANCH, RR_LLR_TOWER, ENTR_LON_LON_BUILDINGS_TOWER },
{ EntranceType::Interior, RR_LLR_TOWER, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_OUTSIDE_TOWER } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_BAZAAR, ENTR_BAZAAR_1 },
{ EntranceType::Interior, RR_MARKET_BAZAAR, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_THE_MARKET, RR_MARKET_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_1 },
{ EntranceType::Interior, RR_MARKET_SHOOTING_GALLERY, RR_THE_MARKET, ENTR_MARKET_DAY_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_BAZAAR, ENTR_BAZAAR_0 },
{ EntranceType::Interior, RR_KAK_BAZAAR, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_BAZAAR } },
{ { EntranceType::Interior, RR_KAKARIKO_VILLAGE, RR_KAK_SHOOTING_GALLERY, ENTR_SHOOTING_GALLERY_0 },
{ EntranceType::Interior, RR_KAK_SHOOTING_GALLERY, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_SHOOTING_GALLERY } },
{ { EntranceType::Interior, RR_DESERT_COLOSSUS, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_NAYRUS_COLOSSUS },
{ EntranceType::Interior, RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_HYRULE_CASTLE_GROUNDS, RR_HC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_DINS_HC },
{ EntranceType::Interior, RR_HC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_GANONS_CASTLE_GROUNDS, RR_OGC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_OGC_DD },
// 0x3E8 is an unused entrance index repruposed to differentiate between the HC and OGC fairy
// fountain exits (normally they both use 0x340)
{ EntranceType::Interior, RR_OGC_GREAT_FAIRY_FOUNTAIN, RR_CASTLE_GROUNDS, ENTR_POTION_SHOP_KAKARIKO_1 } },
{ { EntranceType::Interior, RR_DMC_LOWER_NEARBY, RR_DMC_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMC },
{ EntranceType::Interior, RR_DMC_GREAT_FAIRY_FOUNTAIN, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_MAGIC_DMT },
{ EntranceType::Interior, RR_DMT_GREAT_FAIRY_FOUNTAIN, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_GREAT_FAIRY_EXIT } },
{ { EntranceType::Interior, RR_ZORAS_FOUNTAIN, RR_ZF_GREAT_FAIRY_FOUNTAIN, ENTR_GREAT_FAIRYS_FOUNTAIN_SPELLS_FARORES_ZF },
{ EntranceType::Interior, RR_ZF_GREAT_FAIRY_FOUNTAIN, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_OUTSIDE_GREAT_FAIRY } },
{ { EntranceType::SpecialInterior, RR_KOKIRI_FOREST, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_1 },
{ EntranceType::SpecialInterior, RR_KF_LINKS_HOUSE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_OUTSIDE_LINKS_HOUSE } },
{ { EntranceType::SpecialInterior, RR_TOT_ENTRANCE, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_ENTRANCE },
{ EntranceType::SpecialInterior, RR_TEMPLE_OF_TIME, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_OUTSIDE_TEMPLE } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_WINDMILL, ENTR_WINDMILL_AND_DAMPES_GRAVE_WINDMILL },
{ EntranceType::SpecialInterior, RR_KAK_WINDMILL, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_WINDMILL } },
{ { EntranceType::SpecialInterior, RR_KAKARIKO_VILLAGE, RR_KAK_POTION_SHOP_FRONT, ENTR_POTION_SHOP_KAKARIKO_FRONT },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_FRONT, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_FRONT } },
{ { EntranceType::SpecialInterior, RR_KAK_BACKYARD, RR_KAK_POTION_SHOP_BACK, ENTR_POTION_SHOP_KAKARIKO_BACK },
{ EntranceType::SpecialInterior, RR_KAK_POTION_SHOP_BACK, RR_KAK_BACKYARD, ENTR_KAKARIKO_VILLAGE_OUTSIDE_POTION_SHOP_BACK } },
// Grotto Loads use an entrance index of 0x0700 + their grotto id. The id is used as index for the
// grottoLoadTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
// Grotto Returns use an entrance index of 0x0800 + their grotto id. The id is used as index for the
// grottoReturnTable in soh/soh/Enhancements/randomizer/randomizer_grotto.c
{ { EntranceType::GrottoGrave, RR_DESERT_COLOSSUS, RR_COLOSSUS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_COLOSSUS_OFFSET) },
{ EntranceType::GrottoGrave, RR_COLOSSUS_GROTTO, RR_DESERT_COLOSSUS, ENTRANCE_GROTTO_EXIT(GROTTO_COLOSSUS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LAKE_HYLIA, RR_LH_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LH_OFFSET) },
{ EntranceType::GrottoGrave, RR_LH_GROTTO, RR_LAKE_HYLIA, ENTRANCE_GROTTO_EXIT(GROTTO_LH_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_STORMS_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_FAIRY_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_RIVER, RR_ZR_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZR_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZR_OPEN_GROTTO, RR_ZORAS_RIVER, ENTRANCE_GROTTO_EXIT(GROTTO_ZR_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_LOWER_NEARBY, RR_DMC_HAMMER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_HAMMER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_HAMMER_GROTTO, RR_DMC_LOWER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_HAMMER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DMC_UPPER_NEARBY, RR_DMC_UPPER_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMC_UPPER_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMC_UPPER_GROTTO, RR_DMC_UPPER_LOCAL, ENTRANCE_GROTTO_EXIT(GROTTO_DMC_UPPER_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GC_GROTTO_PLATFORM, RR_GC_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GORON_CITY_OFFSET) },
{ EntranceType::GrottoGrave, RR_GC_GROTTO, RR_GC_GROTTO_PLATFORM, ENTRANCE_GROTTO_EXIT(GROTTO_GORON_CITY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_TRAIL, RR_DMT_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_STORMS_GROTTO, RR_DEATH_MOUNTAIN_TRAIL, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMT_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_DMT_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_DMT_COW_GROTTO, RR_DEATH_MOUNTAIN_SUMMIT, ENTRANCE_GROTTO_EXIT(GROTTO_DMT_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAK_BACKYARD, RR_KAK_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_OPEN_GROTTO, RR_KAK_BACKYARD, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KAKARIKO_VILLAGE, RR_KAK_REDEAD_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KAK_REDEAD_OFFSET) },
{ EntranceType::GrottoGrave, RR_KAK_REDEAD_GROTTO, RR_KAKARIKO_VILLAGE, ENTRANCE_GROTTO_EXIT(GROTTO_KAK_REDEAD_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_CASTLE_GROUNDS, RR_HC_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HC_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_HC_STORMS_GROTTO, RR_CASTLE_GROUNDS, ENTRANCE_GROTTO_EXIT(GROTTO_HC_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_TEKTITE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_TEKTITE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_TEKTITE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_TEKTITE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_KAK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_KAK_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_KAK_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_KAK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_FAIRY_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_NEAR_MARKET_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_NEAR_MARKET_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_NEAR_MARKET_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_NEAR_MARKET_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_COW_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_COW_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_COW_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_COW_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_INSIDE_FENCE_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_INSIDE_FENCE_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_INSIDE_FENCE_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_INSIDE_FENCE_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_OPEN_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_OPEN_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_OPEN_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_OPEN_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_HYRULE_FIELD, RR_HF_SOUTHEAST_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_HF_SOUTHEAST_OFFSET) },
{ EntranceType::GrottoGrave, RR_HF_SOUTHEAST_GROTTO, RR_HYRULE_FIELD, ENTRANCE_GROTTO_EXIT(GROTTO_HF_SOUTHEAST_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LON_LON_RANCH, RR_LLR_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LLR_OFFSET) },
{ EntranceType::GrottoGrave, RR_LLR_GROTTO, RR_LON_LON_RANCH, ENTRANCE_GROTTO_EXIT(GROTTO_LLR_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SFM_ENTRYWAY, RR_SFM_WOLFOS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_WOLFOS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_WOLFOS_GROTTO, RR_SFM_ENTRYWAY, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_WOLFOS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_STORMS_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_SACRED_FOREST_MEADOW, RR_SFM_FAIRY_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_SFM_FAIRY_OFFSET) },
{ EntranceType::GrottoGrave, RR_SFM_FAIRY_GROTTO, RR_SACRED_FOREST_MEADOW, ENTRANCE_GROTTO_EXIT(GROTTO_SFM_FAIRY_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_LW_SCRUBS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_SCRUBS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_SCRUBS_GROTTO, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_SCRUBS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_THE_LOST_WOODS, RR_LW_NEAR_SHORTCUTS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) },
{ EntranceType::GrottoGrave, RR_LW_NEAR_SHORTCUTS_GROTTO, RR_THE_LOST_WOODS, ENTRANCE_GROTTO_EXIT(GROTTO_LW_NEAR_SHORTCUTS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_KOKIRI_FOREST, RR_KF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_KF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_KF_STORMS_GROTTO, RR_KOKIRI_FOREST, ENTRANCE_GROTTO_EXIT(GROTTO_KF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_ZORAS_DOMAIN_ISLAND, RR_ZD_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_ZD_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_ZD_STORMS_GROTTO, RR_ZORAS_DOMAIN_ISLAND, ENTRANCE_GROTTO_EXIT(GROTTO_ZD_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GF_NEAR_GROTTO, RR_GF_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GF_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GF_STORMS_GROTTO, RR_GF_NEAR_GROTTO, ENTRANCE_GROTTO_EXIT(GROTTO_GF_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_FORTRESS_SIDE, RR_GV_STORMS_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_STORMS_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_STORMS_GROTTO, RR_GV_FORTRESS_SIDE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_STORMS_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_GV_GROTTO_LEDGE, RR_GV_OCTOROK_GROTTO, ENTRANCE_GROTTO_LOAD(GROTTO_GV_OCTOROK_OFFSET) },
{ EntranceType::GrottoGrave, RR_GV_OCTOROK_GROTTO, RR_GV_GROTTO_LEDGE, ENTRANCE_GROTTO_EXIT(GROTTO_GV_OCTOROK_OFFSET) } },
{ { EntranceType::GrottoGrave, RR_LW_BEYOND_MIDO, RR_DEKU_THEATER, ENTRANCE_GROTTO_LOAD(GROTTO_LW_DEKU_THEATRE_OFFSET) },
{ EntranceType::GrottoGrave, RR_DEKU_THEATER, RR_LW_BEYOND_MIDO, ENTRANCE_GROTTO_EXIT(GROTTO_LW_DEKU_THEATRE_OFFSET) } },
// Graves have their own specified entrance indices
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_SHIELD_GRAVE, ENTR_GRAVE_WITH_FAIRYS_FOUNTAIN_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_SHIELD_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_SHIELD_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_HEART_PIECE_GRAVE, ENTR_REDEAD_GRAVE_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_HEART_PIECE_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_HEART_PIECE_GRAVE_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_COMPOSERS_GRAVE, ENTR_ROYAL_FAMILYS_TOMB_0 },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_COMPOSERS_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ROYAL_TOMB_EXIT } },
{ { EntranceType::GrottoGrave, RR_THE_GRAVEYARD, RR_GRAVEYARD_DAMPES_GRAVE, ENTR_WINDMILL_AND_DAMPES_GRAVE_GRAVE },
{ EntranceType::GrottoGrave, RR_GRAVEYARD_DAMPES_GRAVE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_DAMPES_GRAVE_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_LW_BRIDGE_FROM_FOREST, ENTR_LOST_WOODS_BRIDGE_EAST_EXIT },
{ EntranceType::Overworld, RR_LW_BRIDGE, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_LOWER_EXIT } },
{ { EntranceType::Overworld, RR_KOKIRI_FOREST, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_LW_FOREST_EXIT, RR_KOKIRI_FOREST, ENTR_KOKIRI_FOREST_UPPER_EXIT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_GC_WOODS_WARP, ENTR_GORON_CITY_TUNNEL_SHORTCUT },
{ EntranceType::Overworld, RR_GC_WOODS_WARP, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_TUNNEL_SHORTCUT } },
{ { EntranceType::Overworld, RR_THE_LOST_WOODS, RR_ZORAS_RIVER, ENTR_ZORAS_RIVER_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_RIVER, RR_THE_LOST_WOODS, ENTR_LOST_WOODS_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_LW_BEYOND_MIDO, RR_SFM_ENTRYWAY, ENTR_SACRED_FOREST_MEADOW_SOUTH_EXIT },
{ EntranceType::Overworld, RR_SFM_ENTRYWAY, RR_LW_BEYOND_MIDO, ENTR_LOST_WOODS_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_LW_BRIDGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_WOODED_EXIT },
{ EntranceType::Overworld, RR_HYRULE_FIELD, RR_LW_BRIDGE, ENTR_LOST_WOODS_BRIDGE_WEST_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_NORTH_EXIT },
{ EntranceType::Overworld, RR_LAKE_HYLIA, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_FENCE_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_GERUDO_VALLEY, ENTR_GERUDO_VALLEY_EAST_EXIT },
{ EntranceType::Overworld, RR_GERUDO_VALLEY, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ROCKY_PATH } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NEAR_GUARD_EXIT },
{ EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_ON_BRIDGE_SPAWN } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_FRONT_GATE },
{ EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_STAIRS_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_ZR_FRONT, ENTR_ZORAS_RIVER_WEST_EXIT },
{ EntranceType::Overworld, RR_ZR_FRONT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_RIVER_EXIT } },
{ { EntranceType::Overworld, RR_HYRULE_FIELD, RR_LON_LON_RANCH, ENTR_LON_LON_RANCH_ENTRANCE },
{ EntranceType::Overworld, RR_LON_LON_RANCH, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_CENTER_EXIT } },
{ { EntranceType::Overworld, RR_LAKE_HYLIA, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_UNDERWATER_SHORTCUT },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_UNDERWATER_SHORTCUT } },
{ { EntranceType::Overworld, RR_GV_FORTRESS_SIDE, RR_GF_OUTSKIRTS, ENTR_GERUDOS_FORTRESS_EAST_EXIT },
{ EntranceType::Overworld, RR_GF_OUTSKIRTS, RR_GV_FORTRESS_SIDE, ENTR_GERUDO_VALLEY_WEST_EXIT } },
{ { EntranceType::Overworld, RR_GF_OUTSIDE_GATE, RR_WASTELAND_NEAR_FORTRESS, ENTR_HAUNTED_WASTELAND_EAST_EXIT },
{ EntranceType::Overworld, RR_WASTELAND_NEAR_FORTRESS, RR_GF_OUTSIDE_GATE, ENTR_GERUDOS_FORTRESS_GATE_EXIT } },
{ { EntranceType::Overworld, RR_WASTELAND_NEAR_COLOSSUS, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_EAST_EXIT },
{ EntranceType::Overworld, RR_DESERT_COLOSSUS, RR_WASTELAND_NEAR_COLOSSUS, ENTR_HAUNTED_WASTELAND_WEST_EXIT } },
{ { EntranceType::Overworld, RR_MARKET_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_SOUTH_EXIT },
{ EntranceType::Overworld, RR_THE_MARKET, RR_MARKET_ENTRANCE, ENTR_MARKET_ENTRANCE_NORTH_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_CASTLE_GROUNDS, ENTR_CASTLE_GROUNDS_SOUTH_EXIT },
{ EntranceType::Overworld, RR_CASTLE_GROUNDS, RR_THE_MARKET, ENTR_MARKET_DAY_CASTLE_EXIT } },
{ { EntranceType::Overworld, RR_THE_MARKET, RR_TOT_ENTRANCE, ENTR_TEMPLE_OF_TIME_EXTERIOR_DAY_GOSSIP_STONE_EXIT },
{ EntranceType::Overworld, RR_TOT_ENTRANCE, RR_THE_MARKET, ENTR_MARKET_DAY_TEMPLE_EXIT } },
{ { EntranceType::Overworld, RR_KAKARIKO_VILLAGE, RR_THE_GRAVEYARD, ENTR_GRAVEYARD_ENTRANCE },
{ EntranceType::Overworld, RR_THE_GRAVEYARD, RR_KAKARIKO_VILLAGE, ENTR_KAKARIKO_VILLAGE_SOUTHEAST_EXIT } },
{ { EntranceType::Overworld, RR_KAK_BEHIND_GATE, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_BOTTOM_EXIT },
{ EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_KAK_BEHIND_GATE, ENTR_KAKARIKO_VILLAGE_GUARD_GATE } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_TRAIL, RR_GORON_CITY, ENTR_GORON_CITY_UPPER_EXIT },
{ EntranceType::Overworld, RR_GORON_CITY, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_GC_EXIT } },
{ { EntranceType::Overworld, RR_GC_DARUNIAS_CHAMBER, RR_DMC_LOWER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_GC_EXIT },
{ EntranceType::Overworld, RR_DMC_LOWER_NEARBY, RR_GC_DARUNIAS_CHAMBER, ENTR_GORON_CITY_DARUNIA_ROOM_EXIT } },
{ { EntranceType::Overworld, RR_DEATH_MOUNTAIN_SUMMIT, RR_DMC_UPPER_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_UPPER_EXIT },
{ EntranceType::Overworld, RR_DMC_UPPER_NEARBY, RR_DEATH_MOUNTAIN_SUMMIT, ENTR_DEATH_MOUNTAIN_TRAIL_SUMMIT_EXIT } },
{ { EntranceType::Overworld, RR_ZR_BEHIND_WATERFALL, RR_ZORAS_DOMAIN, ENTR_ZORAS_DOMAIN_ENTRANCE },
{ EntranceType::Overworld, RR_ZORAS_DOMAIN, RR_ZR_BEHIND_WATERFALL, ENTR_ZORAS_RIVER_WATERFALL_EXIT } },
{ { EntranceType::Overworld, RR_ZD_BEHIND_KING_ZORA, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_TUNNEL_EXIT },
{ EntranceType::Overworld, RR_ZORAS_FOUNTAIN, RR_ZD_BEHIND_KING_ZORA, ENTR_ZORAS_DOMAIN_KING_ZORA_EXIT } },
{ { EntranceType::Overworld, RR_GV_LOWER_STREAM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_RIVER_EXIT },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_LH_OWL_FLIGHT, RR_HYRULE_FIELD, ENTR_HYRULE_FIELD_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::OwlDrop, RR_DMT_OWL_FLIGHT, RR_KAK_IMPAS_ROOFTOP, ENTR_KAKARIKO_VILLAGE_OWL_DROP },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_CHILD_SPAWN, RR_KF_LINKS_HOUSE, ENTR_LINKS_HOUSE_CHILD_SPAWN },
NO_RETURN_ENTRANCE },
{ { EntranceType::Spawn, RR_ADULT_SPAWN, RR_TEMPLE_OF_TIME, ENTR_HYRULE_FIELD_10 },
NO_RETURN_ENTRANCE }, // 0x282 is an unused entrance index repurposed to differentiate between
// Adult Spawn and prelude of light (normally they both use 0x5F4)
{ { EntranceType::WarpSong, RR_MINUET_OF_FOREST_WARP, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_BOLERO_OF_FIRE_WARP, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_SERENADE_OF_WATER_WARP, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_REQUIEM_OF_SPIRIT_WARP, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_NOCTURNE_OF_SHADOW_WARP, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::WarpSong, RR_PRELUDE_OF_LIGHT_WARP, RR_TEMPLE_OF_TIME, ENTR_TEMPLE_OF_TIME_WARP_PAD },
NO_RETURN_ENTRANCE },
{ { EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ENTRYWAY, RR_DEKU_TREE_BOSS_ROOM, ENTR_DEKU_TREE_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY, ENTR_DEKU_TREE_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, RR_DODONGOS_CAVERN_BOSS_ROOM, ENTR_DODONGOS_CAVERN_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, ENTR_DODONGOS_CAVERN_BOSS_DOOR } },
{ { EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, RR_JABU_JABUS_BELLY_BOSS_ROOM, ENTR_JABU_JABU_BOSS_ENTRANCE },
{ EntranceType::ChildBoss, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, ENTR_JABU_JABU_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, RR_FOREST_TEMPLE_BOSS_ROOM, ENTR_FOREST_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY, ENTR_FOREST_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, RR_FIRE_TEMPLE_BOSS_ROOM, ENTR_FIRE_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_FIRE_TEMPLE_BOSS_ROOM, RR_FIRE_TEMPLE_BOSS_ENTRYWAY, ENTR_FIRE_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ENTRYWAY, RR_WATER_TEMPLE_BOSS_ROOM, ENTR_WATER_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_WATER_TEMPLE_BOSS_ROOM, RR_WATER_TEMPLE_BOSS_ENTRYWAY, ENTR_WATER_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, RR_SPIRIT_TEMPLE_BOSS_ROOM, ENTR_SPIRIT_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, ENTR_SPIRIT_TEMPLE_BOSS_DOOR } },
{ { EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, RR_SHADOW_TEMPLE_BOSS_ROOM, ENTR_SHADOW_TEMPLE_BOSS_ENTRANCE },
{ EntranceType::AdultBoss, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, ENTR_SHADOW_TEMPLE_BOSS_DOOR } },
{ { EntranceType::BlueWarp, RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE, ENTR_KOKIRI_FOREST_DEKU_TREE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL, ENTR_DEATH_MOUNTAIN_TRAIL_DODONGO_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN, ENTR_ZORAS_FOUNTAIN_JABU_JABU_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW, ENTR_SACRED_FOREST_MEADOW_FOREST_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL, ENTR_DEATH_MOUNTAIN_CRATER_FIRE_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_WATER_TEMPLE_BOSS_ROOM, RR_LAKE_HYLIA, ENTR_LAKE_HYLIA_WATER_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SPIRIT_TEMPLE_BOSS_ROOM, RR_DESERT_COLOSSUS, ENTR_DESERT_COLOSSUS_SPIRIT_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
{ { EntranceType::BlueWarp, RR_SHADOW_TEMPLE_BOSS_ROOM, RR_GRAVEYARD_WARP_PAD_REGION, ENTR_GRAVEYARD_SHADOW_TEMPLE_BLUE_WARP },
NO_RETURN_ENTRANCE },
// clang-format on
};
std::map<std::string, PriorityEntrance> priorityEntranceTable = {
{ "Bolero", { { RR_DMC_CENTRAL_LOCAL }, { EntranceType::OwlDrop, EntranceType::WarpSong } } },
{ "Nocturne",
@ -1163,7 +1180,7 @@ int EntranceShuffler::ShuffleAllEntrances() {
};
mEntranceShuffleFailure = false;
SetAllEntrancesData(entranceShuffleTable);
SetAllEntrancesData();
EntrancePools oneWayEntrancePools = {};
EntrancePools entrancePools = {};
@ -1473,11 +1490,11 @@ int EntranceShuffler::ShuffleAllEntrances() {
if (true /* ctx->GetOption(RSK_SHUFFLE_BLUEWARP_ENTRANCES).Is(RO_BLUEWARP_ENTRANCE_SHUFFLE_DUNGEON) */) {
// If a boss room is inside a boss door, make the blue warp go outside the dungeon's entrance
std::map<std::string, Entrance*> bossExits = {
{ EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY),
{ EntranceNameByRegions(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_EXIT),
GetEntrance(RR_DEKU_TREE_ENTRYWAY, RR_KF_OUTSIDE_DEKU_TREE) },
{ EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY),
{ EntranceNameByRegions(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_EXIT),
GetEntrance(RR_DODONGOS_CAVERN_ENTRYWAY, RR_DEATH_MOUNTAIN_TRAIL) },
{ EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY),
{ EntranceNameByRegions(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_EXIT),
GetEntrance(RR_JABU_JABUS_BELLY_ENTRYWAY, RR_ZORAS_FOUNTAIN) },
{ EntranceNameByRegions(RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY),
GetEntrance(RR_FOREST_TEMPLE_ENTRYWAY, RR_SACRED_FOREST_MEADOW) },
@ -1515,11 +1532,11 @@ int EntranceShuffler::ShuffleAllEntrances() {
// Pair <BlueWarp exit, BossRoom reverse exit>
std::vector<EntrancePair> bossRoomExitPairs = {
{ GetEntrance(RR_DEKU_TREE_BOSS_ROOM, RR_KF_OUTSIDE_DEKU_TREE),
GetEntrance(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_ENTRYWAY) },
GetEntrance(RR_DEKU_TREE_BOSS_ROOM, RR_DEKU_TREE_BOSS_EXIT) },
{ GetEntrance(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DEATH_MOUNTAIN_TRAIL),
GetEntrance(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_ENTRYWAY) },
GetEntrance(RR_DODONGOS_CAVERN_BOSS_ROOM, RR_DODONGOS_CAVERN_BOSS_EXIT) },
{ GetEntrance(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_ZORAS_FOUNTAIN),
GetEntrance(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY) },
GetEntrance(RR_JABU_JABUS_BELLY_BOSS_ROOM, RR_JABU_JABUS_BELLY_BOSS_EXIT) },
{ GetEntrance(RR_FOREST_TEMPLE_BOSS_ROOM, RR_SACRED_FOREST_MEADOW),
GetEntrance(RR_FOREST_TEMPLE_BOSS_ROOM, RR_FOREST_TEMPLE_BOSS_ENTRYWAY) },
{ GetEntrance(RR_FIRE_TEMPLE_BOSS_ROOM, RR_DMC_CENTRAL_LOCAL),
@ -1647,6 +1664,30 @@ void EntranceShuffler::ParseJson(nlohmann::json spoilerFileJson) {
}
}
} catch (const std::exception& e) { throw e; }
// We may need to reset more things here or elsewhere in spoiler loading
RegionTable_Init();
ApplyEntranceOverrides();
SetAreas();
}
void EntranceShuffler::ApplyEntranceOverrides() {
SetAllEntrancesData();
for (size_t i = 0; i < entranceOverrides.size(); i++) {
EntranceOverride entranceOverride = entranceOverrides[i];
if (entranceOverride.index == 0 && entranceOverride.destination == 0 && entranceOverride.override == 0 &&
entranceOverride.overrideDestination == 0) {
continue;
}
Entrance* entrance = entranceMap[entranceOverride.index];
Entrance* overrideEntrance = entranceMap[entranceOverride.override];
entrance->Disconnect();
entrance->Connect(overrideEntrance->GetOriginalConnectedRegionKey());
entrance->SetAsShuffled();
}
}
} // namespace Rando

View file

@ -128,6 +128,7 @@ class EntranceShuffler {
void CreateEntranceOverrides();
void UnshuffleAllEntrances();
void ParseJson(nlohmann::json spoilerFileJson);
void ApplyEntranceOverrides();
private:
std::vector<Entrance*> AssumeEntrancePool(std::vector<Entrance*>& entrancePool);

View file

@ -358,6 +358,7 @@ const CustomMessage Hint::GetHintMessage(MessageFormat format, size_t id) const
}
hintText.InsertNames(toInsert);
hintText.SetSingularPlural();
if (num != 0) {
hintText.InsertNumber(num);

View file

@ -8,14 +8,11 @@
#include "soh/Enhancements/randomizer/dungeon.h"
#include "soh/Enhancements/randomizer/fishsanity.h"
#include "soh/Enhancements/randomizer/static_data.h"
#include "soh/Enhancements/randomizer/ShufflePots.h"
#include "soh/Enhancements/randomizer/ShuffleFreestanding.h"
#include "soh/Enhancements/game-interactor/GameInteractor.h"
#include "soh/Enhancements/game-interactor/GameInteractor_Hooks.h"
#include "soh/SohGui/ImGuiUtils.h"
#include "soh/Notification/Notification.h"
#include "soh/SaveManager.h"
#include "soh/Enhancements/randomizer/ShuffleFairies.h"
extern "C" {
#include "macros.h"
@ -971,7 +968,7 @@ void RandomizerOnVanillaBehaviorHandler(GIVanillaBehavior id, bool* should, va_l
break;
}
case VB_BIGGORON_CONSIDER_TRADE_COMPLETE: {
// This being true will prevent other biggoron trades, there are already safegaurds in place to prevent
// This being true will prevent other biggoron trades, there are already safeguards in place to prevent
// claim check from being traded multiple times, so we don't really need the quest to ever be considered
// "complete"
*should = false;
@ -1982,6 +1979,10 @@ void RandomizerOnActorInitHandler(void* actorRef) {
if (ge1Type == GE1_TYPE_TRAINING_GROUND_GUARD &&
Flags_GetRandomizerInf(RAND_INF_GF_GTG_GATE_PERMANENTLY_OPEN)) {
enGe1->actionFunc = (EnGe1ActionFunc)EnGe1_SetNormalText;
} else if (ge1Type == GE1_TYPE_GATE_OPERATOR && enGe1->actor.world.pos.x != -1358.0f) {
// When spawning the gate operator, also spawn an extra gate operator on the wasteland side
Actor_Spawn(&gPlayState->actorCtx, gPlayState, ACTOR_EN_GE1, -1358.0f, 88.0f, -3018.0f, 0, 0x95B0, 0,
0x0300 | GE1_TYPE_GATE_OPERATOR, true);
}
}
@ -2328,11 +2329,6 @@ void RandomizerRegisterHooks() {
static uint32_t fishsanityOnVanillaBehaviorHook = 0;
static uint32_t fishsanityOnItemReceiveHook = 0;
static uint32_t shufflePotsOnActorInitHook = 0;
static uint32_t shufflePotsOnVanillaBehaviorHook = 0;
static uint32_t shuffleFreestandingOnVanillaBehaviorHook = 0;
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnLoadGame>([](int32_t fileNum) {
ShipInit::Init("IS_RANDO");
@ -2366,13 +2362,6 @@ void RandomizerRegisterHooks() {
fishsanityOnVanillaBehaviorHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnItemReceive>(fishsanityOnItemReceiveHook);
GameInteractor::Instance->UnregisterGameHookForID<GameInteractor::OnActorInit>(shufflePotsOnActorInitHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(
shufflePotsOnVanillaBehaviorHook);
GameInteractor::Instance->UnregisterGameHook<GameInteractor::OnVanillaBehavior>(
shuffleFreestandingOnVanillaBehaviorHook);
onFlagSetHook = 0;
onSceneFlagSetHook = 0;
onPlayerUpdateForRCQueueHook = 0;
@ -2398,13 +2387,6 @@ void RandomizerRegisterHooks() {
fishsanityOnVanillaBehaviorHook = 0;
fishsanityOnItemReceiveHook = 0;
shufflePotsOnActorInitHook = 0;
shufflePotsOnVanillaBehaviorHook = 0;
shuffleFreestandingOnVanillaBehaviorHook = 0;
ShuffleFairies_UnregisterHooks();
if (!IS_RANDO)
return;
@ -2469,23 +2451,5 @@ void RandomizerRegisterHooks() {
fishsanityOnItemReceiveHook = GameInteractor::Instance->RegisterGameHook<GameInteractor::OnItemReceive>(
Rando::Fishsanity::OnItemReceiveHandler);
}
if (RAND_GET_OPTION(RSK_SHUFFLE_POTS) != RO_SHUFFLE_POTS_OFF) {
shufflePotsOnActorInitHook = GameInteractor::Instance->RegisterGameHookForID<GameInteractor::OnActorInit>(
ACTOR_OBJ_TSUBO, ObjTsubo_RandomizerInit);
shufflePotsOnVanillaBehaviorHook =
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnVanillaBehavior>(
ShufflePots_OnVanillaBehaviorHandler);
}
if (RAND_GET_OPTION(RSK_SHUFFLE_FREESTANDING) != RO_SHUFFLE_FREESTANDING_OFF) {
shuffleFreestandingOnVanillaBehaviorHook =
GameInteractor::Instance->RegisterGameHook<GameInteractor::OnVanillaBehavior>(
ShuffleFreestanding_OnVanillaBehaviorHandler);
}
if (RAND_GET_OPTION(RSK_SHUFFLE_FAIRIES)) {
ShuffleFairies_RegisterHooks();
}
});
}

View file

@ -46,14 +46,20 @@ Item::~Item() = default;
void Item::ApplyEffect() const {
auto ctx = Rando::Context::GetInstance();
ctx->GetLogic()->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true);
ctx->GetLogic()->SetInLogic(logicVal, true);
auto logic = ctx->GetLogic();
if (!logic->CalculatingAvailableChecks) {
logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), true);
}
logic->SetInLogic(logicVal, true);
}
void Item::UndoEffect() const {
auto ctx = Rando::Context::GetInstance();
ctx->GetLogic()->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false);
ctx->GetLogic()->SetInLogic(logicVal, false);
auto logic = ctx->GetLogic();
if (!logic->CalculatingAvailableChecks) {
logic->ApplyItemEffect(StaticData::RetrieveItem(randomizerGet), false);
}
logic->SetInLogic(logicVal, false);
}
const Text& Item::GetName() const {

View file

@ -23,9 +23,9 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BIGGORON_SWORD] = Item(RG_BIGGORON_SWORD, Text{ "Biggoron's Sword", "Épée de Biggoron", "Biggoron-Schwert" }, ITEMTYPE_EQUIP, GI_SWORD_BGS, true, LOGIC_BIGGORON_SWORD, RHT_BIGGORON_SWORD, ITEM_SWORD_BGS, OBJECT_GI_LONGSWORD, GID_SWORD_BGS, 0x0C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_DEKU_SHIELD] = Item(RG_DEKU_SHIELD, Text{ "Deku Shield", "Bouclier Mojo", "Deku-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_DEKU, false, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HYLIAN_SHIELD] = Item(RG_HYLIAN_SHIELD, Text{ "Hylian Shield", "Bouclier Hylien", "Hylia-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_HYLIAN, false, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegelschild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Tunika" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MIRROR_SHIELD] = Item(RG_MIRROR_SHIELD, Text{ "Mirror Shield", "Bouclier Miroir", "Spiegel-Schild" }, ITEMTYPE_EQUIP, GI_SHIELD_MIRROR, true, LOGIC_MIRROR_SHIELD, RHT_MIRROR_SHIELD, ITEM_SHIELD_MIRROR, OBJECT_GI_SHIELD_3, GID_SHIELD_MIRROR, 0x4E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GORON_TUNIC] = Item(RG_GORON_TUNIC, Text{ "Goron Tunic", "Tunique Goron", "Goronen-Rüstung" }, ITEMTYPE_EQUIP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ZORA_TUNIC] = Item(RG_ZORA_TUNIC, Text{ "Zora Tunic", "Tunique Zora", "Zora-Rüstung" }, ITEMTYPE_EQUIP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_IRON_BOOTS] = Item(RG_IRON_BOOTS, Text{ "Iron Boots", "Bottes de plomb", "Eisenstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_IRON, true, LOGIC_IRON_BOOTS, RHT_IRON_BOOTS, ITEM_BOOTS_IRON, OBJECT_GI_BOOTS_2, GID_BOOTS_IRON, 0x53, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_HOVER_BOOTS] = Item(RG_HOVER_BOOTS, Text{ "Hover Boots", "Bottes de airs", "Gleitstiefel" }, ITEMTYPE_EQUIP, GI_BOOTS_HOVER, true, LOGIC_HOVER_BOOTS, RHT_HOVER_BOOTS, ITEM_BOOTS_HOVER, OBJECT_GI_HOVERBOOTS, GID_BOOTS_HOVER, 0x54, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOOMERANG] = Item(RG_BOOMERANG, Text{ "Boomerang", "Boomerang", "Bumerang" }, ITEMTYPE_ITEM, GI_BOOMERANG, true, LOGIC_BOOMERANG, RHT_BOOMERANG, ITEM_BOOMERANG, OBJECT_GI_BOOMERANG, GID_BOOMERANG, 0x35, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -35,9 +35,9 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_DINS_FIRE] = Item(RG_DINS_FIRE, Text{ "Din's Fire", "Feu de Din", "Dins Feuerinferno" }, ITEMTYPE_ITEM, GI_DINS_FIRE, true, LOGIC_DINS_FIRE, RHT_DINS_FIRE, ITEM_DINS_FIRE, OBJECT_GI_GODDESS, GID_DINS_FIRE, 0xAD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FARORES_WIND] = Item(RG_FARORES_WIND, Text{ "Farore's Wind", "Vent de Farore", "Farores Donnersturm" }, ITEMTYPE_ITEM, GI_FARORES_WIND, true, LOGIC_FARORES_WIND, RHT_FARORES_WIND, ITEM_FARORES_WIND, OBJECT_GI_GODDESS, GID_FARORES_WIND, 0xAE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_NAYRUS_LOVE] = Item(RG_NAYRUS_LOVE, Text{ "Nayru's Love", "Amour de Nayru", "Nayrus Umarmung" }, ITEMTYPE_ITEM, GI_NAYRUS_LOVE, true, LOGIC_NAYRUS_LOVE, RHT_NAYRUS_LOVE, ITEM_NAYRUS_LOVE, OBJECT_GI_GODDESS, GID_NAYRUS_LOVE, 0xAF, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuerpfeil" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eispfeil" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Lichtpfeil" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_FIRE_ARROWS] = Item(RG_FIRE_ARROWS, Text{ "Fire Arrow", "Flèche de Feu", "Feuer-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_FIRE, true, LOGIC_FIRE_ARROWS, RHT_FIRE_ARROWS, ITEM_ARROW_FIRE, OBJECT_GI_M_ARROW, GID_ARROW_FIRE, 0x70, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ICE_ARROWS] = Item(RG_ICE_ARROWS, Text{ "Ice Arrow", "Flèche de Glace", "Eis-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_ICE, true, LOGIC_ICE_ARROWS, RHT_ICE_ARROWS, ITEM_ARROW_ICE, OBJECT_GI_M_ARROW, GID_ARROW_ICE, 0x71, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_LIGHT_ARROWS] = Item(RG_LIGHT_ARROWS, Text{ "Light Arrow", "Flèche de Lumière", "Licht-Pfeile" }, ITEMTYPE_ITEM, GI_ARROW_LIGHT, true, LOGIC_LIGHT_ARROWS, RHT_LIGHT_ARROWS, ITEM_ARROW_LIGHT, OBJECT_GI_M_ARROW, GID_ARROW_LIGHT, 0x72, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo-Pass" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
@ -51,40 +51,40 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_ODD_MUSHROOM] = Item(RG_ODD_MUSHROOM, Text{ "Odd Mushroom", "Champigon Suspect", "Schimmelpilz" }, ITEMTYPE_ITEM, GI_ODD_MUSHROOM, true, LOGIC_ODD_MUSHROOM, RHT_ODD_MUSHROOM, ITEM_ODD_MUSHROOM, OBJECT_GI_MUSHROOM, GID_ODD_MUSHROOM, 0x03, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ODD_POTION] = Item(RG_ODD_POTION, Text{ "Odd Potion", "Mixture Suspecte", "Modertrank" }, ITEMTYPE_ITEM, GI_ODD_POTION, true, LOGIC_ODD_POULTICE, RHT_ODD_POTION, ITEM_ODD_POTION, OBJECT_GI_POWDER, GID_ODD_POTION, 0x04, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_POACHERS_SAW] = Item(RG_POACHERS_SAW, Text{ "Poacher's Saw", "Scie du Chasseur", "Säge" }, ITEMTYPE_ITEM, GI_SAW, true, LOGIC_POACHERS_SAW, RHT_POACHERS_SAW, ITEM_SAW, OBJECT_GI_SAW, GID_SAW, 0x05, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "Zerbrochenes Goronen-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BROKEN_SWORD] = Item(RG_BROKEN_SWORD, Text{ "Broken Goron's Sword", "Épée Brisée de Goron", "zerbr. Goronen-Schwert" }, ITEMTYPE_ITEM, GI_SWORD_BROKEN, true, LOGIC_BROKEN_SWORD, RHT_BROKEN_SWORD, ITEM_SWORD_BROKEN, OBJECT_GI_BROKENSWORD, GID_SWORD_BROKEN, 0x08, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_PRESCRIPTION] = Item(RG_PRESCRIPTION, Text{ "Prescription", "Ordonnance", "Rezept" }, ITEMTYPE_ITEM, GI_PRESCRIPTION, true, LOGIC_PRESCRIPTION, RHT_PRESCRIPTION, ITEM_PRESCRIPTION, OBJECT_GI_PRESCRIPTION, GID_PRESCRIPTION, 0x09, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EYEBALL_FROG] = Item(RG_EYEBALL_FROG, Text{ "Eyeball Frog", "Crapaud-qui-louche", "Glotzfrosch" }, ITEMTYPE_ITEM, GI_FROG, true, LOGIC_EYEBALL_FROG, RHT_EYEBALL_FROG, ITEM_FROG, OBJECT_GI_FROG, GID_FROG, 0x0D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EYEDROPS] = Item(RG_EYEDROPS, Text{ "World's Finest Eyedrops", "Super Gouttes", "Augentropfen" }, ITEMTYPE_ITEM, GI_EYEDROPS, true, LOGIC_EYEDROPS, RHT_EYEDROPS, ITEM_EYEDROPS, OBJECT_GI_EYE_LOTION, GID_EYEDROPS, 0x0E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_CLAIM_CHECK] = Item(RG_CLAIM_CHECK, Text{ "Claim Check", "Certificat", "Zertifikat" }, ITEMTYPE_ITEM, GI_CLAIM_CHECK, true, LOGIC_CLAIM_CHECK, RHT_CLAIM_CHECK, ITEM_CLAIM_CHECK, OBJECT_GI_TICKETSTONE, GID_CLAIM_CHECK, 0x0A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Skulltula Token
itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Goldenes Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE);
itemTable[RG_GOLD_SKULLTULA_TOKEN] = Item(RG_GOLD_SKULLTULA_TOKEN, Text{ "Gold Skulltula Token", "Symbole de Skulltula d'Or", "Skulltula-Symbol" }, ITEMTYPE_TOKEN, GI_SKULL_TOKEN, true, LOGIC_GOLD_SKULLTULA_TOKENS, RHT_GOLD_SKULLTULA_TOKEN, ITEM_SKULL_TOKEN, OBJECT_GI_SUTARU, GID_SKULL_TOKEN, 0xB4, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SKULLTULA_TOKEN, MOD_NONE);
// Progressive Items
itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Progressiver Fanghaken" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Progressives Kraft-Upgrade" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Progressive Bombentasche" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Progressiver Bogen" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Progressive Steinschleuder" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Progressive Geldbörse" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Progressive Schuppe" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Progressive Nuß-Kapazität" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Progressive Stab-Kapazität" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Progressive Krabbelminen" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Progressives Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Progressive Okarina" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Progressives Goronen-Schwert" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true);
itemTable[RG_PROGRESSIVE_HOOKSHOT] = Item(RG_PROGRESSIVE_HOOKSHOT, Text{ "Progressive Hookshot", "Grappin (prog.)", "Fanghaken (prog.)" }, ITEMTYPE_ITEM, 0x80, true, LOGIC_PROGRESSIVE_HOOKSHOT, RHT_PROGRESSIVE_HOOKSHOT, true);
itemTable[RG_PROGRESSIVE_STRENGTH] = Item(RG_PROGRESSIVE_STRENGTH, Text{ "Strength Upgrade", "Amélioration de Force (prog.)", "Stärke (prog.)" }, ITEMTYPE_ITEM, 0x81, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_PROGRESSIVE_STRENGTH, true);
itemTable[RG_PROGRESSIVE_BOMB_BAG] = Item(RG_PROGRESSIVE_BOMB_BAG, Text{ "Progressive Bomb Bag", "Sac de Bombes (prog.)", "Bombentasche (prog.)" }, ITEMTYPE_ITEM, 0x82, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_PROGRESSIVE_BOMB_BAG, true);
itemTable[RG_PROGRESSIVE_BOW] = Item(RG_PROGRESSIVE_BOW, Text{ "Progressive Bow", "Arc (prog.)", "Bogen (prog.)" }, ITEMTYPE_ITEM, 0x83, true, LOGIC_PROGRESSIVE_BOW, RHT_PROGRESSIVE_BOW, true);
itemTable[RG_PROGRESSIVE_SLINGSHOT] = Item(RG_PROGRESSIVE_SLINGSHOT, Text{ "Progressive Slingshot", "Lance-Pierre (prog.)", "Schleuder (prog.)" }, ITEMTYPE_ITEM, 0x84, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_PROGRESSIVE_SLINGSHOT, true);
itemTable[RG_PROGRESSIVE_WALLET] = Item(RG_PROGRESSIVE_WALLET, Text{ "Progressive Wallet", "Bourse (prog.)", "Geldbörse (prog.)" }, ITEMTYPE_ITEM, 0x85, true, LOGIC_PROGRESSIVE_WALLET, RHT_PROGRESSIVE_WALLET, true);
itemTable[RG_PROGRESSIVE_SCALE] = Item(RG_PROGRESSIVE_SCALE, Text{ "Progressive Scale", "Écaille (prog.)", "Zora-Schuppe (prog.)" }, ITEMTYPE_ITEM, 0x86, true, LOGIC_PROGRESSIVE_SCALE, RHT_PROGRESSIVE_SCALE, true);
itemTable[RG_PROGRESSIVE_NUT_UPGRADE] = Item(RG_PROGRESSIVE_NUT_UPGRADE, Text{ "Progressive Nut Capacity", "Capacité de Noix (prog.)", "Nuß-Kapazität (prog.)" }, ITEMTYPE_ITEM, 0x87, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_PROGRESSIVE_NUT_UPGRADE, true);
itemTable[RG_PROGRESSIVE_STICK_UPGRADE] = Item(RG_PROGRESSIVE_STICK_UPGRADE, Text{ "Progressive Stick Capacity", "Capacité de Bâtons (prog.)", "Stab-Kapazität (prog.)" }, ITEMTYPE_ITEM, 0x88, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_PROGRESSIVE_STICK_UPGRADE, true);
itemTable[RG_PROGRESSIVE_BOMBCHUS] = Item(RG_PROGRESSIVE_BOMBCHUS, Text{ "Progressive Bombchu", "Missiles (prog.)", "Krabbelminen (prog.)" }, ITEMTYPE_ITEM, 0x89, true, LOGIC_BOMBCHUS, RHT_PROGRESSIVE_BOMBCHUS, true);
itemTable[RG_PROGRESSIVE_MAGIC_METER] = Item(RG_PROGRESSIVE_MAGIC_METER, Text{ "Progressive Magic Meter", "Jauge de Magie (prog.)", "Magische Kraft (prog.)" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_PROGRESSIVE_MAGIC_METER, true);
itemTable[RG_PROGRESSIVE_OCARINA] = Item(RG_PROGRESSIVE_OCARINA, Text{ "Progressive Ocarina", "Ocarina (prog.)", "Okarina (prog.)" }, ITEMTYPE_ITEM, 0x8B, true, LOGIC_PROGRESSIVE_OCARINA, RHT_PROGRESSIVE_OCARINA, true);
itemTable[RG_PROGRESSIVE_GORONSWORD] = Item(RG_PROGRESSIVE_GORONSWORD, Text{ "Progressive Goron Sword", "Épée Goron (prog.)", "Goronen-Schwert (prog.)" }, ITEMTYPE_ITEM, 0xD4, true, LOGIC_PROGRESSIVE_GIANT_KNIFE, RHT_PROGRESSIVE_GORONSWORD, true);
// Bottles
itemTable[RG_EMPTY_BOTTLE] = Item(RG_EMPTY_BOTTLE, Text{ "Empty Bottle", "Bouteille Vide", "Leere Flasche" }, ITEMTYPE_ITEM, GI_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_BOTTLE, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x42, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche mit Milch" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche mit rotem Elixier" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche mit grünem Elixier" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche mit blauem Elixier" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche mit Fee" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche mit Fisch" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche mit blauem Feuer" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche mit Wanzen" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche mit einem Geist" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche mit Rutos Brief" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER, GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche mit Seele" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_MILK] = Item(RG_BOTTLE_WITH_MILK, Text{ "Bottle with Milk", "Bouteille avec du Lait", "Flasche (Milch)" }, ITEMTYPE_ITEM, GI_MILK_BOTTLE, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_MILK, ITEM_MILK_BOTTLE, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_RED_POTION] = Item(RG_BOTTLE_WITH_RED_POTION, Text{ "Bottle with Red Potion", "Bouteille avec une Potion Rouge", "Flasche (Rotes Elixier)" }, ITEMTYPE_ITEM, 0x8C, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_RED_POTION, RG_BOTTLE_WITH_RED_POTION, OBJECT_GI_LIQUID, GID_POTION_RED, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_GREEN_POTION] = Item(RG_BOTTLE_WITH_GREEN_POTION, Text{ "Bottle with Green Potion", "Bouteille avec une Potion Verte", "Flasche (Grünes Elixier)" }, ITEMTYPE_ITEM, 0x8D, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_GREEN_POTION, RG_BOTTLE_WITH_GREEN_POTION, OBJECT_GI_LIQUID, GID_POTION_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_POTION] = Item(RG_BOTTLE_WITH_BLUE_POTION, Text{ "Bottle with Blue Potion", "Bouteille avec une Potion Bleue", "Flasche (Blaues Elixier)" }, ITEMTYPE_ITEM, 0x8E, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_POTION, RG_BOTTLE_WITH_BLUE_POTION, OBJECT_GI_LIQUID, GID_POTION_BLUE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FAIRY] = Item(RG_BOTTLE_WITH_FAIRY, Text{ "Bottle with Fairy", "Bouteille avec une Fée", "Flasche (Fee)" }, ITEMTYPE_ITEM, 0x8F, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FAIRY, RG_BOTTLE_WITH_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_FISH] = Item(RG_BOTTLE_WITH_FISH, Text{ "Bottle with Fish", "Bouteille avec un Poisson", "Flasche (Fisch)" }, ITEMTYPE_ITEM, 0x90, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_FISH, RG_BOTTLE_WITH_FISH, OBJECT_GI_FISH, GID_FISH, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BLUE_FIRE] = Item(RG_BOTTLE_WITH_BLUE_FIRE, Text{ "Bottle with Blue Fire", "Bouteille avec une Flamme Bleue", "Flasche (Blaues Feuer)" }, ITEMTYPE_ITEM, 0x91, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BLUE_FIRE, RG_BOTTLE_WITH_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_BUGS] = Item(RG_BOTTLE_WITH_BUGS, Text{ "Bottle with Bugs", "Bouteille avec des Insectes", "Flasche (Käfer)" }, ITEMTYPE_ITEM, 0x92, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_BUGS, RG_BOTTLE_WITH_BUGS, OBJECT_GI_INSECT, GID_BUG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BOTTLE_WITH_POE] = Item(RG_BOTTLE_WITH_POE, Text{ "Bottle with Poe", "Bouteille avec un Esprit", "Flasche (Irrlicht)" }, ITEMTYPE_ITEM, 0x94, true, LOGIC_BOTTLES, RHT_BOTTLE_WITH_POE, RG_BOTTLE_WITH_POE, OBJECT_GI_GHOST, GID_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_RUTOS_LETTER] = Item(RG_RUTOS_LETTER, Text{ "Bottle with Ruto's Letter", "Bouteille avec la Lettre de Ruto", "Flasche (Rutos Brief)" }, ITEMTYPE_ITEM, GI_LETTER_RUTO, true, LOGIC_RUTOS_LETTER, RHT_RUTOS_LETTER, ITEM_LETTER_RUTO, OBJECT_GI_BOTTLE_LETTER, GID_LETTER_RUTO, 0x99, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOTTLE_WITH_BIG_POE] = Item(RG_BOTTLE_WITH_BIG_POE, Text{ "Bottle with Big Poe", "Bouteille avec une Âme", "Flasche (Nachtschwärmer)" }, ITEMTYPE_ITEM, 0x93, true, LOGIC_BOTTLE_WITH_BIG_POE, RHT_BOTTLE_WITH_BIG_POE, RG_BOTTLE_WITH_BIG_POE, OBJECT_GI_GHOST, GID_BIG_POE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
// Songs
itemTable[RG_ZELDAS_LULLABY] = Item(RG_ZELDAS_LULLABY, Text{ "Zelda's Lullaby", "Berceuse de Zelda", "Zeldas Wiegenlied" }, ITEMTYPE_SONG, 0xC1, true, LOGIC_ZELDAS_LULLABY, RHT_ZELDAS_LULLABY, ITEM_SONG_LULLABY, OBJECT_GI_MELODY, GID_SONG_ZELDA, 0xD4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_EPONAS_SONG] = Item(RG_EPONAS_SONG, Text{ "Epona's Song", "Chant d'Epona", "Eponas Lied" }, ITEMTYPE_SONG, 0xC2, true, LOGIC_EPONAS_SONG, RHT_EPONAS_SONG, ITEM_SONG_EPONA, OBJECT_GI_MELODY, GID_SONG_EPONA, 0xD2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -99,147 +99,147 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_REQUIEM_OF_SPIRIT] = Item(RG_REQUIEM_OF_SPIRIT, Text{ "Requiem of Spirit", "Requiem des Esprits", "Requiem der Geister" }, ITEMTYPE_SONG, 0xBE, true, LOGIC_REQUIEM_OF_SPIRIT, RHT_REQUIEM_OF_SPIRIT, ITEM_SONG_REQUIEM, OBJECT_GI_MELODY, GID_SONG_REQUIEM, 0x76, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_PRELUDE_OF_LIGHT] = Item(RG_PRELUDE_OF_LIGHT, Text{ "Prelude of Light", "Prélude de la Lumière", "Kantate des Lichts" }, ITEMTYPE_SONG, 0xC0, true, LOGIC_PRELUDE_OF_LIGHT, RHT_PRELUDE_OF_LIGHT, ITEM_SONG_PRELUDE, OBJECT_GI_MELODY, GID_SONG_PRELUDE, 0x78, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Maps and Compasses
itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte des Deku-Baums" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_MAP] = Item(RG_DEKU_TREE_MAP, Text{ "Great Deku Tree Map", "Carte de l'Arbre Mojo", "Karte (Deku-Baum)" }, ITEMTYPE_MAP, 0xA5, false, LOGIC_MAP_DEKU_TREE, RHT_DEKU_TREE_MAP, RG_DEKU_TREE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte der Dodongo-Höhle" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_MAP] = Item(RG_DODONGOS_CAVERN_MAP, Text{ "Dodongo's Cavern Map", "Carte de la Caverne Dodongo", "Karte (Dodongos Höhle)" }, ITEMTYPE_MAP, 0xA6, false, LOGIC_MAP_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_MAP, RG_DODONGOS_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte des Jabu-Jabu-Bauchs" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_MAP] = Item(RG_JABU_JABUS_BELLY_MAP, Text{ "Jabu-Jabu's Belly Map", "Carte du Ventre de Jabu-Jabu", "Karte (Jabu-Jabus Bauch)" }, ITEMTYPE_MAP, 0xA7, false, LOGIC_MAP_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_MAP, RG_JABU_JABUS_BELLY_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Karte des Waldtempels" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_MAP] = Item(RG_FOREST_TEMPLE_MAP, Text{ "Forest Temple Map", "Carte du Temple de la Forêt", "Karte (Waldtempel)" }, ITEMTYPE_MAP, 0xA8, false, LOGIC_MAP_FOREST_TEMPLE, RHT_FOREST_TEMPLE_MAP, RG_FOREST_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Karte des Feuertempels" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_MAP] = Item(RG_FIRE_TEMPLE_MAP, Text{ "Fire Temple Map", "Carte due Temple de Feu", "Karte (Feuertempel)" }, ITEMTYPE_MAP, 0xA9, false, LOGIC_MAP_FIRE_TEMPLE, RHT_FIRE_TEMPLE_MAP, RG_FIRE_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Karte des Wassertempels" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_MAP] = Item(RG_WATER_TEMPLE_MAP, Text{ "Water Temple Map", "Carte du Temple de l'Eau", "Karte (Wassertempel)" }, ITEMTYPE_MAP, 0xAA, false, LOGIC_MAP_WATER_TEMPLE, RHT_WATER_TEMPLE_MAP, RG_WATER_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Karte des Geistertempels" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_MAP] = Item(RG_SPIRIT_TEMPLE_MAP, Text{ "Spirit Temple Map", "Carte due Temple de l'Esprit", "Karte (Geistertempel)" }, ITEMTYPE_MAP, 0xAB, false, LOGIC_MAP_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_MAP, RG_SPIRIT_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte des Schattentempels" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_MAP] = Item(RG_SHADOW_TEMPLE_MAP, Text{ "Shadow Temple Map", "Carte du Temple de l'Ombre", "Karte (Schattentempel)" }, ITEMTYPE_MAP, 0xAC, false, LOGIC_MAP_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_MAP, RG_SHADOW_TEMPLE_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Karte des Grund des Brunnens" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP] = Item(RG_BOTTOM_OF_THE_WELL_MAP, Text{ "Bottom of the Well Map", "Carte du Puits", "Karte (Grund des Brunnens)" }, ITEMTYPE_MAP, 0xAD, false, LOGIC_MAP_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_MAP, RG_BOTTOM_OF_THE_WELL_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Karte der Eishöhle" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_MAP] = Item(RG_ICE_CAVERN_MAP, Text{ "Ice Cavern Map", "Carte de la Caverne Polaire", "Karte (Eishöhle)" }, ITEMTYPE_MAP, 0xAE, false, LOGIC_MAP_ICE_CAVERN, RHT_ICE_CAVERN_MAP, RG_ICE_CAVERN_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_MAP].SetCustomDrawFunc(Randomizer_DrawMap);
itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompaß des Deku-Baums" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_COMPASS] = Item(RG_DEKU_TREE_COMPASS, Text{ "Great Deku Tree Compass", "Boussole de l'Arbre Mojo", "Kompaß (Deku-Baum)" }, ITEMTYPE_COMPASS, 0x9B, false, LOGIC_COMPASS_DEKU_TREE, RHT_DEKU_TREE_COMPASS, RG_DEKU_TREE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_DUNGEON_MAP, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DEKU_TREE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompaß der Dodongo-Höhle" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_COMPASS] = Item(RG_DODONGOS_CAVERN_COMPASS, Text{ "Dodongo's Cavern Compass", "Boussole de la Caverne Dodongo", "Kompaß (Dodongos Höhle)" }, ITEMTYPE_COMPASS, 0x9C, false, LOGIC_COMPASS_DODONGOS_CAVERN, RHT_DODONGOS_CAVERN_COMPASS, RG_DODONGOS_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DODONGOS_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompaß des Jabu-Jabu-Bauchs" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_COMPASS] = Item(RG_JABU_JABUS_BELLY_COMPASS, Text{ "Jabu-Jabu's Belly Compass", "Boussole du Ventre de Jabu-Jabu", "Kompaß (Jabu-Jabus Bauch)" }, ITEMTYPE_COMPASS, 0x9D, false, LOGIC_COMPASS_JABU_JABUS_BELLY, RHT_JABU_JABUS_BELLY_COMPASS, RG_JABU_JABUS_BELLY_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_JABU_JABUS_BELLY_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Kompaß des Waldtempels" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_COMPASS] = Item(RG_FOREST_TEMPLE_COMPASS, Text{ "Forest Temple Compass", "Boussole du Temple de la Forêt", "Kompaß (Waldtempel)" }, ITEMTYPE_COMPASS, 0x9E, false, LOGIC_COMPASS_FOREST_TEMPLE, RHT_FOREST_TEMPLE_COMPASS, RG_FOREST_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Kompaß des Feuertempels" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_COMPASS] = Item(RG_FIRE_TEMPLE_COMPASS, Text{ "Fire Temple Compass", "Boussole du Temple du Feu", "Kompaß (Feuertempel)" }, ITEMTYPE_COMPASS, 0x9F, false, LOGIC_COMPASS_FIRE_TEMPLE, RHT_FIRE_TEMPLE_COMPASS, RG_FIRE_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Kompaß des Wassertempels" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_COMPASS] = Item(RG_WATER_TEMPLE_COMPASS, Text{ "Water Temple Compass", "Boussole du Temple de l'Eau", "Kompaß (Wassertempel)" }, ITEMTYPE_COMPASS, 0xA0, false, LOGIC_COMPASS_WATER_TEMPLE, RHT_WATER_TEMPLE_COMPASS, RG_WATER_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Kompaß des Geistertempels" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_COMPASS] = Item(RG_SPIRIT_TEMPLE_COMPASS, Text{ "Spirit Temple Compass", "Boussole due Temple de l'Esprit", "Kompaß (Geistertempel)" }, ITEMTYPE_COMPASS, 0xA1, false, LOGIC_COMPASS_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_COMPASS, RG_SPIRIT_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompaß des Schattentempels" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_COMPASS] = Item(RG_SHADOW_TEMPLE_COMPASS, Text{ "Shadow Temple Compass", "Boussole du Temple de l'Ombre", "Kompaß (Schattentempel)" }, ITEMTYPE_COMPASS, 0xA2, false, LOGIC_COMPASS_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_COMPASS, RG_SHADOW_TEMPLE_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Kompaß des Grund des Brunnens" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS] = Item(RG_BOTTOM_OF_THE_WELL_COMPASS, Text{ "Bottom of the Well Compass", "Boussole du Puits", "Kompaß (Grund des Brunnens)" }, ITEMTYPE_COMPASS, 0xA3, false, LOGIC_COMPASS_BOTTOM_OF_THE_WELL, RHT_BOTTOM_OF_THE_WELL_COMPASS, RG_BOTTOM_OF_THE_WELL_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Kompaß der Eishöhle" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_COMPASS] = Item(RG_ICE_CAVERN_COMPASS, Text{ "Ice Cavern Compass", "Boussole de la Caverne Polaire", "Kompaß (Eishöhle)" }, ITEMTYPE_COMPASS, 0xA4, false, LOGIC_COMPASS_ICE_CAVERN, RHT_ICE_CAVERN_COMPASS, RG_ICE_CAVERN_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, TEXT_ITEM_COMPASS, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_ICE_CAVERN_COMPASS].SetCustomDrawFunc(Randomizer_DrawCompass);
// Boss Keys
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Master-Schlüssel des Waldtempels" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_BOSS_KEY] = Item(RG_FOREST_TEMPLE_BOSS_KEY, Text{ "Forest Temple Boss Key", "Clé d'Or du Temple de la Forêt", "Master-Schlüssel (Waldtempel)" }, ITEMTYPE_BOSSKEY, 0x95, true, LOGIC_BOSS_KEY_FOREST_TEMPLE, RHT_FOREST_TEMPLE_BOSS_KEY, RG_FOREST_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Master-Schlüssel des Feuertempels" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY] = Item(RG_FIRE_TEMPLE_BOSS_KEY, Text{ "Fire Temple Boss Key", "Clé d'Or du Temple du Feu", "Master-Schlüssel (Feuertempel)" }, ITEMTYPE_BOSSKEY, 0x96, true, LOGIC_BOSS_KEY_FIRE_TEMPLE, RHT_FIRE_TEMPLE_BOSS_KEY, RG_FIRE_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Master-Schlüssel des Wassertempels" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_BOSS_KEY] = Item(RG_WATER_TEMPLE_BOSS_KEY, Text{ "Water Temple Boss Key", "Clé d'Or du Temple de l'Eau", "Master-Schlüssel (Wassertempel)" }, ITEMTYPE_BOSSKEY, 0x97, true, LOGIC_BOSS_KEY_WATER_TEMPLE, RHT_WATER_TEMPLE_BOSS_KEY, RG_WATER_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Master-Schlüssel des Geistertempels" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY] = Item(RG_SPIRIT_TEMPLE_BOSS_KEY, Text{ "Spirit Temple Boss Key", "Clé d'Or du Temple de l'Esprit", "Master-Schlüssel (Geistertempel)" }, ITEMTYPE_BOSSKEY, 0x98, true, LOGIC_BOSS_KEY_SPIRIT_TEMPLE, RHT_SPIRIT_TEMPLE_BOSS_KEY, RG_SPIRIT_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Master-Schlüssel des Schattentempels" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY] = Item( RG_SHADOW_TEMPLE_BOSS_KEY, Text{ "Shadow Temple Boss Key", "Clé d'Or du Temple de l'Ombre", "Master-Schlüssel (Schattentempel)" }, ITEMTYPE_BOSSKEY, 0x99, true, LOGIC_BOSS_KEY_SHADOW_TEMPLE, RHT_SHADOW_TEMPLE_BOSS_KEY, RG_SHADOW_TEMPLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Master-Schlüssel von Ganons Schloß" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_BOSS_KEY] = Item(RG_GANONS_CASTLE_BOSS_KEY, Text{ "Ganon's Castle Boss Key", "Clé d'Or du Château de Ganon", "Master-Schlüssel (Ganons Schloß)" }, ITEMTYPE_BOSSKEY, 0x9A, true, LOGIC_BOSS_KEY_GANONS_CASTLE, RHT_GANONS_CASTLE_BOSS_KEY, RG_GANONS_CASTLE_BOSS_KEY, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_BOSS_KEY].SetCustomDrawFunc(Randomizer_DrawBossKey);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Kleiner Schlüssel für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY] = Item(RG_FOREST_TEMPLE_SMALL_KEY, Text{ "Forest Temple Small Key", "Petite Clé du Temple de la Forêt", "Kleiner Schlüssel (Waldtempel)" }, ITEMTYPE_SMALLKEY, 0xAF, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_SMALL_KEY, RG_FOREST_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Kleiner Schlüssel für den Feuertempel" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY] = Item(RG_FIRE_TEMPLE_SMALL_KEY, Text{ "Fire Temple Small Key", "Petite Clé du Temple du Feu", "Kleiner Schlüssel (Feuertempel)" }, ITEMTYPE_SMALLKEY, 0xB0, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_SMALL_KEY, RG_FIRE_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Kleiner Schlüssel für den Wassertempel" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_SMALL_KEY] = Item(RG_WATER_TEMPLE_SMALL_KEY, Text{ "Water Temple Small Key", "Petite Clé du Temple de l'Eau", "Kleiner Schlüssel (Wassertempel)" }, ITEMTYPE_SMALLKEY, 0xB1, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_SMALL_KEY, RG_WATER_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Kleiner Schlüssel für den Geistertempel" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY] = Item(RG_SPIRIT_TEMPLE_SMALL_KEY, Text{ "Spirit Temple Small Key", "Petite Clé du Temple de l'Esprit", "Kleiner Schlüssel (Geistertempel)" }, ITEMTYPE_SMALLKEY, 0xB2, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_SMALL_KEY, RG_SPIRIT_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Kleiner Schlüssel für den Schattentempel" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY] = Item(RG_SHADOW_TEMPLE_SMALL_KEY, Text{ "Shadow Temple Small Key", "Petite Clé du Temple de l'Ombre", "Kleiner Schlüssel (Schattentempel)" }, ITEMTYPE_SMALLKEY, 0xB3, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_SMALL_KEY, RG_SHADOW_TEMPLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Kleiner Schlüssel für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY] = Item(RG_BOTTOM_OF_THE_WELL_SMALL_KEY, Text{ "Bottom of the Well Small Key", "Petite Clé du Puits", "Kleiner Schlüssel (Grund des Brunnens)" }, ITEMTYPE_SMALLKEY, 0xB4, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_SMALL_KEY, RG_BOTTOM_OF_THE_WELL_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, Text{ "Training Ground Small Key", "Petite Clé du Gymnase Gerudo", "Kleiner Schlüssel für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_SMALL_KEY, RG_GERUDO_TRAINING_GROUND_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY] = Item(RG_GERUDO_TRAINING_GROUND_SMALL_KEY, Text{ "Training Ground Small Key", "Petite Clé du Gymnase Gerudo", "Kleiner Schlüssel (Gerudo-Trainingsarena)" }, ITEMTYPE_SMALLKEY, 0xB5, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_SMALL_KEY, RG_GERUDO_TRAINING_GROUND_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Kleiner Schlüssel für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY] = Item(RG_GERUDO_FORTRESS_SMALL_KEY, Text{ "Gerudo Fortress Small Key", "Petite Clé du Repaire des Voleurs", "Kleiner Schlüssel (Diebesversteck)" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xB6, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_SMALL_KEY, RG_GERUDO_FORTRESS_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_SMALL_KEY] = Item(RG_GANONS_CASTLE_SMALL_KEY, Text{ "Ganon's Castle Small Key", "Petite Clé du Château de Ganon", "Kleiner Schlüssel (Ganons Schloß)" }, ITEMTYPE_SMALLKEY, 0xB7, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_SMALL_KEY, RG_GANONS_CASTLE_SMALL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel für das Truhenspiel" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
itemTable[RG_TREASURE_GAME_SMALL_KEY] = Item(RG_TREASURE_GAME_SMALL_KEY, Text{ "Chest Game Small Key", "Petite Clé du jeu la Chasse-aux-Trésors", "Kleiner Schlüssel (Truhenlotterie)" }, ITEMTYPE_SMALLKEY, GI_DOOR_KEY, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_SMALL_KEY, ITEM_KEY_SMALL, OBJECT_GI_KEY, GID_KEY_SMALL, 0xF3, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_NONE);
itemTable[RG_TREASURE_GAME_SMALL_KEY].SetCustomDrawFunc(Randomizer_DrawSmallKey);
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "Clé de la Maison des Gardes", "Schlüssel für das Haus der Wachen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GUARD_HOUSE_KEY] = Item(RG_GUARD_HOUSE_KEY, Text{ "Guard House Key", "Clé de la Maison des Gardes", "Schlüssel (Wachhaus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GUARD_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_GUARD_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GUARD_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "Clé du Bazar de la Place du Marché", "Schlüssel für den Basar des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_BAZAAR_KEY] = Item(RG_MARKET_BAZAAR_KEY, Text{ "Market Bazaar Key", "Clé du Bazar de la Place du Marché", "Schlüssel (Basar des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_MARKET_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "Clé du Magasin de Potions de la Place du Marché", "Schlüssel für den Magie-Laden des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_POTION_SHOP_KEY] = Item(RG_MARKET_POTION_SHOP_KEY, Text{ "Market Potion Shop Key", "Clé du Magasin de Potions de la Place du Marché", "Schlüssel (Magie-Laden des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MARKET_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "Clé de la Foire aux Masques", "Schlüssel für den Maskenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MASK_SHOP_KEY] = Item(RG_MASK_SHOP_KEY, Text{ "Mask Shop Key", "Clé de la Foire aux Masques", "Schlüssel (Maskenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MASK_SHOP_KEY, RHT_OVERWORLD_KEY, RG_MASK_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MASK_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "Clé du Stand de Tir de la Place du Marché", "Schlüssel für die Schießbude des Marktes" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY] = Item(RG_MARKET_SHOOTING_GALLERY_KEY, Text{ "Market Shooting Gallery Key", "Clé du Stand de Tir de la Place du Marché", "Schlüssel (Schießbude des Marktes)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_MARKET_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_MARKET_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_MARKET_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "Clé du Bowling Teigneux", "Schlüssel für die Minenbowlingbahn" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_BOWLING_KEY] = Item(RG_BOMBCHU_BOWLING_KEY, Text{ "Bombchu Bowling Alley Key", "Clé du Bowling Teigneux", "Schlüssel (Minenbowlingbahn)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_BOWLING_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_BOWLING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_BOWLING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "Clé de la Chasse au Trésor", "Schlüssel für das Haus des Schatzkisten-Pokers" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY] = Item(RG_TREASURE_CHEST_GAME_BUILDING_KEY, Text{ "Treasure Chest Game Building Key", "Clé de la Chasse au Trésor", "Schlüssel (Haus der Truhenlotterie)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TREASURE_CHEST_GAME_BUILDING_KEY,RHT_OVERWORLD_KEY, RG_TREASURE_CHEST_GAME_BUILDING_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_CHEST_GAME_BUILDING_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "Clé du Magasin de Missiles", "Schlüssel für den Krabbelminenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_SHOP_KEY] = Item(RG_BOMBCHU_SHOP_KEY, Text{ "Bombchu Shop Key", "Clé du Magasin de Missiles", "Schlüssel (Krabbelminenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOMBCHU_SHOP_KEY, RHT_OVERWORLD_KEY, RG_BOMBCHU_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "Clé de la Maison de Kiki", "Schlüssel für das Haus von Richard" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_RICHARDS_HOUSE_KEY] = Item(RG_RICHARDS_HOUSE_KEY, Text{ "Richard's House Key", "Clé de la Maison de Kiki", "Schlüssel (Richards Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_RICHARDS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_RICHARDS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_RICHARDS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "Clé de la Maison de la Ruelle", "Schlüssel für das Gassenhaus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_ALLEY_HOUSE_KEY] = Item(RG_ALLEY_HOUSE_KEY, Text{ "Alley House Key", "Clé de la Maison de la Ruelle", "Schlüssel (Haus in der Gasse)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_ALLEY_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_ALLEY_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_ALLEY_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "Clé du Bazar de Cocorico", "Schlüssel für den Basar von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_BAZAAR_KEY] = Item(RG_KAK_BAZAAR_KEY, Text{ "Kakariko Bazaar Key", "Clé du Bazar de Cocorico", "Schlüssel (Basar von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_BAZAAR_KEY, RHT_OVERWORLD_KEY, RG_KAK_BAZAAR_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_BAZAAR_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "Clé du Magasin de Potions de Cocorico", "Schlüssel für den Magie-Laden von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_POTION_SHOP_KEY] = Item(RG_KAK_POTION_SHOP_KEY, Text{ "Kakariko Potion Shop Key", "Clé du Magasin de Potions de Cocorico", "Schlüssel (Magie-Laden von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_KAK_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "Clé de la Maison du Chef des Ouvriers", "Schlüssel für das Haus des Chefs" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOSS_HOUSE_KEY] = Item(RG_BOSS_HOUSE_KEY, Text{ "Boss's House Key", "Clé de la Maison du Chef des Ouvriers", "Schlüssel (Haus des Chefs)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BOSS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_BOSS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOSS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "Clé de l'Apothicaire", "Schlüssel für Asas Hexenladen" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GRANNYS_POTION_SHOP_KEY] = Item(RG_GRANNYS_POTION_SHOP_KEY, Text{ "Granny's Potion Shop Key", "Clé de l'Apothicaire", "Schlüssel (Asas Hexenladen)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_GRANNYS_POTION_SHOP_KEY, RHT_OVERWORLD_KEY, RG_GRANNYS_POTION_SHOP_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GRANNYS_POTION_SHOP_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "Clé de la Maison des Araignées", "Schlüssel für das Skulltula-Haus" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SKULLTULA_HOUSE_KEY] = Item(RG_SKULLTULA_HOUSE_KEY, Text{ "Skulltula House Key", "Clé de la Maison des Araignées", "Schlüssel (Skulltula-Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_SKULLTULA_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_SKULLTULA_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SKULLTULA_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "Clé de la Maison d'Impa", "Schlüssel für das Haus von Impa" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_IMPAS_HOUSE_KEY] = Item(RG_IMPAS_HOUSE_KEY, Text{ "Impa's House Key", "Clé de la Maison d'Impa", "Schlüssel (Impas Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_IMPAS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_IMPAS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_IMPAS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "Clé du Moulin", "Schlüssel für die Windmühle" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WINDMILL_KEY] = Item(RG_WINDMILL_KEY, Text{ "Windmill Key", "Clé du Moulin", "Schlüssel (Windmühle)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_WINDMILL_KEY, RHT_OVERWORLD_KEY, RG_WINDMILL_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WINDMILL_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "Clé du Stand de Tir de Cocorico", "Schlüssel für die Schießbude von Kakariko" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY] = Item(RG_KAK_SHOOTING_GALLERY_KEY, Text{ "Kakariko Shooting Gallery Key", "Clé du Stand de Tir de Cocorico", "Schlüssel (Schießbude von Kakariko)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_KAK_SHOOTING_GALLERY_KEY, RHT_OVERWORLD_KEY, RG_KAK_SHOOTING_GALLERY_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_KAK_SHOOTING_GALLERY_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "Clé de la Cabane d'Igor", "Schlüssel für die Hütte von Boris" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_DAMPES_HUT_KEY] = Item(RG_DAMPES_HUT_KEY, Text{ "Dampe's Hut Key", "Clé de la Cabane d'Igor", "Schlüssel (Hütte des Totengräbers)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_DAMPES_HUT_KEY, RHT_OVERWORLD_KEY, RG_DAMPES_HUT_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_DAMPES_HUT_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "Clé de la Maison de Talon", "Schlüssel für das Haus von Talon" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TALONS_HOUSE_KEY] = Item(RG_TALONS_HOUSE_KEY, Text{ "Talon's House Key", "Clé de la Maison de Talon", "Schlüssel (Talons Haus)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_TALONS_HOUSE_KEY, RHT_OVERWORLD_KEY, RG_TALONS_HOUSE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TALONS_HOUSE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "Clé des Écuries", "Schlüssel für die Ställe" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_STABLES_KEY] = Item(RG_STABLES_KEY, Text{ "Stables Key", "Clé des Écuries", "Schlüssel (Ställe)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_STABLES_KEY, RHT_OVERWORLD_KEY, RG_STABLES_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_STABLES_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "Clé du Silo", "Schlüssel für den hinteren Turm" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BACK_TOWER_KEY] = Item(RG_BACK_TOWER_KEY, Text{ "Back Tower Key", "Clé du Silo", "Schlüssel (Lon Lon-Turm)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_BACK_TOWER_KEY, RHT_OVERWORLD_KEY, RG_BACK_TOWER_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BACK_TOWER_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "Clé du Laboratoire du Lac Hylia", "Schlüssel für das Hylia-Labor" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_HYLIA_LAB_KEY] = Item(RG_HYLIA_LAB_KEY, Text{ "Hylia Laboratory Key", "Clé du Laboratoire du Lac Hylia", "Schlüssel (Hylia-Labor)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_HYLIA_LAB_KEY, RHT_OVERWORLD_KEY, RG_HYLIA_LAB_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_HYLIA_LAB_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "Clé de l'Étang", "Schlüssel für den Fischweiher" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FISHING_HOLE_KEY] = Item(RG_FISHING_HOLE_KEY, Text{ "Fishing Hole Key", "Clé de l'Étang", "Schlüssel (Fischweiher)" }, ITEMTYPE_ITEM, GI_DOOR_KEY, true, LOGIC_FISHING_HOLE_KEY, RHT_OVERWORLD_KEY, RG_FISHING_HOLE_KEY, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FISHING_HOLE_KEY].SetCustomDrawFunc(Randomizer_DrawOverworldKey);
// Key Rings
itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund für den Waldtempel" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_KEY_RING] = Item(RG_FOREST_TEMPLE_KEY_RING, Text{ "Forest Temple Key Ring", "Trousseau du Temple de la Forêt", "Schlüsselbund (Waldtempel)" }, ITEMTYPE_SMALLKEY, 0xD5, true, LOGIC_FOREST_TEMPLE_KEYS, RHT_FOREST_TEMPLE_KEY_RING, RG_FOREST_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FOREST_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Schlüsselbund für den Feuertempel" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_KEY_RING] = Item(RG_FIRE_TEMPLE_KEY_RING, Text{ "Fire Temple Key Ring", "Trousseau du Temple du Feu", "Schlüsselbund (Feuertempel)" }, ITEMTYPE_SMALLKEY, 0xD6, true, LOGIC_FIRE_TEMPLE_KEYS, RHT_FIRE_TEMPLE_KEY_RING, RG_FIRE_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_FIRE_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Schlüsselbund für den Wassertempel" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_KEY_RING] = Item(RG_WATER_TEMPLE_KEY_RING, Text{ "Water Temple Key Ring", "Trousseau du Temple de l'Eau", "Schlüsselbund (Wassertempel)" }, ITEMTYPE_SMALLKEY, 0xD7, true, LOGIC_WATER_TEMPLE_KEYS, RHT_WATER_TEMPLE_KEY_RING, RG_WATER_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_WATER_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Schlüsselbund für den Geistertempel" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_KEY_RING] = Item(RG_SPIRIT_TEMPLE_KEY_RING, Text{ "Spirit Temple Key Ring", "Trousseau du Temple de l'Esprit", "Schlüsselbund (Geistertempel)" }, ITEMTYPE_SMALLKEY, 0xD8, true, LOGIC_SPIRIT_TEMPLE_KEYS, RHT_SPIRIT_TEMPLE_KEY_RING, RG_SPIRIT_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SPIRIT_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schlüsselbund für den Schattentempel" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_KEY_RING] = Item(RG_SHADOW_TEMPLE_KEY_RING, Text{ "Shadow Temple Key Ring", "Trousseau du Temple de l'Ombre", "Schlüsselbund (Schattentempel)" }, ITEMTYPE_SMALLKEY, 0xD9, true, LOGIC_SHADOW_TEMPLE_KEYS, RHT_SHADOW_TEMPLE_KEY_RING, RG_SHADOW_TEMPLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_SHADOW_TEMPLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund für den Grund des Brunnens" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING] = Item(RG_BOTTOM_OF_THE_WELL_KEY_RING, Text{ "Bottom of the Well Key Ring", "Trousseau du Puits", "Schlüsselbund (Grund des Brunnens)" }, ITEMTYPE_SMALLKEY, 0xDA, true, LOGIC_BOTTOM_OF_THE_WELL_KEYS, RHT_BOTTOM_OF_THE_WELL_KEY_RING, RG_BOTTOM_OF_THE_WELL_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_BOTTOM_OF_THE_WELL_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund für das Gerudo-Trainingsgelände" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING] = Item(RG_GERUDO_TRAINING_GROUND_KEY_RING, Text{ "Training Ground Key Ring", "Trousseau du Gymnase Gerudo", "Schlüsselbund (Gerudo-Trainingsarena)" }, ITEMTYPE_SMALLKEY, 0xDB, true, LOGIC_GERUDO_TRAINING_GROUND_KEYS, RHT_GERUDO_TRAINING_GROUND_KEY_RING, RG_GERUDO_TRAINING_GROUND_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_TRAINING_GROUND_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund für die Gerudo-Festung" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_KEY_RING] = Item(RG_GERUDO_FORTRESS_KEY_RING, Text{ "Gerudo Fortress Key Ring", "Trousseau du Repaire des Voleurs", "Schlüsselbund (Diebesversteck)" }, ITEMTYPE_FORTRESS_SMALLKEY, 0xDC, true, LOGIC_GERUDO_FORTRESS_KEYS, RHT_GERUDO_FORTRESS_KEY_RING, RG_GERUDO_FORTRESS_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GERUDO_FORTRESS_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Schlüsselbund für Ganons Schloß" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_KEY_RING] = Item(RG_GANONS_CASTLE_KEY_RING, Text{ "Ganon's Castle Key Ring", "Trousseau du Château de Ganon", "Schlüsselbund (Ganons Schloß)" }, ITEMTYPE_SMALLKEY, 0xDD, true, LOGIC_GANONS_CASTLE_KEYS, RHT_GANONS_CASTLE_KEY_RING, RG_GANONS_CASTLE_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_GANONS_CASTLE_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
itemTable[RG_TREASURE_GAME_KEY_RING] = Item(RG_TREASURE_GAME_KEY_RING, Text{ "Chest Game Key Ring", "Trousseau du jeu la Chasse-aux-Trésors", "Schlüsselbund für das Truhenspiel" }, ITEMTYPE_SMALLKEY, 0xDE, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_KEY_RING, RG_TREASURE_GAME_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_GAME_KEY_RING] = Item(RG_TREASURE_GAME_KEY_RING, Text{ "Chest Game Key Ring", "Trousseau du jeu la Chasse-aux-Trésors", "Schlüsselbund (Truhenlotterie)" }, ITEMTYPE_SMALLKEY, 0xDE, true, LOGIC_TREASURE_GAME_KEYS, RHT_TREASURE_GAME_KEY_RING, RG_TREASURE_GAME_KEY_RING, OBJECT_GI_KEY, GID_KEY_SMALL, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_SMALL_KEY,MOD_RANDOMIZER);
itemTable[RG_TREASURE_GAME_KEY_RING].SetCustomDrawFunc(Randomizer_DrawKeyRing);
// Dungeon Rewards
itemTable[RG_KOKIRI_EMERALD] = Item(RG_KOKIRI_EMERALD, Text{ "Kokiri's Emerald", "Émeraude Kokiri", "Kokiri-Smaragd" }, ITEMTYPE_DUNGEONREWARD, 0xCB, true, LOGIC_KOKIRI_EMERALD, RHT_KOKIRI_EMERALD, ITEM_KOKIRI_EMERALD, OBJECT_GI_JEWEL, GID_KOKIRI_EMERALD, 0x80, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -254,15 +254,15 @@ void Rando::StaticData::InitItemTable() {
// Generic Items
itemTable[RG_RECOVERY_HEART] = Item(RG_RECOVERY_HEART, Text{ "Recovery Heart", "Coeur de Vie", "Herz" }, ITEMTYPE_ITEM, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_RUPEE] = Item(RG_GREEN_RUPEE, Text{ "Green Rupee", "Rubis Vert", "Grüner Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, false, LOGIC_NONE, RHT_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_GREG_RUPEE] = Item(RG_GREG_RUPEE, Text{ "Greg the Green Rupee", "Rubis Greg", "Greg der grüne Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN, true, LOGIC_GREG, RHT_GREG_RUPEE, RG_GREG_RUPEE, OBJECT_GI_RUPY, GID_RUPEE_GREEN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_BLUE_RUPEE] = Item(RG_BLUE_RUPEE, Text{ "Blue Rupee", "Rubis Bleu", "Blauer Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_BLUE, false, LOGIC_NONE, RHT_BLUE_RUPEE, ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Roter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Violetter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesiger Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Goldener Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzteil" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herzcontainer" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Lon Lon-Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Fisch" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
// Refills
itemTable[RG_BOMBS_5] = Item(RG_BOMBS_5, Text{ "Bombs (5)", "Bombes (5)", "Bomben (5)" }, ITEMTYPE_REFILL, GI_BOMBS_5, false, LOGIC_NONE, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
@ -277,21 +277,21 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_ARROWS_30] = Item(RG_ARROWS_30, Text{ "Arrows (30)", "Flèches (30)", "Pfeile (30)" }, ITEMTYPE_REFILL, GI_ARROWS_LARGE, false, LOGIC_NONE, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_NUTS_5] = Item(RG_DEKU_NUTS_5, Text{ "Deku Nuts (5)", "Noix Mojo (5)", "Deku-Nüsse (5)" }, ITEMTYPE_REFILL, GI_NUTS_5, false, LOGIC_NONE, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_NUTS_10] = Item(RG_DEKU_NUTS_10, Text{ "Deku Nuts (10)", "Noix Mojo (10)", "Deku-Nüsse (10)" }, ITEMTYPE_REFILL, GI_NUTS_10, false, LOGIC_NONE, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Samen (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_SEEDS_30] = Item(RG_DEKU_SEEDS_30, Text{ "Deku Seeds (30)", "Graines Mojo (30)", "Deku-Kerne (30)" }, ITEMTYPE_REFILL, GI_SEEDS_30, false, LOGIC_NONE, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_DEKU_STICK_1] = Item(RG_DEKU_STICK_1, Text{ "Deku Stick (1)", "Bâton Mojo (1)", "Deku-Stab (1)" }, ITEMTYPE_REFILL, GI_STICKS_1, false, LOGIC_NONE, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Nachfüllpackung des roten Elixiers" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Nachfüllpackung des grünen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Nachfüllpackung des blauen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_RED_POTION_REFILL] = Item(RG_RED_POTION_REFILL, Text{ "Red Potion Refill", "Recharge de Potion Rouge", "Rotes Elixier" }, ITEMTYPE_REFILL, GI_POTION_RED, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Grünes Elixier" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Blaues Elixier" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
// Treasure Game
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüner Rubin (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzteil (Truhenlotterie)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüner Rubin (Truhenlotterie)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Shop
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuß kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nüsse kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60);
itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90);
itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25);
itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nuß kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stab kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_BUY_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_DEKU_NUTS_10] = Item(RG_BUY_DEKU_NUTS_10, Text{ "Buy Deku Nut (10)", "Acheter: Noix Mojo (10)", "Deku-Nüsse kaufen (10)" }, ITEMTYPE_SHOP, GI_NUTS_10, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_10, ITEM_NUTS_10, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_STICK_1] = Item(RG_BUY_DEKU_STICK_1, Text{ "Buy Deku Stick (1)", "Acheter: Bâton Mojo (1)", "Deku-Stab kaufen (1)" }, ITEMTYPE_SHOP, GI_STICKS_1, true, LOGIC_BUY_STICKS, RHT_DEKU_STICK_1, ITEM_STICK, OBJECT_GI_STICK, GID_STICK, 0x37, 0x0D, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_BOMBS_10] = Item(RG_BUY_BOMBS_10, Text{ "Buy Bombs (10)", "Acheter: Bombes (10)", "Bomben kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBS_10, true, LOGIC_BUY_BOMB, RHT_BOMBS_10, ITEM_BOMBS_10, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_FISH] = Item(RG_BUY_FISH, Text{ "Buy Fish", "Acheter: Poisson", "Fisch kaufen" }, ITEMTYPE_SHOP, GI_FISH, true, LOGIC_FISH_ACCESS, RHT_BOTTLE_WITH_FISH, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 200);
itemTable[RG_BUY_RED_POTION_30] = Item(RG_BUY_RED_POTION_30, Text{ "Buy Red Potion [30]", "Acheter: Potion Rouge [30]", "Rotes Elixier kaufen [30]" }, ITEMTYPE_SHOP, GI_POTION_RED, false, LOGIC_NONE, RHT_BOTTLE_WITH_RED_POTION, ITEM_POTION_RED, OBJECT_GI_LIQUID, GID_POTION_RED, 0x43, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
@ -299,17 +299,17 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_BUY_BLUE_POTION] = Item(RG_BUY_BLUE_POTION, Text{ "Buy Blue Potion", "Acheter: Potion Bleue", "Blaues Elixier kaufen" }, ITEMTYPE_SHOP, GI_POTION_BLUE, true, LOGIC_BUY_MAGIC_POTION, RHT_BOTTLE_WITH_BLUE_POTION, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 100);
itemTable[RG_BUY_HYLIAN_SHIELD] = Item(RG_BUY_HYLIAN_SHIELD, Text{ "Buy Hylian Shield", "Acheter: Bouclier Hylien", "Hylia-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_HYLIAN, true, LOGIC_HYLIAN_SHIELD, RHT_HYLIAN_SHIELD, ITEM_SHIELD_HYLIAN, OBJECT_GI_SHIELD_2, GID_SHIELD_HYLIAN, 0x4D, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 80);
itemTable[RG_BUY_DEKU_SHIELD] = Item(RG_BUY_DEKU_SHIELD, Text{ "Buy Deku Shield", "Acheter: Bouclier Mojo", "Deku-Schild kaufen" }, ITEMTYPE_SHOP, GI_SHIELD_DEKU, true, LOGIC_DEKU_SHIELD, RHT_DEKU_SHIELD, ITEM_SHIELD_DEKU, OBJECT_GI_SHIELD_1, GID_SHIELD_DEKU, 0x4C, 0xA0, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, false, 40);
itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200);
itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Tunika kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300);
itemTable[RG_BUY_GORON_TUNIC] = Item(RG_BUY_GORON_TUNIC, Text{ "Buy Goron Tunic", "Acheter: Tunique Goron", "Goronen-Rüstung kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_GORON, true, LOGIC_GORON_TUNIC, RHT_GORON_TUNIC, ITEM_TUNIC_GORON, OBJECT_GI_CLOTHES, GID_TUNIC_GORON, 0x50, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 200);
itemTable[RG_BUY_ZORA_TUNIC] = Item(RG_BUY_ZORA_TUNIC, Text{ "Buy Zora Tunic", "Acheter: Tunique Zora", "Zora-Rüstung kaufen" }, ITEMTYPE_SHOP, GI_TUNIC_ZORA, true, LOGIC_ZORA_TUNIC, RHT_ZORA_TUNIC, ITEM_TUNIC_ZORA, OBJECT_GI_CLOTHES, GID_TUNIC_ZORA, 0x51, 0xA0, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, false, 300);
itemTable[RG_BUY_HEART] = Item(RG_BUY_HEART, Text{ "Buy Heart", "Acheter: Coeur de Vie", "Herz kaufen" }, ITEMTYPE_SHOP, GI_HEART, false, LOGIC_NONE, RHT_RECOVERY_HEART, ITEM_HEART, OBJECT_GI_HEART, GID_HEART, 0x55, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 10);
itemTable[RG_BUY_BOMBCHUS_10] = Item(RG_BUY_BOMBCHUS_10, Text{ "Buy Bombchu (10)", "Acheter: Missiles (10)", "Krabbelminen kaufen (10)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_10, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_10, ITEM_BOMBCHU, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 99);
itemTable[RG_BUY_BOMBCHUS_20] = Item(RG_BUY_BOMBCHUS_20, Text{ "Buy Bombchu (20)", "Acheter: Missiles (20)", "Krabbelminen kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBCHUS_20, true, LOGIC_BUY_BOMBCHUS, RHT_BOMBCHUS_20, ITEM_BOMBCHUS_20, OBJECT_GI_BOMB_2, GID_BOMBCHU, 0x33, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 180);
itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Samen kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_DEKU_SEEDS_30] = Item(RG_BUY_DEKU_SEEDS_30, Text{ "Buy Deku Seeds (30)", "Acheter: Graines Mojo (30)", "Deku-Kerne kaufen (30)" }, ITEMTYPE_SHOP, GI_SEEDS_30, true, LOGIC_BUY_SEED, RHT_DEKU_SEEDS_30, ITEM_SEEDS_30, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_SOLD_OUT] = Item(RG_SOLD_OUT, Text{ "Sold Out", "Rupture de stock", "Ausverkauft" }, ITEMTYPE_SHOP, RG_SOLD_OUT, false, LOGIC_NONE, RHT_NONE, false, 0);
itemTable[RG_BUY_BLUE_FIRE] = Item(RG_BUY_BLUE_FIRE, Text{ "Buy Blue Fire", "Acheter: Flamme Bleue", "Blaues Feuer kaufen" }, ITEMTYPE_SHOP, GI_BLUE_FIRE, true, LOGIC_BLUE_FIRE_ACCESS, RHT_BOTTLE_WITH_BLUE_FIRE, ITEM_BLUE_FIRE, OBJECT_GI_FIRE, GID_BLUE_FIRE, 0x5D, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 300);
itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Flaschenkäfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Geist kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Feengeist kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_BOTTLE_BUG] = Item(RG_BUY_BOTTLE_BUG, Text{ "Buy Bottle Bug", "Acheter: Insecte en bouteille", "Käfer kaufen" }, ITEMTYPE_SHOP, GI_BUGS, true, LOGIC_BUGS_ACCESS, RHT_BOTTLE_WITH_BUGS, ITEM_BUG, OBJECT_GI_INSECT, GID_BUG, 0x7A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_POE] = Item(RG_BUY_POE, Text{ "Buy Poe", "Acheter: Esprit", "Irrlicht kaufen" }, ITEMTYPE_SHOP, RG_BUY_POE, false, LOGIC_NONE, RHT_BOTTLE_WITH_BIG_POE, ITEM_POE, OBJECT_GI_GHOST, GID_POE, 0x97, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 30);
itemTable[RG_BUY_FAIRYS_SPIRIT] = Item(RG_BUY_FAIRYS_SPIRIT, Text{ "Buy Fairy's Spirit", "Acheter: Esprit de Fée", "Fee kaufen" }, ITEMTYPE_SHOP, GI_FAIRY, true, LOGIC_FAIRY_ACCESS, RHT_BOTTLE_WITH_FAIRY, ITEM_FAIRY, OBJECT_GI_BOTTLE, GID_BOTTLE, 0x46, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, false, 50);
itemTable[RG_BUY_ARROWS_10] = Item(RG_BUY_ARROWS_10, Text{ "Buy Arrows (10)", "Acheter: Flèches (10)", "Pfeile kaufen (10)" }, ITEMTYPE_SHOP, GI_ARROWS_SMALL, true, LOGIC_BUY_ARROW, RHT_ARROWS_10, ITEM_ARROWS_SMALL, OBJECT_GI_ARROW, GID_ARROWS_SMALL, 0xE6, 0x48, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 20);
itemTable[RG_BUY_BOMBS_20] = Item(RG_BUY_BOMBS_20, Text{ "Buy Bombs (20)", "Acheter: Bombes (20)", "Bomben kaufen (20)" }, ITEMTYPE_SHOP, GI_BOMBS_20, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_20, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 80);
itemTable[RG_BUY_BOMBS_30] = Item(RG_BUY_BOMBS_30, Text{ "Buy Bombs (30)", "Acheter: Bombes (30)", "Bomben kaufen (30)" }, ITEMTYPE_SHOP, GI_BOMBS_30, true, LOGIC_BUY_BOMB, RHT_BOMBS_20, ITEM_BOMBS_30, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 120);
@ -338,15 +338,15 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_FISHING_POLE] = Item(RG_FISHING_POLE, Text{ "Fishing Pole", "Canne à Pêche", "Angelrute" }, ITEMTYPE_ITEM, RG_FISHING_POLE, true, LOGIC_FISHING_POLE, RHT_FISHING_POLE, RG_FISHING_POLE, OBJECT_GI_FISH, GID_FISHING_POLE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_FISHING_POLE].SetCustomDrawFunc(Randomizer_DrawFishingPoleGI);
itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "Taste A der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_A_BUTTON] = Item(RG_OCARINA_A_BUTTON, Text{ "Ocarina A Button", "Touche A de l'Ocarina", "A-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_A_BUTTON, RHT_OCARINA_A_BUTTON, RG_OCARINA_A_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_A_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "Taste C-Oben der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_UP_BUTTON] = Item(RG_OCARINA_C_UP_BUTTON, Text{ "Ocarina C Up Button", "Touche C-Haut de l'Ocarina", "C-Oben-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_UP_BUTTON, RHT_OCARINA_C_UP_BUTTON, RG_OCARINA_C_UP_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_UP_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "Taste C-Unten der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_DOWN_BUTTON] = Item(RG_OCARINA_C_DOWN_BUTTON, Text{ "Ocarina C Down Button", "Touche C-Bas de l'Ocarina", "C-Unten-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_DOWN_BUTTON, RHT_OCARINA_C_DOWN_BUTTON, RG_OCARINA_C_DOWN_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_DOWN_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "Taste C-Links der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_LEFT_BUTTON] = Item(RG_OCARINA_C_LEFT_BUTTON, Text{ "Ocarina C Left Button", "Touche C-Gauche de l'Ocarina", "C-Links-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_LEFT_BUTTON, RHT_OCARINA_C_LEFT_BUTTON, RG_OCARINA_C_LEFT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_LEFT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "Taste C-Rechts der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_RIGHT_BUTTON] = Item(RG_OCARINA_C_RIGHT_BUTTON, Text{ "Ocarina C Right Button", "Touche C-Droit de l'Ocarina", "C-Rechts-Taste der Okarina" }, ITEMTYPE_ITEM, GI_MAP, true, LOGIC_OCARINA_C_RIGHT_BUTTON, RHT_OCARINA_C_RIGHT_BUTTON, RG_OCARINA_C_RIGHT_BUTTON, OBJECT_GI_MAP, GID_STONE_OF_AGONY, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_OCARINA_C_RIGHT_BUTTON].SetCustomDrawFunc(Randomizer_DrawOcarinaButton);
itemTable[RG_BRONZE_SCALE] = Item(RG_BRONZE_SCALE, Text{ "Bronze Scale", "Écaille de Bronze", "Bronzene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_WALLET, RHT_BRONZE_SCALE, RG_BRONZE_SCALE, OBJECT_GI_SCALE, GID_SCALE_SILVER, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
@ -357,11 +357,11 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_QUIVER_INF] = Item(RG_QUIVER_INF, Text{ "Infinite Quiver", "Carquois Infini", "Unendlicher Köcher" }, ITEMTYPE_ITEM, RG_QUIVER_INF, true, LOGIC_PROGRESSIVE_BOW, RHT_QUIVER_INF, RG_QUIVER_INF, OBJECT_GI_ARROWCASE, GID_QUIVER_50, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMB_BAG_INF] = Item(RG_BOMB_BAG_INF, Text{ "Infinite Bomb Bag", "Sac de Bombes Infini", "Unendliche Bombentasche" }, ITEMTYPE_ITEM, RG_BOMB_BAG_INF, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG_INF, RG_BOMB_BAG_INF, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Samentasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliches Magisches Maß" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminen" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BULLET_BAG_INF] = Item(RG_BULLET_BAG_INF, Text{ "Infinite Bullet Bag", "Sac de Graines Infinis", "Unendliche Munitionstasche" }, ITEMTYPE_ITEM, RG_BULLET_BAG_INF, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BULLET_BAG_INF, RG_BULLET_BAG_INF, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_STICK_UPGRADE_INF] = Item(RG_STICK_UPGRADE_INF, Text{ "Infinite Stick Capacity", "Bâtons Mojo Infinis", "Unendliche Deku-Stab-Kapazität" }, ITEMTYPE_ITEM, RG_STICK_UPGRADE_INF, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_STICK_UPGRADE_INF, RG_STICK_UPGRADE_INF, OBJECT_GI_STICK, GID_STICK, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_NUT_UPGRADE_INF] = Item(RG_NUT_UPGRADE_INF, Text{ "Infinite Nut Capacity", "Noix Mojo Infinies", "Unendliche Deku-Nuß-Kapazität" }, ITEMTYPE_ITEM, RG_NUT_UPGRADE_INF, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_NUT_UPGRADE_INF, RG_NUT_UPGRADE_INF, OBJECT_GI_NUTS, GID_NUTS, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_MAGIC_INF] = Item(RG_MAGIC_INF, Text{ "Infinite Magic Meter", "Magie Infinie", "Unendliche Magische Kraft" }, ITEMTYPE_ITEM, RG_MAGIC_INF, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_INF, RG_MAGIC_INF, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF] = Item(RG_BOMBCHU_INF, Text{ "Infinite Bombchus", "Missiles Teigneux Infinis", "Unendliche Krabbelminentasche" }, ITEMTYPE_ITEM, RG_BOMBCHU_INF, true, LOGIC_BOMBCHUS, RHT_BOMBCHU_INF, RG_BOMBCHU_INF, OBJECT_GI_BOMB_2, GID_BOMBCHU, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_BOMBCHU_INF].SetCustomDrawFunc(Randomizer_DrawBombchuBag);
itemTable[RG_WALLET_INF] = Item(RG_WALLET_INF, Text{ "Infinite Wallet", "Bourse Infinie", "Unendliche Geldbörse" }, ITEMTYPE_ITEM, RG_WALLET_INF, true, LOGIC_PROGRESSIVE_WALLET, RHT_WALLET_INF, RG_WALLET_INF, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
@ -381,29 +381,29 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_OCARINA_OF_TIME] = Item(RG_OCARINA_OF_TIME, Text{ "Ocarina of Time", "Ocarina du Temps", "Okarina der Zeit" }, ITEMTYPE_ITEM, GI_OCARINA_OOT, true, LOGIC_PROGRESSIVE_OCARINA, RHT_OCARINA_OF_TIME, ITEM_OCARINA_TIME, OBJECT_GI_OCARINA, GID_OCARINA_TIME, 0x3A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BOMB_BAG] = Item(RG_BOMB_BAG, Text{ "Bomb Bag", "Sac de Bombes", "Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_20, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BOMB_BAG, ITEM_BOMB_BAG_20, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_20, 0x58, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_BOMB_BAG] = Item(RG_BIG_BOMB_BAG, Text{ "Big Bomb Bag", "Grand Sac de Bombes", "Große Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_30, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIG_BOMB_BAG, ITEM_BOMB_BAG_30, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_30, 0x59, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Größte Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BOMB_BAG] = Item(RG_BIGGEST_BOMB_BAG, Text{ "Biggest Bomb Bag", "Énorme Sac de Bombes", "Riesen-Bombentasche" }, ITEMTYPE_ITEM, GI_BOMB_BAG_40, true, LOGIC_PROGRESSIVE_BOMB_BAG, RHT_BIGGEST_BOMB_BAG, ITEM_BOMB_BAG_40, OBJECT_GI_BOMBPOUCH, GID_BOMB_BAG_40, 0x5A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_FAIRY_BOW] = Item(RG_FAIRY_BOW, Text{ "Fairy Bow", "Arc des Fées", "Feen-Bogen" }, ITEMTYPE_ITEM, GI_BOW, true, LOGIC_PROGRESSIVE_BOW, RHT_FAIRY_BOW, ITEM_BOW, OBJECT_GI_BOW, GID_BOW, 0x31, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_QUIVER] = Item(RG_BIG_QUIVER, Text{ "Big Quiver", "Grand carquois", "Großer Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_40, true, LOGIC_PROGRESSIVE_BOW, RHT_BIG_QUIVER, ITEM_QUIVER_40, OBJECT_GI_ARROWCASE, GID_QUIVER_40, 0x56, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Größter Köcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_QUIVER] = Item(RG_BIGGEST_QUIVER, Text{ "Biggest Quiver", "Énorme carquois", "Riesenköcher" }, ITEMTYPE_ITEM, GI_QUIVER_50, true, LOGIC_PROGRESSIVE_BOW, RHT_BIGGEST_QUIVER, ITEM_QUIVER_50, OBJECT_GI_ARROWCASE, GID_QUIVER_50, 0x57, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_FAIRY_SLINGSHOT] = Item(RG_FAIRY_SLINGSHOT, Text{ "Fairy Slingshot", "Lance-Pierre des Fées", "Feen-Schleuder" }, ITEMTYPE_ITEM, GI_SLINGSHOT, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_FAIRY_SLINGSHOT, ITEM_SLINGSHOT, OBJECT_GI_PACHINKO, GID_SLINGSHOT, 0x30, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Große Deku-Samentasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Größte Deku-Samentasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIG_BULLET_BAG] = Item(RG_BIG_BULLET_BAG, Text{ "Big Deku Seed Bullet Bag", "Grand sac de graines mojo", "Große Munitionstasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_40, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIG_BULLET_BAG, ITEM_BULLET_BAG_40, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_BIGGEST_BULLET_BAG] = Item(RG_BIGGEST_BULLET_BAG, Text{ "Biggest Deku Seed Bullet Bag", "Énorme sac de graines mojo", "Riesen-Munitionstasche" }, ITEMTYPE_ITEM, GI_BULLET_BAG_50, true, LOGIC_PROGRESSIVE_BULLET_BAG, RHT_BIGGEST_BULLET_BAG, ITEM_BULLET_BAG_50, OBJECT_GI_DEKUPOUCH, GID_BULLET_BAG, 0x07, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_GORONS_BRACELET] = Item(RG_GORONS_BRACELET, Text{ "Goron's Bracelet", "Bracelet Goron", "Goronen-Armband" }, ITEMTYPE_ITEM, GI_BRACELET, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GORONS_BRACELET, ITEM_BRACELET, OBJECT_GI_BRACELET, GID_BRACELET, 0x79, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Silberhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Goldhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_SILVER_GAUNTLETS] = Item(RG_SILVER_GAUNTLETS, Text{ "Silver Gauntlets", "Gantelets d'argent", "Krafthandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_SILVER, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_SILVER_GAUNTLETS, ITEM_GAUNTLETS_SILVER, OBJECT_GI_GLOVES, GID_GAUNTLETS_SILVER, 0x5B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GOLDEN_GAUNTLETS] = Item(RG_GOLDEN_GAUNTLETS, Text{ "Golden Gauntlets", "Gantelets d'or", "Titanhandschuhe" }, ITEMTYPE_ITEM, GI_GAUNTLETS_GOLD, true, LOGIC_PROGRESSIVE_STRENGTH, RHT_GOLDEN_GAUNTLETS, ITEM_GAUNTLETS_GOLD, OBJECT_GI_GLOVES, GID_GAUNTLETS_GOLD, 0x5C, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_SILVER_SCALE] = Item(RG_SILVER_SCALE, Text{ "Silver Scale", "Écaille d'argent", "Silberne Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_SILVER, true, LOGIC_PROGRESSIVE_SCALE, RHT_SILVER_SCALE, ITEM_SCALE_SILVER, OBJECT_GI_SCALE, GID_SCALE_SILVER, 0xCD, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GOLDEN_SCALE] = Item(RG_GOLDEN_SCALE, Text{ "Golden Scale", "Écaille d'or", "Goldene Schuppe" }, ITEMTYPE_ITEM, GI_SCALE_GOLDEN, true, LOGIC_PROGRESSIVE_SCALE, RHT_GOLDEN_SCALE, ITEM_SCALE_GOLDEN, OBJECT_GI_SCALE, GID_SCALE_GOLDEN, 0xCE, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Erwachsenengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesige Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_ADULT_WALLET] = Item(RG_ADULT_WALLET, Text{ "Adult Wallet", "Grande Bourse", "Große Geldbörse" }, ITEMTYPE_ITEM, GI_WALLET_ADULT, true, LOGIC_PROGRESSIVE_WALLET, RHT_ADULT_WALLET, ITEM_WALLET_ADULT, OBJECT_GI_PURSE, GID_WALLET_ADULT, 0x5E, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_GIANT_WALLET] = Item(RG_GIANT_WALLET, Text{ "Giant Wallet", "Bourse de Géant", "Riesengeldbörse" }, ITEMTYPE_ITEM, GI_WALLET_GIANT, true, LOGIC_PROGRESSIVE_WALLET, RHT_GIANT_WALLET, ITEM_WALLET_GIANT, OBJECT_GI_PURSE, GID_WALLET_GIANT, 0x5F, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_TYCOON_WALLET] = Item(RG_TYCOON_WALLET, Text{ "Tycoon Wallet", "Bourse de Magnat", "Goldene Geldbörse" }, ITEMTYPE_ITEM, RG_TYCOON_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_TYCOON_WALLET, RG_TYCOON_WALLET, OBJECT_GI_PURSE, GID_WALLET_GIANT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_CHILD_WALLET] = Item(RG_CHILD_WALLET, Text{ "Child Wallet", "Petite Bourse", "Kindergeldbörse" }, ITEMTYPE_ITEM, RG_CHILD_WALLET, true, LOGIC_PROGRESSIVE_WALLET, RHT_CHILD_WALLET, RG_CHILD_WALLET, OBJECT_GI_PURSE, GID_WALLET_ADULT, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DEKU_NUT_CAPACITY_30] = Item(RG_DEKU_NUT_CAPACITY_30, Text{ "Deku Nut Capacity (30)", "Capacité de noix Mojo (30)", "Deku-Nuß-Kapazität (30)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_30, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_30, ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_NUT_CAPACITY_40] = Item(RG_DEKU_NUT_CAPACITY_40, Text{ "Deku Nut Capacity (40)", "Capacité de noix Mojo (40)", "Deku-Nuß-Kapazität (40)" }, ITEMTYPE_ITEM, GI_NUT_UPGRADE_40, true, LOGIC_PROGRESSIVE_NUT_BAG, RHT_DEKU_NUT_CAPACITY_40, ITEM_NUT_UPGRADE_40, OBJECT_GI_NUTS, GID_NUTS, 0xA8, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_STICK_CAPACITY_20] = Item(RG_DEKU_STICK_CAPACITY_20, Text{ "Deku Stick Capacity (20)", "Capacité de Bâtons Mojo (20)", "Deku-Stab-Kapazität (20)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_20, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_20, ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_DEKU_STICK_CAPACITY_30] = Item(RG_DEKU_STICK_CAPACITY_30, Text{ "Deku Stick Capacity (30)", "Capacité de Bâtons Mojo (30)", "Deku-Stab-Kapazität (30)" }, ITEMTYPE_ITEM, GI_STICK_UPGRADE_30, true, LOGIC_PROGRESSIVE_STICK_BAG, RHT_DEKU_STICK_CAPACITY_30, ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verbessertes Magisches Maß" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce-Fragment" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_SINGLE] = Item(RG_MAGIC_SINGLE, Text{ "Magic Meter", "Jauge de Magie", "Magische Kraft" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_SINGLE, RG_MAGIC_SINGLE, OBJECT_GI_MAGICPOT, GID_MAGIC_SMALL, 0xE4, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MAGIC_DOUBLE] = Item(RG_MAGIC_DOUBLE, Text{ "Enhanced Magic Meter", "Jauge de Magie améliorée", "Verb. Magische Kraft" }, ITEMTYPE_ITEM, 0x8A, true, LOGIC_PROGRESSIVE_MAGIC, RHT_MAGIC_DOUBLE, RG_MAGIC_DOUBLE, OBJECT_GI_MAGICPOT, GID_MAGIC_LARGE, 0xE8, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_TRIFORCE_PIECE] = Item(RG_TRIFORCE_PIECE, Text{ "Triforce Piece", "Triforce Piece", "Triforce-Splitter" }, ITEMTYPE_ITEM, 0xDF, true, LOGIC_TRIFORCE_PIECES, RHT_TRIFORCE_PIECE, RG_TRIFORCE_PIECE, OBJECT_GI_BOMB_2, GID_TRIFORCE_PIECE, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
// clang-format on
@ -416,6 +416,7 @@ void Rando::StaticData::InitItemTable() {
}
itemNameToEnum[item.GetName().english] = item.GetRandomizerGet();
itemNameToEnum[item.GetName().french] = item.GetRandomizerGet();
itemNameToEnum[item.GetName().german] = item.GetRandomizerGet();
}
}

View file

@ -123,18 +123,310 @@ bool CanBuyAnother(uint16_t price) {
return true;
}
std::set<RandomizerArea> CalculateAreas(SceneID scene) {
switch (scene) {
case SCENE_DEKU_TREE:
return { RA_DEKU_TREE };
case SCENE_DODONGOS_CAVERN:
return { RA_DODONGOS_CAVERN };
case SCENE_JABU_JABU:
return { RA_JABU_JABUS_BELLY };
case SCENE_FOREST_TEMPLE:
return { RA_FOREST_TEMPLE };
case SCENE_FIRE_TEMPLE:
return { RA_FIRE_TEMPLE };
case SCENE_WATER_TEMPLE:
return { RA_WATER_TEMPLE };
case SCENE_SPIRIT_TEMPLE:
return { RA_SPIRIT_TEMPLE };
case SCENE_SHADOW_TEMPLE:
return { RA_SHADOW_TEMPLE };
case SCENE_BOTTOM_OF_THE_WELL:
return { RA_BOTTOM_OF_THE_WELL };
case SCENE_ICE_CAVERN:
return { RA_ICE_CAVERN };
case SCENE_INSIDE_GANONS_CASTLE:
return { RA_GANONS_CASTLE };
case SCENE_GERUDO_TRAINING_GROUND:
return { RA_GERUDO_TRAINING_GROUND };
case SCENE_THIEVES_HIDEOUT:
case SCENE_GERUDOS_FORTRESS:
return { RA_GERUDO_FORTRESS };
case SCENE_MARKET_ENTRANCE_DAY:
case SCENE_MARKET_ENTRANCE_NIGHT:
case SCENE_MARKET_ENTRANCE_RUINS:
case SCENE_BACK_ALLEY_DAY:
case SCENE_BACK_ALLEY_NIGHT:
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_NIGHT:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS:
return { RA_THE_MARKET };
case SCENE_TEMPLE_OF_TIME:
return { RA_TEMPLE_OF_TIME };
case SCENE_HYRULE_FIELD:
return { RA_HYRULE_FIELD };
case SCENE_KAKARIKO_VILLAGE:
return { RA_KAKARIKO_VILLAGE };
case SCENE_GRAVEYARD:
return { RA_THE_GRAVEYARD };
case SCENE_ZORAS_RIVER:
return { RA_ZORAS_RIVER };
case SCENE_KOKIRI_FOREST:
return { RA_KOKIRI_FOREST };
case SCENE_SACRED_FOREST_MEADOW:
return { RA_SACRED_FOREST_MEADOW };
case SCENE_LAKE_HYLIA:
return { RA_LAKE_HYLIA };
case SCENE_ZORAS_DOMAIN:
return { RA_ZORAS_DOMAIN };
case SCENE_ZORAS_FOUNTAIN:
return { RA_ZORAS_FOUNTAIN };
case SCENE_GERUDO_VALLEY:
return { RA_GERUDO_VALLEY };
case SCENE_LOST_WOODS:
return { RA_THE_LOST_WOODS };
case SCENE_DESERT_COLOSSUS:
return { RA_DESERT_COLOSSUS };
case SCENE_HAUNTED_WASTELAND:
return { RA_HAUNTED_WASTELAND };
case SCENE_HYRULE_CASTLE:
return { RA_HYRULE_CASTLE };
case SCENE_DEATH_MOUNTAIN_TRAIL:
return { RA_DEATH_MOUNTAIN_TRAIL };
case SCENE_DEATH_MOUNTAIN_CRATER:
return { RA_DEATH_MOUNTAIN_CRATER };
case SCENE_GORON_CITY:
return { RA_GORON_CITY };
case SCENE_LON_LON_RANCH:
return { RA_LON_LON_RANCH };
case SCENE_OUTSIDE_GANONS_CASTLE:
return { RA_OUTSIDE_GANONS_CASTLE };
case SCENE_TREASURE_BOX_SHOP:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
case SCENE_GANONS_TOWER:
case SCENE_GANONDORF_BOSS:
case SCENE_KNOW_IT_ALL_BROS_HOUSE:
case SCENE_TWINS_HOUSE:
case SCENE_MIDOS_HOUSE:
case SCENE_SARIAS_HOUSE:
case SCENE_KAKARIKO_CENTER_GUEST_HOUSE:
case SCENE_BACK_ALLEY_HOUSE:
case SCENE_BAZAAR:
case SCENE_KOKIRI_SHOP:
case SCENE_GORON_SHOP:
case SCENE_ZORA_SHOP:
case SCENE_POTION_SHOP_KAKARIKO:
case SCENE_POTION_SHOP_MARKET:
case SCENE_BOMBCHU_SHOP:
case SCENE_HAPPY_MASK_SHOP:
case SCENE_LINKS_HOUSE:
case SCENE_DOG_LADY_HOUSE:
case SCENE_STABLE:
case SCENE_IMPAS_HOUSE:
case SCENE_LAKESIDE_LABORATORY:
case SCENE_CARPENTERS_TENT:
case SCENE_GRAVEKEEPERS_HUT:
case SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC:
case SCENE_FAIRYS_FOUNTAIN:
case SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS:
case SCENE_GROTTOS:
case SCENE_REDEAD_GRAVE:
case SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN:
case SCENE_ROYAL_FAMILYS_TOMB:
case SCENE_SHOOTING_GALLERY:
case SCENE_CASTLE_COURTYARD_GUARDS_DAY:
case SCENE_CASTLE_COURTYARD_GUARDS_NIGHT:
case SCENE_WINDMILL_AND_DAMPES_GRAVE:
case SCENE_FISHING_POND:
case SCENE_CASTLE_COURTYARD_ZELDA:
case SCENE_BOMBCHU_BOWLING_ALLEY:
case SCENE_LON_LON_BUILDINGS:
case SCENE_MARKET_GUARD_HOUSE:
case SCENE_POTION_SHOP_GRANNY:
case SCENE_HOUSE_OF_SKULLTULA:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_GANON_BOSS:
return {};
case SCENE_CHAMBER_OF_THE_SAGES:
case SCENE_CUTSCENE_MAP:
case SCENE_TEST01:
case SCENE_BESITU:
case SCENE_DEPTH_TEST:
case SCENE_SYOTES:
case SCENE_SYOTES2:
case SCENE_SUTARU:
case SCENE_HAIRAL_NIWA2:
case SCENE_SASATEST:
case SCENE_TESTROOM:
case SCENE_ID_MAX:
default:
assert(false);
return {};
}
}
bool GetTimePassFromScene(SceneID scene) {
switch (scene) {
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_TREASURE_BOX_SHOP:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
case SCENE_GANONDORF_BOSS:
case SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR:
case SCENE_MARKET_ENTRANCE_DAY:
case SCENE_MARKET_ENTRANCE_NIGHT:
case SCENE_MARKET_ENTRANCE_RUINS:
case SCENE_BACK_ALLEY_DAY:
case SCENE_BACK_ALLEY_NIGHT:
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_NIGHT:
case SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS:
case SCENE_KNOW_IT_ALL_BROS_HOUSE:
case SCENE_TWINS_HOUSE:
case SCENE_MIDOS_HOUSE:
case SCENE_SARIAS_HOUSE:
case SCENE_KAKARIKO_CENTER_GUEST_HOUSE:
case SCENE_BACK_ALLEY_HOUSE:
case SCENE_BAZAAR:
case SCENE_KOKIRI_SHOP:
case SCENE_GORON_SHOP:
case SCENE_ZORA_SHOP:
case SCENE_POTION_SHOP_KAKARIKO:
case SCENE_POTION_SHOP_MARKET:
case SCENE_BOMBCHU_SHOP:
case SCENE_HAPPY_MASK_SHOP:
case SCENE_LINKS_HOUSE:
case SCENE_DOG_LADY_HOUSE:
case SCENE_STABLE:
case SCENE_IMPAS_HOUSE:
case SCENE_LAKESIDE_LABORATORY:
case SCENE_CARPENTERS_TENT:
case SCENE_GRAVEKEEPERS_HUT:
case SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC:
case SCENE_FAIRYS_FOUNTAIN:
case SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS:
case SCENE_GROTTOS:
case SCENE_REDEAD_GRAVE:
case SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN:
case SCENE_ROYAL_FAMILYS_TOMB:
case SCENE_SHOOTING_GALLERY:
case SCENE_TEMPLE_OF_TIME:
case SCENE_CHAMBER_OF_THE_SAGES:
case SCENE_CASTLE_COURTYARD_GUARDS_DAY:
case SCENE_CASTLE_COURTYARD_GUARDS_NIGHT:
case SCENE_CUTSCENE_MAP:
case SCENE_WINDMILL_AND_DAMPES_GRAVE:
case SCENE_CASTLE_COURTYARD_ZELDA:
case SCENE_BOMBCHU_BOWLING_ALLEY:
case SCENE_LON_LON_BUILDINGS:
case SCENE_MARKET_GUARD_HOUSE:
case SCENE_POTION_SHOP_GRANNY:
case SCENE_GANON_BOSS:
case SCENE_HOUSE_OF_SKULLTULA:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LOST_WOODS:
case SCENE_GORON_CITY:
case SCENE_OUTSIDE_GANONS_CASTLE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_ID_MAX:
return false;
// Time does pass in the fishing pond but it's
// extremely slow (more than 2 IRL seconds per in-game minute)
// maybe in the future there could be a trick to count it
case SCENE_FISHING_POND:
return false;
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_ZORAS_RIVER:
case SCENE_LAKE_HYLIA:
case SCENE_GERUDO_VALLEY:
case SCENE_DESERT_COLOSSUS:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_LON_LON_RANCH:
return true;
case SCENE_TEST01:
case SCENE_BESITU:
case SCENE_DEPTH_TEST:
case SCENE_SYOTES:
case SCENE_SYOTES2:
case SCENE_SUTARU:
case SCENE_HAIRAL_NIWA2:
case SCENE_SASATEST:
case SCENE_TESTROOM:
default:
assert(false);
return false;
}
}
Region::Region() = default;
Region::Region(std::string regionName_, std::string scene_, std::set<RandomizerArea> areas, bool timePass_,
Region::Region(std::string regionName_, SceneID scene_, bool timePass_, std::set<RandomizerArea> areas,
std::vector<EventAccess> events_, std::vector<LocationAccess> locations_,
std::list<Rando::Entrance> exits_)
: regionName(std::move(regionName_)), scene(std::move(scene_)), areas(areas), timePass(timePass_),
events(std::move(events_)), locations(std::move(locations_)), exits(std::move(exits_)) {
: regionName(std::move(regionName_)), scene(scene_), timePass(timePass_), areas(areas), events(std::move(events_)),
locations(std::move(locations_)), exits(std::move(exits_)) {
}
Region::Region(std::string regionName_, SceneID scene_, std::vector<EventAccess> events_,
std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_)
: regionName(std::move(regionName_)), scene(scene_), timePass(GetTimePassFromScene(scene_)),
areas(CalculateAreas(scene_)), events(std::move(events_)), locations(std::move(locations_)),
exits(std::move(exits_)) {
}
Region::~Region() = default;
bool Region::TimePass() {
return timePass;
}
void Region::ApplyTimePass() {
if (timePass) {
if (TimePass()) {
StartPerformanceTimer(PT_TOD_ACCESS);
if (Child()) {
childDay = true;
@ -322,6 +614,7 @@ bool BeanPlanted(const RandomizerRegion region) {
default:
sceneID = SCENE_ID_MAX;
swchFlag = 0;
assert(false);
break;
}
@ -373,10 +666,10 @@ void RegionTable_Init() {
};
// Clear the array from any previous playthrough attempts. This is important so that
// locations which appear in both MQ and Vanilla dungeons don't get set in both areas.
areaTable.fill(Region("Invalid Region", "Invalid Region", {}, NO_DAY_NIGHT_CYCLE, {}, {}, {}));
areaTable.fill(Region("Invalid Region", SCENE_ID_MAX, {}, {}, {}));
// clang-format off
areaTable[RR_ROOT] = Region("Root", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ROOT] = Region("Root", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {
//Events
EventAccess(&logic->KakarikoVillageGateOpen, []{return ctx->GetOption(RSK_KAK_GATE).Is(RO_KAK_GATE_OPEN);}),
EventAccess(&logic->THCouldFree1TorchCarpenter, []{return ctx->GetOption(RSK_GERUDO_FORTRESS).Is(RO_GF_CARPENTERS_FREE);}),
@ -394,7 +687,7 @@ void RegionTable_Init() {
Entrance(RR_ROOT_EXITS, []{return true;}),
});
areaTable[RR_ROOT_EXITS] = Region("Root Exits", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ROOT_EXITS] = Region("Root Exits", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_CHILD_SPAWN, []{return logic->IsChild;}),
Entrance(RR_ADULT_SPAWN, []{return logic->IsAdult;}),
@ -406,42 +699,42 @@ void RegionTable_Init() {
Entrance(RR_PRELUDE_OF_LIGHT_WARP, []{return logic->CanUse(RG_PRELUDE_OF_LIGHT) && logic->CanLeaveForest();}),
});
areaTable[RR_CHILD_SPAWN] = Region("Child Spawn", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_CHILD_SPAWN] = Region("Child Spawn", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_KF_LINKS_HOUSE, []{return true;}),
});
areaTable[RR_ADULT_SPAWN] = Region("Adult Spawn", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ADULT_SPAWN] = Region("Adult Spawn", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_TEMPLE_OF_TIME, []{return true;}),
});
areaTable[RR_MINUET_OF_FOREST_WARP] = Region("Minuet of Forest Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_MINUET_OF_FOREST_WARP] = Region("Minuet of Forest Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_SACRED_FOREST_MEADOW, []{return true;}),
});
areaTable[RR_BOLERO_OF_FIRE_WARP] = Region("Bolero of Fire Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_BOLERO_OF_FIRE_WARP] = Region("Bolero of Fire Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_DMC_CENTRAL_LOCAL, []{return true;}),
});
areaTable[RR_SERENADE_OF_WATER_WARP] = Region("Serenade of Water Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SERENADE_OF_WATER_WARP] = Region("Serenade of Water Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return true;}),
});
areaTable[RR_REQUIEM_OF_SPIRIT_WARP] = Region("Requiem of Spirit Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_REQUIEM_OF_SPIRIT_WARP] = Region("Requiem of Spirit Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_NOCTURNE_OF_SHADOW_WARP] = Region("Nocturne of Shadow Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_NOCTURNE_OF_SHADOW_WARP] = Region("Nocturne of Shadow Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return true;}),
});
areaTable[RR_PRELUDE_OF_LIGHT_WARP] = Region("Prelude of Light Warp", "", {RA_LINKS_POCKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_PRELUDE_OF_LIGHT_WARP] = Region("Prelude of Light Warp", SCENE_ID_MAX, TIME_DOESNT_PASS, {RA_LINKS_POCKET}, {}, {}, {
//Exits
Entrance(RR_TEMPLE_OF_TIME, []{return true;}),
});
@ -605,7 +898,7 @@ void ResetAllLocations() {
bool HasTimePassAccess(uint8_t age) {
for (const RandomizerRegion regionKey : GetAllRegions()) {
auto region = RegionTable(regionKey);
if (region->timePass &&
if (region->TimePass() &&
((age == RO_AGE_CHILD && region->Child()) || (age == RO_AGE_ADULT && region->Adult()))) {
return true;
}

View file

@ -9,6 +9,9 @@
#include "soh/Enhancements/randomizer/context.h"
#include "soh/Enhancements/randomizer/logic.h"
#define TIME_PASSES true
#define TIME_DOESNT_PASS false
typedef bool (*ConditionFn)();
// I hate this but every alternative I can think of right now is worse
@ -114,14 +117,16 @@ enum class EntranceType;
class Region {
public:
Region();
Region(std::string regionName_, std::string scene_, std::set<RandomizerArea> areas, bool timePass_,
Region(std::string regionName_, SceneID scene_, bool timePass, std::set<RandomizerArea> areas,
std::vector<EventAccess> events_, std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_);
Region(std::string regionName_, SceneID scene_, std::vector<EventAccess> events_,
std::vector<LocationAccess> locations_, std::list<Rando::Entrance> exits_);
~Region();
std::string regionName;
std::string scene;
std::set<RandomizerArea> areas;
SceneID scene;
bool timePass;
std::set<RandomizerArea> areas;
std::vector<EventAccess> events;
std::vector<LocationAccess> locations;
std::list<Rando::Entrance> exits;
@ -137,7 +142,8 @@ class Region {
bool adultDay = false;
bool adultNight = false;
bool addedToPool = false;
;
bool TimePass();
void ApplyTimePass();
@ -338,9 +344,6 @@ bool ChildCanAccess(const RandomizerRegion region);
bool AdultCanAccess(const RandomizerRegion region);
bool HasAccessTo(const RandomizerRegion region);
#define DAY_NIGHT_CYCLE true
#define NO_DAY_NIGHT_CYCLE false
namespace Regions {
extern void AccessReset();
extern void ResetAllLocations();

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_BottomOfTheWell() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_BOTTOM_OF_THE_WELL_ENTRYWAY] = Region("Bottom of the Well Entryway", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_ENTRYWAY] = Region("Bottom of the Well Entryway", SCENE_BOTTOM_OF_THE_WELL, {}, {}, {
//Exits
//Technically involves an fake wall, but passing it lensless is intended in vanilla and it is well telegraphed
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return ctx->GetDungeon(Rando::BOTTOM_OF_THE_WELL)->IsVanilla() && logic->IsChild && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
@ -17,7 +17,7 @@ void RegionTable_Init_BottomOfTheWell() {
#pragma region Vanilla
areaTable[RR_BOTTOM_OF_THE_WELL_PERIMETER] = Region("Bottom of the Well Perimeter", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_BOTTOM_OF_THE_WELL_PERIMETER] = Region("Bottom of the Well Perimeter", SCENE_BOTTOM_OF_THE_WELL, {
//Events
EventAccess(&logic->StickPot, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}),
@ -44,7 +44,7 @@ void RegionTable_Init_BottomOfTheWell() {
});
//This region combines the Middle with the perimeter's hidden areas. If a warp puts link into the middle without crossing the perimeter or using lens, it will need it's own region
areaTable[RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS] = Region("Bottom of the Well Behind Fake Walls", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS] = Region("Bottom of the Well Behind Fake Walls", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_FRONT_LEFT_FAKE_WALL_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_RIGHT_BOTTOM_FAKE_WALL_CHEST, true),
@ -62,7 +62,7 @@ void RegionTable_Init_BottomOfTheWell() {
});
//This area can be reached without lens in logic from basement, but that could require silver rupees if they are shuffled.
areaTable[RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM] = Region("Bottom of the Well Southwest Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_SOUTHWEST_ROOM] = Region("Bottom of the Well Southwest Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_LEFT_SIDE_POT_1, logic->CanBreakPots()),
LOCATION(RC_BOTTOM_OF_THE_WELL_LEFT_SIDE_POT_2, logic->CanBreakPots()),
@ -73,7 +73,7 @@ void RegionTable_Init_BottomOfTheWell() {
});
//Passing through this area needs lens, but entering doesn't, so that the fire keese can be killed without crossing the pits if enemy drops are ever shuffled
areaTable[RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM] = Region("Bottom of the Well Keese-Beamos Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_KEESE_BEAMOS_ROOM] = Region("Bottom of the Well Keese-Beamos Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_FIRE_KEESE_CHEST, ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH)),
LOCATION(RC_BOTTOM_OF_THE_WELL_FIRE_KEESE_POT_1, logic->CanBreakPots() && (ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH))),
@ -85,7 +85,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_LIKE_LIKE_CAGE] = Region("Bottom of the Well Like-Like Cage", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_LIKE_LIKE_CAGE] = Region("Bottom of the Well Like-Like Cage", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_LIKE_LIKE_CHEST, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_GS_LIKE_LIKE_CAGE, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -95,7 +95,7 @@ void RegionTable_Init_BottomOfTheWell() {
});
//If the player can voidwarp into one of these rooms they will need splitting up, and Fake walls will need specifying into middle and the rest moved to perimeter
areaTable[RR_BOTTOM_OF_THE_WELL_INNER_ROOMS] = Region("Bottom of the Well Inner Rooms", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_BOTTOM_OF_THE_WELL_INNER_ROOMS] = Region("Bottom of the Well Inner Rooms", SCENE_BOTTOM_OF_THE_WELL, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -108,7 +108,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_BEHIND_FAKE_WALLS, []{return logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 3);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM] = Region("Bottom of the Well Coffin Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_COFFIN_ROOM] = Region("Bottom of the Well Coffin Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_FREESTANDING_KEY, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
LOCATION(RC_BOTTOM_OF_THE_WELL_COFFIN_ROOM_FRONT_LEFT_HEART, true),
@ -118,7 +118,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM] = Region("Bottom of the Well Dead Hand Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_DEAD_HAND_ROOM] = Region("Bottom of the Well Dead Hand Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_LENS_OF_TRUTH_CHEST, logic->CanKillEnemy(RE_DEAD_HAND)),
LOCATION(RC_BOTTOM_OF_THE_WELL_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_BOTW) || logic->CanUse(RG_LENS_OF_TRUTH))),
@ -128,7 +128,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_PERIMETER, []{return logic->IsChild && logic->CanKillEnemy(RE_DEAD_HAND);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT] = Region("Bottom of the Well Basement", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT] = Region("Bottom of the Well Basement", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_MAP_CHEST, logic->BlastOrSmash()),
LOCATION(RC_BOTTOM_OF_THE_WELL_BASEMENT_POT_1, logic->CanBreakPots()),
@ -164,7 +164,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS, []{return Here(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE) || (logic->CanUse(RG_STICKS) && ctx->GetTrickOption(RT_BOTW_BASEMENT));});}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS] = Region("Bottom of the Well Basement Useful Bomb Flowers", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT_USEFUL_BOMB_FLOWERS] = Region("Bottom of the Well Basement Useful Bomb Flowers", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
//Assumes RR_BOTTOM_OF_THE_WELL_BASEMENT access
LOCATION(RC_BOTTOM_OF_THE_WELL_MAP_CHEST, logic->HasItem(RG_GORONS_BRACELET)),
@ -173,7 +173,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_BASEMENT, []{return logic->CanDetonateUprightBombFlower();}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT_PLATFORM] = Region("Bottom of the Well Basement Platform", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_BASEMENT_PLATFORM] = Region("Bottom of the Well Basement Platform", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_BASEMENT_PLATFORM_LEFT_RUPEE, true),
LOCATION(RC_BOTTOM_OF_THE_WELL_BASEMENT_PLATFORM_BACK_LEFT_RUPEE, true),
@ -189,7 +189,7 @@ void RegionTable_Init_BottomOfTheWell() {
#pragma region MQ
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER] = Region("Bottom of the Well MQ Perimeter", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER] = Region("Bottom of the Well MQ Perimeter", SCENE_BOTTOM_OF_THE_WELL, {
//Events
//technically obsolete due to a wonder item fairy which only needs a projectile, but we don't have an event var for it yet
EventAccess(&logic->FairyPot, []{return Here(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets();}),
@ -214,7 +214,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH] = Region("Bottom of the Well MQ West Room Switch", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_WEST_ROOM_SWITCH] = Region("Bottom of the Well MQ West Room Switch", SCENE_BOTTOM_OF_THE_WELL, {
//Events
EventAccess(&logic->OpenedWestRoomMQBotw, []{return true;}),
}, {}, {
@ -224,7 +224,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM] = Region("Bottom of the Well MQ Coffin Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM] = Region("Bottom of the Well MQ Coffin Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_GS_COFFIN_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_COFFIN_ROOM_FRONT_RIGHT_HEART, logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW)),
@ -234,7 +234,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return (logic->LoweredWaterInsideBotw || logic->HasItem(RG_BRONZE_SCALE)) && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE] = Region("Bottom of the Well MQ Locked Cage", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_LOCKED_CAGE] = Region("Bottom of the Well MQ Locked Cage", SCENE_BOTTOM_OF_THE_WELL, {
//Events
EventAccess(&logic->OpenedMiddleHoleMQBotw, []{return logic->HasExplosives();}),
}, {}, {
@ -242,7 +242,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->SmallKeys(RR_BOTTOM_OF_THE_WELL, 2);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM] = Region("Bottom of the Well MQ Dead Hand Room", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_ROOM] = Region("Bottom of the Well MQ Dead Hand Room", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_DEAD_HAND)),
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_DEAD_HAND_FREESTANDING_KEY, logic->HasExplosives() || (ctx->GetTrickOption(RT_BOTW_MQ_DEADHAND_KEY) && logic->CanUse(RG_BOOMERANG))),
@ -256,7 +256,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return logic->IsChild && logic->CanKillEnemy(RE_DEAD_HAND);}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE] = Region("Bottom of the Well MQ Middle", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_MIDDLE] = Region("Bottom of the Well MQ Middle", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_MAP_CHEST, true),
//This location technically involves an invisible platform, but it's intended to do lensless in vanilla and is clearly signposted by pots.
@ -283,7 +283,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT, []{return true;}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT] = Region("Bottom of the Well MQ Basement", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT] = Region("Bottom of the Well MQ Basement", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
//behind invisible big skulltulas, but with navi spotting it's easy to avoid them, or at worst, tank your way through as they do not block the path
LOCATION(RC_BOTTOM_OF_THE_WELL_MQ_GS_BASEMENT, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
@ -296,7 +296,7 @@ void RegionTable_Init_BottomOfTheWell() {
Entrance(RR_BOTTOM_OF_THE_WELL_MQ_PERIMETER, []{return true;}),
});
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SWITCH_PLATFORM] = Region("Bottom of the Well MQ Basement Switch Platform", "Bottom of the Well", {RA_BOTTOM_OF_THE_WELL}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT_SWITCH_PLATFORM] = Region("Bottom of the Well MQ Basement Switch Platform", SCENE_BOTTOM_OF_THE_WELL, {}, {
//Locations
//Assumes RR_BOTTOM_OF_THE_WELL_MQ_BASEMENT access
//it is technically possible to get the chest before you get screamed at without rolling, but hard enough to be a trick if that is the requirement for something to be logical

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_DekuTree() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_DEKU_TREE_ENTRYWAY] = Region("Deku Tree Entryway", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DEKU_TREE_ENTRYWAY] = Region("Deku Tree Entryway", SCENE_DEKU_TREE, {}, {}, {
//Exits
Entrance(RR_DEKU_TREE_LOBBY, []{return ctx->GetDungeon(DEKU_TREE)->IsVanilla();}),
Entrance(RR_DEKU_TREE_MQ_1F, []{return ctx->GetDungeon(DEKU_TREE)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_DekuTree() {
#pragma region Vanilla
areaTable[RR_DEKU_TREE_LOBBY] = Region("Deku Tree Lobby", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_LOBBY] = Region("Deku Tree Lobby", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -40,13 +40,13 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BOSS_ENTRYWAY, []{return false;}),
});
areaTable[RR_DEKU_TREE_2F_MIDDLE_ROOM] = Region("Deku Tree 2F Middle Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DEKU_TREE_2F_MIDDLE_ROOM] = Region("Deku Tree 2F Middle Room", SCENE_DEKU_TREE, {}, {}, {
//Exits
Entrance(RR_DEKU_TREE_LOBBY, []{return Here(RR_DEKU_TREE_2F_MIDDLE_ROOM, []{return logic->CanReflectNuts() || logic->CanUse(RG_MEGATON_HAMMER);});}),
Entrance(RR_DEKU_TREE_SLINGSHOT_ROOM, []{return Here(RR_DEKU_TREE_2F_MIDDLE_ROOM, []{return logic->CanReflectNuts() || logic->CanUse(RG_MEGATON_HAMMER);});}),
});
areaTable[RR_DEKU_TREE_SLINGSHOT_ROOM] = Region("Deku Tree Slingshot Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_SLINGSHOT_ROOM] = Region("Deku Tree Slingshot Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_SLINGSHOT_CHEST, true),
LOCATION(RC_DEKU_TREE_SLINGSHOT_ROOM_SIDE_CHEST, true),
@ -59,7 +59,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_2F_MIDDLE_ROOM, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_DEKU_TREE_COMPASS_ROOM] = Region("Deku Tree Compass Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_COMPASS_ROOM] = Region("Deku Tree Compass Room", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -76,7 +76,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BOSS_ENTRYWAY, []{return false;}),
});
areaTable[RR_DEKU_TREE_BASEMENT_LOWER] = Region("Deku Tree Basement Lower", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_BASEMENT_LOWER] = Region("Deku Tree Basement Lower", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -95,7 +95,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_OUTSIDE_BOSS_ROOM, []{return false;}),
});
areaTable[RR_DEKU_TREE_BASEMENT_SCRUB_ROOM] = Region("Deku Tree Basement Scrub Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_BASEMENT_SCRUB_ROOM] = Region("Deku Tree Basement Scrub Room", SCENE_DEKU_TREE, {}, {
//Location
LOCATION(RC_DEKU_TREE_BASEMENT_SCRUB_ROOM_GRASS_1, logic->CanCutShrubs()),
LOCATION(RC_DEKU_TREE_BASEMENT_SCRUB_ROOM_GRASS_2, logic->CanCutShrubs()),
@ -107,13 +107,13 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BASEMENT_WATER_ROOM_FRONT, []{return Here(RR_DEKU_TREE_BASEMENT_SCRUB_ROOM, []{return logic->CanHitEyeTargets();});}),
});
areaTable[RR_DEKU_TREE_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree Basement Water Room Front", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DEKU_TREE_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree Basement Water Room Front", SCENE_DEKU_TREE, {}, {}, {
//Exits
Entrance(RR_DEKU_TREE_BASEMENT_SCRUB_ROOM, []{return true;}),
Entrance(RR_DEKU_TREE_BASEMENT_WATER_ROOM_BACK, []{return logic->HasItem(RG_BRONZE_SCALE) || ctx->GetTrickOption(RT_DEKU_B1_BACKFLIP_OVER_SPIKED_LOG);}),
});
areaTable[RR_DEKU_TREE_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree Basement Water Room Back", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree Basement Water Room Back", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_BASEMENT_SPIKE_ROLLER_GRASS_1, logic->CanCutShrubs()),
LOCATION(RC_DEKU_TREE_BASEMENT_SPIKE_ROLLER_GRASS_2, logic->CanCutShrubs()),
@ -123,7 +123,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BASEMENT_TORCH_ROOM, []{return true;}),
});
areaTable[RR_DEKU_TREE_BASEMENT_TORCH_ROOM] = Region("Deku Tree Basement Torch Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_BASEMENT_TORCH_ROOM] = Region("Deku Tree Basement Torch Room", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -137,7 +137,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BASEMENT_BACK_LOBBY, []{return Here(RR_DEKU_TREE_BASEMENT_TORCH_ROOM, []{return logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW);});}),
});
areaTable[RR_DEKU_TREE_BASEMENT_BACK_LOBBY] = Region("Deku Tree Basement Back Lobby", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_BASEMENT_BACK_LOBBY] = Region("Deku Tree Basement Back Lobby", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -152,7 +152,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BASEMENT_UPPER, []{return Here(RR_DEKU_TREE_BASEMENT_BACK_LOBBY, []{return logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW);}) && logic->IsChild;}),
});
areaTable[RR_DEKU_TREE_BASEMENT_BACK_ROOM] = Region("Deku Tree Basement Back Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_BASEMENT_BACK_ROOM] = Region("Deku Tree Basement Back Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_GS_BASEMENT_BACK_ROOM, logic->HookshotOrBoomerang()),
}, {
@ -160,7 +160,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_BASEMENT_BACK_LOBBY, []{return true;}),
});
areaTable[RR_DEKU_TREE_BASEMENT_UPPER] = Region("Deku Tree Basement Upper", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_BASEMENT_UPPER] = Region("Deku Tree Basement Upper", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -171,7 +171,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_OUTSIDE_BOSS_ROOM, []{return Here(RR_DEKU_TREE_BASEMENT_UPPER, []{return logic->HasFireSourceWithTorch() || (ctx->GetTrickOption(RT_DEKU_B1_BOW_WEBS) && logic->IsAdult && logic->CanUse(RG_FAIRY_BOW));});}),
});
areaTable[RR_DEKU_TREE_OUTSIDE_BOSS_ROOM] = Region("Deku Tree Outside Boss Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_OUTSIDE_BOSS_ROOM] = Region("Deku Tree Outside Boss Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_BEFORE_BOSS_LEFT_HEART, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
LOCATION(RC_DEKU_TREE_BEFORE_BOSS_MIDDLE_HEART, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
@ -189,7 +189,7 @@ void RegionTable_Init_DekuTree() {
#pragma region MQ
areaTable[RR_DEKU_TREE_MQ_1F] = Region("Deku Tree MQ 1F", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_1F] = Region("Deku Tree MQ 1F", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}),
EventAccess(&logic->BrokeDeku1FWeb, []{return logic->HasFireSource();}),
@ -212,7 +212,7 @@ void RegionTable_Init_DekuTree() {
//is it possible to recoil from here to the ledge with a trick?
});
areaTable[RR_DEKU_TREE_MQ_2F] = Region("Deku Tree MQ 2F", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_2F] = Region("Deku Tree MQ 2F", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_MAP_CHEST, true),
LOCATION(RC_DEKU_TREE_MQ_GS_LOBBY, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
@ -228,7 +228,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_EYE_TARGET_ROOM, []{return Here(RR_DEKU_TREE_MQ_2F, []{return logic->HasFireSource();});}),
});
areaTable[RR_DEKU_TREE_MQ_3F] = Region("Deku Tree MQ 3F", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_3F] = Region("Deku Tree MQ 3F", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -253,7 +253,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return true;}),
});
areaTable[RR_DEKU_TREE_MQ_EYE_TARGET_ROOM] = Region("Deku Tree MQ Eye Target Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_EYE_TARGET_ROOM] = Region("Deku Tree MQ Eye Target Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_DEKU_BABA_HEART, true),
LOCATION(RC_DEKU_TREE_MQ_BEFORE_COMPASS_GRASS_1, logic->CanCutShrubs()),
@ -269,7 +269,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_2F, []{return true;}),
});
areaTable[RR_DEKU_TREE_MQ_COMPASS_ROOM] = Region("Deku Tree MQ Compass Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_COMPASS_ROOM] = Region("Deku Tree MQ Compass Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_COMPASS_CHEST, true),
LOCATION(RC_DEKU_TREE_MQ_COMPASS_GRASS_1, logic->CanCutShrubs()),
@ -282,7 +282,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_PAST_BOULDER_VINES, []{return Here(RR_DEKU_TREE_MQ_COMPASS_ROOM, []{return logic->CanUse(RG_BOMBCHU_5) || (logic->CanUse(RG_BOMB_BAG) && (logic->CanUse(RG_SONG_OF_TIME) || logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS))) || (logic->CanUse(RG_MEGATON_HAMMER) && (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_DEKU_MQ_COMPASS_GS)));});}),
});
areaTable[RR_DEKU_TREE_MQ_PAST_BOULDER_VINES] = Region("Deku Tree MQ Past Boulder Vines", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_PAST_BOULDER_VINES] = Region("Deku Tree MQ Past Boulder Vines", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_GS_PAST_BOULDER_VINES, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
LOCATION(RC_DEKU_TREE_MQ_COMPASS_ROOM_HEART, true),
@ -291,7 +291,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_COMPASS_ROOM, []{return logic->BlastOrSmash();}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT] = Region("Deku Tree MQ Basement", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT] = Region("Deku Tree MQ Basement", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -311,7 +311,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return ctx->GetTrickOption(RT_DEKU_B1_SKIP) || logic->PushedDekuBasementBlock || logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM] = Region("Deku Tree MQ Southeast Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM] = Region("Deku Tree MQ Southeast Room", SCENE_DEKU_TREE, {
//Events
//Implies CanKillEnemy(RE_GOHMA_LARVA)
EventAccess(&logic->ClearedMQDekuSERoom, []{return logic->CanKillEnemy(RE_MAD_SCRUB);}),
@ -327,7 +327,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT, []{return logic->ClearedMQDekuSERoom;}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree MQ Basement Water Room Front", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT] = Region("Deku Tree MQ Basement Water Room Front", SCENE_DEKU_TREE, {
//Events
//It's possible to get this with bow if you have move while in first person and one-point skips on, noticeably harder and jankier as child, but that's a trick
EventAccess(&logic->MQDekuWaterRoomTorches, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_STICKS) && (ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield())));}),
@ -343,7 +343,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_SOUTHEAST_ROOM, []{return true;}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree MQ Basement Water Room Back", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK] = Region("Deku Tree MQ Basement Water Room Back", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanKillEnemy(RE_WITHERED_DEKU_BABA);}),
EventAccess(&logic->MQDekuWaterRoomTorches, []{return logic->HasFireSource();}),
@ -359,7 +359,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_FRONT, []{return ctx->GetTrickOption(RT_DEKU_MQ_LOG) || (logic->IsChild && logic->CanShield()) || logic->CanUse(RG_LONGSHOT) || logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)));}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHWEST_ROOM] = Region("Deku Tree MQ Basement Southwest Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_SOUTHWEST_ROOM] = Region("Deku Tree MQ Basement Southwest Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_LARVAE_GRASS_1, logic->CanCutShrubs()),
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_LARVAE_GRASS_2, logic->CanCutShrubs()),
@ -370,7 +370,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_WATER_ROOM_BACK, []{return Here(RR_DEKU_TREE_MQ_BASEMENT_SOUTHWEST_ROOM, []{return logic->CanKillEnemy(RE_MAD_SCRUB) && logic->CanKillEnemy(RE_KEESE);});}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM] = Region("Deku Tree MQ Basement Grave Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM] = Region("Deku Tree MQ Basement Grave Room", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();})
@ -390,7 +390,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_BACK_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM, []{return logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW);});}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_BACK_ROOM] = Region("Deku Tree MQ Basement Back Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_BACK_ROOM] = Region("Deku Tree MQ Basement Back Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_GS_BASEMENT_BACK_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
LOCATION(RC_DEKU_TREE_MQ_BASEMENT_BACK_GRASS_1, logic->CanCutShrubs()),
@ -401,7 +401,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_BASEMENT_GRAVE_ROOM, []{return true;}),
});
areaTable[RR_DEKU_TREE_MQ_BASEMENT_LEDGE] = Region("Deku Tree MQ Basement Ledge", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_MQ_BASEMENT_LEDGE] = Region("Deku Tree MQ Basement Ledge", SCENE_DEKU_TREE, {
//Events
EventAccess(&logic->PushedDekuBasementBlock, []{return true;}),
}, {
@ -419,7 +419,7 @@ void RegionTable_Init_DekuTree() {
Entrance(RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM, []{return Here(RR_DEKU_TREE_MQ_BASEMENT_LEDGE, []{return logic->HasFireSource() || (/*logic->PushedDekuBasementBlock && */logic->CanUse(RG_STICKS));}) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
});
areaTable[RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM] = Region("Deku Tree MQ Outside Boss Room", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM] = Region("Deku Tree MQ Outside Boss Room", SCENE_DEKU_TREE, {}, {
//Locations
LOCATION(RC_DEKU_TREE_MQ_BEFORE_BOSS_LEFT_HEART, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
LOCATION(RC_DEKU_TREE_MQ_BEFORE_BOSS_MIDDLE_HEART, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
@ -436,14 +436,18 @@ void RegionTable_Init_DekuTree() {
#pragma endregion
// Boss Room
areaTable[RR_DEKU_TREE_BOSS_ENTRYWAY] = Region("Deku Tree Boss Entryway", "Deku Tree", {RA_DEKU_TREE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DEKU_TREE_BOSS_ENTRYWAY] = Region("Deku Tree Boss Entryway", SCENE_DEKU_TREE, {}, {}, {
// Exits
Entrance(RR_DEKU_TREE_BOSS_ROOM, []{return true;}),
});
areaTable[RR_DEKU_TREE_BOSS_EXIT] = Region("Deku Tree Boss Exit", SCENE_DEKU_TREE, {}, {}, {
// Exits
Entrance(RR_DEKU_TREE_OUTSIDE_BOSS_ROOM, []{return ctx->GetDungeon(DEKU_TREE)->IsVanilla();}),
Entrance(RR_DEKU_TREE_MQ_OUTSIDE_BOSS_ROOM, []{return ctx->GetDungeon(DEKU_TREE)->IsMQ();}),
Entrance(RR_DEKU_TREE_BOSS_ROOM, []{return true;}),
});
areaTable[RR_DEKU_TREE_BOSS_ROOM] = Region("Deku Tree Boss Room", "Deku Tree", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DEKU_TREE_BOSS_ROOM] = Region("Deku Tree Boss Room", SCENE_DEKU_TREE_BOSS, {
// Events
EventAccess(&logic->DekuTreeClear, []{return logic->CanKillEnemy(RE_GOHMA);}),
}, {
@ -460,8 +464,8 @@ void RegionTable_Init_DekuTree() {
LOCATION(RC_DEKU_TREE_QUEEN_GOHMA_GRASS_8, logic->CanCutShrubs()),
}, {
// Exits
Entrance(RR_DEKU_TREE_BOSS_ENTRYWAY, []{return true;}),
Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return logic->DekuTreeClear;}, false),
Entrance(RR_DEKU_TREE_BOSS_EXIT, []{return true;}),
Entrance(RR_KF_OUTSIDE_DEKU_TREE, []{return logic->DekuTreeClear;}, false),
});
// clang-format on

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_DodongosCavern() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_DODONGOS_CAVERN_ENTRYWAY] = Region("Dodongos Cavern Entryway", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_ENTRYWAY] = Region("Dodongos Cavern Entryway", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_BEGINNING, []{return ctx->GetDungeon(DODONGOS_CAVERN)->IsVanilla();}),
Entrance(RR_DODONGOS_CAVERN_MQ_BEGINNING, []{return ctx->GetDungeon(DODONGOS_CAVERN)->IsMQ();}),
@ -16,13 +16,13 @@ void RegionTable_Init_DodongosCavern() {
#pragma region Vanilla
areaTable[RR_DODONGOS_CAVERN_BEGINNING] = Region("Dodongos Cavern Beginning", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_BEGINNING] = Region("Dodongos Cavern Beginning", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_ENTRYWAY, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_LOBBY, []{return Here(RR_DODONGOS_CAVERN_BEGINNING, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_LOBBY] = Region("Dodongos Cavern Lobby", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_LOBBY] = Region("Dodongos Cavern Lobby", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return (Here(RR_DODONGOS_CAVERN_LOBBY, []{return logic->CanBreakMudWalls();}) || logic->HasItem(RG_GORONS_BRACELET)) && logic->CallGossipFairy();}),
}, {
@ -43,13 +43,13 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, []{return false;}),
});
areaTable[RR_DODONGOS_CAVERN_LOBBY_SWITCH] = Region("Dodongos Cavern Lobby Switch", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_LOBBY_SWITCH] = Region("Dodongos Cavern Lobby Switch", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_LOBBY, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_DODONGO_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_SE_CORRIDOR] = Region("Dodongos Cavern SE Corridor", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_SE_CORRIDOR] = Region("Dodongos Cavern SE Corridor", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_GS_SCARECROW, logic->CanUse(RG_SCARECROW) || (logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_DC_SCARECROW_GS) && (logic->CanAttack()))),
LOCATION(RC_DODONGOS_CAVERN_SIDE_ROOM_POT_1, logic->CanBreakPots()),
@ -66,7 +66,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_NEAR_LOWER_LIZALFOS, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_SE_ROOM] = Region("Dodongos Cavern SE Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_SE_ROOM] = Region("Dodongos Cavern SE Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_GS_SIDE_ROOM_NEAR_LOWER_LIZALFOS, logic->CanAttack()),
}, {
@ -74,13 +74,13 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_SE_CORRIDOR, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_NEAR_LOWER_LIZALFOS] = Region("Dodongos Cavern Near Lower Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_NEAR_LOWER_LIZALFOS] = Region("Dodongos Cavern Near Lower Lizalfos", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_SE_CORRIDOR, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_LOWER_LIZALFOS, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_LOWER_LIZALFOS] = Region("Dodongos Cavern Lower Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_LOWER_LIZALFOS] = Region("Dodongos Cavern Lower Lizalfos", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_LIZALFOS_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_LIZALFOS_POT_2, logic->CanBreakPots()),
@ -93,7 +93,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_DODONGO_ROOM, []{return Here(RR_DODONGOS_CAVERN_LOWER_LIZALFOS, []{return logic->CanKillEnemy(RE_LIZALFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_DODONGOS_CAVERN_DODONGO_ROOM] = Region("Dodongos Cavern Dodongo Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_DODONGO_ROOM] = Region("Dodongos Cavern Dodongo Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_TORCH_ROOM_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_TORCH_ROOM_POT_2, logic->CanBreakPots()),
@ -106,7 +106,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_NEAR_DODONGO_ROOM, []{return Here(RR_DODONGOS_CAVERN_DODONGO_ROOM, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_NEAR_DODONGO_ROOM] = Region("Dodongos Cavern Near Dodongo Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_NEAR_DODONGO_ROOM] = Region("Dodongos Cavern Near Dodongo Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_DEKU_SCRUB_SIDE_ROOM_NEAR_DODONGOS, logic->CanStunDeku()),
}, {
@ -114,14 +114,14 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_DODONGO_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_STAIRS_LOWER] = Region("Dodongos Cavern Stairs Lower", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_STAIRS_LOWER] = Region("Dodongos Cavern Stairs Lower", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_LOBBY, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_STAIRS_UPPER, []{return logic->HasExplosives() || logic->HasItem(RG_GORONS_BRACELET) || logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_DC_STAIRCASE) && logic->CanUse(RG_FAIRY_BOW));}),
Entrance(RR_DODONGOS_CAVERN_COMPASS_ROOM, []{return Here(RR_DODONGOS_CAVERN_STAIRS_LOWER, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_STAIRS_UPPER] = Region("Dodongos Cavern Stairs Upper", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_STAIRS_UPPER] = Region("Dodongos Cavern Stairs Upper", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_GS_ALCOVE_ABOVE_STAIRS, Here(RR_DODONGOS_CAVERN_FAR_BRIDGE, []{return logic->HookshotOrBoomerang();}) || logic->CanUse(RG_LONGSHOT)),
LOCATION(RC_DODONGOS_CAVERN_GS_VINES_ABOVE_STAIRS, logic->IsAdult || logic->CanAttack() || (HasAccessTo(RR_DODONGOS_CAVERN_STAIRS_LOWER) && logic->CanUse(RG_LONGSHOT) && ctx->GetTrickOption(RT_DC_VINES_GS))),
@ -135,7 +135,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_ARMOS_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_COMPASS_ROOM] = Region("Dodongos Cavern Compass Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_COMPASS_ROOM] = Region("Dodongos Cavern Compass Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_COMPASS_CHEST, true),
}, {
@ -143,13 +143,13 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_STAIRS_LOWER, []{return logic->CanUse(RG_MASTER_SWORD) || logic->CanUse(RG_BIGGORON_SWORD) || logic->CanUse(RG_MEGATON_HAMMER) || logic->HasExplosives() || logic->HasItem(RG_GORONS_BRACELET);}),
});
areaTable[RR_DODONGOS_CAVERN_ARMOS_ROOM] = Region("Dodongos Cavern Armos Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_ARMOS_ROOM] = Region("Dodongos Cavern Armos Room", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_STAIRS_UPPER, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_BOMB_ROOM_LOWER, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_BOMB_ROOM_LOWER] = Region("Dodongos Cavern Bomb Room Lower", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_BOMB_ROOM_LOWER] = Region("Dodongos Cavern Bomb Room Lower", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_BOMB_FLOWER_PLATFORM_CHEST, true),
LOCATION(RC_DODONGOS_CAVERN_BLADE_ROOM_HEART, true),
@ -163,7 +163,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOMB_ROOM_UPPER, []{return (logic->IsAdult && ctx->GetTrickOption(RT_DC_JUMP)) || logic->CanUse(RG_HOVER_BOOTS) || (logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanJumpslash());}),
});
areaTable[RR_DODONGOS_CAVERN_2F_SIDE_ROOM] = Region("Dodongos Cavern 2F Side Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_2F_SIDE_ROOM] = Region("Dodongos Cavern 2F Side Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_DEKU_SCRUB_NEAR_BOMB_BAG_LEFT, logic->CanStunDeku()),
LOCATION(RC_DODONGOS_CAVERN_DEKU_SCRUB_NEAR_BOMB_BAG_RIGHT, logic->CanStunDeku()),
@ -172,7 +172,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOMB_ROOM_LOWER, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_FIRST_SLINGSHOT_ROOM] = Region("Dodongos Cavern First Slingshot Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_FIRST_SLINGSHOT_ROOM] = Region("Dodongos Cavern First Slingshot Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_SINGLE_EYE_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_SINGLE_EYE_POT_2, logic->CanBreakPots()),
@ -183,7 +183,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_UPPER_LIZALFOS, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW) || ctx->GetTrickOption(RT_DC_SLINGSHOT_SKIP);}),
});
areaTable[RR_DODONGOS_CAVERN_UPPER_LIZALFOS] = Region("Dodongos Cavern Upper Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_UPPER_LIZALFOS] = Region("Dodongos Cavern Upper Lizalfos", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_LOWER_LIZALFOS_HEART, true),
LOCATION(RC_DODONGOS_CAVERN_UPPER_LIZALFOS_LEFT_HEART, true),
@ -195,7 +195,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_SECOND_SLINGSHOT_ROOM, []{return Here(RR_DODONGOS_CAVERN_LOWER_LIZALFOS, []{return logic->CanKillEnemy(RE_LIZALFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_DODONGOS_CAVERN_SECOND_SLINGSHOT_ROOM] = Region("Dodongos Cavern Second Slingshot Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_SECOND_SLINGSHOT_ROOM] = Region("Dodongos Cavern Second Slingshot Room", SCENE_DODONGOS_CAVERN, {}, {
//Location
LOCATION(RC_DODONGOS_CAVERN_DOUBLE_EYE_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_DOUBLE_EYE_POT_2, logic->CanBreakPots()),
@ -205,7 +205,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOMB_ROOM_UPPER, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW) || ctx->GetTrickOption(RT_DC_SLINGSHOT_SKIP);}),
});
areaTable[RR_DODONGOS_CAVERN_BOMB_ROOM_UPPER] = Region("Dodongos Cavern Bomb Room Upper", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_BOMB_ROOM_UPPER] = Region("Dodongos Cavern Bomb Room Upper", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_BOMB_BAG_CHEST, true),
LOCATION(RC_DODONGOS_CAVERN_BLADE_POT_1, logic->CanBreakPots()),
@ -217,7 +217,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_FAR_BRIDGE, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_FAR_BRIDGE] = Region("Dodongos Cavern Far Bridge", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_FAR_BRIDGE] = Region("Dodongos Cavern Far Bridge", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_END_OF_BRIDGE_CHEST, Here(RR_DODONGOS_CAVERN_FAR_BRIDGE, []{return logic->CanBreakMudWalls();})),
}, {
@ -226,7 +226,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOMB_ROOM_UPPER, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_BOSS_AREA] = Region("Dodongos Cavern Boss Region", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_BOSS_AREA] = Region("Dodongos Cavern Boss Region", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -239,7 +239,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_BACK_ROOM] = Region("Dodongos Cavern Back Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_BACK_ROOM] = Region("Dodongos Cavern Back Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_GS_BACK_ROOM, logic->CanAttack()),
LOCATION(RC_DODONGOS_CAVERN_BACK_ROOM_POT_1, logic->CanBreakPots()),
@ -255,19 +255,20 @@ void RegionTable_Init_DodongosCavern() {
#pragma region MQ
areaTable[RR_DODONGOS_CAVERN_MQ_BEGINNING] = Region("Dodongos Cavern MQ Beginning", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_BEGINNING] = Region("Dodongos Cavern MQ Beginning", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_ENTRYWAY, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return Here(RR_DODONGOS_CAVERN_MQ_BEGINNING, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_LOBBY] = Region("Dodongos Cavern MQ Lobby", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_LOBBY] = Region("Dodongos Cavern MQ Lobby", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_MAP_CHEST, logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_DODONGOS_CAVERN_MQ_DEKU_SCRUB_LOBBY_REAR, logic->CanStunDeku()),
LOCATION(RC_DODONGOS_CAVERN_MQ_DEKU_SCRUB_LOBBY_FRONT, logic->CanStunDeku()),
}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_MQ_BEGINNING, []{return true;}),
Entrance(RR_DODONGOS_CAVERN_MQ_GOSSIP_STONE, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET);});}),
Entrance(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET);});}),
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return Here(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return logic->BlastOrSmash() || logic->HasItem(RG_GORONS_BRACELET);});}),
@ -276,7 +277,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH, []{return Here(RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE, []{return logic->HasExplosives() || (logic->ClearMQDCUpperLobbyRocks && logic->HasItem(RG_GORONS_BRACELET) && ((logic->IsAdult && ctx->GetTrickOption(RT_DC_MQ_ADULT_EYES)) || (logic->IsChild && ctx->GetTrickOption(RT_DC_MQ_CHILD_EYES))));});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_GOSSIP_STONE] = Region("Dodongos Cavern MQ Gossip Stone", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_GOSSIP_STONE] = Region("Dodongos Cavern MQ Gossip Stone", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
}, {
@ -289,7 +290,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_LOBBY, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE] = Region("Dodongos Cavern MQ Mouth Side Bridge", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_MOUTH_SIDE_BRIDGE] = Region("Dodongos Cavern MQ Mouth Side Bridge", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}),
}, {}, {
@ -301,7 +302,7 @@ void RegionTable_Init_DodongosCavern() {
//it is possible to use bunny hood speed, hovers and a jumpslash to go between here and the other bridge (included with TORCH_ROOM_LOWER), but this would be a trick
});
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER] = Region("Dodongos Cavern MQ Stairs Lower", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER] = Region("Dodongos Cavern MQ Stairs Lower", SCENE_DODONGOS_CAVERN, {
//Events
//EventAccess(&logic->CanClimbDCStairs, []{return logic->HasExplosives || logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_DC_STAIRCASE) && logic->CanUse(RG_FAIRY_BOW));}),
}, {
@ -320,7 +321,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_MUD_WALL, []{return Here(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return logic->CanBreakMudWalls();});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_MUD_WALL] = Region("Dodongos Cavern MQ Stairs Past Mud Wall", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_MUD_WALL] = Region("Dodongos Cavern MQ Stairs Past Mud Wall", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
//EventAccess(&logic->CanClimbDCStairs, []{return logic->HasItem(RG_GORONS_BRACELET) && (logic->CanUse(RG_STICKS));}),
@ -333,7 +334,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_UPPER] = Region("Dodongos Cavern MQ Stairs Upper", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_UPPER] = Region("Dodongos Cavern MQ Stairs Upper", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_DEKU_SCRUB_STAIRCASE, logic->CanStunDeku()),
LOCATION(RC_DODONGOS_CAVERN_MQ_STAIRCASE_UPPER_CRATE_1, logic->CanBreakCrates()),
@ -346,7 +347,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_BIG_SKULLTULAS, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_BIG_SKULLTULAS] = Region("Dodongos Cavern MQ Past Big Skulltulas", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_STAIRS_PAST_BIG_SKULLTULAS] = Region("Dodongos Cavern MQ Past Big Skulltulas", SCENE_DODONGOS_CAVERN, {}, {}, {
//Exits
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_UPPER, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_DODONGOS_CAVERN_MQ_STAIRS_LOWER, []{return logic->TakeDamage();}),
@ -356,7 +357,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_DODONGO_ROOM, []{return true;}),//if we add BONKO or other crate logic, logic for silver rupees goes here
});
areaTable[RR_DODONGOS_CAVERN_MQ_DODONGO_ROOM] = Region("Dodongos Cavern MQ Dodongo Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_DODONGO_ROOM] = Region("Dodongos Cavern MQ Dodongo Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_DODONGO) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_DODONGOS_CAVERN_MQ_COMPASS_GRASS_1, logic->CanCutShrubs()),
@ -369,7 +370,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER, []{return Here(RR_DODONGOS_CAVERN_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO) || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER] = Region("Dodongos Cavern MQ Torch Puzzle Lower", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER] = Region("Dodongos Cavern MQ Torch Puzzle Lower", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return (((logic->IsAdult /*or bunny hood jump*/) && ctx->GetTrickOption(RT_DC_JUMP)) || logic->CanUse(RG_HOVER_BOOTS)) && logic->CanUse(RG_STICKS);}),
}, {
@ -386,7 +387,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS, []{return logic->CanUse(RG_STICKS) && logic->HasItem(RG_GORONS_BRACELET);}), //Implies access to RR_DODONGOS_CAVERN_MQ_BIG_BLOCK_ROOM from here
});
areaTable[RR_DODONGOS_CAVERN_MQ_BIG_BLOCK_ROOM] = Region("Dodongos Cavern MQ Torch Puzzle Lower", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_BIG_BLOCK_ROOM] = Region("Dodongos Cavern MQ Torch Puzzle Lower", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_BIG_BLOCK_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_MQ_BIG_BLOCK_POT_2, logic->CanBreakPots()),
@ -396,7 +397,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS, []{return (logic->HasFireSource() && logic->HasItem(RG_GORONS_BRACELET)) || logic->CanBreakMudWalls();}), //Requires stregnth 0, If you can somehow warp into this room, add logic->CanPassEnemy(RE_BIG_SKULLTULA)
});
areaTable[RR_DODONGOS_CAVERN_MQ_LARVAE_ROOM] = Region("Dodongos Cavern MQ Larvae Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_LARVAE_ROOM] = Region("Dodongos Cavern MQ Larvae Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_LARVAE_ROOM_CHEST, true), //implied logic->CanKillEnemy(RE_GOHMA_LARVA) based on entry reqs with a trick to kill with nuts
LOCATION(RC_DODONGOS_CAVERN_MQ_GS_LARVAE_ROOM, logic->CanBreakCrates()), //implied logic->CanKillEnemy(RE_GOLD_SKULTULLA) based on entry reqs. Add crate logic when BONKO is added
@ -411,7 +412,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_LOWER, []{return true;}), //implied logic->CanKillEnemy(RE_GOHMA_LARVA) based on entry reqs with a trick to kill with nuts
});
areaTable[RR_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS] = Region("Dodongos Cavern MQ Before Upper Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS] = Region("Dodongos Cavern MQ Before Upper Lizalfos", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_GS_LIZALFOS_ROOM, logic->BlastOrSmash()), //Implied CanGetEnemyDrop(RE_GOLD_SKULLTULA)
LOCATION(RC_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS_POT_1, logic->CanBreakPots()),
@ -426,7 +427,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM, []{return Here(RR_DODONGOS_CAVERN_MQ_UPPER_LIZALFOS, []{return logic->CanKillEnemy(RE_LIZALFOS);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM] = Region("Dodongos Cavern MQ Before Upper Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM] = Region("Dodongos Cavern MQ Before Upper Lizalfos", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_TWO_FLAMES_POT_1, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_MQ_TWO_FLAMES_POT_2, logic->CanBreakPots()),
@ -438,7 +439,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER, []{return logic->IsAdult || (Here(RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM, []{return logic->BlastOrSmash() || (logic->CanAttack() && logic->HasItem(RG_GORONS_BRACELET));}));}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER] = Region("Dodongos Cavern MQ Torch Puzzle Upper", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_TORCH_PUZZLE_UPPER] = Region("Dodongos Cavern MQ Torch Puzzle Upper", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->ClearMQDCUpperLobbyRocks, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER);}),
}, {
@ -453,7 +454,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_TWO_FIRES_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE] = Region("Dodongos Cavern MQ Lower Right Side", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE] = Region("Dodongos Cavern MQ Lower Right Side", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_DEKU_SCRUB_SIDE_ROOM_NEAR_LOWER_LIZALFOS, (logic->CanBreakMudWalls() || logic->HasItem(RG_GORONS_BRACELET)) && logic->CanStunDeku()),
LOCATION(RC_DODONGOS_CAVERN_MQ_RIGHT_SIDE_POT_1, logic->CanBreakPots()),
@ -466,7 +467,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_LOWER_LIZALFOS, []{return Here(RR_DODONGOS_CAVERN_MQ_LOWER_RIGHT_SIDE, []{return logic->CanDetonateBombFlowers() || logic->HasItem(RG_GORONS_BRACELET);}) && logic->CanHitEyeTargets();}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_LOWER_LIZALFOS] = Region("Dodongos Cavern MQ Lower Lizalfos", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_LOWER_LIZALFOS] = Region("Dodongos Cavern MQ Lower Lizalfos", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_LIZALFOS_ROOM_HEART, true),
}, {
@ -475,7 +476,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return Here(RR_DODONGOS_CAVERN_MQ_LOWER_LIZALFOS, []{return logic->CanKillEnemy(RE_LIZALFOS);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_POES_ROOM] = Region("Dodongos Cavern MQ Poes Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_POES_ROOM] = Region("Dodongos Cavern MQ Poes Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_BOMB_BAG_CHEST, true), //If you can get to the locked part of POES_ROOM without a way to open it or passing the chest, this will need it's own room
LOCATION(RC_DODONGOS_CAVERN_MQ_GS_SCRUB_ROOM, (Here(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->CanDetonateBombFlowers() || logic->HasItem(RG_GORONS_BRACELET);}) && //could be a seperate room if it gets busy
@ -500,7 +501,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_MAD_SCRUB_ROOM, []{return Here(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->CanDetonateBombFlowers() || logic->HasItem(RG_GORONS_BRACELET);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_MAD_SCRUB_ROOM] = Region("Dodongos Cavern Mad Scrub Room", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_MAD_SCRUB_ROOM] = Region("Dodongos Cavern Mad Scrub Room", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_GS_SCRUB_ROOM, (logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG, true))), //Implies you can avoid/kill the enemies with what you use on the skull, if this assumption is broken, add
//&& (Here(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return logic->CanKillEnemy(RE_FIRE_KEESE) && logic->CanKillEnemy(RE_MAD_SCRUB);}) || (logic->CanAvoidEnemy(RE_FIRE_KEESE) && logic->CanAvoidEnemy(RE_MAD_SCRUB)))
@ -511,7 +512,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_POES_ROOM, []{return Here(RR_DODONGOS_CAVERN_MQ_MAD_SCRUB_ROOM, []{return logic->CanKillEnemy(RE_FIRE_KEESE) && logic->CanKillEnemy(RE_MAD_SCRUB);});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH] = Region("Dodongos Cavern MQ Behind Mouth", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH] = Region("Dodongos Cavern MQ Behind Mouth", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_BEFORE_BOSS_SW_POT, logic->CanBreakPots()),
LOCATION(RC_DODONGOS_CAVERN_MQ_BEFORE_BOSS_NE_POT, logic->CanBreakPots()),
@ -526,7 +527,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE, []{return logic->IsAdult;}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_BACK_BEHIND_FIRE] = Region("Dodongos Cavern MQ Back Behind Fire", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DODONGOS_CAVERN_MQ_BACK_BEHIND_FIRE] = Region("Dodongos Cavern MQ Back Behind Fire", SCENE_DODONGOS_CAVERN, {}, {
//Locations
LOCATION(RC_DODONGOS_CAVERN_MQ_UNDER_GRAVE_CHEST, true), //pulling the grave isn't required, as you can open the chest through it
LOCATION(RC_DODONGOS_CAVERN_MQ_BACKROOM_POT_1, logic->CanBreakPots()),
@ -539,7 +540,7 @@ void RegionTable_Init_DodongosCavern() {
Entrance(RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE, []{return Here(RR_DODONGOS_CAVERN_MQ_BACK_BEHIND_FIRE, []{return logic->CanDetonateBombFlowers();}) || Here(RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE, []{return logic->CanAttack();});}),
});
areaTable[RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE] = Region("Dodongos Cavern MQ BossArea", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_MQ_BACK_SWITCH_GRAVE] = Region("Dodongos Cavern MQ BossArea", SCENE_DODONGOS_CAVERN, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -558,16 +559,24 @@ void RegionTable_Init_DodongosCavern() {
#pragma endregion
// Boss Room
areaTable[RR_DODONGOS_CAVERN_BOSS_ENTRYWAY] = Region("Dodongos Cavern Boss Entryway", "Dodongos Cavern", {RA_DODONGOS_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DODONGOS_CAVERN_BOSS_ENTRYWAY] = Region("Dodongos Cavern Boss Entryway", SCENE_DODONGOS_CAVERN, {}, {}, {
// Exits
Entrance(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_BOSS_EXIT] = Region("Dodongos Cavern Boss Exit", SCENE_DODONGOS_CAVERN, {}, {}, {
// Exits
Entrance(RR_DODONGOS_CAVERN_BOSS_AREA, []{return ctx->GetDungeon(DODONGOS_CAVERN)->IsVanilla();}),
Entrance(RR_DODONGOS_CAVERN_MQ_BEHIND_MOUTH, []{return ctx->GetDungeon(DODONGOS_CAVERN)->IsMQ();}),
Entrance(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return true;}),
});
areaTable[RR_DODONGOS_CAVERN_BOSS_ROOM] = Region("Dodongos Cavern Boss Room", "Dodongos Cavern", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DODONGOS_CAVERN_BOSS_ROOM] = Region("Dodongos Cavern Boss Room", SCENE_DODONGOS_CAVERN_BOSS, {
// Events
EventAccess(&logic->DodongosCavernClear, []{return Here(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return logic->HasExplosives() || (logic->CanUse(RG_MEGATON_HAMMER) && ctx->GetTrickOption(RT_DC_HAMMER_FLOOR));}) && logic->CanKillEnemy(RE_KING_DODONGO); /*todo add chu kill to tricks*/}),
// Blue Fire Arrows need similar accuracy as hammer trick, only put in logic when both hammer & blue fire tricks enabled
EventAccess(&logic->DodongosCavernClear, []{return Here(RR_DODONGOS_CAVERN_BOSS_ROOM, []{return logic->HasExplosives() ||
(ctx->GetTrickOption(RT_DC_HAMMER_FLOOR) ? logic->CanUse(RG_MEGATON_HAMMER) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->BlueFire()) :
ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE));})
&& logic->CanKillEnemy(RE_KING_DODONGO);}),
}, {
// Locations
LOCATION(RC_DODONGOS_CAVERN_BOSS_ROOM_CHEST, true),
@ -575,8 +584,8 @@ void RegionTable_Init_DodongosCavern() {
LOCATION(RC_KING_DODONGO, logic->DodongosCavernClear),
}, {
// Exits
Entrance(RR_DODONGOS_CAVERN_BOSS_ENTRYWAY, []{return true;}),
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return logic->DodongosCavernClear;}, false),
Entrance(RR_DODONGOS_CAVERN_BOSS_EXIT, []{return true;}),
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return logic->DodongosCavernClear;}, false),
});
// clang-format on

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_FireTemple() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_FIRE_TEMPLE_ENTRYWAY] = Region("Fire Temple Entryway", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_ENTRYWAY] = Region("Fire Temple Entryway", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return ctx->GetDungeon(FIRE_TEMPLE)->IsVanilla();}),
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return ctx->GetDungeon(FIRE_TEMPLE)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_FireTemple() {
#pragma region Vanilla
areaTable[RR_FIRE_TEMPLE_FIRST_ROOM] = Region("Fire Temple First Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_FIRST_ROOM] = Region("Fire Temple First Room", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return logic->FireTimer() >= 24;}),
@ -25,7 +25,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 2) && logic->FireTimer() >= 24;}),
});
areaTable[RR_FIRE_TEMPLE_NEAR_BOSS_ROOM] = Region("Fire Temple Near Boss Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_NEAR_BOSS_ROOM] = Region("Fire Temple Near Boss Room", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}),
}, {
@ -38,16 +38,16 @@ void RegionTable_Init_FireTemple() {
}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || Here(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}))) || logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || Here(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}) || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_LOOP_ENEMIES] = Region("Fire Temple Loop Enemies", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 8) || !logic->IsFireLoopLocked;}),
Entrance(RR_FIRE_TEMPLE_LOOP_TILES, []{return Here(RR_FIRE_TEMPLE_LOOP_ENEMIES, []{return logic->CanKillEnemy(RE_TORCH_SLUG) && logic->CanKillEnemy(RE_FIRE_KEESE);});}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_TILES] = Region("Fire Temple Loop Tiles", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_LOOP_TILES] = Region("Fire Temple Loop Tiles", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_GS_BOSS_KEY_LOOP, logic->CanAttack()),
}, {
@ -56,7 +56,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LOOP_FLARE_DANCER, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_FLARE_DANCER] = Region("Fire Temple Loop Flare Dancer", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_LOOP_FLARE_DANCER] = Region("Fire Temple Loop Flare Dancer", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_FLARE_DANCER_CHEST, (logic->HasExplosives() || logic->CanUse(RG_MEGATON_HAMMER)) && logic->IsAdult),
}, {
@ -65,7 +65,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH, []{return Here(RR_FIRE_TEMPLE_LOOP_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);});}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH] = Region("Fire Temple Loop Hammer Switch", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_LOOP_HAMMER_SWITCH] = Region("Fire Temple Loop Hammer Switch", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->FireLoopSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, {
@ -74,7 +74,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->FireLoopSwitch;}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_GORON_ROOM] = Region("Fire Temple Loop Goron Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_LOOP_GORON_ROOM] = Region("Fire Temple Loop Goron Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BOSS_KEY_CHEST, true),
}, {
@ -83,13 +83,13 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LOOP_EXIT, []{return logic->FireLoopSwitch;}),
});
areaTable[RR_FIRE_TEMPLE_LOOP_EXIT] = Region("Fire Temple Loop Exit", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_LOOP_EXIT] = Region("Fire Temple Loop Exit", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRST_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_LOOP_GORON_ROOM, []{return logic->FireLoopSwitch;}),
});
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM] = Region("Fire Temple Big Lava Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM] = Region("Fire Temple Big Lava Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BIG_LAVA_POT_1, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_BIG_LAVA_POT_2, logic->CanBreakPots()),
@ -103,7 +103,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3);}),
});
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_GORON] = Region("Fire Temple Big Lava Room North Goron", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_GORON] = Region("Fire Temple Big Lava Room North Goron", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BIG_LAVA_ROOM_LOWER_OPEN_DOOR_CHEST, true),
}, {
@ -111,7 +111,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_TILES] = Region("Fire Temple Big Lava Room North Tiles", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_NORTH_TILES] = Region("Fire Temple Big Lava Room North Tiles", SCENE_FIRE_TEMPLE, {}, {
//Locations
//RANDOTODO check if child can reach
LOCATION(RC_FIRE_TEMPLE_GS_SONG_OF_TIME_ROOM, (logic->IsAdult && logic->CanAttack()) || logic->HookshotOrBoomerang()),
@ -120,7 +120,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_SOUTH_GORON] = Region("Fire Temple Big Lava Room South Goron", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BIG_LAVA_ROOM_SOUTH_GORON] = Region("Fire Temple Big Lava Room South Goron", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BIG_LAVA_ROOM_BLOCKED_DOOR_CHEST, true),
}, {
@ -128,7 +128,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BIG_LAVA_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM] = Region("Fire Temple Fire Pillar Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_FIRE_PILLAR_ROOM] = Region("Fire Temple Fire Pillar Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_FIRE_PILLAR_LEFT_HEART, logic->FireTimer() >= 56),
LOCATION(RC_FIRE_TEMPLE_FIRE_PILLAR_RIGHT_HEART, logic->FireTimer() >= 56),
@ -139,7 +139,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return logic->FireTimer() >= 56 && logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
});
areaTable[RR_FIRE_TEMPLE_SHORTCUT_ROOM] = Region("Fire Temple Shortcut Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_SHORTCUT_ROOM] = Region("Fire Temple Shortcut Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BOULDER_MAZE_SHORTCUT_CHEST, Here(RR_FIRE_TEMPLE_SHORTCUT_CLIMB, []{return true;})),
}, {
@ -149,13 +149,13 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || ctx->GetTrickOption(RT_FIRE_STRENGTH)) && (logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_SLINGSHOT));}),
});
areaTable[RR_FIRE_TEMPLE_SHORTCUT_CLIMB] = Region("Fire Temple Shortcut Climb", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_SHORTCUT_CLIMB] = Region("Fire Temple Shortcut Climb", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_SHORTCUT_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER] = Region("Fire Temple Boulder Maze Lower", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER] = Region("Fire Temple Boulder Maze Lower", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BOULDER_MAZE_LOWER_CHEST, true),
LOCATION(RC_FIRE_TEMPLE_GS_BOULDER_MAZE, logic->HasExplosives() && (logic->IsAdult || logic->HookshotOrBoomerang())),
@ -167,7 +167,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER, []{return false;}),
});
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER_SIDE_ROOM] = Region("Fire Temple Boulder Maze Lower Side Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER_SIDE_ROOM] = Region("Fire Temple Boulder Maze Lower Side Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BOULDER_MAZE_SIDE_ROOM_CHEST, true),
}, {
@ -175,7 +175,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_BOULDER_MAZE_LOWER, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM] = Region("Fire Temple East Central Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM] = Region("Fire Temple East Central Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_EAST_CENTRAL_LEFT_HEART, true),
LOCATION(RC_FIRE_TEMPLE_EAST_CENTRAL_RIGHT_HEART, true),
@ -188,7 +188,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MAP_AREA, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW);}),
});
areaTable[RR_FIRE_TEMPLE_FIRE_WALL_CHASE] = Region("Fire Temple Fire Wall Chase", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_FIRE_WALL_CHASE] = Region("Fire Temple Fire Wall Chase", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_FIRE_WALL_EAST_HEART, logic->FireTimer() >= 24 && (logic->IsAdult || logic->CanUse(RG_BOOMERANG))),
LOCATION(RC_FIRE_TEMPLE_FIRE_WALL_WEST_HEART, logic->FireTimer() >= 24 && (logic->IsAdult || logic->CanUse(RG_BOOMERANG))),
@ -201,7 +201,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_CORRIDOR, []{return logic->FireTimer() >= 24 && logic->IsAdult && logic->SmallKeys(RR_FIRE_TEMPLE, 7);}),
});
areaTable[RR_FIRE_TEMPLE_MAP_AREA] = Region("Fire Temple Map Region", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MAP_AREA] = Region("Fire Temple Map Region", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MAP_CHEST, true),
}, {
@ -209,7 +209,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER] = Region("Fire Temple Boulder Maze Upper", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_BOULDER_MAZE_UPPER] = Region("Fire Temple Boulder Maze Upper", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_BOULDER_MAZE_UPPER_CHEST, true),
}, {
@ -220,7 +220,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_SCARECROW_ROOM, []{return logic->CanUse(RG_SCARECROW) || (ctx->GetTrickOption(RT_FIRE_SCARECROW) && logic->IsAdult && logic->CanUse(RG_LONGSHOT));}),
});
areaTable[RR_FIRE_TEMPLE_SCARECROW_ROOM] = Region("Fire Temple Scarecrow Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_SCARECROW_ROOM] = Region("Fire Temple Scarecrow Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_GS_SCARECROW_CLIMB, logic->CanJumpslashExceptHammer() || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG) || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_DINS_FIRE)),
}, {
@ -229,7 +229,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_EAST_PEAK, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_EAST_PEAK] = Region("Fire Temple East Peak", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_EAST_PEAK] = Region("Fire Temple East Peak", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_SCARECROW_CHEST, true),
LOCATION(RC_FIRE_TEMPLE_GS_SCARECROW_TOP, logic->CanUseProjectile()),
@ -239,13 +239,13 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_EAST_CENTRAL_ROOM, []{return logic->TakeDamage();}),
});
areaTable[RR_FIRE_TEMPLE_CORRIDOR] = Region("Fire Temple Corridor", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_CORRIDOR] = Region("Fire Temple Corridor", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_FIRE_WALL_CHASE, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 7);}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_ROOM] = Region("Fire Temple Fire Maze Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_ROOM] = Region("Fire Temple Fire Maze Room", SCENE_FIRE_TEMPLE, {}, {
// Locations
LOCATION(RC_FIRE_TEMPLE_FLAME_MAZE_LEFT_POT_1, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_FLAME_MAZE_LEFT_POT_2, logic->CanBreakPots()),
@ -260,14 +260,14 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return ctx->GetTrickOption(RT_FIRE_FLAME_MAZE) || false;}),
});
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_UPPER] = Region("Fire Temple Fire Maze Upper", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_UPPER] = Region("Fire Temple Fire Maze Upper", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
});
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_SIDE_ROOM] = Region("Fire Temple Fire Maze Side Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_FIRE_MAZE_SIDE_ROOM] = Region("Fire Temple Fire Maze Side Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_COMPASS_CHEST, true),
}, {
@ -275,7 +275,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER] = Region("Fire Temple West Central Lower", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER] = Region("Fire Temple West Central Lower", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_HIGHEST_GORON_CHEST, Here(RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER, []{return (logic->CanUse(RG_SONG_OF_TIME) || ctx->GetTrickOption(RT_RUSTED_SWITCHES)) && logic->CanUse(RG_MEGATON_HAMMER);})),
}, {
@ -285,14 +285,14 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER] = Region("Fire Temple West Central Upper", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_WEST_CENTRAL_UPPER] = Region("Fire Temple West Central Upper", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return true;}),
Entrance(RR_FIRE_TEMPLE_WEST_CENTRAL_LOWER, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_LATE_FIRE_MAZE] = Region("Fire Temple Late Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_LATE_FIRE_MAZE] = Region("Fire Temple Late Fire Maze", SCENE_FIRE_TEMPLE, {}, {
// Locations
LOCATION(RC_FIRE_TEMPLE_FLAME_MAZE_RIGHT_POT_1, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_FLAME_MAZE_RIGHT_POT_2, logic->CanBreakPots()),
@ -305,19 +305,19 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_UPPER_FLARE_DANCER, []{return logic->HasExplosives();}),
});
areaTable[RR_FIRE_TEMPLE_UPPER_FLARE_DANCER] = Region("Fire Temple Upper Flare Dancer", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_UPPER_FLARE_DANCER] = Region("Fire Temple Upper Flare Dancer", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_LATE_FIRE_MAZE, []{return Here(RR_FIRE_TEMPLE_UPPER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);});}),
Entrance(RR_FIRE_TEMPLE_WEST_CLIMB, []{return Here(RR_FIRE_TEMPLE_UPPER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);});}),
});
areaTable[RR_FIRE_TEMPLE_WEST_CLIMB] = Region("Fire Temple West Climb", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_WEST_CLIMB] = Region("Fire Temple West Climb", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_UPPER_FLARE_DANCER, []{return true;}),
Entrance(RR_FIRE_TEMPLE_WEST_PEAK, []{return logic->CanUseProjectile();}),
});
areaTable[RR_FIRE_TEMPLE_WEST_PEAK] = Region("Fire Temple West Peak", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_WEST_PEAK] = Region("Fire Temple West Peak", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MEGATON_HAMMER_CHEST, true),
}, {
@ -327,18 +327,17 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_HAMMER_RETURN_PATH, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
});
areaTable[RR_FIRE_TEMPLE_HAMMER_RETURN_PATH] = Region("Fire Temple Hammer Return Path", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
{
areaTable[RR_FIRE_TEMPLE_HAMMER_RETURN_PATH] = Region("Fire Temple Hammer Return Path", SCENE_FIRE_TEMPLE, {}, {
// Locations
LOCATION(RC_FIRE_TEMPLE_AFTER_HAMMER_SMALL_CRATE_1, logic->CanBreakSmallCrates()),
LOCATION(RC_FIRE_TEMPLE_AFTER_HAMMER_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
},
},
{
//Exits
Entrance(RR_FIRE_TEMPLE_ABOVE_FIRE_MAZE, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
});
areaTable[RR_FIRE_TEMPLE_ABOVE_FIRE_MAZE] = Region("Fire Temple Above Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_ABOVE_FIRE_MAZE] = Region("Fire Temple Above Fire Maze", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_HAMMER_RETURN_PATH, []{return true;}),
Entrance(RR_FIRE_TEMPLE_FIRE_MAZE_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
@ -349,7 +348,7 @@ void RegionTable_Init_FireTemple() {
#pragma region MQ
//potentially dangerous temp flag on the first room's torches, should be made permanent if possible
areaTable[RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER] = Region("Fire Temple MQ First Room Lower", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER] = Region("Fire Temple MQ First Room Lower", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_ENTRANCE_POT_1, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_MQ_ENTRANCE_POT_2, logic->CanBreakPots()),
@ -361,14 +360,14 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_STALFOS_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 5);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER] = Region("Fire Temple MQ First Room Upper", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER] = Region("Fire Temple MQ First Room Upper", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM, []{return logic->HasFireSource();}),
Entrance(RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM, []{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return logic->CanUse(RG_MEGATON_HAMMER);});}),
});
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Fire Temple MQ Map Room South", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Fire Temple MQ Map Room South", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_MAP_ROOM_SIDE_CHEST, logic->CanKillEnemy(RE_LIKE_LIKE)),
}, {
@ -377,7 +376,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->OpenedLowestGoronCage;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_STALFOS_ROOM] = Region("Fire Temple MQ Stalfos Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_LOOP_STALFOS_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, {
@ -386,7 +385,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM, []{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_IRON_KNUCKLE_ROOM] = Region("Fire Temple MQ Iron Knuckle Room", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -406,7 +405,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return Here(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_LOWER, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
});
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER] = Region("Fire Temple MQ Lower Flare Dancer", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER] = Region("Fire Temple MQ Lower Flare Dancer", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_MEGATON_HAMMER_CHEST, (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);})),
}, {
@ -415,7 +414,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH, []{return Here(RR_FIRE_TEMPLE_MQ_LOWER_FLARE_DANCER, []{return logic->CanKillEnemy(RE_FLARE_DANCER);});}),
});
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Fire Temple MQ Map Room North", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->OpenedLowestGoronCage, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, {
@ -424,7 +423,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE, []{return logic->OpenedLowestGoronCage;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE] = Region("Fire Temple MQ Map Room Cage", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_MAP_ROOM_CAGE] = Region("Fire Temple MQ Map Room Cage", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_MAP_CHEST, true),
}, {
@ -433,7 +432,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return logic->OpenedLowestGoronCage;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM] = Region("Fire Temple MQ Near Boss Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM] = Region("Fire Temple MQ Near Boss Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
//If we're using the south torch as the initial torch, or using FAs, we either have to cross to the north to remove the crate, or use a trick to ignore it
LOCATION(RC_FIRE_TEMPLE_MQ_NEAR_BOSS_CHEST, logic->FireTimer() > 25 && ctx->GetTrickOption(RT_FIRE_MQ_NEAR_BOSS) && (logic->CanUse(RG_FIRE_ARROWS) || (logic->IsAdult && logic->CanUse(RG_DINS_FIRE) && logic->CanUse(RG_FAIRY_BOW)))),
@ -445,12 +444,12 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_FIRST_ROOM_UPPER, []{return true;}),
//Child cannot make it to the north side torches without a hook without specifically bunny hood speed + hover boots
Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH, []{return logic->FireTimer() > 32 && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)));}),
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY) && logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->HitFireTemplePlatform) || (logic->HitFireTemplePlatform && logic->CanUse(RG_HOVER_BOOTS)));}),
Entrance(RR_FIRE_TEMPLE_BOSS_ENTRYWAY, []{return logic->FireTimer() >= 15 && ((logic->IsAdult && (ctx->GetTrickOption(RT_FIRE_BOSS_DOOR_JUMP) || logic->CanUse(RG_HOVER_BOOTS))) || (logic->IsAdult && logic->HitFireTemplePlatform) || (logic->HitFireTemplePlatform && logic->CanUse(RG_HOVER_BOOTS)));}),
});
//This room assumes tunic logic is handled on entry.
//Covers the upper section too, as all methods to reach this can climb up somehow
areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH] = Region("Fire Temple MQ Near Boss Room North", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM_NORTH] = Region("Fire Temple MQ Near Boss Room North", SCENE_FIRE_TEMPLE, {}, {
//Locations
//If we have FAs, we can just remove the crate and use those to light the torches.
//otherwise, with Dins, we first light them with dins and then either use a bow shot or to cross back over to light the other torch
@ -473,7 +472,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM] = Region("Fire Temple MQ Big Lava Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM] = Region("Fire Temple MQ Big Lava Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
//I'm currently assuming the oversight version of RT_FIRE_MQ_BK_CHEST for the fire timer logic
LOCATION(RC_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM_BLOCKED_DOOR_CHEST, logic->FireTimer() >= 40 && logic->HasFireSource() && logic->HasExplosives() && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && ctx->GetTrickOption(RT_FIRE_MQ_BLOCKED_CHEST)))),
@ -490,7 +489,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM, []{return logic->HasFireSource() && ((logic->CanUse(RG_FAIRY_BOW) && logic->FireTimer() >= 25) || (ctx->GetTrickOption(RT_FIRE_MQ_BK_CHEST) && logic->FireTimer() >= 50)) && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && ctx->GetTrickOption(RT_FIRE_SOT)));}),
});
areaTable[RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM] = Region("Fire Temple MQ Torch Firewall Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_TORCH_FIREWALL_ROOM] = Region("Fire Temple MQ Torch Firewall Room", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_HOOKSHOT);}),
}, {
@ -504,7 +503,7 @@ void RegionTable_Init_FireTemple() {
});
//This room assumes Goron Tunic until looser tunic requirements tricks are made
areaTable[RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM] = Region("Fire Temple MQ Elevator Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM] = Region("Fire Temple MQ Elevator Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_FIRE_PILLAR_LEFT_HEART, true),
LOCATION(RC_FIRE_TEMPLE_MQ_FIRE_PILLAR_RIGHT_HEART, true),
@ -515,14 +514,14 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM] = Region("Fire Temple MQ Big Torch Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_BIG_TORCH_ROOM] = Region("Fire Temple MQ Big Torch Room", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, []{return (logic->HasFireSource() && logic->CanUse(RG_HOOKSHOT)) || (ctx->GetTrickOption(RT_FIRE_MQ_CLIMB) && logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_FIRE_TEMPLE_MQ_ELEVATOR_ROOM, []{return logic->CanUse(RG_GORON_TUNIC);}),
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->OpenedUpperFireShortcut;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE] = Region("Fire Temple MQ Lower Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE] = Region("Fire Temple MQ Lower Maze", SCENE_FIRE_TEMPLE, {}, {
//Locations
//Check handled on both floors
LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_SIDE_ROOM_CHEST, logic->HasExplosives() && ctx->GetTrickOption(RT_FIRE_MQ_MAZE_SIDE_ROOM)),
@ -535,7 +534,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return logic->HasExplosives() && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE_CRATE_CAGE] = Region("Fire Temple MQ Lower Maze Crate Cage", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_LOWER_MAZE_CRATE_CAGE] = Region("Fire Temple MQ Lower Maze Crate Cage", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CHEST, true),
LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_LOWER_CRATE_1, logic->CanBreakCrates()),
@ -548,7 +547,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return logic->IsAdult && ((ctx->GetTrickOption(RT_FIRE_MQ_MAZE_HOVERS) && logic->CanUse(RG_HOVER_BOOTS)) || ctx->GetTrickOption(RT_FIRE_MQ_MAZE_JUMP));}),
});
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_MAZE] = Region("Fire Temple MQ Upper Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_MAZE] = Region("Fire Temple MQ Upper Maze", SCENE_FIRE_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FIRE_TEMPLE_MQ_LOWER_MAZE, []{return true;}),
//this cage is much more lenient than the lower cage as the switch is close to the front. sling, rang and bow all hit the switch easily, though might be too unintuitive for default logic
@ -560,7 +559,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->SmallKeys(RR_FIRE_TEMPLE, 3) && logic->CanUse(RG_GORON_TUNIC);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_MAZE_BOX_CAGE] = Region("Fire Temple MQ Upper Maze Box Cage", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_MAZE_BOX_CAGE] = Region("Fire Temple MQ Upper Maze Box Cage", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CHEST, true),
LOCATION(RC_FIRE_TEMPLE_MQ_LIZALFOS_MAZE_UPPER_CRATE_1, logic->CanBreakCrates()),
@ -575,7 +574,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_MAZE, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT] = Region("Fire Temple MQ Maze Shortcut", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT] = Region("Fire Temple MQ Maze Shortcut", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->OpenedUpperFireShortcut, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
}, {}, {
@ -584,7 +583,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE, []{return logic->OpenedUpperFireShortcut;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE] = Region("Fire Temple MQ Maze Shortcut Cage", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_MAZE_SHORTCUT_CAGE] = Region("Fire Temple MQ Maze Shortcut Cage", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_COMPASS_CHEST, logic->OpenedUpperFireShortcut;),
LOCATION(RC_FIRE_TEMPLE_MQ_SHORTCUT_CRATE_1, logic->OpenedUpperFireShortcut && logic->CanBreakCrates()),
@ -600,7 +599,7 @@ void RegionTable_Init_FireTemple() {
});
areaTable[RR_FIRE_TEMPLE_MQ_BURNING_BLOCK_CLIMB] = Region("Fire Temple MQ Burning Block Climb", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_BURNING_BLOCK_CLIMB] = Region("Fire Temple MQ Burning Block Climb", SCENE_FIRE_TEMPLE, {
//Events
//EventAccess(&WallFairy, []{return logic->CanUse(RG_HOOKSHOT);}),
}, {
@ -613,7 +612,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM, []{return logic->TakeDamage();}),
});
areaTable[RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM] = Region("Fire Temple MQ Narrow Path Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_NARROW_PATH_ROOM] = Region("Fire Temple MQ Narrow Path Room", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -627,7 +626,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_BIG_LAVA_ROOM, []{return logic->TakeDamage();}),
});
areaTable[RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM] = Region("Fire Temple MQ High Torch Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM] = Region("Fire Temple MQ High Torch Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_FLAME_WALL_POT_1, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_MQ_FLAME_WALL_POT_2, logic->CanBreakPots()),
@ -649,7 +648,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE, []{return Here(RR_FIRE_TEMPLE_MQ_HIGH_TORCH_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT));}) && (logic->IsAdult || logic->CanUse(RG_HOOKSHOT));}),
});
areaTable[RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE] = Region("Fire Temple MQ South Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE] = Region("Fire Temple MQ South Fire Maze", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_GS_FIRE_WALL_MAZE_CENTER, logic->HasExplosives()),
LOCATION(RC_FIRE_TEMPLE_MQ_SOUTH_FIRE_MAZE_WEST_POT, logic->CanBreakPots()),
@ -664,7 +663,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return logic->OpenedFireMQFireMazeDoor;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS] = Region("Fire Temple MQ Fire Maze Platforms", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PLATFORMS] = Region("Fire Temple MQ Fire Maze Platforms", SCENE_FIRE_TEMPLE, {
//Events
EventAccess(&logic->HitFireTemplePlatform, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->OpenedFireMQFireMazeDoor, []{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_HOOKSHOT);}),
@ -674,7 +673,7 @@ void RegionTable_Init_FireTemple() {
//trick to get to RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE with hovers + taking damage is plausible
});
areaTable[RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE] = Region("Fire Temple MQ North Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE] = Region("Fire Temple MQ North Fire Maze", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_GS_FIRE_WALL_MAZE_SIDE_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
LOCATION(RC_FIRE_TEMPLE_MQ_PAST_FIRE_MAZE_SOUTH_POT, logic->CanUse(RG_BOOMERANG)),
@ -686,13 +685,13 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE] = Region("Fire Temple MQ West Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_WEST_FIRE_MAZE] = Region("Fire Temple MQ West Fire Maze", SCENE_FIRE_TEMPLE, {}, {}, {
Entrance(RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PAST_WALL, []{return true;}),
Entrance(RR_FIRE_TEMPLE_MQ_NORTH_FIRE_MAZE, []{return (bool)ctx->GetTrickOption(RT_FIRE_MQ_FLAME_MAZE);}),
});
//this area exists for the pots in case we void warp to the top of fire somehow, because there's no way to get back the way we came
areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PAST_WALL] = Region("Fire Temple MQ Fire Maze Past Wall", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_FIRE_MAZE_PAST_WALL] = Region("Fire Temple MQ Fire Maze Past Wall", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_PAST_FIRE_MAZE_SOUTH_POT, logic->CanBreakPots()),
LOCATION(RC_FIRE_TEMPLE_MQ_PAST_FIRE_MAZE_NORTH_POT, logic->CanBreakPots()),
@ -701,7 +700,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER, []{return true;}),
});
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER] = Region("Fire Temple MQ North Fire Maze", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_UPPER_FLARE_DANCER] = Region("Fire Temple MQ North Fire Maze", SCENE_FIRE_TEMPLE, {}, {
//Locations
LOCATION(RC_FIRE_TEMPLE_MQ_FREESTANDING_KEY, logic->CanKillEnemy(RE_FLARE_DANCER)),
}, {
@ -709,7 +708,7 @@ void RegionTable_Init_FireTemple() {
Entrance(RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM, []{return logic->CanKillEnemy(RE_FLARE_DANCER) && logic->SmallKeys(RR_FIRE_TEMPLE, 4);}),
});
areaTable[RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM] = Region("Fire Temple MQ Scarecrow Room", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_SCARECROW_ROOM] = Region("Fire Temple MQ Scarecrow Room", SCENE_FIRE_TEMPLE, {}, {
//Locations
//This requires nothing in N64 logic, but is tight enough to need rollspam with the one-point on which is stricter than I would normally consider in logic
//Child basically needs the scarecrow or a bunny hood though due to a worse ledge grab.
@ -724,7 +723,7 @@ void RegionTable_Init_FireTemple() {
});
//The peg knocked down from here could have logical implications for child in the fire maze if tricks to gain height like bomb jumps exist
areaTable[RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS] = Region("Fire Temple MQ Collapsed Stairs", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FIRE_TEMPLE_MQ_COLLAPSED_STAIRS] = Region("Fire Temple MQ Collapsed Stairs", SCENE_FIRE_TEMPLE, {}, {
//Locations
//If someone manages to make a trick to get here from fire maze, this needs to be in a separate room as the door back is barred
LOCATION(RC_FIRE_TEMPLE_MQ_GS_ABOVE_FIRE_MAZE, logic->CanUse(RG_HOOKSHOT)),
@ -736,14 +735,14 @@ void RegionTable_Init_FireTemple() {
#pragma endregion
// Boss Room
areaTable[RR_FIRE_TEMPLE_BOSS_ENTRYWAY] = Region("Fire Temple Boss Entryway", "Fire Temple", {RA_FIRE_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FIRE_TEMPLE_BOSS_ENTRYWAY] = Region("Fire Temple Boss Entryway", SCENE_FIRE_TEMPLE, {}, {}, {
// Exits
Entrance(RR_FIRE_TEMPLE_NEAR_BOSS_ROOM, []{return ctx->GetDungeon(FIRE_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_FIRE_TEMPLE_MQ_NEAR_BOSS_ROOM, []{return ctx->GetDungeon(FIRE_TEMPLE)->IsMQ() && false;}),
Entrance(RR_FIRE_TEMPLE_BOSS_ROOM, []{return true;}),
Entrance(RR_FIRE_TEMPLE_BOSS_ROOM, []{return logic->HasItem(RG_FIRE_TEMPLE_BOSS_KEY);}),
});
areaTable[RR_FIRE_TEMPLE_BOSS_ROOM] = Region("Fire Temple Boss Room", "Fire Temple", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FIRE_TEMPLE_BOSS_ROOM] = Region("Fire Temple Boss Room", SCENE_FIRE_TEMPLE_BOSS, {
// Events
EventAccess(&logic->FireTempleClear, []{return logic->FireTimer() >= 64 && logic->CanKillEnemy(RE_VOLVAGIA);}),
}, {

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_ForestTemple() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_FOREST_TEMPLE_ENTRYWAY] = Region("Forest Temple Entryway", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_ENTRYWAY] = Region("Forest Temple Entryway", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_FIRST_ROOM, []{return ctx->GetDungeon(FOREST_TEMPLE)->IsVanilla();}),
Entrance(RR_FOREST_TEMPLE_MQ_LOBBY, []{return ctx->GetDungeon(FOREST_TEMPLE)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_ForestTemple() {
#pragma region Vanilla
areaTable[RR_FOREST_TEMPLE_FIRST_ROOM] = Region("Forest Temple First Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_FIRST_ROOM] = Region("Forest Temple First Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_FIRST_ROOM_CHEST, true),
LOCATION(RC_FOREST_TEMPLE_GS_FIRST_ROOM, (logic->IsAdult && logic->CanUse(RG_BOMB_BAG)) || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOMBCHU_5) || logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_FOREST_FIRST_GS) && (logic->CanJumpslashExceptHammer() || (logic->IsChild && logic->CanUse(RG_BOMB_BAG))))),
@ -26,13 +26,13 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_SOUTH_CORRIDOR, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_SOUTH_CORRIDOR] = Region("Forest Temple South Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_SOUTH_CORRIDOR] = Region("Forest Temple South Corridor", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_FIRST_ROOM, []{return true;}),
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
});
areaTable[RR_FOREST_TEMPLE_LOBBY] = Region("Forest Temple Lobby", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_LOBBY] = Region("Forest Temple Lobby", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleMeg, []{return logic->ForestTempleJoelle && logic->ForestTempleBeth && logic->ForestTempleAmy && logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -56,13 +56,13 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
});
areaTable[RR_FOREST_TEMPLE_NORTH_CORRIDOR] = Region("Forest Temple North Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_NORTH_CORRIDOR] = Region("Forest Temple North Corridor", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_FOREST_TEMPLE_LOWER_STALFOS, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_LOWER_STALFOS] = Region("Forest Temple Lower Stalfos", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_LOWER_STALFOS] = Region("Forest Temple Lower Stalfos", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -75,7 +75,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NORTH_CORRIDOR, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER] = Region("Forest Temple NW Outdoors Lower", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_LOWER] = Region("Forest Temple NW Outdoors Lower", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -93,7 +93,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return false;}),
});
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER] = Region("Forest Temple NW Outdoors Upper", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER] = Region("Forest Temple NW Outdoors Upper", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -109,7 +109,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER] = Region("Forest Temple NE Outdoors Lower", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER] = Region("Forest Temple NE Outdoors Lower", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -125,7 +125,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return false;}),
});
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER] = Region("Forest Temple NE Outdoors Upper", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER] = Region("Forest Temple NE Outdoors Upper", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -136,7 +136,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return ctx->GetTrickOption(RT_FOREST_DOORFRAME) && logic->CanJumpslashExceptHammer() && logic->CanUse(RG_HOVER_BOOTS) && logic->CanUse(RG_SCARECROW);}),
});
areaTable[RR_FOREST_TEMPLE_MAP_ROOM] = Region("Forest Temple Map Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MAP_ROOM] = Region("Forest Temple Map Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MAP_CHEST, logic->CanKillEnemy(RE_BLUE_BUBBLE)),
}, {
@ -145,7 +145,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER, []{return Here(RR_FOREST_TEMPLE_MAP_ROOM, []{return logic->CanKillEnemy(RE_BLUE_BUBBLE);});}),
});
areaTable[RR_FOREST_TEMPLE_SEWER] = Region("Forest Temple Sewer", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_SEWER] = Region("Forest Temple Sewer", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_WELL_CHEST, HasAccessTo(RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER)),
LOCATION(RC_FOREST_TEMPLE_WELL_WEST_HEART, HasAccessTo(RR_FOREST_TEMPLE_NE_OUTDOORS_UPPER) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8)),
@ -156,12 +156,12 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NE_OUTDOORS_LOWER, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_BELOW_BOSS_KEY_CHEST] = Region("Forest Temple Below Boss Key Chest", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_BELOW_BOSS_KEY_CHEST] = Region("Forest Temple Below Boss Key Chest", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER, []{return Here(RR_FOREST_TEMPLE_BELOW_BOSS_KEY_CHEST, []{return logic->CanKillEnemy(RE_BLUE_BUBBLE);});}),
});
areaTable[RR_FOREST_TEMPLE_FLOORMASTER_ROOM] = Region("Forest Temple Floormaster Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_FLOORMASTER_ROOM] = Region("Forest Temple Floormaster Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_FLOORMASTER_CHEST, logic->CanDamage()),
}, {
@ -169,13 +169,13 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NW_OUTDOORS_UPPER, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_WEST_CORRIDOR] = Region("Forest Temple West Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_WEST_CORRIDOR] = Region("Forest Temple West Corridor", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1, 5);}),
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}),
});
areaTable[RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM] = Region("Forest Temple Block Push Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM] = Region("Forest Temple Block Push Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_EYE_SWITCH_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT))),
}, {
@ -186,13 +186,13 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED, []{return logic->IsAdult && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT)) && logic->HasItem(RG_GORONS_BRACELET) && logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
});
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED] = Region("Forest Temple NW Corridor Twisted", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_TWISTED] = Region("Forest Temple NW Corridor Twisted", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
Entrance(RR_FOREST_TEMPLE_RED_POE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 3);}),
});
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NW Corridor Straightened", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_NW_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NW Corridor Straightened", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_BOSS_KEY_CHEST, true),
}, {
@ -201,7 +201,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_BLOCK_PUSH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2);}),
});
areaTable[RR_FOREST_TEMPLE_RED_POE_ROOM] = Region("Forest Temple Red Poe Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_RED_POE_ROOM] = Region("Forest Temple Red Poe Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleJoelle, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -213,7 +213,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_UPPER_STALFOS, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_UPPER_STALFOS] = Region("Forest Temple Upper Stalfos", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_UPPER_STALFOS] = Region("Forest Temple Upper Stalfos", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_BOW_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3)),
LOCATION(RC_FOREST_TEMPLE_UPPER_STALFOS_POT_1, logic->CanBreakPots()),
@ -226,7 +226,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_BLUE_POE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}),
});
areaTable[RR_FOREST_TEMPLE_BLUE_POE_ROOM] = Region("Forest Temple Blue Poe Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_BLUE_POE_ROOM] = Region("Forest Temple Blue Poe Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleBeth, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -241,19 +241,19 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
});
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NE Corridor Straightened", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_STRAIGHTENED] = Region("Forest Temple NE Corridor Straightened", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_BLUE_POE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 4);}),
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5);}),
});
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED] = Region("Forest Temple NE Corridor Twisted", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED] = Region("Forest Temple NE Corridor Twisted", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_FROZEN_EYE_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5);}),
Entrance(RR_FOREST_TEMPLE_FALLING_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_FROZEN_EYE_ROOM] = Region("Forest Temple Frozen Eye Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_FROZEN_EYE_ROOM] = Region("Forest Temple Frozen Eye Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_FROZEN_EYE_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_FROZEN_EYE_POT_2, logic->CanBreakPots()),
@ -263,7 +263,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_NE_CORRIDOR_TWISTED, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 5) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE));}),
});
areaTable[RR_FOREST_TEMPLE_FALLING_ROOM] = Region("Forest Temple Falling Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_FALLING_ROOM] = Region("Forest Temple Falling Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_FALLING_CEILING_ROOM_CHEST, true),
}, {
@ -272,7 +272,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_GREEN_POE_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_GREEN_POE_ROOM] = Region("Forest Temple Green Poe Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_GREEN_POE_ROOM] = Region("Forest Temple Green Poe Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleAmy, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -285,27 +285,27 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_EAST_CORRIDOR, []{return logic->ForestTempleAmy;}),
});
areaTable[RR_FOREST_TEMPLE_EAST_CORRIDOR] = Region("Forest Temple East Corridor", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_EAST_CORRIDOR] = Region("Forest Temple East Corridor", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}),
Entrance(RR_FOREST_TEMPLE_GREEN_POE_ROOM, []{return logic->CanAttack() || logic->CanUse(RG_NUTS);}),
});
areaTable[RR_FOREST_TEMPLE_BOSS_REGION] = Region("Forest Temple Boss Region", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_BOSS_REGION] = Region("Forest Temple Boss Region", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_BASEMENT_CHEST, true),
LOCATION(RC_FOREST_TEMPLE_GS_BASEMENT, logic->HookshotOrBoomerang()),
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FOREST_TEMPLE_BOSS_KEY);}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
#pragma region MQ
areaTable[RR_FOREST_TEMPLE_MQ_LOBBY] = Region("Forest Temple MQ Lobby", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_LOBBY] = Region("Forest Temple MQ Lobby", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_FIRST_ROOM_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA, ED_SHORT_JUMPSLASH, false) || logic->CanUse(RG_HOVER_BOOTS)),
//Implies CanPassEnemy(RE_BIG_SKULLTULA)
@ -316,7 +316,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 1) && logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_CENTRAL_AREA] = Region("Forest Temple MQ Central Region", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_CENTRAL_AREA] = Region("Forest Temple MQ Central Region", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleMeg, []{return logic->ForestTempleJoelle && logic->ForestTempleBeth && logic->ForestTempleAmy && logic->CanKillEnemy(RE_MEG);}),
}, {
@ -337,7 +337,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->ForestTempleMeg;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM] = Region("Forest Temple MQ Wolfos Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM] = Region("Forest Temple MQ Wolfos Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
EventAccess(&logic->ForestClearBelowBowChest, []{return logic->CanKillEnemy(RE_WOLFOS);}),
@ -351,7 +351,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_CENTRAL_AREA, []{return logic->ForestClearBelowBowChest && (logic->IsChild || logic->CanUse(RG_SONG_OF_TIME));}),
});
areaTable[RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE] = Region("Forest Temple MQ Lower Block Puzzle", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_LOWER_BLOCK_PUZZLE] = Region("Forest Temple MQ Lower Block Puzzle", SCENE_FOREST_TEMPLE, {
//longshot is capable of hitting the switch, but some invisible collision makes the shot harder than you would think, so it may be trickworthy
EventAccess(&logic->MQForestBlockRoomTargets, []{return (ctx->GetTrickOption(RT_FOREST_MQ_BLOCK_PUZZLE) && logic->CanUse(RG_BOMBCHU_5));}),
//It is barely possible to get this as child with master + hovers, but it's tight without bunny speed
@ -368,7 +368,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->ForestCanTwistHallway && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE] = Region("Forest Temple MQ Middle Block Puzzle", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_MIDDLE_BLOCK_PUZZLE] = Region("Forest Temple MQ Middle Block Puzzle", SCENE_FOREST_TEMPLE, {
//longshot is capable of hitting the switch, but some invisible collision makes the shot more annoying than you would think, so it may be trickworthy
EventAccess(&logic->MQForestBlockRoomTargets, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_LONGSHOT));}),
EventAccess(&logic->ForestCanTwistHallway, []{return ctx->GetTrickOption(RT_FOREST_MQ_JS_HALLWAY_SWITCH) && (logic->IsAdult && logic->CanJumpslash()) || (logic->CanUse(RG_HOVER_BOOTS) && (logic->CanUse(RG_STICKS) || logic->CanUse(RG_BIGGORON_SWORD) || logic->CanUse(RG_MASTER_SWORD)));}),
@ -380,7 +380,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return logic->ForestCanTwistHallway && logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_FOREST_OUTSIDE_BACKDOOR) && (logic->CanJumpslashExceptHammer() || (logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER))));}),
});
areaTable[RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE] = Region("Forest Temple MQ After Block Puzzle", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE] = Region("Forest Temple MQ After Block Puzzle", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(RR_FOREST_TEMPLE, 3)),
}, {
@ -394,7 +394,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 2) && Here(RR_FOREST_TEMPLE_MQ_UPPER_BLOCK_PUZZLE, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}),
});
areaTable[RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY] = Region("Forest Temple MQ Straight Hallway", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_STRAIGHT_HALLWAY] = Region("Forest Temple MQ Straight Hallway", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BOSS_KEY_CHEST, logic->SmallKeys(RR_FOREST_TEMPLE, 3)),
}, {
@ -402,12 +402,12 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM] = Region("Forest Temple MQ Floormaster Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM] = Region("Forest Temple MQ Floormaster Room", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE, []{return Here(RR_FOREST_TEMPLE_MQ_FLOORMASTER_ROOM, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}),
});
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOOR_LEDGE] = Region("Forest Temple MQ Outdoor Ledge", SCENE_FOREST_TEMPLE, {
EventAccess(&logic->ForestCanTwistHallway, []{return logic->CanHitSwitch();}),
}, {
//Locations
@ -420,7 +420,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_NW_OUTDOORS, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_NW_OUTDOORS] = Region("Forest Temple MQ NW Outdoors", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_NW_OUTDOORS] = Region("Forest Temple MQ NW Outdoors", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_GS_LEVEL_ISLAND_COURTYARD, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
//the well checks are considered from both areas instead of being a region because the draining is a temp flag and the skull (as well as the chest with hook glitch) has different breath timers from each side
@ -438,7 +438,7 @@ void RegionTable_Init_ForestTemple() {
});
//The well only coniders the eye target here because the eye target is a temp flag, making it unwieldy to use as an EventAccess to make it it's own room
areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS] = Region("Forest Temple MQ NE Outdoors", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS] = Region("Forest Temple MQ NE Outdoors", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -458,7 +458,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE, []{return logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOORS_TOP_LEDGES] = Region("Forest Temple MQ Outdoors Top Ledges", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_OUTDOORS_TOP_LEDGES] = Region("Forest Temple MQ Outdoors Top Ledges", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_RAISED_ISLAND_COURTYARD_UPPER_CHEST, true),
//Actually killing the skull from the doorframe with melee is annoying. Hammer swing hits low enough unaided, other swords need to crouch stab but the spot is precise based on range. kokiri sword doesn't reach at all for adult.
@ -471,7 +471,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE, []{return ctx->GetTrickOption(RT_FOREST_OUTDOORS_LEDGE) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanJumpslash() && logic->TakeDamage();}),
});
areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE] = Region("Forest Temple MQ NE Outdoors Ledge", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_NE_OUTDOORS_LEDGE] = Region("Forest Temple MQ NE Outdoors Ledge", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_RAISED_ISLAND_COURTYARD_LOWER_CHEST, true),
}, {
@ -481,7 +481,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return logic->CanUse(RG_SONG_OF_TIME);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_JOELLE_ROOM] = Region("Forest Temple MQ Joelle room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_JOELLE_ROOM] = Region("Forest Temple MQ Joelle room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleJoelle, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -493,7 +493,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM] = Region("Forest Temple MQ 3 Stalfos Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_3_STALFOS_ROOM] = Region("Forest Temple MQ 3 Stalfos Room", SCENE_FOREST_TEMPLE, {
//Events
//technically happens in RR_FOREST_TEMPLE_MQ_WOLFOS_ROOM, but the way this room blocks the hole means it cannot be logical to do anything else there.
EventAccess(&logic->ForestClearBelowBowChest, []{return logic->CanKillEnemy(RE_WOLFOS);}),
@ -510,7 +510,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->ForestClearBelowBowChest && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_BETH_ROOM] = Region("Forest Temple MQ Beth Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_BETH_ROOM] = Region("Forest Temple MQ Beth Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleBeth, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -530,20 +530,18 @@ void RegionTable_Init_ForestTemple() {
});
//This room exists to show the actual map layout, and for when the crates get added to logic
areaTable[RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM] = Region("Forest Temple MQ Torch Shot Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
{
areaTable[RR_FOREST_TEMPLE_MQ_TORCH_SHOT_ROOM] = Region("Forest Temple MQ Torch Shot Room", SCENE_FOREST_TEMPLE, {}, {
// Locations
LOCATION(RC_FOREST_TEMPLE_MQ_FROZEN_EYE_SWITCH_SMALL_CRATE_1, logic->CanBreakSmallCrates()),
LOCATION(RC_FOREST_TEMPLE_MQ_FROZEN_EYE_SWITCH_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
LOCATION(RC_FOREST_TEMPLE_MQ_FROZEN_EYE_SWITCH_SMALL_CRATE_3, logic->CanBreakSmallCrates()),
},
{
}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DINS_FIRE);}),
Entrance(RR_FOREST_TEMPLE_MQ_BETH_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_FALLING_ROOM] = Region("Forest Temple MQ Falling Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_FALLING_ROOM] = Region("Forest Temple MQ Falling Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_FALLING_CEILING_ROOM_CHEST, true),
}, {
@ -552,7 +550,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_AMY_ROOM, []{return logic->SmallKeys(RR_FOREST_TEMPLE, 6);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_AMY_ROOM] = Region("Forest Temple MQ Amy Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_AMY_ROOM] = Region("Forest Temple MQ Amy Room", SCENE_FOREST_TEMPLE, {
//Events
EventAccess(&logic->ForestTempleAmy, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -565,7 +563,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_FALLING_ROOM, []{return true;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT] = Region("Forest Temple MQ Basement", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT] = Region("Forest Temple MQ Basement", SCENE_FOREST_TEMPLE, {
//Events
//Implies CanHitSwitch()
EventAccess(&logic->ForestOpenBossCorridor, []{return logic->CanHitEyeTargets();}),
@ -579,7 +577,7 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_BOSS_REGION, []{return logic->ForestOpenBossCorridor;}),
});
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM] = Region("Forest Temple MQ Basement Pot Room", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_BASEMENT_POT_ROOM] = Region("Forest Temple MQ Basement Pot Room", SCENE_FOREST_TEMPLE, {}, {
//Locations
LOCATION(RC_FOREST_TEMPLE_MQ_BASEMENT_POT_1, logic->CanBreakPots()),
LOCATION(RC_FOREST_TEMPLE_MQ_BASEMENT_POT_2, logic->CanBreakPots()),
@ -590,23 +588,23 @@ void RegionTable_Init_ForestTemple() {
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
});
areaTable[RR_FOREST_TEMPLE_MQ_BOSS_REGION] = Region("Forest Temple MQ Boss Region", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_MQ_BOSS_REGION] = Region("Forest Temple MQ Boss Region", SCENE_FOREST_TEMPLE, {}, {}, {
//Exits
Entrance(RR_FOREST_TEMPLE_MQ_BASEMENT, []{return logic->ForestOpenBossCorridor;}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_FOREST_TEMPLE_BOSS_KEY);}),
Entrance(RR_FOREST_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
// Boss Room
areaTable[RR_FOREST_TEMPLE_BOSS_ENTRYWAY] = Region("Forest Temple Boss Entryway", "Forest Temple", {RA_FOREST_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_FOREST_TEMPLE_BOSS_ENTRYWAY] = Region("Forest Temple Boss Entryway", SCENE_FOREST_TEMPLE, {}, {}, {
// Exits
Entrance(RR_FOREST_TEMPLE_BOSS_REGION, []{return ctx->GetDungeon(FOREST_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_FOREST_TEMPLE_MQ_BOSS_REGION, []{return ctx->GetDungeon(FOREST_TEMPLE)->IsMQ() && false;}),
Entrance(RR_FOREST_TEMPLE_BOSS_ROOM, []{return true;}),
Entrance(RR_FOREST_TEMPLE_BOSS_ROOM, []{return logic->HasItem(RG_FOREST_TEMPLE_BOSS_KEY);}),
});
areaTable[RR_FOREST_TEMPLE_BOSS_ROOM] = Region("Forest Temple Boss Room", "Forest Temple", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_FOREST_TEMPLE_BOSS_ROOM] = Region("Forest Temple Boss Room", SCENE_FOREST_TEMPLE_BOSS, {
// Events
EventAccess(&logic->ForestTempleClear, []{return logic->CanKillEnemy(RE_PHANTOM_GANON);}),
}, {

View file

@ -8,7 +8,7 @@ using namespace Rando;
void RegionTable_Init_GanonsCastle() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_GANONS_CASTLE_ENTRYWAY] = Region("Ganon's Castle Entryway", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_ENTRYWAY] = Region("Ganon's Castle Entryway", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_LOBBY, []{return ctx->GetDungeon(GANONS_CASTLE)->IsVanilla();}),
Entrance(RR_GANONS_CASTLE_MQ_LOBBY, []{return ctx->GetDungeon(GANONS_CASTLE)->IsMQ();}),
@ -17,7 +17,7 @@ void RegionTable_Init_GanonsCastle() {
#pragma region Vanilla
areaTable[RR_GANONS_CASTLE_LOBBY] = Region("Ganon's Castle Lobby", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_LOBBY] = Region("Ganon's Castle Lobby", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_SHEIK_HINT_GC, true),
}, {
@ -29,16 +29,11 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_SHADOW_TRIAL, []{return true;}),
Entrance(RR_GANONS_CASTLE_SPIRIT_TRIAL, []{return true;}),
Entrance(RR_GANONS_CASTLE_LIGHT_TRIAL, []{return logic->CanUse(RG_GOLDEN_GAUNTLETS);}),
Entrance(RR_GANONS_TOWER_ENTRYWAY, []{return (logic->ForestTrialClear || ctx->GetTrial(TK_FOREST_TRIAL)->IsSkipped()) &&
(logic->FireTrialClear || ctx->GetTrial(TK_FIRE_TRIAL)->IsSkipped()) &&
(logic->WaterTrialClear || ctx->GetTrial(TK_WATER_TRIAL)->IsSkipped()) &&
(logic->ShadowTrialClear || ctx->GetTrial(TK_SHADOW_TRIAL)->IsSkipped()) &&
(logic->SpiritTrialClear || ctx->GetTrial(TK_SPIRIT_TRIAL)->IsSkipped()) &&
(logic->LightTrialClear || ctx->GetTrial(TK_LIGHT_TRIAL)->IsSkipped());}),
Entrance(RR_GANONS_TOWER_ENTRYWAY, []{return true;}),
Entrance(RR_GANONS_CASTLE_DEKU_SCRUBS, []{return ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
areaTable[RR_GANONS_CASTLE_DEKU_SCRUBS] = Region("Ganon's Castle Deku Scrubs", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_DEKU_SCRUBS] = Region("Ganon's Castle Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {
@ -57,7 +52,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_SCRUBS_FAIRY_8, true),
}, {});
areaTable[RR_GANONS_CASTLE_FOREST_TRIAL] = Region("Ganon's Castle Forest Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_FOREST_TRIAL] = Region("Ganon's Castle Forest Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ForestTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_FIRE_ARROWS) || logic->CanUse(RG_DINS_FIRE));}),
}, {
@ -67,7 +62,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_FOREST_TRIAL_POT_2, logic->CanBreakPots() && (logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_DINS_FIRE) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT))))),
}, {});
areaTable[RR_GANONS_CASTLE_FIRE_TRIAL] = Region("Ganon's Castle Fire Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_FIRE_TRIAL] = Region("Ganon's Castle Fire Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->FireTrialClear, []{return logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS) && logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_LONGSHOT);}),
}, {
@ -77,7 +72,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_FIRE_TRIAL_HEART, logic->CanUse(RG_GORON_TUNIC)),
}, {});
areaTable[RR_GANONS_CASTLE_WATER_TRIAL] = Region("Ganon's Castle Water Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_WATER_TRIAL] = Region("Ganon's Castle Water Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->BlueFireAccess, []{return true;}),
EventAccess(&logic->FairyPot, []{return logic->BlueFire() && logic->CanKillEnemy(RE_FREEZARD);}),
@ -91,7 +86,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_WATER_TRIAL_POT_3, logic->CanBreakPots() && logic->BlueFire() && logic->CanKillEnemy(RE_FREEZARD)),
}, {});
areaTable[RR_GANONS_CASTLE_SHADOW_TRIAL] = Region("Ganon's Castle Shadow Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_SHADOW_TRIAL] = Region("Ganon's Castle Shadow Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ShadowTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_MEGATON_HAMMER) && ((logic->CanUse(RG_FIRE_ARROWS) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))) || (logic->CanUse(RG_LONGSHOT) && (logic->CanUse(RG_HOVER_BOOTS) || (logic->CanUse(RG_DINS_FIRE) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH))))));}),
}, {
@ -107,7 +102,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_SHADOW_TRIAL_HEART_3, (logic->CanUse(RG_FIRE_ARROWS) || (logic->CanUse(RG_LONGSHOT) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_DINS_FIRE)))) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH) || logic->CanUse(RG_BOOMERANG))),
}, {});
areaTable[RR_GANONS_CASTLE_SPIRIT_TRIAL] = Region("Ganon's Castle Spirit Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_SPIRIT_TRIAL] = Region("Ganon's Castle Spirit Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->NutPot, []{return ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_BOMBCHU_5) && logic->CanUse(RG_FAIRY_BOW) && (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS)));}),
EventAccess(&logic->SpiritTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && (logic->CanUse(RG_MIRROR_SHIELD) || ctx->GetOption(RSK_SUNLIGHT_ARROWS)) && logic->CanUse(RG_BOMBCHU_5) && ((ctx->GetTrickOption(RT_GANON_SPIRIT_TRIAL_HOOKSHOT) && logic->CanJumpslashExceptHammer()) || logic->CanUse(RG_HOOKSHOT));}),
@ -121,7 +116,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_SPIRIT_TRIAL_HEART, true),
}, {});
areaTable[RR_GANONS_CASTLE_LIGHT_TRIAL] = Region("Ganon's Castle Light Trial", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_LIGHT_TRIAL] = Region("Ganon's Castle Light Trial", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_GANONS_CASTLE, 2) && (ctx->GetTrickOption(RT_LENS_GANON) || logic->CanUse(RG_LENS_OF_TRUTH));}),
}, {
@ -143,14 +138,14 @@ void RegionTable_Init_GanonsCastle() {
#pragma region MQ
areaTable[RR_GANONS_CASTLE_MQ_LOBBY] = Region("Ganon's Castle MQ Lobby", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_LOBBY] = Region("Ganon's Castle MQ Lobby", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_ENTRYWAY, []{return logic->CanPassEnemy(RE_GREEN_BUBBLE) || Here(RR_GANONS_CASTLE_MQ_LOBBY, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE) && logic->CanKillEnemy(RE_ARMOS);});}),
//Implies CanKillEnemy(RE_GREEN_BUBBLE)
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return Here(RR_GANONS_CASTLE_MQ_LOBBY, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE) && logic->CanKillEnemy(RE_ARMOS);});}),
});
areaTable[RR_GANONS_CASTLE_MQ_MAIN] = Region("Ganon's Castle MQ Main", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_MAIN] = Region("Ganon's Castle MQ Main", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_SHEIK_HINT_MQ_GC, true),
}, {
@ -162,17 +157,11 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_CHAIRS_ROOM, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_DINOLFOS_ROOM, []{return Here(RR_GANONS_CASTLE_MQ_MAIN, []{return logic->CanUse(RG_GOLDEN_GAUNTLETS);});}),
//RANDOTODO could we just set these events automatically based on the setting?
Entrance(RR_GANONS_TOWER_ENTRYWAY, []{return (logic->ForestTrialClear || ctx->GetTrial(TK_FOREST_TRIAL)->IsSkipped()) &&
(logic->FireTrialClear || ctx->GetTrial(TK_FIRE_TRIAL)->IsSkipped()) &&
(logic->WaterTrialClear || ctx->GetTrial(TK_WATER_TRIAL)->IsSkipped()) &&
(logic->ShadowTrialClear || ctx->GetTrial(TK_SHADOW_TRIAL)->IsSkipped()) &&
(logic->SpiritTrialClear || ctx->GetTrial(TK_SPIRIT_TRIAL)->IsSkipped()) &&
(logic->LightTrialClear || ctx->GetTrial(TK_LIGHT_TRIAL)->IsSkipped());}),
Entrance(RR_GANONS_TOWER_ENTRYWAY, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_DEKU_SCRUBS, []{return ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
areaTable[RR_GANONS_CASTLE_MQ_DEKU_SCRUBS] = Region("Ganon's Castle MQ Deku Scrubs", "Ganon's Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_DEKU_SCRUBS] = Region("Ganon's Castle MQ Deku Scrubs", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {
@ -195,7 +184,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
});
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_STALFOS_ROOM] = Region("Ganon's Castle MQ Forest Trial Stalfos Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_STALFOS_ROOM] = Region("Ganon's Castle MQ Forest Trial Stalfos Room", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_FOREST_TRIAL_FREESTANDING_KEY, logic->HookshotOrBoomerang()),
}, {
@ -205,7 +194,7 @@ void RegionTable_Init_GanonsCastle() {
});
//If it is ever possible to warp into the RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM, this needs splitting up as the requirements to reach things from the other side are more complex
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_BEAMOS_ROOM] = Region("Ganon's Castle MQ Forest Trial Beamos Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_BEAMOS_ROOM] = Region("Ganon's Castle MQ Forest Trial Beamos Room", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_FOREST_TRIAL_EYE_SWITCH_CHEST, logic->CanHitEyeTargets()),
LOCATION(RC_GANONS_CASTLE_MQ_FOREST_TRIAL_FROZEN_EYE_SWITCH_CHEST, logic->HasFireSource()),
@ -215,7 +204,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}),
});
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Forest Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_FOREST_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Forest Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ForestTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, {
@ -227,14 +216,14 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_FOREST_TRIAL_BEAMOS_ROOM, []{return true;}),
});
areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_MAIN_ROOM] = Region("Ganon's Castle MQ Fire Trial Main Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_MAIN_ROOM] = Region("Ganon's Castle MQ Fire Trial Main Room", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
//2 checks, 1 for the rupees, 1 for actually making it, as the rupees are permanent but throwing a pillar is not
Entrance(RR_GANONS_CASTLE_MQ_FIRE_TRIAL_FINAL_ROOM, []{return Here(RR_GANONS_CASTLE_MQ_FIRE_TRIAL_MAIN_ROOM, []{return logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_GOLDEN_GAUNTLETS);}) && logic->CanUse(RG_GORON_TUNIC) && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_GOLDEN_GAUNTLETS) && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_GANON_MQ_FIRE_TRIAL) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT)))));}),
});
areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Fire Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_FIRE_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Fire Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->FireTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
//There's no way back across the lava without glitches
@ -244,7 +233,7 @@ void RegionTable_Init_GanonsCastle() {
LOCATION(RC_GANONS_CASTLE_MQ_FIRE_TRIAL_POT_2, logic->CanBreakPots()),
}, {});
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM] = Region("Ganon's Castle MQ Water Trial Geyser Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM] = Region("Ganon's Castle MQ Water Trial Geyser Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->BlueFireAccess, []{return logic->CanJumpslash() || logic->HasExplosives();}),
}, {
@ -257,14 +246,14 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3) && Here(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->BlueFire();});}),
});
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM] = Region("Ganon's Castle MQ Water Trial Block Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM] = Region("Ganon's Castle MQ Water Trial Block Room", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_GEYSER_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3);}),
//This assumes there's no way for child to have blue fire and not adult.
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM, []{return logic->IsAdult && logic->BlueFire();}),
});
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Water Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Water Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->WaterTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, {
@ -276,7 +265,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_WATER_TRIAL_BLOCK_ROOM, []{return Here(RR_GANONS_CASTLE_MQ_WATER_TRIAL_FINAL_ROOM, []{return logic->BlueFire();});}),
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE] = Region("Ganon's Castle MQ Shadow Trial Starting Ledge", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE] = Region("Ganon's Castle MQ Shadow Trial Starting Ledge", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {}, {
@ -285,7 +274,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM, []{return (logic->ShadowTrialFirstChest && logic->CanUse(RG_HOOKSHOT)) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Chest Platform", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_CHEST_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Chest Platform", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanUse(RG_FAIRY_BOW);}),
}, {
@ -298,7 +287,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM, []{return (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Moving Platform", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM] = Region("Ganon's Castle MQ Shadow Trial Moving Platform", SCENE_INSIDE_GANONS_CASTLE, {
//Events
//A torch run from RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE is possible but tight, so would be a trick
EventAccess(&logic->ShadowTrialFirstChest, []{return logic->CanDetonateUprightBombFlower();}),
@ -309,7 +298,7 @@ void RegionTable_Init_GanonsCastle() {
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_BEAMOS_TORCH] = Region("Ganon's Castle MQ Shadow Trial Beamos Torch", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_BEAMOS_TORCH] = Region("Ganon's Castle MQ Shadow Trial Beamos Torch", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_MOVING_PLATFORM, []{return ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
//A torch run from RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_STARTING_LEDGE is possible but very tight, so would be a trick
@ -318,7 +307,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FAR_SIDE, []{return logic->HasFireSource() || logic->CanUse(RG_HOVER_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_GANON_MQ_SHADOW_TRIAL) && logic->CanUse(RG_FAIRY_BOW));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FAR_SIDE] = Region("Ganon's Castle MQ Shadow Trial Far Side", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FAR_SIDE] = Region("Ganon's Castle MQ Shadow Trial Far Side", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_SHADOW_TRIAL_EYE_SWITCH_CHEST, logic->CanHitEyeTargets()),
}, {
@ -332,7 +321,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FINAL_ROOM, []{return (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Shadow Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Shadow Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->ShadowTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, {
@ -344,13 +333,13 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SHADOW_TRIAL_FAR_SIDE, []{return (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_CHAIRS_ROOM] = Region("Ganon's Castle MQ Spirit Trial Chairs Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_CHAIRS_ROOM] = Region("Ganon's Castle MQ Spirit Trial Chairs Room", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_BEFORE_SWITCH, []{return Here(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_CHAIRS_ROOM, []{return (logic->CanHitEyeTargets() || ctx->GetTrickOption(RT_RUSTED_SWITCHES)) && logic->CanUse(RG_MEGATON_HAMMER);});}),
});
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_BEFORE_SWITCH] = Region("Ganon's Castle MQ Spirit Trial Before Switch", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_BEFORE_SWITCH] = Region("Ganon's Castle MQ Spirit Trial Before Switch", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FIRST_CHEST, logic->CanPassEnemy(RE_GREEN_BUBBLE)),
}, {
@ -359,7 +348,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_AFTER_SWITCH, []{return Here(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_BEFORE_SWITCH, []{return logic->CanUse(RG_BOMBCHU_5);});}),
});
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_AFTER_SWITCH] = Region("Ganon's Castle MQ Spirit Trial After Switch", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_AFTER_SWITCH] = Region("Ganon's Castle MQ Spirit Trial After Switch", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_SPIRIT_TRIAL_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
//better names for these would be nice.
@ -374,7 +363,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FINAL_ROOM, []{return Here(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_AFTER_SWITCH, []{return (logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_MIRROR_SHIELD));}) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
});
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Spirit Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Spirit Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->SpiritTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
EventAccess(&logic->NutPot, []{return true;}),
@ -387,13 +376,13 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_SPIRIT_TRIAL_AFTER_SWITCH, []{return true;}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_DINOLFOS_ROOM] = Region("Ganon's Castle MQ Light Trial Dinolfos Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_DINOLFOS_ROOM] = Region("Ganon's Castle MQ Light Trial Dinolfos Room", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return true;}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM, []{return Here(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_DINOLFOS_ROOM, []{return logic->CanKillEnemy(RE_DINOLFOS) && logic->CanKillEnemy(RE_TORCH_SLUG);});}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM] = Region("Ganon's Castle MQ Light Trial Triforce Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM] = Region("Ganon's Castle MQ Light Trial Triforce Room", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_LIGHT_TRIAL_LULLABY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
@ -402,13 +391,13 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT, []{return logic->SmallKeys(RR_GANONS_CASTLE, 2);}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT] = Region("Ganon's Castle MQ Light Trial Boulder Room Front", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_FRONT] = Region("Ganon's Castle MQ Light Trial Boulder Room Front", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_TRIFORCE_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 2);}),
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_BACK, []{return logic->CanUse(RG_HOOKSHOT) || ctx->GetTrickOption(RT_GANON_MQ_LIGHT_TRIAL);}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_BACK] = Region("Ganon's Castle MQ Light Trial Boulder Room Back", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_BOULDER_ROOM_BACK] = Region("Ganon's Castle MQ Light Trial Boulder Room Back", SCENE_INSIDE_GANONS_CASTLE, {}, {
//Locations
LOCATION(RC_GANONS_CASTLE_MQ_LIGHT_TRIAL_LEFT_HEART, true),
LOCATION(RC_GANONS_CASTLE_MQ_LIGHT_TRIAL_RIGHT_HEART, true),
@ -419,7 +408,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM, []{return logic->SmallKeys(RR_GANONS_CASTLE, 3) && (ctx->GetTrickOption(RT_LENS_GANON_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanJumpslash() || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_BOOMERANG));}),
});
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Light Trial Final Room", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_MQ_LIGHT_TRIAL_FINAL_ROOM] = Region("Ganon's Castle MQ Light Trial Final Room", SCENE_INSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->LightTrialClear, []{return logic->CanUse(RG_LIGHT_ARROWS);}),
}, {
@ -432,20 +421,26 @@ void RegionTable_Init_GanonsCastle() {
#pragma region Tower and Escape
areaTable[RR_GANONS_TOWER_ENTRYWAY] = Region("Ganon's Tower Entryway", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_TOWER_ENTRYWAY] = Region("Ganon's Tower Entryway", SCENE_INSIDE_GANONS_CASTLE, {}, {}, {
//Exits
Entrance(RR_GANONS_CASTLE_LOBBY, []{return ctx->GetDungeon(GANONS_CASTLE)->IsVanilla();}),
Entrance(RR_GANONS_CASTLE_MQ_MAIN, []{return ctx->GetDungeon(GANONS_CASTLE)->IsMQ();}),
Entrance(RR_GANONS_TOWER_FLOOR_1, []{return true;}),
//RANDOTODO could we just set these events automatically based on the setting?
Entrance(RR_GANONS_TOWER_FLOOR_1, []{return (logic->ForestTrialClear || ctx->GetTrial(TK_FOREST_TRIAL)->IsSkipped()) &&
(logic->FireTrialClear || ctx->GetTrial(TK_FIRE_TRIAL)->IsSkipped()) &&
(logic->WaterTrialClear || ctx->GetTrial(TK_WATER_TRIAL)->IsSkipped()) &&
(logic->ShadowTrialClear || ctx->GetTrial(TK_SHADOW_TRIAL)->IsSkipped()) &&
(logic->SpiritTrialClear || ctx->GetTrial(TK_SPIRIT_TRIAL)->IsSkipped()) &&
(logic->LightTrialClear || ctx->GetTrial(TK_LIGHT_TRIAL)->IsSkipped());}),
});
areaTable[RR_GANONS_TOWER_FLOOR_1] = Region("Ganon's Tower Floor 1", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_TOWER_FLOOR_1] = Region("Ganon's Tower Floor 1", SCENE_GANONS_TOWER, {}, {}, {
//Exits
Entrance(RR_GANONS_TOWER_ENTRYWAY, []{return Here(RR_GANONS_TOWER_FLOOR_1, []{return logic->CanKillEnemy(RE_DINOLFOS, ED_CLOSE, true, 2);});}),
Entrance(RR_GANONS_TOWER_FLOOR_2, []{return Here(RR_GANONS_TOWER_FLOOR_1, []{return logic->CanKillEnemy(RE_DINOLFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_GANONS_TOWER_FLOOR_2] = Region("Ganon's Tower Floor 2", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_TOWER_FLOOR_2] = Region("Ganon's Tower Floor 2", SCENE_GANONS_TOWER, {}, {
//Locations
LOCATION(RC_GANONS_TOWER_BOSS_KEY_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)),
}, {
@ -454,13 +449,13 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_TOWER_FLOOR_3, []{return Here(RR_GANONS_TOWER_FLOOR_2, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_GANONS_TOWER_FLOOR_3] = Region("Ganon's Tower Floor 3", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_TOWER_FLOOR_3] = Region("Ganon's Tower Floor 3", SCENE_GANONS_TOWER, {}, {}, {
//Exits
Entrance(RR_GANONS_TOWER_FLOOR_2, []{return Here(RR_GANONS_TOWER_FLOOR_3, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE, ED_CLOSE, true, 2);});}),
Entrance(RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR, []{return Here(RR_GANONS_TOWER_FLOOR_3, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE, ED_CLOSE, true, 2);});}),
});
areaTable[RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR] = Region("Ganon's Tower Before Ganondorf's Lair", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR] = Region("Ganon's Tower Before Ganondorf's Lair", SCENE_GANONS_TOWER, {}, {
// Locations
LOCATION(RC_GANONS_CASTLE_GANONS_TOWER_POT_1, logic->CanBreakPots()),
LOCATION(RC_GANONS_CASTLE_GANONS_TOWER_POT_2, logic->CanBreakPots()),
@ -486,7 +481,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_TOWER_GANONDORF_LAIR, []{return Here(RR_GANONS_TOWER_BEFORE_GANONDORF_LAIR, []{return logic->HasItem(RG_GANONS_CASTLE_BOSS_KEY);});}),
});
areaTable[RR_GANONS_TOWER_GANONDORF_LAIR] = Region("Ganondorf's Lair", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_TOWER_GANONDORF_LAIR] = Region("Ganondorf's Lair", SCENE_GANONDORF_BOSS, {}, {
//Locations
LOCATION(RC_GANONDORF_HINT, logic->HasBossSoul(RG_GANON_SOUL)),
}, {
@ -494,7 +489,7 @@ void RegionTable_Init_GanonsCastle() {
Entrance(RR_GANONS_CASTLE_ESCAPE, []{return logic->CanKillEnemy(RE_GANONDORF);}),
});
areaTable[RR_GANONS_CASTLE_ESCAPE] = Region("Ganon's Castle Escape", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_ESCAPE] = Region("Ganon's Castle Escape", SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR, {}, {
//Locations
//10 pots
//RANDOTODO hook potsanity pots up to escape.
@ -506,7 +501,7 @@ void RegionTable_Init_GanonsCastle() {
//Entrance(RR_GANONS_CASTLE_GANON_ARENA, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2, true);}),
});
areaTable[RR_GANONS_CASTLE_GANON_ARENA] = Region("Ganon's Arena", "Ganons Castle", {RA_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GANONS_CASTLE_GANON_ARENA] = Region("Ganon's Arena", SCENE_GANON_BOSS, {}, {
//Locations
LOCATION(RC_GANON, logic->CanKillEnemy(RE_GANON)),
}, {});

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_GerudoTrainingGround() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_GERUDO_TRAINING_GROUND_ENTRYWAY] = Region("Gerudo Training Ground Entryway", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_ENTRYWAY] = Region("Gerudo Training Ground Entryway", SCENE_GERUDO_TRAINING_GROUND, {}, {}, {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_LOBBY, []{return ctx->GetDungeon(GERUDO_TRAINING_GROUND)->IsVanilla();}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return ctx->GetDungeon(GERUDO_TRAINING_GROUND)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_GerudoTrainingGround() {
#pragma region Vanilla
areaTable[RR_GERUDO_TRAINING_GROUND_LOBBY] = Region("Gerudo Training Ground Lobby", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_LOBBY] = Region("Gerudo Training Ground Lobby", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_LOBBY_LEFT_CHEST, logic->CanHitEyeTargets()),
LOCATION(RC_GERUDO_TRAINING_GROUND_LOBBY_RIGHT_CHEST, logic->CanHitEyeTargets()),
@ -33,7 +33,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE] = Region("Gerudo Training Ground Central Maze", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE] = Region("Gerudo Training Ground Central Maze", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_HIDDEN_CEILING_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3) && (ctx->GetTrickOption(RT_LENS_GTG) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_PATH_FIRST_CHEST, logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 4)),
@ -45,7 +45,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 9);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT] = Region("Gerudo Training Ground Central Maze Right", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_CENTRAL_MAZE_RIGHT] = Region("Gerudo Training Ground Central Maze Right", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_RIGHT_CENTRAL_CHEST, true),
LOCATION(RC_GERUDO_TRAINING_GROUND_MAZE_RIGHT_SIDE_CHEST, true),
@ -56,7 +56,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_LAVA_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_LAVA_ROOM] = Region("Gerudo Training Ground Lava Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_LAVA_ROOM] = Region("Gerudo Training Ground Lava Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_UNDERWATER_SILVER_RUPEE_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24),
}, {
@ -65,7 +65,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_HAMMER_ROOM, []{return logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanUse(RG_HOOKSHOT));}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_HAMMER_ROOM] = Region("Gerudo Training Ground Hammer Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_HAMMER_ROOM] = Region("Gerudo Training Ground Hammer Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_HAMMER_ROOM_CLEAR_CHEST, logic->CanAttack()),
LOCATION(RC_GERUDO_TRAINING_GROUND_HAMMER_ROOM_SWITCH_CHEST, logic->CanUse(RG_MEGATON_HAMMER) || (logic->TakeDamage() && ctx->GetTrickOption(RT_FLAMING_CHESTS))),
@ -75,7 +75,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_LAVA_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_EYE_STATUE_LOWER] = Region("Gerudo Training Ground Eye Statue Lower", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_EYE_STATUE_LOWER] = Region("Gerudo Training Ground Eye Statue Lower", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_EYE_STATUE_CHEST, logic->CanUse(RG_FAIRY_BOW)),
}, {
@ -83,7 +83,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_HAMMER_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_EYE_STATUE_UPPER] = Region("Gerudo Training Ground Eye Statue Upper", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_EYE_STATUE_UPPER] = Region("Gerudo Training Ground Eye Statue Upper", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_NEAR_SCARECROW_CHEST, logic->CanUse(RG_FAIRY_BOW)),
}, {
@ -91,7 +91,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_EYE_STATUE_LOWER, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_HEAVY_BLOCK_ROOM] = Region("Gerudo Training Ground Heavy Block Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_HEAVY_BLOCK_ROOM] = Region("Gerudo Training Ground Heavy Block Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_BEFORE_HEAVY_BLOCK_CHEST, logic->CanKillEnemy(RE_WOLFOS, ED_CLOSE, true, 4, true)),
}, {
@ -100,7 +100,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_LIKE_LIKE_ROOM, []{return (ctx->GetTrickOption(RT_LENS_GTG) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_GTG_FAKE_WALL) && logic->CanUse(RG_HOVER_BOOTS))) && logic->CanUse(RG_SILVER_GAUNTLETS);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_LIKE_LIKE_ROOM] = Region("Gerudo Training Ground Like Like Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_LIKE_LIKE_ROOM] = Region("Gerudo Training Ground Like Like Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_HEAVY_BLOCK_FIRST_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_GERUDO_TRAINING_GROUND_HEAVY_BLOCK_SECOND_CHEST, logic->CanJumpslashExceptHammer()),
@ -112,7 +112,7 @@ void RegionTable_Init_GerudoTrainingGround() {
#pragma region MQ
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LOBBY] = Region("Gerudo Training Ground MQ Lobby", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LOBBY] = Region("Gerudo Training Ground MQ Lobby", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_LOBBY_LEFT_CHEST, true),
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_LOBBY_RIGHT_CHEST, true),
@ -132,7 +132,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return (logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)) || (logic->IsChild && logic->CanUse(RG_FAIRY_SLINGSHOT));});}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_HIDDEN_ROOM] = Region("Gerudo Training Ground MQ Maze Hidden Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_HIDDEN_ROOM] = Region("Gerudo Training Ground MQ Maze Hidden Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_HIDDEN_CEILING_CHEST, true),
}, {
@ -140,7 +140,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LOBBY, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK] = Region("Gerudo Training Ground MQ Maze First Lock", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK] = Region("Gerudo Training Ground MQ Maze First Lock", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_MAZE_PATH_THIRD_CHEST, true),
}, {
@ -149,7 +149,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER] = Region("Gerudo Training Ground MQ Center", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_CENTER] = Region("Gerudo Training Ground MQ Center", SCENE_GERUDO_TRAINING_GROUND, {
//Events
EventAccess(&logic->MQGTGMazeSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
},
@ -161,7 +161,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_FIRST_LOCK, []{return logic->SmallKeys(RR_GERUDO_TRAINING_GROUND, 3);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM] = Region("Gerudo Training Ground MQ Sand Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM] = Region("Gerudo Training Ground MQ Sand Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_FIRST_IRON_KNUCKLE_CHEST, logic->CanKillEnemy(RE_IRON_KNUCKLE)),
}, {
@ -170,13 +170,13 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEFT_SIDE, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LEFT_SIDE] = Region("Gerudo Training Ground MQ Left Side", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LEFT_SIDE] = Region("Gerudo Training Ground MQ Left Side", SCENE_GERUDO_TRAINING_GROUND, {}, {}, {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_SAND_ROOM, []{return true;}),
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_LEFT_SIDE, []{return logic->CanUse(RG_LONGSHOT) || ctx->GetTrickOption(RT_GTG_MQ_WIHTOUT_HOOKSHOT) || (ctx->GetTrickOption(RT_GTG_MQ_WITH_HOOKSHOT) && logic->IsAdult && logic->CanJumpslash() && logic->CanUse(RG_HOOKSHOT));});}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM] = Region("Gerudo Training Ground MQ Stalfos Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM] = Region("Gerudo Training Ground MQ Stalfos Room", SCENE_GERUDO_TRAINING_GROUND, {
//Events
EventAccess(&logic->BlueFireAccess, []{return true;}),
}, {
@ -189,13 +189,13 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE, []{return logic->IsAdult && Here(RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2, true);}) && (ctx->GetTrickOption(RT_LENS_GTG_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->BlueFire() && (logic->CanUse(RG_SONG_OF_TIME) || (ctx->GetTrickOption(RT_GTG_FAKE_WALL) && logic->CanUse(RG_HOVER_BOOTS)));}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_BEHIND_BLOCK] = Region("Gerudo Training Ground MQ Behind Block", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_BEHIND_BLOCK] = Region("Gerudo Training Ground MQ Behind Block", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
//implies logic->CanKillEnemy(RE_SPIKE)
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_HEAVY_BLOCK_CHEST, logic->CanKillEnemy(RE_FREEZARD)),
}, {});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE] = Region("Gerudo Training Ground MQ Statue Room Ledge", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE] = Region("Gerudo Training Ground MQ Statue Room Ledge", SCENE_GERUDO_TRAINING_GROUND, {}, {}, {
//Exits
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STALFOS_ROOM, []{return true;}),
//implies dropping down to hit the switch. Using swords, especially master, is a bit awkward, may be trick worthy, but is only relevant with other tricks
@ -203,7 +203,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAGENTA_FIRE_ROOM] = Region("Gerudo Training Ground MQ Magenta Fire Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAGENTA_FIRE_ROOM] = Region("Gerudo Training Ground MQ Magenta Fire Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_ICE_ARROWS_CHEST, logic->MQGTGMazeSwitch),
}, {
@ -211,7 +211,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM_LEDGE, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM] = Region("Gerudo Training Ground MQ Statue ROom", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_STATUE_ROOM] = Region("Gerudo Training Ground MQ Statue ROom", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_EYE_STATUE_CHEST, logic->CanUse(RG_FAIRY_BOW)),
}, {
@ -220,7 +220,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SLUG_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SLUG_ROOM] = Region("Gerudo Training Ground MQ Torch Slug Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SLUG_ROOM] = Region("Gerudo Training Ground MQ Torch Slug Room", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
//implies logic->CanKillEnemy(RE_TORCH_SLUG)
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_SECOND_IRON_KNUCKLE_CHEST, logic->CanKillEnemy(RE_IRON_KNUCKLE)),
@ -231,7 +231,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE, []{return Here(RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SLUG_ROOM, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE] = Region("Gerudo Training Ground MQ Switch Ledge", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE] = Region("Gerudo Training Ground MQ Switch Ledge", SCENE_GERUDO_TRAINING_GROUND, {
//Events
EventAccess(&logic->MQGTGRightSideSwitch, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}),
@ -246,7 +246,7 @@ void RegionTable_Init_GerudoTrainingGround() {
//this region exists to place silver rupee items on later, normally it's all on fire and cannot be stood on without access from another area
//This covers the 2 platforms that can be jumped to directly from RR_GERUDO_TRAINING_GROUND_MQ_SWITCH_LEDGE
//the unshuffled rupee collection is handled by the event GTGPlatformSilverRupees
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS] = Region("Gerudo Training Ground MQ Ledge Side Platforms", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS] = Region("Gerudo Training Ground MQ Ledge Side Platforms", SCENE_GERUDO_TRAINING_GROUND, {}, {}, {
//Exits
//This is merely to extend this region's logic if you have hovers
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM, []{return logic->CanUse(RG_HOVER_BOOTS);}),
@ -255,13 +255,13 @@ void RegionTable_Init_GerudoTrainingGround() {
//this region exists to place silver rupee items on later, normally it's all on fire and cannot be stood on without access from another area
//This covers the platform that needs hover boots or the spawned targets to reach from any starting point other than RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT
//the unshuffled rupee collection is handled by the event GTGPlatformSilverRupees
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM] = Region("Gerudo Training Ground MQ Furthest Platform", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM] = Region("Gerudo Training Ground MQ Furthest Platform", SCENE_GERUDO_TRAINING_GROUND, {}, {}, {
//Exits
//This is merely to extend this region's logic if you have hovers
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_LEDGE_SIDE_PLATFORMS, []{return logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH] = Region("Gerudo Training Ground MQ Platforms Unlit Torch", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_PLATFORMS_UNLIT_TORCH] = Region("Gerudo Training Ground MQ Platforms Unlit Torch", SCENE_GERUDO_TRAINING_GROUND, {
//Events
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->HasFireSource() && logic->CanUse(RG_HOVER_BOOTS);}),
}, {}, {
@ -272,7 +272,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT, []{return logic->MQGTGRightSideSwitch && (logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_HOOKSHOT) && logic->HasFireSource()));}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS] = Region("Gerudo Training Ground Torch Side Platforms", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_TORCH_SIDE_PLATFORMS] = Region("Gerudo Training Ground Torch Side Platforms", SCENE_GERUDO_TRAINING_GROUND, {
//Events
//this torch shot is possible as child but tight and obtuse enough to be a trick
EventAccess(&logic->GTGPlatformSilverRupees, []{return ((logic->CanUse(RG_FAIRY_BOW) && logic->IsAdult) || logic->CanUse(RG_FIRE_ARROWS)) && logic->CanUse(RG_HOVER_BOOTS);}),
@ -284,7 +284,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM, []{return true;}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_UNDERWATER] = Region("Gerudo Training Ground MQ Underwater", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_UNDERWATER] = Region("Gerudo Training Ground MQ Underwater", SCENE_GERUDO_TRAINING_GROUND, {}, {
//Locations
//it is possible to snipe the stingers with bow or sling before dropping in, or just get really lucky, and avoid needing to take damage, but that might be trick worthy
LOCATION(RC_GERUDO_TRAINING_GROUND_MQ_UNDERWATER_SILVER_RUPEE_CHEST, logic->HasFireSource() && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 24 && logic->TakeDamage()),
@ -294,7 +294,7 @@ void RegionTable_Init_GerudoTrainingGround() {
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT] = Region("Gerudo Training Ground MQ Maze Right", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_MAZE_RIGHT] = Region("Gerudo Training Ground MQ Maze Right", SCENE_GERUDO_TRAINING_GROUND, {
//Events
EventAccess(&logic->GTGPlatformSilverRupees, []{return logic->CanUse(RG_FIRE_ARROWS) && logic->CanUse(RG_HOVER_BOOTS);}),
}, {
@ -310,7 +310,7 @@ void RegionTable_Init_GerudoTrainingGround() {
Entrance(RR_GERUDO_TRAINING_GROUND_MQ_FURTHEST_PLATFORM, []{return logic->CanUse(RG_FIRE_ARROWS);}),
});
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM] = Region("Gerudo Training Ground MQ Dinolfos Room", "Gerudo Training Ground", {RA_GERUDO_TRAINING_GROUND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_TRAINING_GROUND_MQ_DINOLFOS_ROOM] = Region("Gerudo Training Ground MQ Dinolfos Room", SCENE_GERUDO_TRAINING_GROUND, {
//Events
//EventAccess(&WallFairy, []{return WallFairy || (logic->IsAdult && logic->CanUse(RG_FAIRY_BOW));}),
}, {

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_IceCavern() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_ICE_CAVERN_ENTRYWAY] = Region("Ice Cavern Entryway", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ICE_CAVERN_ENTRYWAY] = Region("Ice Cavern Entryway", SCENE_ICE_CAVERN, {}, {}, {
//Exits
Entrance(RR_ICE_CAVERN_BEGINNING, []{return ctx->GetDungeon(ICE_CAVERN)->IsVanilla();}),
Entrance(RR_ICE_CAVERN_MQ_BEGINNING, []{return ctx->GetDungeon(ICE_CAVERN)->IsMQ() && logic->CanUseProjectile();}),
@ -16,7 +16,7 @@ void RegionTable_Init_IceCavern() {
#pragma region Vanilla
areaTable[RR_ICE_CAVERN_BEGINNING] = Region("Ice Cavern Beginning", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ICE_CAVERN_BEGINNING] = Region("Ice Cavern Beginning", SCENE_ICE_CAVERN, {}, {
//Locations
LOCATION(RC_ICE_CAVERN_ENTRANCE_STORMS_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
@ -25,7 +25,7 @@ void RegionTable_Init_IceCavern() {
Entrance(RR_ICE_CAVERN_MAIN, []{return Here(RR_ICE_CAVERN_BEGINNING, []{return logic->CanKillEnemy(RE_FREEZARD, ED_CLOSE, true, 4);});}),
});
areaTable[RR_ICE_CAVERN_MAIN] = Region("Ice Cavern", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ICE_CAVERN_MAIN] = Region("Ice Cavern", SCENE_ICE_CAVERN, {
//Events
EventAccess(&logic->BlueFireAccess, []{return logic->IsAdult;}),
}, {
@ -59,7 +59,7 @@ void RegionTable_Init_IceCavern() {
#pragma region MQ
areaTable[RR_ICE_CAVERN_MQ_BEGINNING] = Region("Ice Cavern MQ Beginning", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ICE_CAVERN_MQ_BEGINNING] = Region("Ice Cavern MQ Beginning", SCENE_ICE_CAVERN, {}, {
//Locations
LOCATION(RC_ICE_CAVERN_MQ_ENTRANCE_POT, logic->CanBreakPots()),
}, {
@ -69,7 +69,7 @@ void RegionTable_Init_IceCavern() {
Entrance(RR_ICE_CAVERN_MQ_HUB, []{return true;}),
});
areaTable[RR_ICE_CAVERN_MQ_HUB] = Region("Ice Cavern MQ Hub", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ICE_CAVERN_MQ_HUB] = Region("Ice Cavern MQ Hub", SCENE_ICE_CAVERN, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -84,13 +84,13 @@ void RegionTable_Init_IceCavern() {
//Exits
//the switch for the glass blocking the entrance is linked to the switch that controls the glass around the skulltulla in RR_ICE_CAVERN_MQ_SCARECROW_ROOM
//if you clear the ice, you can hit it with a pot from here.
Entrance(RR_ICE_CAVERN_BEGINNING, []{return logic->BlueFire();}),
Entrance(RR_ICE_CAVERN_MQ_BEGINNING, []{return logic->BlueFire();}),
Entrance(RR_ICE_CAVERN_MQ_MAP_ROOM, []{return Here(RR_ICE_CAVERN_MQ_BEGINNING, []{return logic->CanKillEnemy(RE_WHITE_WOLFOS) && logic->CanKillEnemy(RE_FREEZARD);});}),
Entrance(RR_ICE_CAVERN_MQ_COMPASS_ROOM, []{return logic->IsAdult && logic->BlueFire();}),
Entrance(RR_ICE_CAVERN_MQ_SCARECROW_ROOM, []{return logic->BlueFire();}),
});
areaTable[RR_ICE_CAVERN_MQ_MAP_ROOM] = Region("Ice Cavern MQ Map Room", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ICE_CAVERN_MQ_MAP_ROOM] = Region("Ice Cavern MQ Map Room", SCENE_ICE_CAVERN, {
//Events
//Child can fit between the stalagmites on the left hand side
EventAccess(&logic->BlueFireAccess, []{return logic->IsChild || logic->CanJumpslash() || logic->HasExplosives();}),
@ -99,7 +99,7 @@ void RegionTable_Init_IceCavern() {
LOCATION(RC_ICE_CAVERN_MQ_MAP_CHEST, logic->BlueFire() && Here(RR_ICE_CAVERN_MQ_MAP_ROOM, []{return logic->CanHitSwitch();})),
}, {});
areaTable[RR_ICE_CAVERN_MQ_SCARECROW_ROOM] = Region("Ice Cavern MQ Scarecrow Room", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ICE_CAVERN_MQ_SCARECROW_ROOM] = Region("Ice Cavern MQ Scarecrow Room", SCENE_ICE_CAVERN, {}, {
//Locations
LOCATION(RC_ICE_CAVERN_MQ_GS_ICE_BLOCK, (logic->BlueFire() && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)) || (logic->IsAdult && logic->CanHitSwitch(ED_LONG_JUMPSLASH))),
LOCATION(RC_ICE_CAVERN_MQ_GS_SCARECROW, logic->CanUse(RG_SCARECROW) || (logic->IsAdult && (logic->CanUse(RG_LONGSHOT) || ctx->GetTrickOption(RT_ICE_MQ_SCARECROW)))),
@ -110,7 +110,7 @@ void RegionTable_Init_IceCavern() {
Entrance(RR_ICE_CAVERN_MQ_WEST_CORRIDOR, []{return logic->IsAdult && logic->BlueFire();}),
});
areaTable[RR_ICE_CAVERN_MQ_WEST_CORRIDOR] = Region("Ice Cavern MQ West Corridor", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ICE_CAVERN_MQ_WEST_CORRIDOR] = Region("Ice Cavern MQ West Corridor", SCENE_ICE_CAVERN, {}, {
//Locations
LOCATION(RC_ICE_CAVERN_MQ_PUSH_BLOCK_POT_1, logic->CanBreakPots()),
LOCATION(RC_ICE_CAVERN_MQ_PUSH_BLOCK_POT_2, logic->CanBreakPots()),
@ -120,7 +120,7 @@ void RegionTable_Init_IceCavern() {
Entrance(RR_ICE_CAVERN_MQ_STALFOS_ROOM, []{return true;}),
});
areaTable[RR_ICE_CAVERN_MQ_STALFOS_ROOM] = Region("Ice Cavern MQ Stalfos Room", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ICE_CAVERN_MQ_STALFOS_ROOM] = Region("Ice Cavern MQ Stalfos Room", SCENE_ICE_CAVERN, {}, {
//Locations
LOCATION(RC_ICE_CAVERN_MQ_IRON_BOOTS_CHEST, logic->CanKillEnemy(RE_STALFOS)),
LOCATION(RC_SHEIK_IN_ICE_CAVERN, logic->CanKillEnemy(RE_STALFOS)),
@ -130,7 +130,7 @@ void RegionTable_Init_IceCavern() {
Entrance(RR_ICE_CAVERN_MQ_BEGINNING, []{return logic->CanUse(RG_IRON_BOOTS) && Here(RR_ICE_CAVERN_MQ_STALFOS_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}),
});
areaTable[RR_ICE_CAVERN_MQ_COMPASS_ROOM] = Region("Ice Cavern MQ Compass Room", "Ice Cavern", {RA_ICE_CAVERN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ICE_CAVERN_MQ_COMPASS_ROOM] = Region("Ice Cavern MQ Compass Room", SCENE_ICE_CAVERN, {
//Events
EventAccess(&logic->BlueFireAccess, []{return true;}),
}, {

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_JabuJabusBelly() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_JABU_JABUS_BELLY_ENTRYWAY] = Region("Jabu Jabus Belly Entryway", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_JABU_JABUS_BELLY_ENTRYWAY] = Region("Jabu Jabus Belly Entryway", SCENE_JABU_JABU, {}, {}, {
//Exits
Entrance(RR_JABU_JABUS_BELLY_BEGINNING, []{return ctx->GetDungeon(JABU_JABUS_BELLY)->IsVanilla();}),
Entrance(RR_JABU_JABUS_BELLY_MQ_BEGINNING, []{return ctx->GetDungeon(JABU_JABUS_BELLY)->IsMQ();}),
@ -16,14 +16,14 @@ void RegionTable_Init_JabuJabusBelly() {
#pragma region Vanilla
areaTable[RR_JABU_JABUS_BELLY_BEGINNING] = Region("Jabu Jabus Belly Beginning", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_JABU_JABUS_BELLY_BEGINNING] = Region("Jabu Jabus Belly Beginning", SCENE_JABU_JABU, {}, {}, {
//Exits
Entrance(RR_JABU_JABUS_BELLY_ENTRYWAY, []{return true;}),
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->CanUseProjectile();}),
});
//Combines Lift room middle and lower, 1F holes room, the forked corridor, and it's side rooms
areaTable[RR_JABU_JABUS_BELLY_MAIN] = Region("Jabu Jabus Belly Main", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MAIN] = Region("Jabu Jabus Belly Main", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuWestTentacle, []{return logic->JabuRutoIn1F && logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {
@ -46,7 +46,7 @@ void RegionTable_Init_JabuJabusBelly() {
});
//contains B1 of hole room (aside from the ledge leading to big octo), 2 octorock room and north water switch room
areaTable[RR_JABU_JABUS_BELLY_B1_NORTH] = Region("Jabu Jabus Belly B1 North", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_B1_NORTH] = Region("Jabu Jabus Belly B1 North", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuRutoIn1F, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE);}),
EventAccess(&logic->FairyPot, []{return logic->CanUse(RG_BOOMERANG) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanKillEnemy(RE_OCTOROK));}),
@ -68,7 +68,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_SOUTH, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE);}),
});
areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_LEDGE] = Region("Jabu Jabus Belly Water Switch Room Ledge", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_LEDGE] = Region("Jabu Jabus Belly Water Switch Room Ledge", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -84,7 +84,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_SOUTH, []{return true;}),
});
areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_SOUTH] = Region("Jabu Jabus Belly Water Switch Room South", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_WATER_SWITCH_ROOM_SOUTH] = Region("Jabu Jabus Belly Water Switch Room South", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_GS_WATER_SWITCH_ROOM, logic->HookshotOrBoomerang()),
}, {
@ -94,7 +94,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->CanUseProjectile();}),
});
areaTable[RR_JABU_JABUS_BELLY_COMPASS_ROOM] = Region("Jabu Jabus Belly Compass Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_COMPASS_ROOM] = Region("Jabu Jabus Belly Compass Room", SCENE_JABU_JABU, {}, {
//Locations
//ruto could theoretically clear this room, but it's hard because of the timer and she doesn't appear with you when you respawn after failing, which would force a savewarp
LOCATION(RC_JABU_JABUS_BELLY_COMPASS_CHEST, logic->CanKillEnemy(RE_SHABOM)),
@ -103,7 +103,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return Here(RR_JABU_JABUS_BELLY_COMPASS_ROOM, []{return logic->CanKillEnemy(RE_SHABOM);});}),
});
areaTable[RR_JABU_JABUS_BELLY_BLUE_TENTACLE] = Region("Jabu Jabus Belly Blue Tentacle", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_BLUE_TENTACLE] = Region("Jabu Jabus Belly Blue Tentacle", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuEastTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {}, {
@ -111,7 +111,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->JabuEastTentacle;}),
});
areaTable[RR_JABU_JABUS_BELLY_GREEN_TENTACLE] = Region("Jabu Jabus Belly Green Tentacle", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_GREEN_TENTACLE] = Region("Jabu Jabus Belly Green Tentacle", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuNorthTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {}, {
@ -120,7 +120,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return logic->JabuNorthTentacle;}),
});
areaTable[RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE] = Region("Jabu Jabus Belly Bigocto Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE] = Region("Jabu Jabus Belly Bigocto Room", SCENE_JABU_JABU, {}, {
//Locations
//Only adult can get the token without assistance
LOCATION(RC_JABU_JABUS_BELLY_GS_LOBBY_BASEMENT_UPPER, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_SHORT_JUMPSLASH)),
@ -131,7 +131,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO, []{return logic->JabuRutoIn1F && Here(RR_JABU_JABUS_BELLY_BIGOCTO_LEDGE, []{return logic->CanKillEnemy(RE_BIG_OCTO);});}),
});
areaTable[RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO] = Region("Jabu Jabus Belly Above Bigocto", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_ABOVE_BIGOCTO] = Region("Jabu Jabus Belly Above Bigocto", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}),
@ -145,7 +145,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_LIFT_UPPER, []{return logic->CanUse(RG_BOOMERANG);}),
});
areaTable[RR_JABU_JABUS_BELLY_LIFT_UPPER] = Region("Jabu Jabus Belly Lift Upper", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_LIFT_UPPER] = Region("Jabu Jabus Belly Lift Upper", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->LoweredJabuPath, []{return true;}),
}, {}, {
@ -153,7 +153,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MAIN, []{return true;}),
});
areaTable[RR_JABU_JABUS_BELLY_NEAR_BOSS_ROOM] = Region("Jabu Jabus Belly Near Boss Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_NEAR_BOSS_ROOM] = Region("Jabu Jabus Belly Near Boss Room", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_GS_NEAR_BOSS, logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_BOMB_THROW)),
}, {
@ -166,7 +166,7 @@ void RegionTable_Init_JabuJabusBelly() {
#pragma region MQ
areaTable[RR_JABU_JABUS_BELLY_MQ_BEGINNING] = Region("Jabu Jabus Belly MQ Beginning", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_BEGINNING] = Region("Jabu Jabus Belly MQ Beginning", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
}, {
@ -183,7 +183,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return Here(RR_JABU_JABUS_BELLY_MQ_BEGINNING, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);});}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM] = Region("Jabu Jabus Belly MQ Lift Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM] = Region("Jabu Jabus Belly MQ Lift Room", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->MQJabuLiftRoomCow, []{return logic->CanUse(RG_FAIRY_SLINGSHOT);}),
}, {
@ -203,7 +203,7 @@ void RegionTable_Init_JabuJabusBelly() {
//If opening RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM by lowering the geyser as 1 age is to let the other through is relevant, it needs an eventAccess
});
areaTable[RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE] = Region("Jabu Jabus Belly MQ Underwater Alcove", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_UNDERWATER_ALCOVE] = Region("Jabu Jabus Belly MQ Underwater Alcove", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->MQJabuHolesRoomDoor, []{return true;}),
}, {
@ -220,7 +220,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM, []{return logic->HasItem(RG_BRONZE_SCALE);}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM] = Region("Jabu Jabus Belly MQ Holes Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM] = Region("Jabu Jabus Belly MQ Holes Room", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_BASEMENT_NEAR_VINES_CHEST, logic->CanUse(RG_FAIRY_SLINGSHOT)),
LOCATION(RC_JABU_JABUS_BELLY_MQ_BASEMENT_NEAR_SWITCHES_CHEST, logic->CanUse(RG_FAIRY_SLINGSHOT)),
@ -238,7 +238,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_PAST_OCTO, []{return logic->JabuWestTentacle && Here(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->CanKillEnemy(RE_BIG_OCTO);}) && logic->CanUse(RG_FAIRY_SLINGSHOT);}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM] = Region("Jabu Jabus Belly MQ Water Switch Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_MQ_WATER_SWITCH_ROOM] = Region("Jabu Jabus Belly MQ Water Switch Room", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_BOOMERANG_ROOM_SMALL_CHEST, true),
//Implies logic->CanKillEnemy(RE_LIKE_LIKE) && logic->CanKillEnemy(RE_STINGER). Without swim, jump from the song of time block to the vines.
@ -255,7 +255,7 @@ void RegionTable_Init_JabuJabusBelly() {
});
//Includes Like Like room
areaTable[RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR] = Region("Jabu Jabus Belly MQ Forked Corridor", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR] = Region("Jabu Jabus Belly MQ Forked Corridor", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuNorthTentacle, []{return Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->BlastOrSmash();}) && logic->CanUse(RG_BOOMERANG);}),
}, {
@ -274,7 +274,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS, []{return Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->CanUse(RG_BOOMERANG);}) && (Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->CanUse(RG_FAIRY_SLINGSHOT) && logic->CanUse(RG_STICKS);}) || Here(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return logic->HasFireSource();}));}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS] = Region("Jabu Jabus Belly MQ West Forked Rooms", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_WEST_FORKED_ROOMS] = Region("Jabu Jabus Belly MQ West Forked Rooms", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->JabuWestTentacle, []{return logic->CanKillEnemy(RE_TENTACLE, ED_BOOMERANG);}),
}, {
@ -285,7 +285,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_FORKED_CORRIDOR, []{return true;}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_INVISIBLE_KEESE_ROOM] = Region("Jabu Jabus Belly MQ Invisible Keese Room", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_MQ_INVISIBLE_KEESE_ROOM] = Region("Jabu Jabus Belly MQ Invisible Keese Room", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_GS_INVISIBLE_ENEMIES_ROOM, //firstly, we can just use FAs to clear the web and then longshot the skull
logic->CanUse(RG_FIRE_ARROWS) && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) ||
@ -305,7 +305,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return (logic->JabuNorthTentacle || logic->TakeDamage()) && logic->HasItem(RG_BRONZE_SCALE);}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_PAST_OCTO] = Region("Jabu Jabus Belly MQ Past Octo", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_PAST_OCTO] = Region("Jabu Jabus Belly MQ Past Octo", SCENE_JABU_JABU, {
//Events
//if a hover up to the path is added, this will want it's own room
EventAccess(&logic->LoweredJabuPath, []{return logic->CanUse(RG_BOOMERANG) && logic->CanUse(RG_FAIRY_SLINGSHOT);}),
@ -324,7 +324,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_HOLES_ROOM, []{return logic->TakeDamage() && Here(RR_JABU_JABUS_BELLY_MQ_PAST_OCTO, []{return logic->CanKillEnemy(RE_BIG_OCTO);});}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE] = Region("Jabu Jabus Belly MQ Lift Room East Ledge", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_JABU_JABUS_BELLY_MQ_LIFT_ROOM_EAST_LEDGE] = Region("Jabu Jabus Belly MQ Lift Room East Ledge", SCENE_JABU_JABU, {}, {
//Locations
LOCATION(RC_JABU_JABUS_BELLY_MQ_SECOND_ROOM_UPPER_CHEST, logic->MQJabuLiftRoomCow),
}, {
@ -333,7 +333,7 @@ void RegionTable_Init_JabuJabusBelly() {
Entrance(RR_JABU_JABUS_BELLY_MQ_EAST_ROOM, []{return logic->JabuNorthTentacle;}),
});
areaTable[RR_JABU_JABUS_BELLY_MQ_EAST_ROOM] = Region("Jabu Jabus Belly MQ Boss Region", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_MQ_EAST_ROOM] = Region("Jabu Jabus Belly MQ Boss Region", SCENE_JABU_JABU, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -352,14 +352,18 @@ void RegionTable_Init_JabuJabusBelly() {
#pragma endregion
// Boss Room
areaTable[RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY] = Region("Jabu Jabus Belly Boss Entryway", "Jabu Jabus Belly", {RA_JABU_JABUS_BELLY}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY] = Region("Jabu Jabus Belly Boss Entryway", SCENE_JABU_JABU, {}, {}, {
// Exits
Entrance(RR_JABU_JABUS_BELLY_BOSS_ROOM, []{return true;}),
});
areaTable[RR_JABU_JABUS_BELLY_BOSS_EXIT] = Region("Jabu Jabus Belly Boss Exit", SCENE_JABU_JABU, {}, {}, {
// Exits
Entrance(RR_JABU_JABUS_BELLY_NEAR_BOSS_ROOM, []{return ctx->GetDungeon(JABU_JABUS_BELLY)->IsVanilla();}),
Entrance(RR_JABU_JABUS_BELLY_MQ_EAST_ROOM, []{return ctx->GetDungeon(JABU_JABUS_BELLY)->IsMQ();}),
Entrance(RR_JABU_JABUS_BELLY_BOSS_ROOM, []{return true;}),
});
areaTable[RR_JABU_JABUS_BELLY_BOSS_ROOM] = Region("Jabu Jabus Belly Boss Room", "Jabu Jabus Belly", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_JABU_JABUS_BELLY_BOSS_ROOM] = Region("Jabu Jabus Belly Boss Room", SCENE_JABU_JABU_BOSS, {
// Events //todo: add pot kill trick
EventAccess(&logic->JabuJabusBellyClear, []{return logic->CanKillEnemy(RE_BARINADE);}),
}, {
@ -374,8 +378,8 @@ void RegionTable_Init_JabuJabusBelly() {
LOCATION(RC_BARINADE, logic->JabuJabusBellyClear),
}, {
// Exits
Entrance(RR_JABU_JABUS_BELLY_BOSS_ENTRYWAY, []{return false;}),
Entrance(RR_ZORAS_FOUNTAIN, []{return logic->JabuJabusBellyClear;}, false),
Entrance(RR_JABU_JABUS_BELLY_BOSS_EXIT, []{return false;}),
Entrance(RR_ZORAS_FOUNTAIN, []{return logic->JabuJabusBellyClear;}, false),
});
// clang-format on

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_ShadowTemple() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_SHADOW_TEMPLE_ENTRYWAY] = Region("Shadow Temple Entryway", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_ENTRYWAY] = Region("Shadow Temple Entryway", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEGINNING, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsVanilla() && (ctx->GetTrickOption(RT_LENS_SHADOW) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_SHADOW_TEMPLE_MQ_BEGINNING, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_ShadowTemple() {
#pragma region Vanilla
areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
}, {
@ -37,7 +37,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_SHADOW_TEMPLE_FIRST_BEAMOS] = Region("Shadow Temple First Beamos", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_FIRST_BEAMOS] = Region("Shadow Temple First Beamos", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}), //This fairy pot is only on 3DS
}, {
@ -52,7 +52,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return false;}),
});
areaTable[RR_SHADOW_TEMPLE_HUGE_PIT] = Region("Shadow Temple Huge Pit", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_HUGE_PIT] = Region("Shadow Temple Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_VISIBLE_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_INVISIBLE_CHEST, logic->CanJumpslashExceptHammer()),
@ -77,7 +77,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 3, 4);}),
});
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_ENEMY_CHEST, logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 2)),
@ -93,7 +93,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->CanJumpslashExceptHammer() && logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5);}),
});
areaTable[RR_SHADOW_TEMPLE_BEYOND_BOAT] = Region("Shadow Temple Beyond Boat", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_BEYOND_BOAT] = Region("Shadow Temple Beyond Boat", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_SPIKE_WALLS_LEFT_CHEST, logic->CanUse(RG_DINS_FIRE)),
LOCATION(RC_SHADOW_TEMPLE_BOSS_KEY_CHEST, logic->CanUse(RG_DINS_FIRE)),
@ -112,7 +112,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_LOWER_HEART, (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->CanUse(RG_SONG_OF_TIME) || (logic->CanUse(RG_DISTANT_SCARECROW) && logic->CanUse(RG_HOVER_BOOTS))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(RR_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS) && logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);})
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5))) && logic->SmallKeys(RR_SHADOW_TEMPLE, 5) && logic->CanUse(RG_HOVER_BOOTS);})
});
#pragma endregion
@ -120,13 +120,13 @@ void RegionTable_Init_ShadowTemple() {
#pragma region MQ
//RANDOTODO doublecheck CanAttack when rewriting, as I assumed it only checked adult due to the entrance
areaTable[RR_SHADOW_TEMPLE_MQ_BEGINNING] = Region("Shadow Temple MQ Beginning", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_BEGINNING] = Region("Shadow Temple MQ Beginning", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM] = Region("Shadow Temple MQ Spinner Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM] = Region("Shadow Temple MQ Spinner Room", SCENE_SHADOW_TEMPLE, {},
{
// Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_TRUTH_SPINNER_SMALL_CRATE_1, logic->CanBreakSmallCrates()),
@ -142,7 +142,7 @@ void RegionTable_Init_ShadowTemple() {
});
//Assumes we're in the "main" area and needed lens to enter. logic will need changes if a void warp puts us somewhere weird
areaTable[RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA] = Region("Shadow Temple MQ Dead Hand Region", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA] = Region("Shadow Temple MQ Dead Hand Region", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_REDEAD)),
//There's a shared flag tied to some glass here. eye target here and killing an enemy group later in the dungeon toggles. I'm building the logic as "intended", assuming the switch needs flipping
@ -157,7 +157,7 @@ void RegionTable_Init_ShadowTemple() {
});
//also includes the B2 gibdo room
areaTable[RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS] = Region("Shadow Temple MQ First Beamos", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS] = Region("Shadow Temple MQ First Beamos", SCENE_SHADOW_TEMPLE, {}, {
//Locations
//Doing this sets the shared flag for the glass in RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA, but doesn't seem to affect the chest
LOCATION(RC_SHADOW_TEMPLE_MQ_EARLY_GIBDOS_CHEST, logic->CanKillEnemy(RE_GIBDO) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH))),
@ -168,7 +168,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM, []{return ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM] = Region("Shadow Temple MQ B2 Spinning Blade Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM] = Region("Shadow Temple MQ B2 Spinning Blade Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_MAP_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)))),
}, {
@ -177,7 +177,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH] = Region("Shadow Temple MQ Shortcut Path", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH] = Region("Shadow Temple MQ Shortcut Path", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_NEAR_SHIP_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, {
@ -188,14 +188,14 @@ void RegionTable_Init_ShadowTemple() {
});
//Room exists for if it's ever possible to go backwards or void warp into the middle of shadow
areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR] = Region("Shadow Temple MQ B2 to B3 Corridor", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR] = Region("Shadow Temple MQ B2 to B3 Corridor", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return true;}),
//bunnyhovers + lens lets you go from the very top of upper pit to the stationary invisible platform below quite easily
});
areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT] = Region("Shadow Temple MQ Upper Huge Pit", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT] = Region("Shadow Temple MQ Upper Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_PIT_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
@ -204,7 +204,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_BLADES_ROOM, []{return ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_BLADES_ROOM] = Region("Shadow Temple MQ Invisible Blades Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_BLADES_ROOM] = Region("Shadow Temple MQ Invisible Blades Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
//RT_SHADOW_MQ_INVISIBLE_BLADES does not work with NL as like-likes will not swallow you, likewise like-likes will not spit you with a fairy revive
//you take half a heart base from a spit out, double check EffectiveHealth when damage logic gets reworked
@ -220,7 +220,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT] = Region("Shadow Temple MQ Lower Huge Pit", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT] = Region("Shadow Temple MQ Lower Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_BEAMOS_SILVER_RUPEES_CHEST, logic->CanUse(RG_LONGSHOT)),
}, {
@ -229,7 +229,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ_PLATFORM) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM] = Region("Shadow Temple MQ Stone Umbrella Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM] = Region("Shadow Temple MQ Stone Umbrella Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_FALLING_SPIKES_LOWER_CHEST, true),
//Assuming the known setup for RT_SHADOW_UMBRELLA and RT_SHADOW_UMBRELLA_GS, probably possible without sword + shield.
@ -246,7 +246,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS) && logic->CanStandingShield() && logic->CanUse(RG_MASTER_SWORD)));}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA] = Region("Shadow Temple MQ Upper Stone Umbrella", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA] = Region("Shadow Temple MQ Upper Stone Umbrella", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_FALLING_SPIKES_UPPER_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_MQ_FALLING_SPIKES_SWITCH_CHEST, true),
@ -258,7 +258,7 @@ void RegionTable_Init_ShadowTemple() {
});
//while the spikes here are annoying, they don't really stop you doing anything, so I'll assume either lens trick, lens to see them, or taking damage from them. Not hovers though as a new player won't see the threat without lens to react properly
areaTable[RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM] = Region("Shadow Temple MQ Floor Spikes Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM] = Region("Shadow Temple MQ Floor Spikes Room", SCENE_SHADOW_TEMPLE, {
//Events //lens or trick is always required for hookshot targets. We handle it here to not complicate the RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_UPPER_DOOR logic
EventAccess(&logic->MQShadowFloorSpikeRupees, []{return (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) &&
//Upper door side high rupee needs (hookshot and redead kill(as either age) for chest and adult) or longshot. hovers can cross from the left side with a backflip but that would be a trick
@ -277,7 +277,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && (logic->CanUse(RG_LONGSHOT) || (logic->IsAdult && logic->CanUse(RG_HOOKSHOT) && (logic->MQShadowFloorSpikeRupees || Here(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->CanKillEnemy(RE_REDEAD);})))) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_STALFOS_ROOM_CHEST, logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)),
}, {
@ -285,14 +285,14 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return Here(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2);});}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL] = Region("Shadow Temple MQ Wind Tunnel", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL] = Region("Shadow Temple MQ Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4) && logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return logic->CanPassEnemy(RE_BIG_SKULLTULA) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM] = Region("Shadow Temple MQ Wind Hint Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM] = Region("Shadow Temple MQ Wind Hint Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_WIND_HINT_CHEST, (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanPassEnemy(RE_REDEAD)),
LOCATION(RC_SHADOW_TEMPLE_MQ_GS_WIND_HINT_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -302,7 +302,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM] = Region("Shadow Temple MQ B4 Gibdo Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM] = Region("Shadow Temple MQ B4 Gibdo Room", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
}, {
@ -319,7 +319,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->ShadowShortcutBlock, []{return logic->HasItem(RG_GORONS_BRACELET);}),
}, {
@ -334,7 +334,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return (logic->IsAdult || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT] = Region("Shadow Temple MQ Beyond Boat", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT] = Region("Shadow Temple MQ Beyond Boat", SCENE_SHADOW_TEMPLE, {}, {
//Locations
//It's a trick on N64 to kill this and drop down to collect this with normal weapons, as doing so without the statue being dropped voids you to before the boat
//hilariously, you can also hit this with a pot before you bring down the statue, but there's no great way to reset it without crossing. the statues collision is very inconvenient afterwards
@ -346,7 +346,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return Here(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return logic->CanUse(RG_FAIRY_BOW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5));});}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM] = Region("Shadow Temple MQ Across Chasm", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM] = Region("Shadow Temple MQ Across Chasm", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_CHASM_WEST_POT, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_CHASM_EAST_POT, logic->CanBreakPots()),
@ -363,20 +363,21 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_BOSS_DOOR, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_BOSS_DOOR] = Region("Shadow Temple MQ Boss Door", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_BOSS_DOOR] = Region("Shadow Temple MQ Boss Door", SCENE_SHADOW_TEMPLE, {}, {
//Locations
//you can drop onto this and the respawn is reasonable
LOCATION(RC_SHADOW_TEMPLE_MQ_GS_NEAR_BOSS, (logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_BOMB_THROW) || logic->CanUse(RG_MEGATON_HAMMER)) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return logic->CanUse(RG_HOVER_BOOTS) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}),
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
//Assumes lens is checked on entry
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE] = Region("Shadow Temple MQ Invisible Maze", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE] = Region("Shadow Temple MQ Invisible Maze", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_BOMB_FLOWER_CHEST, (logic->CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_SHADOW_MQ_DEADHAND)) && logic->CanKillEnemy(RE_DEAD_HAND) && logic->CanDetonateUprightBombFlower()),
//don't use CanDetonateUprightBombFlower as blue fire logic would need to account for player having multiple bottles & taking damage multiple times
LOCATION(RC_SHADOW_TEMPLE_MQ_BOMB_FLOWER_CHEST, (logic->CanUse(RG_LENS_OF_TRUTH) || ctx->GetTrickOption(RT_LENS_SHADOW_MQ_DEADHAND)) && logic->CanKillEnemy(RE_DEAD_HAND) && (logic->CanDetonateBombFlowers() || logic->HasItem(RG_GORONS_BRACELET))),
LOCATION(RC_SHADOW_TEMPLE_MQ_FREESTANDING_KEY, true),
LOCATION(RC_SHADOW_TEMPLE_MQ_DEAD_HAND_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_DEAD_HAND_POT_2, logic->CanBreakPots()),
@ -386,7 +387,7 @@ void RegionTable_Init_ShadowTemple() {
Entrance(RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 6);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM] = Region("Shadow Temple MQ Spike Walls Room", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM] = Region("Shadow Temple MQ Spike Walls Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_SPIKE_WALLS_LEFT_CHEST, logic->CanUse(RG_DINS_FIRE)),
LOCATION(RC_SHADOW_TEMPLE_MQ_BOSS_KEY_CHEST, logic->CanUse(RG_DINS_FIRE)),
@ -399,14 +400,14 @@ void RegionTable_Init_ShadowTemple() {
#pragma endregion
// Boss Room
areaTable[RR_SHADOW_TEMPLE_BOSS_ENTRYWAY] = Region("Shadow Temple Boss Entryway", "Shadow Temple", {RA_SHADOW_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_BOSS_ENTRYWAY] = Region("Shadow Temple Boss Entryway", SCENE_SHADOW_TEMPLE, {}, {}, {
// Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsMQ() && false;}),
Entrance(RR_SHADOW_TEMPLE_BOSS_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_BOSS_ROOM, []{return logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}),
});
areaTable[RR_SHADOW_TEMPLE_BOSS_ROOM] = Region("Shadow Temple Boss Room", "Shadow Temple", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SHADOW_TEMPLE_BOSS_ROOM] = Region("Shadow Temple Boss Room", SCENE_SHADOW_TEMPLE_BOSS, {
// Events
EventAccess(&logic->ShadowTempleClear, []{return logic->CanKillEnemy(RE_BONGO_BONGO);}),
}, {

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_SpiritTemple() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_SPIRIT_TEMPLE_ENTRYWAY] = Region("Spirit Temple Entryway", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_ENTRYWAY] = Region("Spirit Temple Entryway", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_LOBBY, []{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsVanilla();}),
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ();}),
@ -16,7 +16,7 @@ void RegionTable_Init_SpiritTemple() {
#pragma region Vanilla
areaTable[RR_SPIRIT_TEMPLE_LOBBY] = Region("Spirit Temple Lobby", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_LOBBY] = Region("Spirit Temple Lobby", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_LOBBY_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_LOBBY_POT_2, logic->CanBreakPots()),
@ -27,7 +27,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_EARLY_ADULT, []{return logic->CanUse(RG_SILVER_GAUNTLETS);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD] = Region("Child Spirit Temple", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_CHILD] = Region("Child Spirit Temple", SCENE_SPIRIT_TEMPLE, {
//Events
EventAccess(&logic->NutCrate, []{return true;}),
}, {
@ -46,7 +46,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_CHILD_CLIMB, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_CHILD_CLIMB] = Region("Child Spirit Temple Climb", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_CHILD_CLIMB] = Region("Child Spirit Temple Climb", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_NORTH_CHEST, logic->HasProjectile(HasProjectileAge::Both) || ((logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
LOCATION(RC_SPIRIT_TEMPLE_CHILD_CLIMB_EAST_CHEST, logic->HasProjectile(HasProjectileAge::Both) || ((logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasProjectile(HasProjectileAge::Adult)) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && logic->IsChild && logic->HasProjectile(HasProjectileAge::Child))),
@ -60,7 +60,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->HasExplosives() || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
});
areaTable[RR_SPIRIT_TEMPLE_EARLY_ADULT] = Region("Early Adult Spirit Temple", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_EARLY_ADULT] = Region("Early Adult Spirit Temple", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_COMPASS_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_ZELDAS_LULLABY)),
LOCATION(RC_SPIRIT_TEMPLE_EARLY_ADULT_RIGHT_CHEST, (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_BOMBCHU_5) || (logic->CanUse(RG_BOMB_BAG) && logic->IsAdult && ctx->GetTrickOption(RT_SPIRIT_LOWER_ADULT_SWITCH))) && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslashExceptHammer())),
@ -73,7 +73,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER] = Region("Spirit Temple Central Chamber", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER] = Region("Spirit Temple Central Chamber", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MAP_CHEST, ((logic->HasExplosives() || logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) || (logic->SmallKeys(RR_SPIRIT_TEMPLE, 2) && ctx->GetOption(RSK_BOMBCHU_BAG) && logic->BombchuRefill() && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).Is(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF))) &&
(logic->CanUse(RG_DINS_FIRE) || ((logic->CanUse(RG_FIRE_ARROWS) || ctx->GetTrickOption(RT_SPIRIT_MAP_CHEST)) && logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_STICKS) ))) ||
@ -110,7 +110,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, []{return ctx->GetTrickOption(RT_SPIRIT_PLATFORM_HOOKSHOT) && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_OUTDOOR_HANDS] = Region("Spirit Temple Outdoor Hands", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_OUTDOOR_HANDS] = Region("Spirit Temple Outdoor Hands", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, (logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->CanUse(RG_LONGSHOT) && logic->HasExplosives()) || logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)),
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, logic->SmallKeys(RR_SPIRIT_TEMPLE, 4) && logic->CanUse(RG_SILVER_GAUNTLETS) && logic->HasExplosives()),
@ -119,7 +119,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_DESERT_COLOSSUS, []{return (logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)) || (logic->CanUse(RG_SILVER_GAUNTLETS) && ((logic->SmallKeys(RR_SPIRIT_TEMPLE, 3) && logic->HasExplosives()) || logic->SmallKeys(RR_SPIRIT_TEMPLE, 5)));}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Central Locked Door", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_BEYOND_CENTRAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Central Locked Door", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_NEAR_FOUR_ARMOS_CHEST, (logic->CanUse(RG_MIRROR_SHIELD) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))) && logic->HasExplosives()),
LOCATION(RC_SPIRIT_TEMPLE_HALLWAY_LEFT_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->HasExplosives()),
@ -131,7 +131,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 5) && (ctx->GetTrickOption(RT_SPIRIT_WALL) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_BOMBCHU_5) || ((logic->CanUse(RG_BOMB_BAG) || logic->CanUse(RG_NUTS) || logic->CanUse(RG_DINS_FIRE)) && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_MEGATON_HAMMER))));}),
});
areaTable[RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Final Locked Door", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_BEYOND_FINAL_LOCKED_DOOR] = Region("Spirit Temple Beyond Final Locked Door", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_BOSS_KEY_CHEST, logic->CanUse(RG_ZELDAS_LULLABY) && ((logic->TakeDamage() && ctx->GetTrickOption(RT_FLAMING_CHESTS)) || (logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_HOOKSHOT)))),
LOCATION(RC_SPIRIT_TEMPLE_TOPMOST_CHEST, (logic->CanUse(RG_MIRROR_SHIELD) && logic->CanAttack()) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS))),
@ -142,17 +142,17 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, []{return logic->CanUse(RG_MIRROR_SHIELD) && logic->HasExplosives() && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD] = Region("Spirit Temple Inside Statue Head", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD] = Region("Spirit Temple Inside Statue Head", SCENE_SPIRIT_TEMPLE, {}, {}, {
// Exits
Entrance(RR_SPIRIT_TEMPLE_CENTRAL_CHAMBER, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
#pragma region MQ
areaTable[RR_SPIRIT_TEMPLE_MQ_LOBBY] = Region("Spirit Temple MQ Lobby", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_LOBBY] = Region("Spirit Temple MQ Lobby", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_FRONT_LEFT_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_ENTRANCE_BACK_LEFT_CHEST, Here(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->BlastOrSmash();}) && logic->CanHitEyeTargets()),
@ -169,7 +169,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH, []{return logic->CanUse(RG_LONGSHOT) && logic->CanUse(RG_BOMBCHU_5);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_WEST] = Region("Spirit Temple MQ 1F West", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_WEST] = Region("Spirit Temple MQ 1F West", SCENE_SPIRIT_TEMPLE, {
//Events
//not technically a rusted switch, but a boulder through a wall, but is part of the same trick on N64
EventAccess(&logic->MQSpiritCrawlBoulder, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}),
@ -186,7 +186,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH, []{return logic->IsChild && logic->MQSpiritCrawlBoulder;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_SOUTH] = Region("Spirit Temple MQ 1F Gibdo Room South", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH, []{return logic->CanUse(RG_BOMBCHU_5) && logic->CanHitEyeTargets();}),
@ -194,13 +194,13 @@ void RegionTable_Init_SpiritTemple() {
});
// Room to store the 2 pots in to handle glitch logic going backwards around the loop later
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH] = Region("Spirit Temple MQ Gibdo Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_GIBDO_ROOM_NORTH] = Region("Spirit Temple MQ Gibdo Room North", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_GIBDO_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_GIBDO_POT_2, logic->CanBreakPots()),
}, {});
areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM] = Region("Spirit Temple Turntable Room", SCENE_SPIRIT_TEMPLE, {
//Events
//For non-fairy pot items, you can also get them with rang without killing the stalfos
EventAccess(&logic->FairyPot, []{return Here(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}),
@ -217,7 +217,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH, []{return Here(RR_SPIRIT_TEMPLE_MQ_TURNTABLE_ROOM, []{return logic->CanKillEnemy(RE_STALFOS);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Spirit Temple MQ Map Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_NORTH] = Region("Spirit Temple MQ Map Room North", SCENE_SPIRIT_TEMPLE, {
//Events
EventAccess(&logic->MQSpiritMapRoomEnemies, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE);}),
}, {
@ -229,7 +229,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Spirit Temple MQ Map Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_MAP_ROOM_SOUTH] = Region("Spirit Temple MQ Map Room South", SCENE_SPIRIT_TEMPLE, {
//Events
//You can lure the keese over by aggroing them with dins if you use it as close to the torch keese as possible, but it's a trick as it's not intuitive and basically never comes up
EventAccess(&logic->MQSpiritMapRoomEnemies, []{return logic->CanKillEnemy(RE_ANUBIS) && logic->CanKillEnemy(RE_KEESE, ED_BOOMERANG);}),
@ -243,7 +243,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_WEST, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH] = Region("Spirit Temple MQ West 1F Rusted Switch", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_1F_RUSTED_SWITCH] = Region("Spirit Temple MQ West 1F Rusted Switch", SCENE_SPIRIT_TEMPLE, {
//Events
EventAccess(&logic->MQSpiritTimeTravelChest, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
EventAccess(&logic->MQSpiritCrawlBoulder, []{return logic->CanUse(RG_BOMBCHU_5) || (ctx->GetTrickOption(RT_RUSTED_SWITCHES) && logic->CanUse(RG_MEGATON_HAMMER));}),
@ -254,7 +254,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 1);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE] = Region("Spirit Temple MQ Under Like Like", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE] = Region("Spirit Temple MQ Under Like Like", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_LIKE_LIKE_POT, MQSpiritSharedBrokenWallRoom(RR_SPIRIT_TEMPLE_MQ_UNDER_LIKE_LIKE, []{return logic->CanBreakPots();})),
}, {
@ -264,7 +264,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanHitSwitch();}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM] = Region("Spirit Temple MQ Broken Wall Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM] = Region("Spirit Temple MQ Broken Wall Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
//Implies CanKillEnemy(RE_LIKE_LIKE)
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHILD_CLIMB_NORTH_CHEST, MQSpiritSharedBrokenWallRoom(RR_SPIRIT_TEMPLE_MQ_BROKEN_WALL_ROOM, []{return logic->CanKillEnemy(RE_BEAMOS);})),
@ -278,7 +278,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 2);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM] = Region("Spirit Temple MQ Statue Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM] = Region("Spirit Temple MQ Statue Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_COMPASS_CHEST, MQSpiritSharedStatueRoom(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return logic->CanHitEyeTargets();})),
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_3F_EAST_POT, MQSpiritSharedStatueRoom(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return ((logic->IsAdult || logic->CanJumpslash()) && logic->CanUse(RG_BOOMERANG)) || ((logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_SONG_OF_TIME) || (logic->IsAdult && ctx->GetTrickOption(RT_SPIRIT_LOBBY_JUMP))) && logic->CanBreakPots());})),
@ -301,7 +301,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST, []{return logic->IsAdult && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM] = Region("Spirit Temple MQ Sun Block Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM] = Region("Spirit Temple MQ Sun Block Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
//We don't need Shared here because If we are checking as child, universe 2 adult access needs nothing so it always passes, and if we are checking as adult, it is Certain Access
LOCATION(RC_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM_CHEST, true),
@ -315,13 +315,13 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_WEST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SUN_BLOCK_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
Entrance(RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Silver Gauntlets Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_SILVER_GAUNTLETS_HAND] = Region("Spirit Temple MQ Silver Gauntlets Hand", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_SILVER_GAUNTLETS_CHEST, true),
}, {
@ -331,7 +331,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH] = Region("Spirit Temple MQ Block Room South", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_SOUTH] = Region("Spirit Temple MQ Block Room South", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return true;}),
//The block here is unusual in that it is a permanent flag, but reset anyway as child. This is because there's a check that would be blocked off by pushing them otherwise
@ -339,7 +339,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH, []{return logic->IsChild ? logic->CanUse(RG_SILVER_GAUNTLETS) : Here(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return logic->CanUse(RG_SILVER_GAUNTLETS);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH] = Region("Spirit Temple MQ Block Room North", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_BLOCK_ROOM_NORTH] = Region("Spirit Temple MQ Block Room North", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
//Does not need to be shared as it's hard child locked, because adult pushing the block is a permanent flag that blocks the eye target and cannot be undone
LOCATION(RC_SPIRIT_TEMPLE_MQ_SILVER_BLOCK_HALLWAY_CHEST, logic->IsChild && logic->SmallKeys(RR_SPIRIT_TEMPLE, 7) && logic->CanHitEyeTargets()),
@ -349,7 +349,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST] = Region("Spirit Temple MQ Statue Room East", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM_EAST] = Region("Spirit Temple MQ Statue Room East", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_LULLABY_CHEST, logic->CanUse(RG_HOOKSHOT) & logic->CanUse(RG_ZELDAS_LULLABY) && (logic->CanJumpslash() || logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SPIRIT_TEMPLE_MQ_STATUE_ROOM_INVISIBLE_CHEST, (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS))),
@ -370,7 +370,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, []{return logic->CanUse(RG_FIRE_ARROWS) || (ctx->GetTrickOption(RT_SPIRIT_MQ_LOWER_ADULT) && logic->CanUse(RG_DINS_FIRE));}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F] = Region("Spirit Temple MQ Three Suns Room 2F", SCENE_SPIRIT_TEMPLE, {
//Events
//implies logic->CanKillEnemy(RE_WALLMASTER). If we have lights, we can kill stalfos and wallmasters with bow
EventAccess(&logic->MQSpirit3SunsEnemies, []{return (logic->CanUse(RG_MIRROR_SHIELD) && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 2)) || (ctx->GetOption(RSK_SUNLIGHT_ARROWS) && logic->CanUse(RG_LIGHT_ARROWS));}),
@ -380,13 +380,13 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F, []{return logic->MQSpirit3SunsEnemies;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F] = Region("Spirit Temple MQ Three Suns Room 1F", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_1F] = Region("Spirit Temple MQ Three Suns Room 1F", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_THREE_SUNS_ROOM_2F, []{return logic->MQSpirit3SunsEnemies;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_EAST] = Region("Spirit Temple MQ 1F East", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_MQ_1F_EAST] = Region("Spirit Temple MQ 1F East", SCENE_SPIRIT_TEMPLE, {
//Events
//Assumes RR_SPIRIT_TEMPLE_MQ_LOBBY access
EventAccess(&logic->Spirit1FSilverRupees, []{return logic->CanUse(RG_MEGATON_HAMMER);}),
@ -402,7 +402,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM] = Region("Spirit Temple MQ Leever Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_LEEVER_ROOM] = Region("Spirit Temple MQ Leever Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_LEEVER_ROOM_CHEST, logic->CanKillEnemy(RE_PURPLE_LEEVER) && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_LEEVER_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -411,14 +411,14 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM] = Region("Spirit Temple MQ Symphony Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM] = Region("Spirit Temple MQ Symphony Room", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_1F_EAST, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 7);}),
//Implies CanPassEnemy(RE_MOBLIN_CHIEF)
Entrance(RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_EPONAS_SONG) && logic->CanUse(RG_SUNS_SONG) && logic->CanUse(RG_SONG_OF_STORMS) && logic->CanUse(RG_ZELDAS_LULLABY);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM] = Region("Spirit Temple MQ After Symphony Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_AFTER_SYMPHONY_ROOM] = Region("Spirit Temple MQ After Symphony Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM_CHEST, logic->CanPassEnemy(RE_BIG_SKULLTULA)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_SYMPHONY_ROOM, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -427,7 +427,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_SYMPHONY_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM] = Region("Spirit Temple MQ Four Beamos Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_FOUR_BEAMOS_ROOM] = Region("Spirit Temple MQ Four Beamos Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_ROOM_CHEST, logic->CanKillEnemy(RE_BEAMOS)),
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEAMOS_SMALL_CRATE, logic->CanKillEnemy(RE_BEAMOS) && logic->CanUse(RG_SONG_OF_TIME) && logic->CanBreakSmallCrates()),
@ -438,7 +438,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_WALL, []{return logic->SmallKeys(RR_SPIRIT_TEMPLE, 6);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM] = Region("Spirit Temple MQ SoT Sun Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM] = Region("Spirit Temple MQ SoT Sun Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_CHEST_SWITCH_CHEST, true),
LOCATION(RC_SPIRIT_TEMPLE_MQ_DINALFOS_ROOM_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
@ -449,19 +449,19 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM, []{return Here(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, []{return (logic->IsAdult || logic->CanUse(RG_SONG_OF_TIME)) && logic->CanUse(RG_MIRROR_SHIELD);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND] = Region("Spirit Temple MQ East Stairs to Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND] = Region("Spirit Temple MQ East Stairs to Hand", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE, []{return (ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)) && Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_FLOORMASTER);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_EAST_IRON_KNUCKLE] = Region("Spirit Temple MQ East Iron Knuckle", SCENE_SPIRIT_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND, []{return Here(RR_SPIRIT_TEMPLE_MQ_EAST_STAIRS_TO_HAND, []{return logic->CanKillEnemy(RE_IRON_KNUCKLE);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Mirror Shield Hand", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_MIRROR_SHIELD_HAND] = Region("Spirit Temple MQ Mirror Shield Hand", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MIRROR_SHIELD_CHEST, true),
}, {
@ -471,7 +471,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM] = Region("Spirit Temple MQ 3F Gibdo Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_3F_GIBDO_ROOM] = Region("Spirit Temple MQ 3F Gibdo Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BOSS_KEY_CHEST, true),
}, {
@ -479,7 +479,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_SOT_SUN_ROOM, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_WALL] = Region("Spirit Temple MQ Big Wall", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_WALL] = Region("Spirit Temple MQ Big Wall", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_LONG_CLIMB_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_LONG_CLIMB_POT_2, logic->CanBreakPots()),
@ -491,7 +491,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL, []{return logic->CanKillEnemy(RE_KEESE);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL] = Region("Spirit Temple MQ 4F Central", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL] = Region("Spirit Temple MQ 4F Central", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEFORE_MIRROR_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_BEFORE_MIRROR_POT_2, logic->CanBreakPots()),
@ -502,7 +502,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM] = Region("Spirit Temple MQ Nine Chairs Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_NINE_CHAIRS_ROOM] = Region("Spirit Temple MQ Nine Chairs Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
//These skulls rely on the iron knuckle existing without a trick to shoot through the chairs
LOCATION(RC_SPIRIT_TEMPLE_MQ_GS_NINE_THRONES_ROOM_WEST, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
@ -512,7 +512,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_4F_CENTRAL, []{return true;}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM] = Region("Spirit Temple MQ Big Mirror Room", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM] = Region("Spirit Temple MQ Big Mirror Room", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_BIG_MIRROR_POT_1, logic->CanBreakPots()),
LOCATION(RC_SPIRIT_TEMPLE_MQ_BIG_MIRROR_POT_2, logic->CanBreakPots()),
@ -528,7 +528,7 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_ROOM, []{return logic->CanUse(RG_MEGATON_HAMMER);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE] = Region("Spirit Temple MQ Big Mirror Cave", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE] = Region("Spirit Temple MQ Big Mirror Cave", SCENE_SPIRIT_TEMPLE, {}, {
//Locations
LOCATION(RC_SPIRIT_TEMPLE_MQ_MIRROR_PUZZLE_INVISIBLE_CHEST, ctx->GetTrickOption(RT_LENS_SPIRIT_MQ) || logic->CanUse(RG_LENS_OF_TRUTH)),
}, {
@ -538,23 +538,23 @@ void RegionTable_Init_SpiritTemple() {
Entrance(RR_SPIRIT_TEMPLE_MQ_STATUE_ROOM, []{return Here(RR_SPIRIT_TEMPLE_MQ_BIG_MIRROR_CAVE, []{return logic->CanUse(RG_MIRROR_SHIELD);});}),
});
areaTable[RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD] = Region("Spirit Temple MQ Inside Statue Head", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD] = Region("Spirit Temple MQ Inside Statue Head", SCENE_SPIRIT_TEMPLE, {}, {}, {
// Exits
Entrance(RR_SPIRIT_TEMPLE_MQ_LOBBY, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
// Boss Room
areaTable[RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY] = Region("Spirit Temple Boss Entryway", "Spirit Temple", {RA_SPIRIT_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SPIRIT_TEMPLE_BOSS_ENTRYWAY] = Region("Spirit Temple Boss Entryway", SCENE_SPIRIT_TEMPLE, {}, {}, {
// Exits
Entrance(RR_SPIRIT_TEMPLE_INSIDE_STATUE_HEAD, []{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_SPIRIT_TEMPLE_MQ_INSIDE_STATUE_HEAD, []{return ctx->GetDungeon(SPIRIT_TEMPLE)->IsMQ() && false;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ROOM, []{return true;}),
Entrance(RR_SPIRIT_TEMPLE_BOSS_ROOM, []{return logic->HasItem(RG_SPIRIT_TEMPLE_BOSS_KEY);}),
});
areaTable[RR_SPIRIT_TEMPLE_BOSS_ROOM] = Region("Spirit Temple Boss Room", "Spirit Temple", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SPIRIT_TEMPLE_BOSS_ROOM] = Region("Spirit Temple Boss Room", SCENE_SPIRIT_TEMPLE_BOSS, {
// Events
EventAccess(&logic->SpiritTempleClear, []{return logic->CanKillEnemy(RE_TWINROVA);}),
}, {

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_WaterTemple() {
// clang-format off
// Vanilla/MQ Decider
areaTable[RR_WATER_TEMPLE_ENTRYWAY] = Region("Water Temple Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_ENTRYWAY] = Region("Water Temple Entryway", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsVanilla();}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->HasItem(RG_BRONZE_SCALE) && ctx->GetDungeon(WATER_TEMPLE)->IsMQ();}),
@ -17,7 +17,7 @@ void RegionTable_Init_WaterTemple() {
#pragma region Vanilla
//Water Temple logic currently assumes that the locked door leading to the upper water raising location is unlocked from the start
areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_LOBBY] = Region("Water Temple Lobby", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_1, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))),
LOCATION(RC_WATER_TEMPLE_MAIN_LEVEL_2_POT_2, logic->CanBreakPots() && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)))),
@ -38,7 +38,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return (logic->CanWaterTempleHigh && logic->CanUse(RG_LONGSHOT)) || (ctx->GetTrickOption(RT_HOVER_BOOST_SIMPLE) && ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_EAST_LOWER] = Region("Water Temple East Lower", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->CanWaterTempleLowFromHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {
@ -53,7 +53,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_TORCH_ROOM, []{return logic->CanWaterTempleLowFromHigh && (logic->HasFireSourceWithTorch() || logic->CanUse(RG_FAIRY_BOW));}),
});
areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MAP_ROOM] = Region("Water Temple Map Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MAP_CHEST, logic->CanKillEnemy(RE_SPIKE, ED_CLOSE, true, 3)),
}, {
@ -61,7 +61,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_EAST_LOWER, []{return logic->CanKillEnemy(RE_SPIKE, ED_CLOSE, true, 3);}),
});
areaTable[RR_WATER_TEMPLE_CRACKED_WALL] = Region("Water Temple Cracked Wall", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_CRACKED_WALL] = Region("Water Temple Cracked Wall", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_CRACKED_WALL_CHEST, logic->HasExplosives()),
}, {
@ -69,7 +69,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_EAST_LOWER, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_TORCH_ROOM] = Region("Water Temple Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_TORCH_ROOM] = Region("Water Temple Torch Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_TORCHES_CHEST, logic->CanKillEnemy(RE_SHELL_BLADE, ED_CLOSE, true, 3)),
}, {
@ -77,13 +77,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_EAST_LOWER, []{return logic->CanKillEnemy(RE_SHELL_BLADE, ED_CLOSE, true, 3);}),
});
areaTable[RR_WATER_TEMPLE_NORTH_LOWER] = Region("Water Temple North Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_NORTH_LOWER] = Region("Water Temple North Lower", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_WATER_TEMPLE_BOULDERS_LOWER, []{return (logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_BK_REGION) && logic->CanUse(RG_HOVER_BOOTS))) && logic->SmallKeys(RR_WATER_TEMPLE, 4);}),
});
areaTable[RR_WATER_TEMPLE_BOULDERS_LOWER] = Region("Water Temple Boulders Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_BOULDERS_LOWER] = Region("Water Temple Boulders Lower", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_NEAR_BOSS_KEY_CHEST, logic->CanUse(RG_LONGSHOT) || Here(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->IsAdult && logic->HookshotOrBoomerang()) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT));})),
}, {
@ -93,7 +93,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || ctx->GetTrickOption(RT_WATER_NORTH_BASEMENT_LEDGE_JUMP))) || (logic->CanUse(RG_HOVER_BOOTS) && logic->CanUse(RG_IRON_BOOTS));}),
});
areaTable[RR_WATER_TEMPLE_BLOCK_ROOM] = Region("Water Temple Block Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_BLOCK_ROOM] = Region("Water Temple Block Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_BASEMENT_BLOCK_PUZZLE_POT_1, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_BASEMENT_BLOCK_PUZZLE_POT_2, logic->CanBreakPots()),
@ -103,20 +103,20 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_JETS_ROOM, []{return (logic->HasItem(RG_GORONS_BRACELET) && logic->HasExplosives()) || (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_HOVER_BOOTS));}),
});
areaTable[RR_WATER_TEMPLE_JETS_ROOM] = Region("Water Temple Jets Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_JETS_ROOM] = Region("Water Temple Jets Room", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_BLOCK_ROOM, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_BOULDERS_UPPER] = Region("Water Temple Boulders Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_BOULDERS_UPPER] = Region("Water Temple Boulders Upper", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_BOULDERS_LOWER, []{return true;}),
Entrance(RR_WATER_TEMPLE_JETS_ROOM, []{return logic->IsAdult;}),
Entrance(RR_WATER_TEMPLE_BOSS_KEY_ROOM, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE))) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_BOSS_KEY_ROOM] = Region("Water Temple Boss Key Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_BOSS_KEY_ROOM] = Region("Water Temple Boss Key Room", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -129,7 +129,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_BOULDERS_UPPER, []{return (logic->CanUse(RG_IRON_BOOTS) || (logic->IsAdult && ctx->GetTrickOption(RT_WATER_BK_JUMP_DIVE)) || logic->IsChild || logic->HasItem(RG_SILVER_SCALE)) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_SOUTH_LOWER] = Region("Water Temple South Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_SOUTH_LOWER] = Region("Water Temple South Lower", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_BEHIND_GATE, logic->CanJumpslash() && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)))),
LOCATION(RC_WATER_TEMPLE_BEHIND_GATE_POT_1, logic->CanJumpslash() && (logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)))),
@ -141,13 +141,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_IRON_BOOTS);}),
});
areaTable[RR_WATER_TEMPLE_WEST_LOWER] = Region("Water Temple West Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_WEST_LOWER] = Region("Water Temple West Lower", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_GORONS_BRACELET);}),
Entrance(RR_WATER_TEMPLE_DRAGON_ROOM, []{return logic->CanJumpslashExceptHammer() || logic->CanUseProjectile();}),
});
areaTable[RR_WATER_TEMPLE_DRAGON_ROOM] = Region("Water Temple Dragon Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_DRAGON_ROOM] = Region("Water Temple Dragon Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_DRAGON_CHEST, (logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS)) || (((logic->IsAdult && ctx->GetTrickOption(RT_WATER_ADULT_DRAGON) && (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_BOMBCHU_5))) || (logic->IsChild && ctx->GetTrickOption(RT_WATER_CHILD_DRAGON) && (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_BOOMERANG) || logic->CanUse(RG_BOMBCHU_5)))) && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS))) ||
Here(RR_WATER_TEMPLE_RIVER, []{return logic->IsAdult && logic->CanUse(RG_FAIRY_BOW) && ((ctx->GetTrickOption(RT_WATER_ADULT_DRAGON) && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS))) || ctx->GetTrickOption(RT_WATER_DRAGON_JUMP_DIVE));})),
@ -156,14 +156,14 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_WEST_LOWER, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER] = Region("Water Temple Central Pillar Lower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER] = Region("Water Temple Central Pillar Lower", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT, []{return logic->CanWaterTempleMiddle && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40;}),
});
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_UPPER] = Region("Water Temple Central Pillar Upper", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->CanWaterTempleMiddle, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {
@ -175,7 +175,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT] = Region("Water Temple Central Pillar Basement", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_CENTRAL_PILLAR_BASEMENT] = Region("Water Temple Central Pillar Basement", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT) && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 40),
}, {
@ -183,7 +183,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_CENTRAL_PILLAR_LOWER, []{return logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16;}),
});
areaTable[RR_WATER_TEMPLE_EAST_MIDDLE] = Region("Water Temple East Middle", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_EAST_MIDDLE] = Region("Water Temple East Middle", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_COMPASS_CHEST, logic->CanUseProjectile()),
LOCATION(RC_WATER_TEMPLE_NEAR_COMPASS_POT_1, logic->CanBreakPots()),
@ -194,13 +194,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_IRON_BOOTS);}),
});
areaTable[RR_WATER_TEMPLE_WEST_MIDDLE] = Region("Water Temple West Middle", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_WEST_MIDDLE] = Region("Water Temple West Middle", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_WATER_TEMPLE_HIGH_WATER, []{return logic->CanUseProjectile();}),
});
areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_HIGH_WATER] = Region("Water Temple High Water", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->CanWaterTempleHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
}, {}, {
@ -208,7 +208,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_BLOCK_CORRIDOR] = Region("Water Temple Block Corridor", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_TARGET_CHEST, logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)),
LOCATION(RC_WATER_TEMPLE_CENTRAL_BOW_POT_1, logic->CanBreakPots() && logic->HasItem(RG_GORONS_BRACELET) && (logic->CanWaterTempleLowFromHigh || logic->CanWaterTempleMiddle)),
@ -218,7 +218,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_LOBBY, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM] = Region("Water Temple Falling Platform Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_FALLING_PLATFORM_ROOM] = Region("Water Temple Falling Platform Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_GS_FALLING_PLATFORM_ROOM, logic->CanUse(RG_LONGSHOT) || (ctx->GetTrickOption(RT_WATER_RANG_FALLING_PLATFORM_GS) && logic->IsChild && logic->CanUse(RG_BOOMERANG)) || (ctx->GetTrickOption(RT_WATER_HOOKSHOT_FALLING_PLATFORM_GS) && logic->IsAdult && logic->CanUse(RG_HOOKSHOT))),
}, {
@ -227,7 +227,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM, []{return logic->CanUse(RG_HOOKSHOT) && logic->SmallKeys(RR_WATER_TEMPLE, 5);}),
});
areaTable[RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM] = Region("Water Temple Dragon Pillars Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM] = Region("Water Temple Dragon Pillars Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_LIKE_LIKE_POT_1, logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_WATER_TEMPLE_LIKE_LIKE_POT_2, logic->CanUse(RG_HOOKSHOT)),
@ -237,13 +237,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_DARK_LINK_ROOM, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_WATER_TEMPLE_DARK_LINK_ROOM] = Region("Water Temple Dark Link Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_DARK_LINK_ROOM] = Region("Water Temple Dark Link Room", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_DRAGON_PILLARS_ROOM, []{return logic->CanKillEnemy(RE_DARK_LINK);}),
Entrance(RR_WATER_TEMPLE_LONGSHOT_ROOM, []{return logic->CanKillEnemy(RE_DARK_LINK);}),
});
areaTable[RR_WATER_TEMPLE_LONGSHOT_ROOM] = Region("Water Temple Longshot Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_LONGSHOT_ROOM] = Region("Water Temple Longshot Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_LONGSHOT_CHEST, true),
}, {
@ -252,7 +252,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_RIVER, []{return logic->IsChild || logic->CanUse(RG_SONG_OF_TIME);}),
});
areaTable[RR_WATER_TEMPLE_RIVER] = Region("Water Temple River", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_RIVER] = Region("Water Temple River", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_RIVER_CHEST, (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT))),
LOCATION(RC_WATER_TEMPLE_GS_RIVER, (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT)) || (ctx->GetTrickOption(RT_WATER_RIVER_GS) && logic->CanUse(RG_LONGSHOT))),
@ -267,7 +267,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_DRAGON_ROOM, []{return (logic->CanUse(RG_FAIRY_SLINGSHOT) || logic->CanUse(RG_FAIRY_BOW)) && (logic->IsAdult || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT));}),
});
areaTable[RR_WATER_TEMPLE_PRE_BOSS_ROOM] = Region("Water Temple Pre Boss Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_PRE_BOSS_ROOM] = Region("Water Temple Pre Boss Room", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -277,14 +277,14 @@ void RegionTable_Init_WaterTemple() {
}, {
//Exits
Entrance(RR_WATER_TEMPLE_LOBBY, []{return true;}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
#pragma region MQ
areaTable[RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE] = Region("Water Temple MQ 3F South Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE] = Region("Water Temple MQ 3F South Ledge", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}),
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
@ -297,7 +297,7 @@ void RegionTable_Init_WaterTemple() {
//Entry should only include being in the correct area, taking any possible fall damage, and floating up to the surface of WL_HIGH if coming from below
//This area then leads to others based on level and worst-case water timers for follow-up exits from the water's surface
//remember that any solution that works for any level doesn't need to be given a level, even if that solution is overkill for a lower level
areaTable[RR_WATER_TEMPLE_MQ_MAIN] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_MAIN] = Region("Water Temple MQ Main", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, []{return logic->HasItem(RG_BRONZE_SCALE) && logic->MQWaterLevel(WL_HIGH);}),
//Jumping across is possible but a trick due to the janky ledge
@ -317,7 +317,7 @@ void RegionTable_Init_WaterTemple() {
});
//This region specifically covers the topmost platform around central pillar
areaTable[RR_WATER_TEMPLE_MQ_3F_CENTRAL] = Region("Water Temple MQ 3F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_3F_CENTRAL] = Region("Water Temple MQ 3F Central", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_3F_SOUTH_LEDGE, []{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_HOVER_BOOTS);}),
@ -334,7 +334,7 @@ void RegionTable_Init_WaterTemple() {
//This region specifically covers walking on the lower platform around central pillar. This is underwater when WL_HIGH
//RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH should be accessed directly to use the central pillar door while at WL_HIGH
areaTable[RR_WATER_TEMPLE_MQ_2F_CENTRAL] = Region("Water Temple MQ 2F Central", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_2F_CENTRAL] = Region("Water Temple MQ 2F Central", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->CanUse(RG_HOOKSHOT);}),
@ -344,7 +344,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY, []{return logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_HIGH_EMBLEM] = Region("Water Temple MQ High Emblem", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->ReachedWaterHighEmblem, []{return true;}),
EventAccess(&logic->CanWaterTempleHigh, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
@ -354,7 +354,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE] = Region("Water Temple MQ 3F North Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE] = Region("Water Temple MQ 3F North Ledge", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
//what we need if WL_LOW, we can't guarantee repeated access otherwise.
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->TakeDamage();}),
@ -362,13 +362,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, []{return logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_ICE_ARROWS) || logic->CanUse(RG_NAYRUS_LOVE);}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_DOOR] = Region("Water Temple MQ Main", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_BOSS_DOOR] = Region("Water Temple MQ Main", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_NORTH_LEDGE, []{return logic->CanUse(RG_ICE_ARROWS) || logic->TakeDamage();}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}),
Entrance(RR_WATER_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER] = Region("Water Temple MQ East Tower", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER] = Region("Water Temple MQ East Tower", SCENE_WATER_TEMPLE, {
//Events
//if we can't reach these, we can't move the water at all, so no need to specify level or account for WL_LOW access here
//review is some way to play ocarina underwater exists
@ -388,7 +388,7 @@ void RegionTable_Init_WaterTemple() {
});
//Raising the targets by clearing this room achieves nothing logically because it requires WL_LOW to do and hookshot to use, which implies access to WL_MID and WL_HIGH already
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM] = Region("Water Temple MQ East Tower 1F Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_EAST_TOWER_1F_ROOM] = Region("Water Temple MQ East Tower 1F Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_LIZALFOS) && logic->CanKillEnemy(RE_SPIKE)),
}, {
@ -396,7 +396,7 @@ void RegionTable_Init_WaterTemple() {
});
//This area assumes we entered through the lower door, so water is low and cannot be changed without leaving.
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_1F] = Region("Water Temple MQ Central Pillar 1F", SCENE_WATER_TEMPLE, {
//Events
//This is harder than the other possibilities as you have to move between shots on top of the extra range, but there's basically no universe this should matter.
EventAccess(&logic->MQWaterB1Switch, []{return ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS);}),
@ -410,7 +410,7 @@ void RegionTable_Init_WaterTemple() {
});
//If we enter here in WL_HIGH, go to RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH instead, Assumes WL_MID_OR_LOW
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_2F] = Region("Water Temple MQ Central Pillar 2F", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->CouldWaterTempleMiddle, []{return true;}),
EventAccess(&logic->CanWaterTempleMiddle, []{return logic->CanUse(RG_ZELDAS_LULLABY);}),
@ -424,7 +424,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1, []{return logic->MQWaterOpenedPillarB1 && logic->MQWaterLevel(WL_MID) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_ZORA_TUNIC);}),
});
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_HIGH] = Region("Water Temple MQ Central Pillar High", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->MQWaterOpenedPillarB1, []{return ((logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_DINS_FIRE)) || (ctx->GetTrickOption(RT_WATER_MQ_CENTRAL_PILLAR) && logic->CanUse(RG_FIRE_ARROWS))) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslash()));}),
}, {
@ -437,7 +437,7 @@ void RegionTable_Init_WaterTemple() {
});
//Assuming tunic and irons was checked on entry
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1] = Region("Water Temple MQ Central Pillar B1", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
//Can't know water level, so we'll just assume any possibility and skip to MAIN
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterOpenedPillarB1 && logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE);}),
@ -445,7 +445,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL, []{return ((logic->IsAdult && logic->CanUse(RG_LONGSHOT)) || (logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE)));}),
});
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL] = Region("Water Temple MQ Central Pillar B1 Final", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_CENTRAL_PILLAR_B1_FINAL] = Region("Water Temple MQ Central Pillar B1 Final", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_CHEST, logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_WATER_TEMPLE_MQ_CENTRAL_PILLAR_LOWER_CRATE_1, logic->CanBreakCrates()),
@ -465,7 +465,7 @@ void RegionTable_Init_WaterTemple() {
}, {});
//Region exists to add crate/pot/box locations
areaTable[RR_WATER_TEMPLE_MQ_STORAGE_ROOM] = Region("Water Temple MQ Storage Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_STORAGE_ROOM] = Region("Water Temple MQ Storage Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_STORAGE_ROOM_A_POT_1, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_STORAGE_ROOM_A_POT_2, logic->CanBreakPots()),
@ -486,7 +486,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return logic->MQWaterLevel(WL_LOW_OR_MID) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8);}),
});
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_2F] = Region("Water Temple MQ Behind Blue Switch 2F", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_STORAGE_ROOM_POT_1, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_GS_STORAGE_ROOM_POT_2, logic->CanBreakPots()),
@ -507,7 +507,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F, []{return logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F] = Region("Water Temple MQ Behind Blue Switch 2F", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_BEHIND_BLUE_SWITCH_3F] = Region("Water Temple MQ Behind Blue Switch 2F", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_BEFORE_UPPER_WATER_SWITCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA)),
}, {
@ -516,7 +516,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_HIGH_EMBLEM, []{return true;}),
});
areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY] = Region("Water Temple MQ Lizalfos Hallway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY] = Region("Water Temple MQ Lizalfos Hallway", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY_WEST_POT, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_HALLWAY_SOUTH_POT, logic->CanBreakPots()),
@ -536,13 +536,13 @@ void RegionTable_Init_WaterTemple() {
/*Entrance(RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE, []{return (logic->CanUse(RG_HOOKSHOT) && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS))) || (logic->MQWaterLevel(WL_LOW_OR_MID) && logic->CanUse(RG_HOOKSHOT)) || logic->MQWaterLevel(WL_HIGH) && (logic->HasItem(RG_BRONZE_SCALE));}),
});
areaTable[RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE] = Region("Water Temple MQ 3F East Ledge", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_3F_EAST_LEDGE] = Region("Water Temple MQ 3F East Ledge", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_MAIN, []{return true;}),
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS);}),*/
});
areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_CAGE] = Region("Water Temple MQ Lizalfos Cage", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_LIZALFOS_CAGE] = Region("Water Temple MQ Lizalfos Cage", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_LIZALFOS_HALLWAY, logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
LOCATION(RC_WATER_TEMPLE_MQ_LIZALFOS_CAGE_SOUTH_POT, logic->CanBreakPots()),
@ -552,7 +552,7 @@ void RegionTable_Init_WaterTemple() {
}, {});
//This room exists to hold the wonderitems that drop from the emblems here. Specifically this assumes you are standing on the final ledge
areaTable[RR_WATER_TEMPLE_MQ_WATERFALL] = Region("Water Temple Waterfall", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_WATERFALL] = Region("Water Temple Waterfall", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_3F_CENTRAL, []{return logic->SmallKeys(RR_WATER_TEMPLE, 1) && logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT, []{return true;}),
@ -560,7 +560,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER, []{return logic->MQWaterStalfosPit && logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT] = Region("Water Temple MQ Stalfos Pit", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->MQWaterStalfosPit, []{return ((logic->IsAdult && logic->CanKillEnemy(RE_STALFOS, ED_CLOSE, true, 3, false, true)) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanKillEnemy(RE_STALFOS, ED_BOMB_THROW, true, 3, false, true)));}),
}, {}, {
@ -571,7 +571,7 @@ void RegionTable_Init_WaterTemple() {
});
//also includes the suns fairy in the middle
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_POTS] = Region("Water Temple MQ Stalfos Pit Pots", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}),
@ -589,7 +589,7 @@ void RegionTable_Init_WaterTemple() {
});
//specifically the area past the spikes
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER] = Region("Water Temple MQ Stalfos Pit Upper", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_STALFOS_PIT_UPPER] = Region("Water Temple MQ Stalfos Pit Upper", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BEFORE_DARK_LINK_POT_1, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_BEFORE_DARK_LINK_POT_2, logic->CanBreakPots()),
@ -602,7 +602,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK, []{return logic->CanKillEnemy(RE_DARK_LINK);}),
});
areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_AFTER_DARK_LINK] = Region("Water Temple MQ After Dark Link", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -616,7 +616,7 @@ void RegionTable_Init_WaterTemple() {
});
//if we can use hookshot, we are standing on the targets, otherwise assume we're in the water
areaTable[RR_WATER_TEMPLE_MQ_RIVER_SKULL] = Region("Water Temple MQ River Skull", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_RIVER_SKULL] = Region("Water Temple MQ River Skull", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_RIVER, logic->CanUse(RG_LONGSHOT) || (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT))),
}, {
@ -624,7 +624,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_RIVER_POTS, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_RIVER_POTS] = Region("Water Temple MQ River Pots", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
}, {
@ -641,7 +641,7 @@ void RegionTable_Init_WaterTemple() {
});
//This region assumes Iron boots to access
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL] = Region("Water Temple MQ Dragon Room Tunnel", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_TUNNEL] = Region("Water Temple MQ Dragon Room Tunnel", SCENE_WATER_TEMPLE, {},
{
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_DRAGON_ROOM_SUBMERGED_CRATE_1, logic->CanBreakCrates()),
@ -656,7 +656,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_ALCOVE] = Region("Water Temple MQ Dragon Room Alcove", SCENE_WATER_TEMPLE, {
//Events
EventAccess(&logic->MQWaterDragonTorches, []{return logic->HasFireSource();}),
},
@ -674,7 +674,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR, []{return logic->HasItem(RG_SILVER_SCALE);}),
});
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR] = Region("Water Temple MQ Dragon Room Door", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR] = Region("Water Temple MQ Dragon Room Door", SCENE_WATER_TEMPLE, {},
{
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_DRAGON_ROOM_DOOR_CRATE_1, logic->CanBreakCrates()),
@ -688,7 +688,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->MQWaterDragonTorches;}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH] = Region("Water Temple MQ Boss Key Room Switch", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_POT, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_BK_ROOM_UPPER_CRATE, logic->CanBreakCrates()),
@ -700,7 +700,7 @@ void RegionTable_Init_WaterTemple() {
});
//this exists for the crates in preparation for clips through the grate
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT] = Region("Water Temple MQ Boss Key Room Pit", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_PIT] = Region("Water Temple MQ Boss Key Room Pit", SCENE_WATER_TEMPLE, {},
{
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BK_ROOM_LOWER_CRATE_1, logic->CanBreakCrates()),
@ -713,7 +713,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_SWITCH, []{return logic->CanHitSwitch(ED_BOOMERANG);}),
});
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST] = Region("Water Temple MQ Boss Key Room Chest", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST] = Region("Water Temple MQ Boss Key Room Chest", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_BOSS_KEY_CHEST, true),
}, {
@ -723,7 +723,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH, []{return logic->HasItem(RG_SILVER_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && (logic->HasItem(RG_BRONZE_SCALE) || (logic->WaterTimer() >= 24 && logic->CanUse(RG_LONGSHOT))));}),
});
areaTable[RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH] = Region("Water Temple MQ B1 Gate Switch", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_MQ_B1_GATE_SWITCH] = Region("Water Temple MQ B1 Gate Switch", SCENE_WATER_TEMPLE, {
//Events
//If the water is low, the switch is underwater and needs irons to press, otherwise, the water is too low to climb up and you need irons to hookshot a target
//If a glitch clips through the gate on low, have it logically press the switch and let entrance logic enter
@ -734,7 +734,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_BOSS_KEY_ROOM_CHEST, []{return logic->CanUse(RG_IRON_BOOTS) && logic->HasItem(RG_BRONZE_SCALE) && (logic->MQWaterLevel(WL_LOW) || logic->WaterTimer() >= 24);})
});
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_ROOM] = Region("Water Temple MQ Triangle Torch Room", SCENE_WATER_TEMPLE, {},
{
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_SUBMERGED_CRATE_1, logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16 && logic->CanBreakCrates()),
@ -750,7 +750,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->CanUse(RG_FIRE_ARROWS) && ((logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS)) || (logic->CanUse(RG_LONGSHOT) && Here(RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE, []{return logic->ScarecrowsSong();})));})
});
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE] = Region("Water Temple MQ Triangle Torch Cage", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_TRIANGLE_TORCH_CAGE] = Region("Water Temple MQ Triangle Torch Cage", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_TRIPLE_WALL_TORCH, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
LOCATION(RC_WATER_TEMPLE_MQ_LOWEST_GS_POT_1, logic->CanBreakPots()),
@ -762,7 +762,7 @@ void RegionTable_Init_WaterTemple() {
LOCATION(RC_WATER_TEMPLE_MQ_TRIPLE_TORCH_ROOM_GATE_CRATE_2, logic->CanBreakCrates()),
}, {});
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM] = Region("Water Temple MQ Crates Whirlpools Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM] = Region("Water Temple MQ Crates Whirlpools Room", SCENE_WATER_TEMPLE, {},
{
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_WHIRLPOOL_FRONT_CRATE_1, logic->CanBreakCrates()),
@ -788,7 +788,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, []{return ctx->GetTrickOption(RT_WATER_MQ_LOCKED_GS) && (logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT));}),
});
areaTable[RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM] = Region("Water Temple MQ Single Stalfos Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_SINGLE_STALFOS_ROOM] = Region("Water Temple MQ Single Stalfos Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_FREESTANDING_KEY, logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_STORAGE_ROOM_B_POT_1, logic->CanBreakPots()),
@ -804,13 +804,13 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return logic->HasItem(RG_SILVER_SCALE) || (logic->IsChild && logic->HasItem(RG_BRONZE_SCALE)) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && (logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_HOOKSHOT)));})
});
areaTable[RR_WATER_TEMPLE_MQ_4_TORCH_ROOM] = Region("Water Temple MQ 4 Torch Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_MQ_4_TORCH_ROOM] = Region("Water Temple MQ 4 Torch Room", SCENE_WATER_TEMPLE, {}, {}, {
//Exits
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_ROOM, []{return (logic->IsAdult && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanJumpslash())) || (logic->HasItem(RG_BRONZE_SCALE) || (logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 8 && logic->CanUse(RG_HOOKSHOT) ));}),
Entrance(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanHitSwitch() && logic->HasFireSource();})
});
areaTable[RR_WATER_TEMPLE_MQ_DODONGO_ROOM] = Region("Water Temple MQ Dodongo Room", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_DODONGO_ROOM] = Region("Water Temple MQ Dodongo Room", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_MINI_DODONGO_POT_1, logic->CanBreakPots()),
LOCATION(RC_WATER_TEMPLE_MQ_MINI_DODONGO_POT_2, logic->CanBreakPots()),
@ -825,7 +825,7 @@ void RegionTable_Init_WaterTemple() {
Entrance(RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE, []{return (logic->CanUse(RG_HOOKSHOT) || logic->CanUse(RG_HOVER_BOOTS)) && Here(RR_WATER_TEMPLE_MQ_DODONGO_ROOM, []{return logic->CanKillEnemy(RE_DODONGO, ED_CLOSE, true, 5);});})
});
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE] = Region("Water Temple MQ Basement Gated Areas", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_WATER_TEMPLE_MQ_CRATES_WHIRLPOOLS_CAGE] = Region("Water Temple MQ Basement Gated Areas", SCENE_WATER_TEMPLE, {}, {
//Locations
LOCATION(RC_WATER_TEMPLE_MQ_GS_FREESTANDING_KEY_AREA, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA) && logic->CanBreakCrates()),
LOCATION(RC_WATER_TEMPLE_MQ_WHIRLPOOL_BEHIND_GATE_CRATE_1, logic->CanBreakCrates()),
@ -839,14 +839,14 @@ void RegionTable_Init_WaterTemple() {
#pragma endregion
// Boss Room
areaTable[RR_WATER_TEMPLE_BOSS_ENTRYWAY] = Region("Water Temple Boss Entryway", "Water Temple", {RA_WATER_TEMPLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_WATER_TEMPLE_BOSS_ENTRYWAY] = Region("Water Temple Boss Entryway", SCENE_WATER_TEMPLE, {}, {}, {
// Exits
Entrance(RR_WATER_TEMPLE_PRE_BOSS_ROOM, []{return ctx->GetDungeon(WATER_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_WATER_TEMPLE_MQ_BOSS_DOOR, []{return ctx->GetDungeon(WATER_TEMPLE)->IsMQ() && false;}),
Entrance(RR_WATER_TEMPLE_BOSS_ROOM, []{return true;}),
Entrance(RR_WATER_TEMPLE_BOSS_ROOM, []{return logic->HasItem(RG_WATER_TEMPLE_BOSS_KEY);}),
});
areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", "Water Temple", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_WATER_TEMPLE_BOSS_ROOM] = Region("Water Temple Boss Room", SCENE_WATER_TEMPLE_BOSS, {
// Events
EventAccess(&logic->WaterTempleClear, []{return logic->CanKillEnemy(RE_MORPHA);}),
}, {

View file

@ -7,14 +7,16 @@ void RegionTable_Init_CastleGrounds() {
// clang-format off
//With multi-area support {RA_CASTLE_GROUNDS} is not strictly required anymore, as any interior here could inherit both
//{RA_HYRULE_CASTLE} and {RA_OUTSIDE_GANONS_CASTLE}, but a setting to merge the latter 2 into the former may be preferred
areaTable[RR_CASTLE_GROUNDS] = Region("Castle Grounds", "Castle Grounds", {RA_CASTLE_GROUNDS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
//
//Temporarily uses SCENE_OUTSIDE_GANONS_CASTLE to avoid self connection between ages
areaTable[RR_CASTLE_GROUNDS] = Region("Castle Grounds", SCENE_OUTSIDE_GANONS_CASTLE, TIME_DOESNT_PASS, {RA_CASTLE_GROUNDS}, {}, {}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_HYRULE_CASTLE_GROUNDS, []{return logic->IsChild;}),
Entrance(RR_GANONS_CASTLE_GROUNDS, []{return logic->IsAdult;}),
});
areaTable[RR_HYRULE_CASTLE_GROUNDS] = Region("Hyrule Castle Grounds", "Castle Grounds", {RA_HYRULE_CASTLE}, DAY_NIGHT_CYCLE, {
areaTable[RR_HYRULE_CASTLE_GROUNDS] = Region("Hyrule Castle Grounds", SCENE_HYRULE_CASTLE, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}),
@ -39,7 +41,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_HC_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
});
areaTable[RR_HC_GARDEN] = Region("HC Garden", "Castle Grounds", {RA_HYRULE_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HC_GARDEN] = Region("HC Garden", SCENE_CASTLE_COURTYARD_ZELDA, {}, {
//Locations
LOCATION(RC_HC_ZELDAS_LETTER, true),
LOCATION(RC_SONG_FROM_IMPA, true),
@ -48,7 +50,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_HYRULE_CASTLE_GROUNDS, []{return true;}),
});
areaTable[RR_HC_GREAT_FAIRY_FOUNTAIN] = Region("HC Great Fairy Fountain", "HC Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HC_GREAT_FAIRY_FOUNTAIN] = Region("HC Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS, {}, {
//Locations
LOCATION(RC_HC_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
@ -56,7 +58,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_CASTLE_GROUNDS, []{return true;}),
});
areaTable[RR_HC_STORMS_GROTTO] = Region("HC Storms Grotto", "HC Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HC_STORMS_GROTTO] = Region("HC Storms Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_HC_GS_STORMS_GROTTO, logic->CanUse(RG_BOOMERANG) && ctx->GetTrickOption(RT_HC_STORMS_GS)),
}, {
@ -65,7 +67,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_HC_STORMS_GROTTO_BEHIND_WALLS, []{return logic->CanBreakMudWalls();}),
});
areaTable[RR_HC_STORMS_GROTTO_BEHIND_WALLS] = Region("HC Storms Grotto Behind Walls", "HC Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_HC_STORMS_GROTTO_BEHIND_WALLS] = Region("HC Storms Grotto Behind Walls", SCENE_GROTTOS, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
@ -85,7 +87,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_HC_STORMS_GROTTO, []{return true;}),
});
areaTable[RR_GANONS_CASTLE_GROUNDS] = Region("Ganon's Castle Grounds", "Castle Grounds", {RA_OUTSIDE_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GANONS_CASTLE_GROUNDS] = Region("Ganon's Castle Grounds", SCENE_OUTSIDE_GANONS_CASTLE, {
//Events
EventAccess(&logic->BuiltRainbowBridge, []{return logic->CanBuildRainbowBridge();}),
}, {
@ -98,7 +100,7 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_GANONS_CASTLE_LEDGE, []{return logic->BuiltRainbowBridge;}),
});
areaTable[RR_OGC_GREAT_FAIRY_FOUNTAIN] = Region("OGC Great Fairy Fountain", "OGC Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_OGC_GREAT_FAIRY_FOUNTAIN] = Region("OGC Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, {}, {
//Locations
LOCATION(RC_OGC_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
@ -106,13 +108,13 @@ void RegionTable_Init_CastleGrounds() {
Entrance(RR_CASTLE_GROUNDS, []{return true;}),
});
areaTable[RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE] = Region("Castle Grounds From Ganon's Castle", "Castle Grounds From Ganon's Castle", {RA_CASTLE_GROUNDS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_CASTLE_GROUNDS_FROM_GANONS_CASTLE] = Region("Castle Grounds From Ganon's Castle", SCENE_OUTSIDE_GANONS_CASTLE, {}, {}, {
// Exits
Entrance(RR_HYRULE_CASTLE_GROUNDS, []{return logic->IsChild;}),
Entrance(RR_GANONS_CASTLE_LEDGE, []{return logic->IsAdult;}),
});
areaTable[RR_GANONS_CASTLE_LEDGE] = Region("Ganon's Castle Ledge", "OGC Ganon's Castle Ledge", {RA_OUTSIDE_GANONS_CASTLE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GANONS_CASTLE_LEDGE] = Region("Ganon's Castle Ledge", SCENE_OUTSIDE_GANONS_CASTLE, {}, {}, {
// Exits
Entrance(RR_GANONS_CASTLE_GROUNDS, []{return logic->BuiltRainbowBridge;}),
Entrance(RR_GANONS_CASTLE_ENTRYWAY, []{return logic->IsAdult;}),

View file

@ -5,14 +5,14 @@ using namespace Rando;
void RegionTable_Init_DeathMountainCrater() {
// clang-format off
areaTable[RR_DMC_UPPER_NEARBY] = Region("DMC Upper Nearby", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DMC_UPPER_NEARBY] = Region("DMC Upper Nearby", SCENE_DEATH_MOUNTAIN_CRATER, {}, {}, {
//Exits
Entrance(RR_DMC_UPPER_LOCAL, []{return logic->FireTimer() >= 48;}),
Entrance(RR_DEATH_MOUNTAIN_SUMMIT, []{return true;}),
Entrance(RR_DMC_UPPER_GROTTO, []{return Here(RR_DMC_UPPER_NEARBY, []{return logic->BlastOrSmash() && (logic->FireTimer() >= 8 || logic->Hearts() >= 3);});})
});
areaTable[RR_DMC_UPPER_LOCAL] = Region("DMC Upper Local", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DMC_UPPER_LOCAL] = Region("DMC Upper Local", SCENE_DEATH_MOUNTAIN_CRATER, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->HasExplosives() && logic->CallGossipFairyExceptSuns() && (logic->FireTimer() >= 16 || logic->Hearts() >= 3);}),
}, {
@ -33,7 +33,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_DISTANT_PLATFORM, []{return (logic->FireTimer() >= 48 && logic->Hearts() >= 2) || logic->Hearts() >= 3;}),
});
areaTable[RR_DMC_LADDER_AREA_NEARBY] = Region("DMC Ladder Region Nearby", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_LADDER_AREA_NEARBY] = Region("DMC Ladder Region Nearby", SCENE_DEATH_MOUNTAIN_CRATER, {}, {
//Locations
LOCATION(RC_DMC_DEKU_SCRUB, logic->IsChild && logic->CanStunDeku()),
}, {
@ -42,7 +42,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_LOWER_NEARBY, []{return logic->Hearts() >= 3 && (logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_DMC_BOULDER_JS) && logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER)) || (ctx->GetTrickOption(RT_DMC_BOULDER_SKIP) && logic->IsAdult));}),
});
areaTable[RR_DMC_LOWER_NEARBY] = Region("DMC Lower Nearby", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_LOWER_NEARBY] = Region("DMC Lower Nearby", SCENE_DEATH_MOUNTAIN_CRATER, {}, {
// Locations
LOCATION(RC_DMC_NEAR_GC_POT_1, logic->CanBreakPots()),
LOCATION(RC_DMC_NEAR_GC_POT_2, logic->CanBreakPots()),
@ -56,7 +56,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_HAMMER_GROTTO, []{return logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER);}),
});
areaTable[RR_DMC_LOWER_LOCAL] = Region("DMC Lower Local", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DMC_LOWER_LOCAL] = Region("DMC Lower Local", SCENE_DEATH_MOUNTAIN_CRATER, {}, {}, {
//Exits
Entrance(RR_DMC_LOWER_NEARBY, []{return true;}),
Entrance(RR_DMC_LADDER_AREA_NEARBY, []{return logic->FireTimer() >= 8 || logic->Hearts() >= 3;}),
@ -64,7 +64,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_CENTRAL_LOCAL, []{return (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT) || (logic->IsAdult && logic->CanShield() && ctx->GetTrickOption(RT_DMC_BOLERO_JUMP))) && logic->FireTimer() >= 24;}),
});
areaTable[RR_DMC_CENTRAL_NEARBY] = Region("DMC Central Nearby", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_CENTRAL_NEARBY] = Region("DMC Central Nearby", SCENE_DEATH_MOUNTAIN_CRATER, {}, {
//Locations
LOCATION(RC_DMC_VOLCANO_FREESTANDING_POH, logic->IsAdult && logic->Hearts() >= 3 && (CanPlantBean(RR_DMC_CENTRAL_LOCAL) || (ctx->GetTrickOption(RT_DMC_HOVER_BEAN_POH) && logic->CanUse(RG_HOVER_BOOTS)))),
LOCATION(RC_SHEIK_IN_CRATER, logic->IsAdult && (logic->FireTimer() >= 8 || logic->Hearts() >= 3)),
@ -73,7 +73,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_CENTRAL_LOCAL, []{return logic->FireTimer() >= 48;}),
});
areaTable[RR_DMC_CENTRAL_LOCAL] = Region("DMC Central Local", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_DMC_CENTRAL_LOCAL] = Region("DMC Central Local", SCENE_DEATH_MOUNTAIN_CRATER, {
//Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->FireTimer() >= 8 || logic->Hearts() >= 3);}),
}, {
@ -99,7 +99,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_DISTANT_PLATFORM, []{return logic->FireTimer() >= 48 && logic->CanUse(RG_DISTANT_SCARECROW);}),
});
areaTable[RR_DMC_GREAT_FAIRY_FOUNTAIN] = Region("DMC Great Fairy Fountain", "DMC Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_GREAT_FAIRY_FOUNTAIN] = Region("DMC Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, {}, {
//Locations
LOCATION(RC_DMC_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
@ -107,7 +107,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_LOWER_LOCAL, []{return true;}),
});
areaTable[RR_DMC_UPPER_GROTTO] = Region("DMC Upper Grotto", "DMC Upper Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_DMC_UPPER_GROTTO] = Region("DMC Upper Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_DMC_UPPER_GROTTO_CHEST, true),
LOCATION(RC_DMC_UPPER_GROTTO_FISH, logic->HasBottle()),
@ -125,7 +125,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_UPPER_LOCAL, []{return true;}),
});
areaTable[RR_DMC_HAMMER_GROTTO] = Region("DMC Hammer Grotto", "DMC Hammer Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_HAMMER_GROTTO] = Region("DMC Hammer Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_DMC_DEKU_SCRUB_GROTTO_LEFT, logic->CanStunDeku()),
LOCATION(RC_DMC_DEKU_SCRUB_GROTTO_RIGHT, logic->CanStunDeku()),
@ -136,7 +136,7 @@ void RegionTable_Init_DeathMountainCrater() {
Entrance(RR_DMC_LOWER_LOCAL, []{return true;}),
});
areaTable[RR_DMC_DISTANT_PLATFORM] = Region("DMC Distant Platform", "Death Mountain Crater", {RA_DEATH_MOUNTAIN_CRATER}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMC_DISTANT_PLATFORM] = Region("DMC Distant Platform", SCENE_DEATH_MOUNTAIN_CRATER, {}, {
//Locations
LOCATION(RC_DMC_DISTANT_PLATFORM_GREEN_RUPEE_1, logic->IsAdult),
LOCATION(RC_DMC_DISTANT_PLATFORM_GREEN_RUPEE_2, logic->IsAdult),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_DeathMountainTrail() {
// clang-format off
areaTable[RR_DEATH_MOUNTAIN_TRAIL] = Region("Death Mountain", "Death Mountain", {RA_DEATH_MOUNTAIN_TRAIL}, DAY_NIGHT_CYCLE, {
areaTable[RR_DEATH_MOUNTAIN_TRAIL] = Region("Death Mountain", SCENE_DEATH_MOUNTAIN_TRAIL, {
//Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS) && (logic->HasExplosives() || logic->HasItem(RG_GORONS_BRACELET));}),
}, {
@ -30,7 +30,7 @@ void RegionTable_Init_DeathMountainTrail() {
Entrance(RR_DMT_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
});
areaTable[RR_DEATH_MOUNTAIN_SUMMIT] = Region("Death Mountain Summit", "Death Mountain", {RA_DEATH_MOUNTAIN_TRAIL}, DAY_NIGHT_CYCLE, {
areaTable[RR_DEATH_MOUNTAIN_SUMMIT] = Region("Death Mountain Summit", SCENE_DEATH_MOUNTAIN_TRAIL, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BugRock, []{return logic->IsChild;}),
@ -52,12 +52,12 @@ void RegionTable_Init_DeathMountainTrail() {
Entrance(RR_DMT_GREAT_FAIRY_FOUNTAIN, []{return Here(RR_DEATH_MOUNTAIN_SUMMIT, []{return logic->BlastOrSmash();});}),
});
areaTable[RR_DMT_OWL_FLIGHT] = Region("DMT Owl Flight", "Death Mountain", {RA_DEATH_MOUNTAIN_TRAIL}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_DMT_OWL_FLIGHT] = Region("DMT Owl Flight", SCENE_DEATH_MOUNTAIN_TRAIL, {}, {}, {
//Exits
Entrance(RR_KAK_IMPAS_ROOFTOP, []{return true;}),
});
areaTable[RR_DMT_COW_GROTTO] = Region("DMT Cow Grotto", "DMT Cow Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMT_COW_GROTTO] = Region("DMT Cow Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_DMT_COW_GROTTO_COW, logic->CanUse(RG_EPONAS_SONG)),
LOCATION(RC_DMT_COW_GROTTO_BEEHIVE, logic->CanBreakLowerBeehives()),
@ -80,7 +80,7 @@ void RegionTable_Init_DeathMountainTrail() {
Entrance(RR_DEATH_MOUNTAIN_SUMMIT, []{return true;}),
});
areaTable[RR_DMT_STORMS_GROTTO] = Region("DMT Storms Grotto", "DMT Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_DMT_STORMS_GROTTO] = Region("DMT Storms Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_DMT_STORMS_GROTTO_CHEST, true),
LOCATION(RC_DMT_STORMS_GROTTO_FISH, logic->HasBottle()),
@ -98,7 +98,7 @@ void RegionTable_Init_DeathMountainTrail() {
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}),
});
areaTable[RR_DMT_GREAT_FAIRY_FOUNTAIN] = Region("DMT Great Fairy Fountain", "DMT Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DMT_GREAT_FAIRY_FOUNTAIN] = Region("DMT Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, {}, {
//Locations
LOCATION(RC_DMT_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_DesertColossus() {
// clang-format off
areaTable[RR_DESERT_COLOSSUS] = Region("Desert Colossus", "Desert Colossus", {RA_DESERT_COLOSSUS}, DAY_NIGHT_CYCLE, {
areaTable[RR_DESERT_COLOSSUS] = Region("Desert Colossus", SCENE_DESERT_COLOSSUS, {
//Events
EventAccess(&logic->FairyPond, []{return logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->BugRock, []{return true;}),
@ -32,7 +32,7 @@ void RegionTable_Init_DesertColossus() {
});
//specifically the full oasis, after the fairies have spawned
areaTable[RR_DESERT_COLOSSUS_OASIS] = Region("Desert Colossus Oasis", "Desert Colossus", {RA_DESERT_COLOSSUS}, DAY_NIGHT_CYCLE, {
areaTable[RR_DESERT_COLOSSUS_OASIS] = Region("Desert Colossus Oasis", SCENE_DESERT_COLOSSUS, {
//Events
EventAccess(&logic->FairyPond, []{return true;}),
}, {
@ -50,7 +50,7 @@ void RegionTable_Init_DesertColossus() {
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE] = Region("Desert Colossus From Spirit Entryway", "Desert Colossus", {RA_DESERT_COLOSSUS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DESERT_COLOSSUS_OUTSIDE_TEMPLE] = Region("Desert Colossus From Spirit Entryway", SCENE_DESERT_COLOSSUS, {}, {
//Locations
LOCATION(RC_SHEIK_AT_COLOSSUS, true),
}, {
@ -58,7 +58,7 @@ void RegionTable_Init_DesertColossus() {
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN] = Region("Colossus Great Fairy Fountain", "Colossus Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_COLOSSUS_GREAT_FAIRY_FOUNTAIN] = Region("Colossus Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS, {}, {
//Locations
LOCATION(RC_COLOSSUS_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {
@ -66,7 +66,7 @@ void RegionTable_Init_DesertColossus() {
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
});
areaTable[RR_COLOSSUS_GROTTO] = Region("Colossus Grotto", "Colossus Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_COLOSSUS_GROTTO] = Region("Colossus Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_COLOSSUS_DEKU_SCRUB_GROTTO_REAR, logic->CanStunDeku()),
LOCATION(RC_COLOSSUS_DEKU_SCRUB_GROTTO_FRONT, logic->CanStunDeku()),

View file

@ -7,7 +7,7 @@ using namespace Rando;
void RegionTable_Init_GerudoFortress() {
#pragma region Ground
areaTable[RR_GF_OUTSKIRTS] = Region("Gerudo Fortress Outskirts", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GF_OUTSKIRTS] = Region("Gerudo Fortress Outskirts", SCENE_GERUDOS_FORTRESS, {
//Events
EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}), //needs climb
}, {
@ -25,7 +25,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_GF_NEAR_GROTTO] = Region("GF Near Grotto", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_NEAR_GROTTO] = Region("GF Near Grotto", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_SOUTHMOST_CENTER_CRATE, logic->CanBreakCrates()),
LOCATION(RC_GF_MID_SOUTH_CENTER_CRATE, logic->CanBreakCrates()),
@ -44,7 +44,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_STORMS_GROTTO, []{return logic->IsAdult && logic->CanOpenStormsGrotto();}),
});
areaTable[RR_GF_OUTSIDE_GTG] = Region("GF Outside GTG", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GF_OUTSIDE_GTG] = Region("GF Outside GTG", SCENE_GERUDOS_FORTRESS, {
//Events
EventAccess(&logic->GtG_GateOpen, []{return (logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->HasItem(RG_CHILD_WALLET));}),
}, {}, {
@ -64,7 +64,7 @@ void RegionTable_Init_GerudoFortress() {
#pragma region Rooftops
areaTable[RR_GF_ABOVE_GTG] = Region("GF Above GTG", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_ABOVE_GTG] = Region("GF Above GTG", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_TH_DOUBLE_CELL, []{return true;}),
Entrance(RR_TH_KITCHEN_CORRIDOR, []{return true;}),
@ -77,7 +77,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return ctx->GetTrickOption(RT_GF_JUMP).Get() != 0 ;}),
});
areaTable[RR_GF_BOTTOM_OF_LOWER_VINES] = Region("GF Bottom of Lower Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_BOTTOM_OF_LOWER_VINES] = Region("GF Bottom of Lower Vines", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_TH_STEEP_SLOPE_CELL, []{return true;}),
Entrance(RR_GF_NEAR_GROTTO, []{return true;}),
@ -85,7 +85,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_ABOVE_GTG, []{return true;}),
});
areaTable[RR_GF_TOP_OF_LOWER_VINES] = Region("GF Top of Lower Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_TOP_OF_LOWER_VINES] = Region("GF Top of Lower Vines", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_TH_KITCHEN_TOP, []{return true;}),
Entrance(RR_TH_DOUBLE_CELL, []{return true;}),
@ -95,7 +95,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_BOTTOM_OF_UPPER_VINES, []{return logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP).Get();}),
});
areaTable[RR_GF_NEAR_GS] = Region("GF Near GS", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_NEAR_GS] = Region("GF Near GS", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOMB_THROW) && logic->CanGetNightTimeGS()),
}, {
@ -109,14 +109,14 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_BELOW_GS, []{return true;}),
});
areaTable[RR_GF_SLOPED_ROOF] = Region("GF Sloped Roof", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_SLOPED_ROOF] = Region("GF Sloped Roof", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
Entrance(RR_GF_NEAR_GS, []{return true;}),
Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP).Get();}),
});
areaTable[RR_GF_BOTTOM_OF_UPPER_VINES] = Region("GF Bottom of Upper Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_BOTTOM_OF_UPPER_VINES] = Region("GF Bottom of Upper Vines", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_GF_OUTSIDE_GTG, []{return true;}),
Entrance(RR_GF_TOP_OF_LOWER_VINES, []{return true;}),
@ -124,7 +124,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_TOP_OF_UPPER_VINES, []{return true /* logic->CanClimb() */;}),
});
areaTable[RR_GF_TOP_OF_UPPER_VINES] = Region("GF Top of Upper Vines", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_TOP_OF_UPPER_VINES] = Region("GF Top of Upper Vines", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
//if RR_GF_SLOPED_ROOF > RR_GF_TOP_OF_UPPER_VINES is ever made part of RT_GF_JUMP, climb is needed to get back up
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_SHORT_JUMPSLASH) && logic->CanGetNightTimeGS()),
@ -136,7 +136,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_NEAR_CHEST, []{return logic->CanUse(RG_HOVER_BOOTS) || (logic->IsAdult && logic->CanUse(RG_SCARECROW) && logic->CanUse(RG_HOOKSHOT)) || logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_GF_NEAR_CHEST] = Region("GF Near Chest", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_NEAR_CHEST] = Region("GF Near Chest", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_CHEST, true),
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG) && logic->CanGetNightTimeGS()),
@ -146,7 +146,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_LONG_ROOF, []{return true;}),
});
areaTable[RR_GF_LONG_ROOF] = Region("GF Long Roof", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_LONG_ROOF] = Region("GF Long Roof", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
Entrance(RR_GF_NEAR_GS, []{return (logic->IsAdult && ctx->GetTrickOption(RT_GF_JUMP)) || logic->CanUse(RG_HOVER_BOOTS);}),
@ -155,7 +155,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_BELOW_CHEST, []{return true;}),
});
areaTable[RR_GF_BELOW_GS] = Region("GF Below GS", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_BELOW_GS] = Region("GF Below GS", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_GS_TOP_FLOOR, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_LONGSHOT) && logic->CanGetNightTimeGS()),
}, {
@ -164,7 +164,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_BOTTOM_OF_LOWER_VINES, []{return true;}),
});
areaTable[RR_GF_BELOW_CHEST] = Region("GF Below Chest", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_BELOW_CHEST] = Region("GF Below Chest", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
Entrance(RR_TH_BREAK_ROOM, []{return true;}),
Entrance(RR_GF_OUTSKIRTS, []{return true;}),
@ -173,7 +173,7 @@ void RegionTable_Init_GerudoFortress() {
#pragma endregion
areaTable[RR_GF_ABOVE_JAIL] = Region("GF Above Jail", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_ABOVE_JAIL] = Region("GF Above Jail", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_ABOVE_JAIL_CRATE, true),
}, {
@ -186,14 +186,14 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_JAIL_WINDOW, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_GF_JAIL_WINDOW] = Region("GF Jail Window", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GF_JAIL_WINDOW] = Region("GF Jail Window", SCENE_GERUDOS_FORTRESS, {}, {}, {
//Exits
//There's a trick where hovers backwalk into backflip gives access to RR_GF_LONG_ROOF from here
Entrance(RR_GF_OUTSKIRTS, []{return true;}),
Entrance(RR_GF_BELOW_CHEST, []{return true;}),
});
areaTable[RR_GF_HBA_RANGE] = Region("GF HBA Range", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GF_HBA_RANGE] = Region("GF HBA Range", SCENE_GERUDOS_FORTRESS, {}, {
//Locations
LOCATION(RC_GF_HBA_1000_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) && logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
LOCATION(RC_GF_HBA_1500_POINTS, logic->IsAdult && logic->HasItem(RG_CHILD_WALLET) && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD) && logic->CanUse(RG_EPONA) && logic->CanUse(RG_FAIRY_BOW) && logic->AtDay),
@ -218,7 +218,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_GF_OUTSIDE_GTG, []{return logic->IsChild || logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}),
});
areaTable[RR_GF_OUTSIDE_GATE] = Region("GF Outside Gate", "Gerudo Fortress", {RA_GERUDO_FORTRESS}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GF_OUTSIDE_GATE] = Region("GF Outside Gate", SCENE_GERUDOS_FORTRESS, {
//Events
EventAccess(&logic->GF_GateOpen, []{return logic->IsAdult && logic->HasItem(RG_GERUDO_MEMBERSHIP_CARD);}),
}, {}, {
@ -227,7 +227,7 @@ void RegionTable_Init_GerudoFortress() {
Entrance(RR_WASTELAND_NEAR_FORTRESS, []{return true;}),
});
areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", "GF Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GF_STORMS_GROTTO] = Region("GF Storms Grotto", SCENE_GROTTOS, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_GerudoValley() {
// clang-format off
areaTable[RR_GERUDO_VALLEY] = Region("Gerudo Valley", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {
areaTable[RR_GERUDO_VALLEY] = Region("Gerudo Valley", SCENE_GERUDO_VALLEY, {
//Events
EventAccess(&logic->BugRock, []{return logic->IsChild;}),
}, {
@ -21,7 +21,7 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_LOWER_STREAM, []{return logic->IsChild;}), //can use cucco as child
});
areaTable[RR_GV_UPPER_STREAM] = Region("GV Upper Stream", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {
areaTable[RR_GV_UPPER_STREAM] = Region("GV Upper Stream", SCENE_GERUDO_VALLEY, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
@ -43,12 +43,12 @@ void RegionTable_Init_GerudoValley() {
});
// scale/boots logic is outside lower stream, as lower stream combines access to lake hylia for entrance randomizer's sake
areaTable[RR_GV_LOWER_STREAM] = Region("GV Lower Stream", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GV_LOWER_STREAM] = Region("GV Lower Stream", SCENE_GERUDO_VALLEY, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return true;}),
});
areaTable[RR_GV_GROTTO_LEDGE] = Region("GV Grotto Ledge", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GV_GROTTO_LEDGE] = Region("GV Grotto Ledge", SCENE_GERUDO_VALLEY, {}, {}, {
//Exits
Entrance(RR_GV_UPPER_STREAM, []{return ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives();}),
Entrance(RR_GV_LOWER_STREAM, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}),
@ -56,9 +56,9 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_CRATE_LEDGE, []{return logic->CanUse(RG_LONGSHOT);}),
});
areaTable[RR_GV_CRATE_LEDGE] = Region("GV Crate Ledge", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GV_CRATE_LEDGE] = Region("GV Crate Ledge", SCENE_GERUDO_VALLEY, {}, {
//Locations
LOCATION(RC_GV_CRATE_FREESTANDING_POH, logic->CanBreakCrates()),
LOCATION(RC_GV_CRATE_FREESTANDING_POH, logic->CanBreakCrates()),
LOCATION(RC_GV_FREESTANDING_POH_CRATE, logic->CanBreakCrates()),
}, {
//Exits
@ -66,7 +66,7 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_LOWER_STREAM, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}),
});
areaTable[RR_GV_FORTRESS_SIDE] = Region("GV Fortress Side", "Gerudo Valley", {RA_GERUDO_VALLEY}, DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GV_FORTRESS_SIDE] = Region("GV Fortress Side", SCENE_GERUDO_VALLEY, {}, {
//Locations
LOCATION(RC_GV_CHEST, logic->IsAdult && logic->CanUse(RG_MEGATON_HAMMER)),
LOCATION(RC_GV_TRADE_SAW, logic->IsAdult && logic->CanUse(RG_POACHERS_SAW)),
@ -86,12 +86,12 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_CRATE_LEDGE, []{return ctx->GetTrickOption(RT_DAMAGE_BOOST_SIMPLE) && logic->HasExplosives();}),
});
areaTable[RR_GV_CARPENTER_TENT] = Region("GV Carpenter Tent", "GV Carpenter Tent", {}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GV_CARPENTER_TENT] = Region("GV Carpenter Tent", SCENE_CARPENTERS_TENT, {}, {}, {
//Exits
Entrance(RR_GV_FORTRESS_SIDE, []{return true;}),
});
areaTable[RR_GV_OCTOROK_GROTTO] = Region("GV Octorok Grotto", "GV Octorok Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GV_OCTOROK_GROTTO] = Region("GV Octorok Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_GV_OCTOROK_GROTTO_FRONT_LEFT_BLUE_RUPEE, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
LOCATION(RC_GV_OCTOROK_GROTTO_FRONT_RIGHT_BLUE_RUPEE, logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS) || logic->CanUse(RG_BOOMERANG)),
@ -106,7 +106,7 @@ void RegionTable_Init_GerudoValley() {
Entrance(RR_GV_GROTTO_LEDGE, []{return true;}),
});
areaTable[RR_GV_STORMS_GROTTO] = Region("GV Storms Grotto", "GV Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GV_STORMS_GROTTO] = Region("GV Storms Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_GV_DEKU_SCRUB_GROTTO_REAR, logic->CanStunDeku()),
LOCATION(RC_GV_DEKU_SCRUB_GROTTO_FRONT, logic->CanStunDeku()),

View file

@ -5,15 +5,17 @@ using namespace Rando;
void RegionTable_Init_GoronCity() {
// clang-format off
areaTable[RR_GORON_CITY] = Region("Goron City", "Goron City", {RA_GORON_CITY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GORON_CITY] = Region("Goron City", SCENE_GORON_CITY, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->StickPot, []{return logic->IsChild;}),
EventAccess(&logic->BugRock, []{return logic->BlastOrSmash() || logic->CanUse(RG_SILVER_GAUNTLETS);}),
EventAccess(&logic->GoronCityChildFire, []{return logic->IsChild && logic->CanUse(RG_DINS_FIRE);}),
EventAccess(&logic->GCWoodsWarpOpen, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE) || logic->CanUse(RG_FAIRY_BOW) || logic->HasItem(RG_GORONS_BRACELET) || logic->GoronCityChildFire;}),
EventAccess(&logic->GCWoodsWarpOpen, []{return logic->CanDetonateUprightBombFlower() || logic->CanUse(RG_MEGATON_HAMMER) || logic->GoronCityChildFire;}),
EventAccess(&logic->GCDaruniasDoorOpenChild, []{return logic->IsChild && logic->CanUse(RG_ZELDAS_LULLABY);}),
EventAccess(&logic->StopGCRollingGoronAsAdult, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) || (ctx->GetTrickOption(RT_GC_LINK_GORON_DINS) && logic->CanUse(RG_DINS_FIRE)));}),
// bottle animation causes similar complications as stopping goron with Din's Fire, only put in logic when both din's & blue fire tricks enabled
EventAccess(&logic->StopGCRollingGoronAsAdult, []{return logic->IsAdult && (logic->HasItem(RG_GORONS_BRACELET) || logic->HasExplosives() || logic->CanUse(RG_FAIRY_BOW) ||
(ctx->GetTrickOption(RT_GC_LINK_GORON_DINS) && (logic->CanUse(RG_DINS_FIRE) || (ctx->GetTrickOption(RT_BLUE_FIRE_MUD_WALLS) && logic->CanUse(RG_BOTTLE_WITH_BLUE_FIRE)))));}),
}, {
//Locations
LOCATION(RC_GC_MAZE_LEFT_CHEST, logic->CanUse(RG_MEGATON_HAMMER) || logic->CanUse(RG_SILVER_GAUNTLETS) || (ctx->GetTrickOption(RT_GC_LEFTMOST) && logic->HasExplosives() && logic->CanUse(RG_HOVER_BOOTS))),
@ -45,7 +47,7 @@ void RegionTable_Init_GoronCity() {
Entrance(RR_GC_GROTTO_PLATFORM, []{return logic->IsAdult && ((logic->CanUse(RG_SONG_OF_TIME) && ((logic->EffectiveHealth() > 2) || logic->CanUse(RG_GORON_TUNIC) || logic->CanUse(RG_LONGSHOT) || logic->CanUse(RG_NAYRUS_LOVE))) || (logic->EffectiveHealth() > 1 && logic->CanUse(RG_GORON_TUNIC) && logic->CanUse(RG_HOOKSHOT)) || (logic->CanUse(RG_NAYRUS_LOVE) && logic->CanUse(RG_HOOKSHOT)) || (logic->EffectiveHealth() > 2 && logic->CanUse(RG_HOOKSHOT) && ctx->GetTrickOption(RT_GC_GROTTO)));}),
});
areaTable[RR_GC_MEDIGORON] = Region("GC Medigoron", "Goron City", {RA_GORON_CITY}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GC_MEDIGORON] = Region("GC Medigoron", SCENE_GORON_CITY, {}, {
//Locations
LOCATION(RC_GC_MEDIGORON_GOSSIP_STONE_FAIRY, logic->CallGossipFairyExceptSuns()),
LOCATION(RC_GC_MEDIGORON_GOSSIP_STONE_FAIRY_BIG, logic->CanUse(RG_SONG_OF_STORMS)),
@ -56,7 +58,7 @@ void RegionTable_Init_GoronCity() {
Entrance(RR_GORON_CITY, []{return true;}),
});
areaTable[RR_GC_WOODS_WARP] = Region("GC Woods Warp", "Goron City", {RA_GORON_CITY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GC_WOODS_WARP] = Region("GC Woods Warp", SCENE_GORON_CITY, {
//Events
EventAccess(&logic->GCWoodsWarpOpen, []{return logic->BlastOrSmash() || logic->CanUse(RG_DINS_FIRE);}),
}, {}, {
@ -65,7 +67,7 @@ void RegionTable_Init_GoronCity() {
Entrance(RR_THE_LOST_WOODS, []{return true;}),
});
areaTable[RR_GC_DARUNIAS_CHAMBER] = Region("GC Darunias Chamber", "Goron City", {RA_GORON_CITY}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GC_DARUNIAS_CHAMBER] = Region("GC Darunias Chamber", SCENE_GORON_CITY, {
//Events
EventAccess(&logic->GoronCityChildFire, []{return logic->IsChild && logic->CanUse(RG_STICKS);}),
}, {
@ -80,13 +82,13 @@ void RegionTable_Init_GoronCity() {
Entrance(RR_DMC_LOWER_LOCAL, []{return logic->IsAdult;}),
});
areaTable[RR_GC_GROTTO_PLATFORM] = Region("GC Grotto Platform", "Goron City", {RA_GORON_CITY}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_GC_GROTTO_PLATFORM] = Region("GC Grotto Platform", SCENE_GORON_CITY, {}, {}, {
//Exits
Entrance(RR_GC_GROTTO, []{return true;}),
Entrance(RR_GORON_CITY, []{return logic->EffectiveHealth() > 2 || logic->CanUse(RG_GORON_TUNIC) || logic->CanUse(RG_NAYRUS_LOVE) || ((logic->IsChild || logic->CanUse(RG_SONG_OF_TIME)) && logic->CanUse(RG_LONGSHOT));}),
});
areaTable[RR_GC_SHOP] = Region("GC Shop", "GC Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GC_SHOP] = Region("GC Shop", SCENE_GORON_SHOP, {}, {
//Locations
LOCATION(RC_GC_SHOP_ITEM_1, true),
LOCATION(RC_GC_SHOP_ITEM_2, true),
@ -101,7 +103,7 @@ void RegionTable_Init_GoronCity() {
Entrance(RR_GORON_CITY, []{return true;}),
});
areaTable[RR_GC_GROTTO] = Region("GC Grotto", "GC Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GC_GROTTO] = Region("GC Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_GC_DEKU_SCRUB_GROTTO_LEFT, logic->CanStunDeku()),
LOCATION(RC_GC_DEKU_SCRUB_GROTTO_RIGHT, logic->CanStunDeku()),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_Graveyard() {
// clang-format off
areaTable[RR_THE_GRAVEYARD] = Region("The Graveyard", "The Graveyard", {RA_THE_GRAVEYARD}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_THE_GRAVEYARD] = Region("The Graveyard", SCENE_GRAVEYARD, {
//Events
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
@ -43,7 +43,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return false;}),
});
areaTable[RR_GRAVEYARD_SHIELD_GRAVE] = Region("Graveyard Shield Grave", "Graveyard Shield Grave", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GRAVEYARD_SHIELD_GRAVE] = Region("Graveyard Shield Grave", SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_GRAVEYARD_SHIELD_GRAVE_CHEST, true),
}, {
@ -52,7 +52,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_GRAVEYARD_SHIELD_GRAVE_BACK, []{return Here(RR_GRAVEYARD_SHIELD_GRAVE, []{return logic->CanBreakMudWalls();});}),
});
areaTable[RR_GRAVEYARD_SHIELD_GRAVE_BACK] = Region("Graveyard Shield Grave Back", "Graveyard Shield Grave", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GRAVEYARD_SHIELD_GRAVE_BACK] = Region("Graveyard Shield Grave Back", SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_GRAVEYARD_SHIELD_GRAVE_FAIRY_1, true),
LOCATION(RC_GRAVEYARD_SHIELD_GRAVE_FAIRY_2, true),
@ -67,7 +67,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_GRAVEYARD_SHIELD_GRAVE, []{return true;}),
});
areaTable[RR_GRAVEYARD_HEART_PIECE_GRAVE] = Region("Graveyard Heart Piece Grave", "Graveyard Heart Piece Grave", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GRAVEYARD_HEART_PIECE_GRAVE] = Region("Graveyard Heart Piece Grave", SCENE_REDEAD_GRAVE, {}, {
//Locations
LOCATION(RC_GRAVEYARD_HEART_PIECE_GRAVE_CHEST, logic->CanUse(RG_SUNS_SONG)),
}, {
@ -75,17 +75,17 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_THE_GRAVEYARD, []{return true;}),
});
areaTable[RR_GRAVEYARD_COMPOSERS_GRAVE] = Region("Graveyard Composers Grave", "Graveyard Composers Grave", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GRAVEYARD_COMPOSERS_GRAVE] = Region("Graveyard Composers Grave", SCENE_ROYAL_FAMILYS_TOMB, {}, {
//Locations
LOCATION(RC_GRAVEYARD_ROYAL_FAMILYS_TOMB_CHEST, logic->HasFireSource()),
LOCATION(RC_SONG_FROM_ROYAL_FAMILYS_TOMB, logic->CanUseProjectile() || logic->CanJumpslash()),
LOCATION(RC_SONG_FROM_ROYAL_FAMILYS_TOMB, logic->CanUseProjectile() || logic->CanJumpslash()),
LOCATION(RC_GRAVEYARD_ROYAL_FAMILYS_TOMB_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, {
//Exits
Entrance(RR_THE_GRAVEYARD, []{return true;}),
});
areaTable[RR_GRAVEYARD_DAMPES_GRAVE] = Region("Graveyard Dampes Grave", "Windmill and Dampes Grave", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GRAVEYARD_DAMPES_GRAVE] = Region("Graveyard Dampes Grave", SCENE_WINDMILL_AND_DAMPES_GRAVE, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
EventAccess(&logic->DampesWindmillAccess, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}),
@ -113,7 +113,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_KAK_WINDMILL, []{return logic->IsAdult && logic->CanUse(RG_SONG_OF_TIME);}, false),
});
areaTable[RR_GRAVEYARD_DAMPES_HOUSE] = Region("Graveyard Dampes House", "Graveyard Dampes House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_GRAVEYARD_DAMPES_HOUSE] = Region("Graveyard Dampes House", SCENE_GRAVEKEEPERS_HUT, {}, {
//Locations
LOCATION(RC_DAMPE_HINT, logic->IsAdult),
}, {
@ -121,7 +121,7 @@ void RegionTable_Init_Graveyard() {
Entrance(RR_THE_GRAVEYARD, []{return true;}),
});
areaTable[RR_GRAVEYARD_WARP_PAD_REGION] = Region("Graveyard Warp Pad Region", "Graveyard", {RA_THE_GRAVEYARD}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_GRAVEYARD_WARP_PAD_REGION] = Region("Graveyard Warp Pad Region", SCENE_GRAVEYARD, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
}, {

View file

@ -5,18 +5,17 @@ using namespace Rando;
void RegionTable_Init_HauntedWasteland() {
// clang-format off
areaTable[RR_WASTELAND_NEAR_FORTRESS] = Region("Wasteland Near Fortress", "Haunted Wasteland", {RA_HAUNTED_WASTELAND}, NO_DAY_NIGHT_CYCLE, {},
areaTable[RR_WASTELAND_NEAR_FORTRESS] = Region("Wasteland Near Fortress", SCENE_HAUNTED_WASTELAND, {},
{
//Locations
LOCATION(RC_HW_BEFORE_QUICKSAND_CRATE, logic->CanBreakCrates()),
},
{
}, {
//Exits
Entrance(RR_GF_OUTSIDE_GATE, []{return true;}),
Entrance(RR_HAUNTED_WASTELAND, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT) || ctx->GetTrickOption(RT_HW_CROSSING);}),
});
areaTable[RR_HAUNTED_WASTELAND] = Region("Haunted Wasteland", "Haunted Wasteland", {RA_HAUNTED_WASTELAND}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_HAUNTED_WASTELAND] = Region("Haunted Wasteland", SCENE_HAUNTED_WASTELAND, {
//Events
EventAccess(&logic->FairyPot, []{return true;}),
EventAccess(&logic->NutPot, []{return true;}),
@ -39,12 +38,10 @@ void RegionTable_Init_HauntedWasteland() {
Entrance(RR_WASTELAND_NEAR_FORTRESS, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT) || ctx->GetTrickOption(RT_HW_CROSSING);}),
});
areaTable[RR_WASTELAND_NEAR_COLOSSUS] = Region("Wasteland Near Colossus", "Haunted Wasteland", {RA_HAUNTED_WASTELAND}, NO_DAY_NIGHT_CYCLE, {},
{
areaTable[RR_WASTELAND_NEAR_COLOSSUS] = Region("Wasteland Near Colossus", SCENE_HAUNTED_WASTELAND, {}, {
//Locations
LOCATION(RC_HW_NEAR_COLOSSUS_CRATE, logic->CanBreakCrates()),
},
{
}, {
//Exits
Entrance(RR_DESERT_COLOSSUS, []{return true;}),
Entrance(RR_HAUNTED_WASTELAND, []{return ctx->GetTrickOption(RT_HW_REVERSE) || false;}),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_HyruleField() {
// clang-format off
areaTable[RR_HYRULE_FIELD] = Region("Hyrule Field", "Hyrule Field", {RA_HYRULE_FIELD}, DAY_NIGHT_CYCLE, {
areaTable[RR_HYRULE_FIELD] = Region("Hyrule Field", SCENE_HYRULE_FIELD, {
//Events
EventAccess(&logic->BigPoeKill, []{return logic->CanUse(RG_FAIRY_BOW) && logic->CanUse(RG_EPONA) && logic->HasBottle();}),
}, {
@ -80,7 +80,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HF_TEKTITE_GROTTO, []{return logic->CanOpenBombGrotto();}),
});
areaTable[RR_HF_SOUTHEAST_GROTTO] = Region("HF Southeast Grotto", "HF Southeast Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_HF_SOUTHEAST_GROTTO] = Region("HF Southeast Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_HF_SOUTHEAST_GROTTO_CHEST, true),
LOCATION(RC_HF_SOUTHEAST_GROTTO_FISH, logic->HasBottle()),
@ -98,7 +98,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_OPEN_GROTTO] = Region("HF Open Grotto", "HF Open Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_HF_OPEN_GROTTO] = Region("HF Open Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_HF_OPEN_GROTTO_CHEST, true),
LOCATION(RC_HF_OPEN_GROTTO_FISH, logic->HasBottle()),
@ -116,7 +116,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_INSIDE_FENCE_GROTTO] = Region("HF Inside Fence Grotto", "HF Inside Fence Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HF_INSIDE_FENCE_GROTTO] = Region("HF Inside Fence Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_HF_DEKU_SCRUB_GROTTO, logic->CanStunDeku()),
LOCATION(RC_HF_INSIDE_FENCE_GROTTO_BEEHIVE, logic->CanBreakLowerBeehives()),
@ -126,13 +126,13 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_COW_GROTTO] = Region("HF Cow Grotto", "HF Cow Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_HF_COW_GROTTO] = Region("HF Cow Grotto", SCENE_GROTTOS, {}, {}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return true;}),
Entrance(RR_HF_COW_GROTTO_BEHIND_WEBS, []{return logic->HasFireSource();}),
});
areaTable[RR_HF_COW_GROTTO_BEHIND_WEBS] = Region("HF Cow Grotto Behind Webs", "HF Cow Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_HF_COW_GROTTO_BEHIND_WEBS] = Region("HF Cow Grotto Behind Webs", SCENE_GROTTOS, {
//Events
EventAccess(&logic->BugShrub, []{return logic->CanCutShrubs();}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
@ -152,7 +152,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HF_COW_GROTTO, []{return true;}),
});
areaTable[RR_HF_NEAR_MARKET_GROTTO] = Region("HF Near Market Grotto", "HF Near Market Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_HF_NEAR_MARKET_GROTTO] = Region("HF Near Market Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_HF_NEAR_MARKET_GROTTO_CHEST, true),
LOCATION(RC_HF_NEAR_MARKET_GROTTO_FISH, logic->HasBottle()),
@ -170,7 +170,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_FAIRY_GROTTO] = Region("HF Fairy Grotto", "HF Fairy Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_HF_FAIRY_GROTTO] = Region("HF Fairy Grotto", SCENE_GROTTOS, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {
@ -188,7 +188,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_NEAR_KAK_GROTTO] = Region("HF Near Kak Grotto", "HF Near Kak Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HF_NEAR_KAK_GROTTO] = Region("HF Near Kak Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_HF_GS_NEAR_KAK_GROTTO, logic->HookshotOrBoomerang()),
}, {
@ -196,7 +196,7 @@ void RegionTable_Init_HyruleField() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_HF_TEKTITE_GROTTO] = Region("HF Tektite Grotto", "HF Tektite Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_HF_TEKTITE_GROTTO] = Region("HF Tektite Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_HF_TEKTITE_GROTTO_FREESTANDING_POH, logic->HasItem(RG_GOLDEN_SCALE) || logic->CanUse(RG_IRON_BOOTS)),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_Kakariko() {
// clang-format off
areaTable[RR_KAKARIKO_VILLAGE] = Region("Kakariko Village", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KAKARIKO_VILLAGE] = Region("Kakariko Village", SCENE_KAKARIKO_VILLAGE, {
//Events
EventAccess(&logic->BugRock, []{return true;}),
//Open Gate setting is applied in RR_ROOT
@ -79,13 +79,13 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_BACKYARD, []{return logic->IsAdult || logic->AtDay;}),
});
areaTable[RR_KAK_IMPAS_LEDGE] = Region("Kak Impas Ledge", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_KAK_IMPAS_LEDGE] = Region("Kak Impas Ledge", SCENE_KAKARIKO_VILLAGE, {}, {}, {
//Exits
Entrance(RR_KAK_IMPAS_HOUSE_BACK, []{return true;}),
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_IMPAS_ROOFTOP] = Region("Kak Impas Rooftop", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_IMPAS_ROOFTOP] = Region("Kak Impas Rooftop", SCENE_KAKARIKO_VILLAGE, {}, {
//Locations
LOCATION(RC_KAK_GS_ABOVE_IMPAS_HOUSE, logic->IsAdult && logic->CanGetNightTimeGS() && logic->CanKillEnemy(RE_GOLD_SKULLTULA)),
}, {
@ -94,7 +94,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_WATCHTOWER] = Region("Kak Watchtower", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_WATCHTOWER] = Region("Kak Watchtower", SCENE_KAKARIKO_VILLAGE, {}, {
//Locations
//exists for when age change is in logic.
LOCATION(RC_KAK_GS_WATCHTOWER, logic->IsChild && logic->CanUse(RG_DINS_FIRE) && logic->CanGetNightTimeGS()),
@ -104,7 +104,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_ROOFTOP, []{return ctx->GetTrickOption(RT_KAK_MAN_ON_ROOF) && logic->IsChild;}),
});
areaTable[RR_KAK_ROOFTOP] = Region("Kak Rooftop", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_ROOFTOP] = Region("Kak Rooftop", SCENE_KAKARIKO_VILLAGE, {}, {
//Locations
LOCATION(RC_KAK_MAN_ON_ROOF, true),
}, {
@ -113,7 +113,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_BACKYARD] = Region("Kak Backyard", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_BACKYARD] = Region("Kak Backyard", SCENE_KAKARIKO_VILLAGE, {}, {
//Locations
//There's probably a trick to get these with rang from the main region
LOCATION(RC_KAK_NEAR_MEDICINE_SHOP_POT_1, logic->IsChild && logic->CanBreakPots()),
@ -126,7 +126,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_POTION_SHOP_BACK, []{return logic->IsAdult && logic->AtDay && logic->CanOpenOverworldDoor(RG_KAK_POTION_SHOP_KEY);}),
});
areaTable[RR_KAK_CARPENTER_BOSS_HOUSE] = Region("Kak Carpenter Boss House", "Kak Carpenter Boss House", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KAK_CARPENTER_BOSS_HOUSE] = Region("Kak Carpenter Boss House", SCENE_KAKARIKO_CENTER_GUEST_HOUSE, {
//Events
EventAccess(&logic->WakeUpAdultTalon, []{return logic->IsAdult && logic->CanUse(RG_POCKET_EGG);}),
}, {}, {
@ -134,7 +134,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_HOUSE_OF_SKULLTULA] = Region("Kak House of Skulltula", "Kak House of Skulltula", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_HOUSE_OF_SKULLTULA] = Region("Kak House of Skulltula", SCENE_HOUSE_OF_SKULLTULA, {}, {
//Locations
LOCATION(RC_KAK_10_GOLD_SKULLTULA_REWARD, logic->GetGSCount() >= 10),
LOCATION(RC_KAK_20_GOLD_SKULLTULA_REWARD, logic->GetGSCount() >= 20),
@ -147,7 +147,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_IMPAS_HOUSE] = Region("Kak Impas House", "Kak Impas House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_IMPAS_HOUSE] = Region("Kak Impas House", SCENE_IMPAS_HOUSE, {}, {
//Locations
LOCATION(RC_KAK_IMPAS_HOUSE_COW, logic->CanUse(RG_EPONAS_SONG)),
}, {
@ -155,7 +155,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_IMPAS_HOUSE_BACK] = Region("Kak Impas House Back", "Kak Impas House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_IMPAS_HOUSE_BACK] = Region("Kak Impas House Back", SCENE_IMPAS_HOUSE, {}, {
//Locations
LOCATION(RC_KAK_IMPAS_HOUSE_FREESTANDING_POH, true),
LOCATION(RC_KAK_IMPAS_HOUSE_COW, logic->CanUse(RG_EPONAS_SONG)),
@ -164,7 +164,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_IMPAS_LEDGE, []{return true;}),
});
areaTable[RR_KAK_WINDMILL] = Region("Kak Windmill", "Windmill and Dampes Grave", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KAK_WINDMILL] = Region("Kak Windmill", SCENE_WINDMILL_AND_DAMPES_GRAVE, {
//Events
EventAccess(&logic->DrainWell, []{return logic->IsChild && logic->CanUse(RG_SONG_OF_STORMS);}),
}, {
@ -176,7 +176,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_BAZAAR] = Region("Kak Bazaar", "Kak Bazaar", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_BAZAAR] = Region("Kak Bazaar", SCENE_BAZAAR, {}, {
//Locations
LOCATION(RC_KAK_BAZAAR_ITEM_1, true),
LOCATION(RC_KAK_BAZAAR_ITEM_2, true),
@ -191,7 +191,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_SHOOTING_GALLERY] = Region("Kak Shooting Gallery", "Kak Shooting Gallery", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_SHOOTING_GALLERY] = Region("Kak Shooting Gallery", SCENE_SHOOTING_GALLERY, {}, {
//Locations
LOCATION(RC_KAK_SHOOTING_GALLERY_REWARD, logic->HasItem(RG_CHILD_WALLET) && logic->IsAdult && logic->CanUse(RG_FAIRY_BOW)),
}, {
@ -199,7 +199,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_POTION_SHOP_FRONT] = Region("Kak Potion Shop Front", "Kak Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_POTION_SHOP_FRONT] = Region("Kak Potion Shop Front", SCENE_POTION_SHOP_KAKARIKO, {}, {
//Locations
LOCATION(RC_KAK_POTION_SHOP_ITEM_1, logic->IsAdult),
LOCATION(RC_KAK_POTION_SHOP_ITEM_2, logic->IsAdult),
@ -215,13 +215,13 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_POTION_SHOP_BACK, []{return logic->IsAdult;}),
});
areaTable[RR_KAK_POTION_SHOP_BACK] = Region("Kak Potion Shop Back", "Kak Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_KAK_POTION_SHOP_BACK] = Region("Kak Potion Shop Back", SCENE_POTION_SHOP_KAKARIKO, {}, {}, {
//Exits
Entrance(RR_KAK_BACKYARD, []{return logic->IsAdult;}),
Entrance(RR_KAK_POTION_SHOP_FRONT, []{return true;}),
});
areaTable[RR_KAK_ODD_POTION_BUILDING] = Region("Kak Granny's Potion Shop", "Kak Granny's Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KAK_ODD_POTION_BUILDING] = Region("Kak Granny's Potion Shop", SCENE_POTION_SHOP_GRANNY, {
//Events
// RANDOTODO blue pot access
}, {
@ -233,7 +233,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_BACKYARD, []{return true;}),
});
areaTable[RR_KAK_REDEAD_GROTTO] = Region("Kak Redead Grotto", "Kak Redead Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KAK_REDEAD_GROTTO] = Region("Kak Redead Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_KAK_REDEAD_GROTTO_CHEST, logic->CanKillEnemy(RE_REDEAD, ED_CLOSE, true, 2)),
}, {
@ -241,7 +241,7 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAKARIKO_VILLAGE, []{return true;}),
});
areaTable[RR_KAK_OPEN_GROTTO] = Region("Kak Open Grotto", "Kak Open Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_KAK_OPEN_GROTTO] = Region("Kak Open Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_KAK_OPEN_GROTTO_CHEST, true),
LOCATION(RC_KAK_OPEN_GROTTO_FISH, logic->HasBottle()),
@ -259,13 +259,13 @@ void RegionTable_Init_Kakariko() {
Entrance(RR_KAK_BACKYARD, []{return true;}),
});
areaTable[RR_KAK_BEHIND_GATE] = Region("Kak Behind Gate", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_KAK_BEHIND_GATE] = Region("Kak Behind Gate", SCENE_KAKARIKO_VILLAGE, {}, {}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || ctx->GetTrickOption(RT_VISIBLE_COLLISION) || logic->KakarikoVillageGateOpen;}),
Entrance(RR_DEATH_MOUNTAIN_TRAIL, []{return true;}),
});
areaTable[RR_KAK_WELL] = Region("Kak Behind Gate", "Kakariko Village", {RA_KAKARIKO_VILLAGE}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_KAK_WELL] = Region("Kak Well", SCENE_KAKARIKO_VILLAGE, {}, {}, {
//Exits
Entrance(RR_KAKARIKO_VILLAGE, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE) || logic->DrainWell;}),
Entrance(RR_BOTTOM_OF_THE_WELL_ENTRYWAY, []{return logic->IsChild || (logic->DrainWell && ctx->GetOption(RSK_SHUFFLE_DUNGEON_ENTRANCES).IsNot(RO_DUNGEON_ENTRANCE_SHUFFLE_OFF));}),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_KokiriForest() {
// clang-format off
areaTable[RR_KOKIRI_FOREST] = Region("Kokiri Forest", "Kokiri Forest", {RA_KOKIRI_FOREST}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KOKIRI_FOREST] = Region("Kokiri Forest", SCENE_KOKIRI_FOREST, {
//Events
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
@ -89,7 +89,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KF_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
});
areaTable[RR_KF_OUTSIDE_DEKU_TREE] = Region("KF Outside Deku Tree", "Kokiri Forest", {RA_KOKIRI_FOREST}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_KF_OUTSIDE_DEKU_TREE] = Region("KF Outside Deku Tree", SCENE_KOKIRI_FOREST, {
//Events
EventAccess(&logic->DekuBabaSticks, []{return logic->CanGetDekuBabaSticks();}),
EventAccess(&logic->DekuBabaNuts, []{return logic->CanGetDekuBabaNuts();}),
@ -108,7 +108,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return (logic->IsAdult && (logic->CanPassEnemy(RE_BIG_SKULLTULA) || logic->ForestTempleClear)) || ctx->GetOption(RSK_FOREST).Is(RO_CLOSED_FOREST_OFF) || logic->ShowedMidoSwordAndShield;}),
});
areaTable[RR_KF_LINKS_HOUSE] = Region("KF Link's House", "KF Link's House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_LINKS_HOUSE] = Region("KF Link's House", SCENE_LINKS_HOUSE, {}, {
//Locations
LOCATION(RC_KF_LINKS_HOUSE_COW, logic->IsAdult && logic->CanUse(RG_EPONAS_SONG) && logic->LinksCow),
LOCATION(RC_KF_LINKS_HOUSE_POT, logic->CanBreakPots()),
@ -117,7 +117,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;})
});
areaTable[RR_KF_MIDOS_HOUSE] = Region("KF Mido's House", "KF Mido's House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_MIDOS_HOUSE] = Region("KF Mido's House", SCENE_MIDOS_HOUSE, {}, {
//Locations
LOCATION(RC_KF_MIDOS_TOP_LEFT_CHEST, true),
LOCATION(RC_KF_MIDOS_TOP_RIGHT_CHEST, true),
@ -128,7 +128,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;}),
});
areaTable[RR_KF_SARIAS_HOUSE] = Region("KF Saria's House", "KF Saria's House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_SARIAS_HOUSE] = Region("KF Saria's House", SCENE_SARIAS_HOUSE, {}, {
//Locations
LOCATION(RC_KF_SARIAS_TOP_LEFT_HEART, true),
LOCATION(RC_KF_SARIAS_TOP_RIGHT_HEART, true),
@ -139,7 +139,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;}),
});
areaTable[RR_KF_HOUSE_OF_TWINS] = Region("KF House of Twins", "KF House of Twins", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_HOUSE_OF_TWINS] = Region("KF House of Twins", SCENE_TWINS_HOUSE, {}, {
//Locations
LOCATION(RC_KF_TWINS_HOUSE_POT_1, logic->CanBreakPots()),
LOCATION(RC_KF_TWINS_HOUSE_POT_2, logic->CanBreakPots()),
@ -148,7 +148,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;}),
});
areaTable[RR_KF_KNOW_IT_ALL_HOUSE] = Region("KF Know It All House", "KF Know It All House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_KNOW_IT_ALL_HOUSE] = Region("KF Know It All House", SCENE_KNOW_IT_ALL_BROS_HOUSE, {}, {
// Locations
LOCATION(RC_KF_BROTHERS_HOUSE_POT_1, logic->CanBreakPots()),
LOCATION(RC_KF_BROTHERS_HOUSE_POT_2, logic->CanBreakPots()),
@ -157,7 +157,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;}),
});
areaTable[RR_KF_KOKIRI_SHOP] = Region("KF Kokiri Shop", "KF Kokiri Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_KF_KOKIRI_SHOP] = Region("KF Kokiri Shop", SCENE_KOKIRI_SHOP, {}, {
//Locations
LOCATION(RC_KF_SHOP_ITEM_1, true),
LOCATION(RC_KF_SHOP_ITEM_2, true),
@ -172,7 +172,7 @@ void RegionTable_Init_KokiriForest() {
Entrance(RR_KOKIRI_FOREST, []{return true;}),
});
areaTable[RR_KF_STORMS_GROTTO] = Region("KF Storms Grotto", "KF Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_KF_STORMS_GROTTO] = Region("KF Storms Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_KF_STORMS_GROTTO_CHEST, true),
LOCATION(RC_KF_STORMS_GROTTO_FISH, logic->HasBottle()),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_LakeHylia() {
// clang-format off
areaTable[RR_LAKE_HYLIA] = Region("Lake Hylia", "Lake Hylia", {RA_LAKE_HYLIA}, DAY_NIGHT_CYCLE, {
areaTable[RR_LAKE_HYLIA] = Region("Lake Hylia", SCENE_LAKE_HYLIA, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
@ -84,28 +84,40 @@ void RegionTable_Init_LakeHylia() {
}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return true;}),
Entrance(RR_ZORAS_DOMAIN, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_LH_FROM_SHORTCUT, []{return true;}),
Entrance(RR_LH_OWL_FLIGHT, []{return logic->IsChild;}),
Entrance(RR_LH_FISHING_ISLAND, []{return ((logic->IsChild || logic->WaterTempleClear) && logic->HasItem(RG_BRONZE_SCALE)) || (logic->IsAdult && (logic->CanUse(RG_SCARECROW) || CanPlantBean(RR_LAKE_HYLIA)));}),
Entrance(RR_LH_LAB, []{return logic->CanOpenOverworldDoor(RG_HYLIA_LAB_KEY);}),
Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return logic->CanUse(RG_HOOKSHOT) && ((logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_LH_WATER_HOOKSHOT) && logic->HasItem(RG_GOLDEN_SCALE))) || (logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->HasItem(RG_GOLDEN_SCALE)));}),
Entrance(RR_LH_FROM_WATER_TEMPLE, []{return true;}),
Entrance(RR_LH_GROTTO, []{return true;}),
});
areaTable[RR_LH_FISHING_ISLAND] = Region("LH Fishing Island", "Lake Hylia", {RA_LAKE_HYLIA}, DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_LH_FROM_SHORTCUT] = Region("LH From Shortcut", SCENE_LAKE_HYLIA, TIME_DOESNT_PASS, {RA_LAKE_HYLIA}, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return logic->Hearts() > 1 || logic->HasItem(RG_BOTTLE_WITH_FAIRY) || logic->HasItem(RG_BRONZE_SCALE) || logic->CanUse(RG_IRON_BOOTS);}),
Entrance(RR_ZORAS_DOMAIN, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
});
areaTable[RR_LH_FROM_WATER_TEMPLE] = Region("LH From Water Temple", SCENE_LAKE_HYLIA, TIME_DOESNT_PASS, {RA_LAKE_HYLIA}, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return logic->HasItem(RG_BRONZE_SCALE) || logic->HasItem(RG_BOTTLE_WITH_FAIRY) || logic->CanUse(RG_IRON_BOOTS);}),
Entrance(RR_WATER_TEMPLE_ENTRYWAY, []{return logic->CanUse(RG_HOOKSHOT) && ((logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_LH_WATER_HOOKSHOT) && logic->HasItem(RG_GOLDEN_SCALE))) || (logic->IsAdult && logic->CanUse(RG_LONGSHOT) && logic->HasItem(RG_GOLDEN_SCALE)));}),
});
areaTable[RR_LH_FISHING_ISLAND] = Region("LH Fishing Island", SCENE_LAKE_HYLIA, {}, {}, {
//Exits
Entrance(RR_LAKE_HYLIA, []{return logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_LH_FISHING_POND, []{return logic->CanOpenOverworldDoor(RG_FISHING_HOLE_KEY);}),
});
areaTable[RR_LH_OWL_FLIGHT] = Region("LH Owl Flight", "Lake Hylia", {RA_LAKE_HYLIA}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_LH_OWL_FLIGHT] = Region("LH Owl Flight", SCENE_LAKE_HYLIA, {}, {}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return true;}, false),
});
areaTable[RR_LH_LAB] = Region("LH Lab", "LH Lab", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LH_LAB] = Region("LH Lab", SCENE_LAKESIDE_LABORATORY, {}, {
//Locations
LOCATION(RC_LH_LAB_DIVE, logic->HasItem(RG_GOLDEN_SCALE) || (ctx->GetTrickOption(RT_LH_LAB_DIVING) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT))),
LOCATION(RC_LH_LAB_DIVE, logic->HasItem(RG_GOLDEN_SCALE) || (ctx->GetTrickOption(RT_LH_LAB_DIVING) && logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->HasItem(RG_BRONZE_SCALE))),
LOCATION(RC_LH_TRADE_FROG, logic->IsAdult && logic->CanUse(RG_EYEBALL_FROG)),
LOCATION(RC_LH_GS_LAB_CRATE, logic->CanUse(RG_IRON_BOOTS) && logic->CanUse(RG_HOOKSHOT) && logic->CanBreakCrates()),
LOCATION(RC_LH_LAB_FRONT_RUPEE, logic->CanUse(RG_IRON_BOOTS) || logic->HasItem(RG_GOLDEN_SCALE)),
@ -118,7 +130,7 @@ void RegionTable_Init_LakeHylia() {
});
// TODO: should some of these helpers be done via events instead?
areaTable[RR_LH_FISHING_POND] = Region("LH Fishing Hole", "LH Fishing Hole", {}, DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LH_FISHING_POND] = Region("LH Fishing Hole", SCENE_FISHING_POND, {}, {
//Locations
LOCATION(RC_LH_CHILD_FISHING, logic->CanUse(RG_FISHING_POLE) && logic->IsChild),
LOCATION(RC_LH_CHILD_FISH_1, logic->CanUse(RG_FISHING_POLE) && (logic->IsChild || !ctx->GetOption(RSK_FISHSANITY_AGE_SPLIT))),
@ -162,7 +174,7 @@ void RegionTable_Init_LakeHylia() {
Entrance(RR_LH_FISHING_ISLAND, []{return true;}),
});
areaTable[RR_LH_GROTTO] = Region("LH Grotto", "LH Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LH_GROTTO] = Region("LH Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_LH_DEKU_SCRUB_GROTTO_LEFT, logic->CanStunDeku()),
LOCATION(RC_LH_DEKU_SCRUB_GROTTO_RIGHT, logic->CanStunDeku()),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_LonLonRanch() {
// clang-format off
areaTable[RR_LON_LON_RANCH] = Region("Lon Lon Ranch", "Lon Lon Ranch", {RA_LON_LON_RANCH}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_LON_LON_RANCH] = Region("Lon Lon Ranch", SCENE_LON_LON_RANCH, {
//Events
EventAccess(&logic->FreedEpona, []{return (logic->HasItem(RG_CHILD_WALLET) || ctx->GetOption(RSK_SKIP_EPONA_RACE)) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}),
EventAccess(&logic->LinksCow, []{return logic->HasItem(RG_CHILD_WALLET) && logic->CanUse(RG_EPONAS_SONG) && logic->IsAdult && logic->AtDay;}),
@ -33,7 +33,7 @@ void RegionTable_Init_LonLonRanch() {
Entrance(RR_LLR_GROTTO, []{return logic->IsChild;}),
});
areaTable[RR_LLR_TALONS_HOUSE] = Region("LLR Talons House", "LLR Talons House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LLR_TALONS_HOUSE] = Region("LLR Talons House", SCENE_LON_LON_BUILDINGS, {}, {
//Locations
LOCATION(RC_LLR_TALONS_CHICKENS, logic->HasItem(RG_CHILD_WALLET) && logic->IsChild && logic->AtDay && logic->HasItem(RG_ZELDAS_LETTER)),
LOCATION(RC_LLR_TALONS_HOUSE_POT_1, logic->CanBreakPots()),
@ -44,7 +44,7 @@ void RegionTable_Init_LonLonRanch() {
Entrance(RR_LON_LON_RANCH, []{return true;}),
});
areaTable[RR_LLR_STABLES] = Region("LLR Stables", "LLR Stables", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LLR_STABLES] = Region("LLR Stables", SCENE_STABLE, {}, {
//Locations
LOCATION(RC_LLR_STABLES_LEFT_COW, logic->CanUse(RG_EPONAS_SONG)),
LOCATION(RC_LLR_STABLES_RIGHT_COW, logic->CanUse(RG_EPONAS_SONG)),
@ -53,7 +53,7 @@ void RegionTable_Init_LonLonRanch() {
Entrance(RR_LON_LON_RANCH, []{return true;}),
});
areaTable[RR_LLR_TOWER] = Region("LLR Tower", "LLR Tower", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LLR_TOWER] = Region("LLR Tower", SCENE_LON_LON_BUILDINGS, {}, {
//Locations
LOCATION(RC_LLR_FREESTANDING_POH, logic->IsChild),
LOCATION(RC_LLR_TOWER_LEFT_COW, logic->CanUse(RG_EPONAS_SONG)),
@ -63,7 +63,7 @@ void RegionTable_Init_LonLonRanch() {
Entrance(RR_LON_LON_RANCH, []{return true;}),
});
areaTable[RR_LLR_GROTTO] = Region("LLR Grotto", "LLR Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LLR_GROTTO] = Region("LLR Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_LLR_DEKU_SCRUB_GROTTO_LEFT, logic->CanStunDeku()),
LOCATION(RC_LLR_DEKU_SCRUB_GROTTO_RIGHT, logic->CanStunDeku()),

View file

@ -5,12 +5,12 @@ using namespace Rando;
void RegionTable_Init_LostWoods() {
// clang-format off
areaTable[RR_LW_FOREST_EXIT] = Region("LW Forest Exit", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_LW_FOREST_EXIT] = Region("LW Forest Exit", SCENE_LOST_WOODS, {}, {}, {
//Exits
Entrance(RR_KOKIRI_FOREST, []{return true;})
});
areaTable[RR_THE_LOST_WOODS] = Region("Lost Woods", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_THE_LOST_WOODS] = Region("Lost Woods", SCENE_LOST_WOODS, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
@ -57,12 +57,12 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_LW_FOREST_EXIT, []{return true;}),
Entrance(RR_GC_WOODS_WARP, []{return true;}),
Entrance(RR_LW_BRIDGE, []{return logic->CanLeaveForest() && ((logic->IsAdult && (CanPlantBean(RR_THE_LOST_WOODS) || ctx->GetTrickOption(RT_LW_BRIDGE))) || logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_LONGSHOT));}),
Entrance(RR_ZORAS_RIVER, []{return logic->CanLeaveForest() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_BOTTOM_OF_THE_WELL_NAVI_DIVE) && logic->IsChild && logic->HasItem(RG_BRONZE_SCALE) && logic->CanJumpslash()));}),
Entrance(RR_ZR_FROM_SHORTCUT, []{return logic->CanLeaveForest() && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS) || (ctx->GetTrickOption(RT_LOST_WOOD_NAVI_DIVE) && logic->IsChild && logic->HasItem(RG_BRONZE_SCALE) && logic->CanJumpslash()));}),
Entrance(RR_LW_BEYOND_MIDO, []{return logic->IsChild || logic->CanUse(RG_SARIAS_SONG) || ctx->GetTrickOption(RT_LW_MIDO_BACKFLIP);}),
Entrance(RR_LW_NEAR_SHORTCUTS_GROTTO, []{return Here(RR_THE_LOST_WOODS, []{return logic->BlastOrSmash();});}),
});
areaTable[RR_LW_BEYOND_MIDO] = Region("LW Beyond Mido", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_LW_BEYOND_MIDO] = Region("LW Beyond Mido", SCENE_LOST_WOODS, {
//Events
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS);}),
}, {
@ -90,7 +90,7 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_LW_SCRUBS_GROTTO, []{return Here(RR_LW_BEYOND_MIDO, []{return logic->BlastOrSmash();});}),
});
areaTable[RR_LW_NEAR_SHORTCUTS_GROTTO] = Region("LW Near Shortcuts Grotto", "LW Near Shortcuts Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_LW_NEAR_SHORTCUTS_GROTTO] = Region("LW Near Shortcuts Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_LW_NEAR_SHORTCUTS_GROTTO_CHEST, true),
LOCATION(RC_LW_NEAR_SHORTCUTS_GROTTO_FISH, logic->HasBottle()),
@ -108,7 +108,7 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_THE_LOST_WOODS, []{return true;}),
});
areaTable[RR_DEKU_THEATER] = Region("Deku Theater", "Deku Theater", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_DEKU_THEATER] = Region("Deku Theater", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_DEKU_THEATER_SKULL_MASK, logic->IsChild && logic->SkullMask),
LOCATION(RC_DEKU_THEATER_MASK_OF_TRUTH, logic->IsChild && logic->MaskOfTruth),
@ -117,7 +117,7 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_LW_BEYOND_MIDO, []{return true;}),
});
areaTable[RR_LW_SCRUBS_GROTTO] = Region("LW Scrubs Grotto", "LW Scrubs Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LW_SCRUBS_GROTTO] = Region("LW Scrubs Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_LW_DEKU_SCRUB_GROTTO_REAR, logic->CanStunDeku()),
LOCATION(RC_LW_DEKU_SCRUB_GROTTO_FRONT, logic->CanStunDeku()),
@ -128,7 +128,7 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_LW_BEYOND_MIDO, []{return true;}),
});
areaTable[RR_LW_BRIDGE_FROM_FOREST] = Region("LW Bridge From Forest", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_LW_BRIDGE_FROM_FOREST] = Region("LW Bridge From Forest", SCENE_LOST_WOODS, {}, {
//Locations
LOCATION(RC_LW_GIFT_FROM_SARIA, true),
}, {
@ -136,7 +136,7 @@ void RegionTable_Init_LostWoods() {
Entrance(RR_LW_BRIDGE, []{return true;}),
});
areaTable[RR_LW_BRIDGE] = Region("LW Bridge", "Lost Woods", {RA_THE_LOST_WOODS}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_LW_BRIDGE] = Region("LW Bridge", SCENE_LOST_WOODS, {}, {}, {
//Exits
Entrance(RR_KOKIRI_FOREST, []{return true;}),
Entrance(RR_HYRULE_FIELD, []{return true;}),

View file

@ -5,14 +5,14 @@ using namespace Rando;
void RegionTable_Init_Market() {
// clang-format off
areaTable[RR_MARKET_ENTRANCE] = Region("Market Entrance", "Market Entrance", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_MARKET_ENTRANCE] = Region("Market Entrance", SCENE_MARKET_ENTRANCE_DAY, {}, {}, {
//Exits
Entrance(RR_HYRULE_FIELD, []{return logic->IsAdult || logic->AtDay;}),
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_MARKET_GUARD_HOUSE, []{return logic->CanOpenOverworldDoor(RG_GUARD_HOUSE_KEY);}),
});
areaTable[RR_THE_MARKET] = Region("Market", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_THE_MARKET] = Region("Market", SCENE_MARKET_DAY, {}, {
//Locations
//RANDOTODO add item avalibility to regions to remove need to hardcode logic in limited item use situations
LOCATION(RC_MARKET_GRASS_1, logic->IsChild && (logic->CanUseSword() || logic->HasItem(RG_GORONS_BRACELET))),
@ -41,7 +41,7 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_BACK_ALLEY, []{return logic->IsChild;}),
});
areaTable[RR_MARKET_BACK_ALLEY] = Region("Market Back Alley", "Market", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_MARKET_BACK_ALLEY] = Region("Market Back Alley", SCENE_BACK_ALLEY_DAY, {}, {}, {
//Exits
Entrance(RR_THE_MARKET, []{return true;}),
Entrance(RR_MARKET_BOMBCHU_SHOP, []{return logic->AtNight && logic->CanOpenOverworldDoor(RG_BOMBCHU_SHOP_KEY);}),
@ -49,7 +49,7 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_MAN_IN_GREEN_HOUSE, []{return logic->AtNight && logic->CanOpenOverworldDoor(RG_ALLEY_HOUSE_KEY);}),
});
areaTable[RR_MARKET_GUARD_HOUSE] = Region("Market Guard House", "Market Guard House", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_MARKET_GUARD_HOUSE] = Region("Market Guard House", SCENE_MARKET_GUARD_HOUSE, {
//Events
EventAccess(&logic->CanEmptyBigPoes, []{return logic->IsAdult;}),
}, {
@ -121,7 +121,7 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_ENTRANCE, []{return true;}),
});
areaTable[RR_MARKET_BAZAAR] = Region("Market Bazaar", "Market Bazaar", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_BAZAAR] = Region("Market Bazaar", SCENE_BAZAAR, {}, {
//Locations
LOCATION(RC_MARKET_BAZAAR_ITEM_1, true),
LOCATION(RC_MARKET_BAZAAR_ITEM_2, true),
@ -136,7 +136,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_MASK_SHOP] = Region("Market Mask Shop", "Market Mask Shop", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_MARKET_MASK_SHOP] = Region("Market Mask Shop", SCENE_HAPPY_MASK_SHOP, {
//Events
EventAccess(&logic->SkullMask, []{return logic->HasItem(RG_ZELDAS_LETTER) && (ctx->GetOption(RSK_COMPLETE_MASK_QUEST) || ChildCanAccess(RR_KAKARIKO_VILLAGE));}), //RANDOTODO Complete mask quest does not need this location, so should be tied to link's pocket
EventAccess(&logic->MaskOfTruth, []{return logic->SkullMask && (ctx->GetOption(RSK_COMPLETE_MASK_QUEST) || (ChildCanAccess(RR_THE_LOST_WOODS) && logic->CanUse(RG_SARIAS_SONG) && RegionTable(RR_THE_GRAVEYARD)->childDay && ChildCanAccess(RR_HYRULE_FIELD) && logic->StoneCount() == 3));}),
@ -148,7 +148,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_SHOOTING_GALLERY] = Region("Market Shooting Gallery", "Market Shooting Gallery", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_SHOOTING_GALLERY] = Region("Market Shooting Gallery", SCENE_SHOOTING_GALLERY, {}, {
//Locations
LOCATION(RC_MARKET_SHOOTING_GALLERY_REWARD, logic->IsChild && logic->HasItem(RG_CHILD_WALLET)),
}, {
@ -156,7 +156,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_BOMBCHU_BOWLING] = Region("Market Bombchu Bowling", "Market Bombchu Bowling", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_MARKET_BOMBCHU_BOWLING] = Region("Market Bombchu Bowling", SCENE_BOMBCHU_BOWLING_ALLEY, {
//Events
EventAccess(&logic->CouldPlayBowling, []{return (logic->HasItem(RG_CHILD_WALLET));}),
}, {
@ -168,7 +168,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_POTION_SHOP] = Region("Market Potion Shop", "Market Potion Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_POTION_SHOP] = Region("Market Potion Shop", SCENE_POTION_SHOP_MARKET, {}, {
//Locations
LOCATION(RC_MARKET_POTION_SHOP_ITEM_1, true),
LOCATION(RC_MARKET_POTION_SHOP_ITEM_2, true),
@ -183,7 +183,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_TREASURE_CHEST_GAME] = Region("Market Treasure Chest Game", "Market Treasure Chest Game", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_TREASURE_CHEST_GAME] = Region("Market Treasure Chest Game", SCENE_TREASURE_BOX_SHOP, {}, {
//Locations
LOCATION(RC_GREG_HINT, logic->HasItem(RG_CHILD_WALLET)),
LOCATION(RC_MARKET_TREASURE_CHEST_GAME_REWARD, logic->HasItem(RG_CHILD_WALLET) && ((logic->CanUse(RG_LENS_OF_TRUTH) && !ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_SINGLE_KEYS) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 6)) || (ctx->GetOption(RSK_SHUFFLE_CHEST_MINIGAME).Is(RO_CHEST_GAME_PACK) && logic->SmallKeys(RR_MARKET_TREASURE_CHEST_GAME, 1)))),
@ -202,7 +202,7 @@ void RegionTable_Init_Market() {
Entrance(RR_THE_MARKET, []{return true;}),
});
areaTable[RR_MARKET_BOMBCHU_SHOP] = Region("Market Bombchu Shop", "Market Bombchu Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_BOMBCHU_SHOP] = Region("Market Bombchu Shop", SCENE_BOMBCHU_SHOP, {}, {
//Locations
LOCATION(RC_MARKET_BOMBCHU_SHOP_ITEM_1, true),
LOCATION(RC_MARKET_BOMBCHU_SHOP_ITEM_2, true),
@ -217,7 +217,7 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_BACK_ALLEY, []{return true;}),
});
areaTable[RR_MARKET_DOG_LADY_HOUSE] = Region("Market Dog Lady House", "Market Dog Lady House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_DOG_LADY_HOUSE] = Region("Market Dog Lady House", SCENE_DOG_LADY_HOUSE, {}, {
//Locations
LOCATION(RC_MARKET_LOST_DOG, logic->IsChild && logic->AtNight),
LOCATION(RC_MK_LOST_DOG_HOUSE_CRATE, logic->CanBreakCrates()),
@ -226,7 +226,7 @@ void RegionTable_Init_Market() {
Entrance(RR_MARKET_BACK_ALLEY, []{return true;}),
});
areaTable[RR_MARKET_MAN_IN_GREEN_HOUSE] = Region("Market Man in Green House", "Market Man in Green House", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_MARKET_MAN_IN_GREEN_HOUSE] = Region("Market Man in Green House", SCENE_BACK_ALLEY_HOUSE, {}, {
// Locations
LOCATION(RC_MK_BACK_ALLEY_HOUSE_POT_1, logic->CanBreakPots()),
LOCATION(RC_MK_BACK_ALLEY_HOUSE_POT_2, logic->CanBreakPots()),

View file

@ -5,14 +5,14 @@ using namespace Rando;
void RegionTable_Init_SacredForestMeadow() {
// clang-format off
areaTable[RR_SFM_ENTRYWAY] = Region("SFM Entryway", "Sacred Forest Meadow", {RA_SACRED_FOREST_MEADOW}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_SFM_ENTRYWAY] = Region("SFM Entryway", SCENE_SACRED_FOREST_MEADOW, {}, {}, {
//Exits
Entrance(RR_LW_BEYOND_MIDO, []{return true;}),
Entrance(RR_SACRED_FOREST_MEADOW, []{return logic->IsAdult || logic->CanKillEnemy(RE_WOLFOS);}),
Entrance(RR_SFM_WOLFOS_GROTTO, []{return logic->CanOpenBombGrotto();}),
});
areaTable[RR_SACRED_FOREST_MEADOW] = Region("Sacred Forest Meadow", "Sacred Forest Meadow", {RA_SACRED_FOREST_MEADOW}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SACRED_FOREST_MEADOW] = Region("Sacred Forest Meadow", SCENE_SACRED_FOREST_MEADOW, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
}, {
@ -37,7 +37,7 @@ void RegionTable_Init_SacredForestMeadow() {
Entrance(RR_SFM_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
});
areaTable[RR_SFM_FAIRY_GROTTO] = Region("SFM Fairy Grotto", "SFM Fairy Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_SFM_FAIRY_GROTTO] = Region("SFM Fairy Grotto", SCENE_GROTTOS, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {
@ -55,7 +55,7 @@ void RegionTable_Init_SacredForestMeadow() {
Entrance(RR_SACRED_FOREST_MEADOW, []{return true;}),
});
areaTable[RR_SFM_WOLFOS_GROTTO] = Region("SFM Wolfos Grotto", "SFM Wolfos Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SFM_WOLFOS_GROTTO] = Region("SFM Wolfos Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_SFM_WOLFOS_GROTTO_CHEST, logic->CanKillEnemy(RE_WOLFOS, ED_CLOSE, true, 2)),
}, {
@ -63,7 +63,7 @@ void RegionTable_Init_SacredForestMeadow() {
Entrance(RR_SFM_ENTRYWAY, []{return true;}),
});
areaTable[RR_SFM_STORMS_GROTTO] = Region("SFM Storms Grotto", "SFM Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_SFM_STORMS_GROTTO] = Region("SFM Storms Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_SFM_DEKU_SCRUB_GROTTO_REAR, logic->CanStunDeku()),
LOCATION(RC_SFM_DEKU_SCRUB_GROTTO_FRONT, logic->CanStunDeku()),

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_TempleOfTime() {
// clang-format off
areaTable[RR_TOT_ENTRANCE] = Region("ToT Entrance", "ToT Entrance", {RA_THE_MARKET}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_TOT_ENTRANCE] = Region("ToT Entrance", SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
}, {
@ -28,7 +28,7 @@ void RegionTable_Init_TempleOfTime() {
Entrance(RR_TEMPLE_OF_TIME, []{return true;}),
});
areaTable[RR_TEMPLE_OF_TIME] = Region("Temple of Time", "Temple of Time", {RA_TEMPLE_OF_TIME}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_TEMPLE_OF_TIME] = Region("Temple of Time", SCENE_TEMPLE_OF_TIME, {}, {
//Locations
LOCATION(RC_TOT_LIGHT_ARROWS_CUTSCENE, logic->IsAdult && logic->CanTriggerLACS()),
LOCATION(RC_ALTAR_HINT_CHILD, logic->IsChild),
@ -40,7 +40,7 @@ void RegionTable_Init_TempleOfTime() {
Entrance(RR_TOT_BEYOND_DOOR_OF_TIME, []{return ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_OPEN) || (logic->CanUse(RG_SONG_OF_TIME) && (ctx->GetOption(RSK_DOOR_OF_TIME).Is(RO_DOOROFTIME_SONGONLY) || (logic->StoneCount() == 3 && logic->HasItem(RG_OCARINA_OF_TIME))));}),
});
areaTable[RR_TOT_BEYOND_DOOR_OF_TIME] = Region("Beyond Door of Time", "Beyond Door of Time", {RA_TEMPLE_OF_TIME}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_TOT_BEYOND_DOOR_OF_TIME] = Region("Beyond Door of Time", SCENE_TEMPLE_OF_TIME, {
//Events
//EventAccess(&logic->TimeTravel, []{return true;}),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_ZorasDomain() {
// clang-format off
areaTable[RR_ZORAS_DOMAIN] = Region("Zoras Domain", "Zoras Domain", {RA_ZORAS_DOMAIN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ZORAS_DOMAIN] = Region("Zoras Domain", SCENE_ZORAS_DOMAIN, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->NutPot, []{return true;}),
@ -38,19 +38,19 @@ void RegionTable_Init_ZorasDomain() {
}, {
//Exits
Entrance(RR_ZR_BEHIND_WATERFALL, []{return true;}),
Entrance(RR_LAKE_HYLIA, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_LH_FROM_SHORTCUT, []{return logic->IsChild && (logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS));}),
Entrance(RR_ZD_BEHIND_KING_ZORA, []{return logic->DeliverLetter || ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_OPEN) || (ctx->GetOption(RSK_ZORAS_FOUNTAIN).Is(RO_ZF_CLOSED_CHILD) && logic->IsAdult) || (ctx->GetTrickOption(RT_ZD_KING_ZORA_SKIP) && logic->IsAdult);}),
Entrance(RR_ZD_SHOP, []{return logic->IsChild || logic->BlueFire();}),
Entrance(RR_ZORAS_DOMAIN_ISLAND, []{return true;}),
});
areaTable[RR_ZORAS_DOMAIN_ISLAND] = Region("Zoras Domain Island", "Zoras Domain", {RA_ZORAS_DOMAIN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ZORAS_DOMAIN_ISLAND] = Region("Zoras Domain Island", SCENE_ZORAS_DOMAIN, {}, {}, {
//Exits
Entrance(RR_ZORAS_DOMAIN, []{return logic->IsAdult || logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_ZD_STORMS_GROTTO, []{return logic->CanOpenStormsGrotto();}),
});
areaTable[RR_ZD_BEHIND_KING_ZORA] = Region("ZD Behind King Zora", "Zoras Domain", {RA_ZORAS_DOMAIN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ZD_BEHIND_KING_ZORA] = Region("ZD Behind King Zora", SCENE_ZORAS_DOMAIN, {
//Events
EventAccess(&logic->KingZoraThawed, []{return logic->IsAdult && logic->BlueFire();}),
}, {
@ -62,7 +62,7 @@ void RegionTable_Init_ZorasDomain() {
Entrance(RR_ZORAS_FOUNTAIN, []{return true;}),
});
areaTable[RR_ZD_SHOP] = Region("ZD Shop", "ZD Shop", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZD_SHOP] = Region("ZD Shop", SCENE_ZORA_SHOP, {}, {
//Locations
LOCATION(RC_ZD_SHOP_ITEM_1, true),
LOCATION(RC_ZD_SHOP_ITEM_2, true),
@ -77,7 +77,7 @@ void RegionTable_Init_ZorasDomain() {
Entrance(RR_ZORAS_DOMAIN, []{return true;}),
});
areaTable[RR_ZD_STORMS_GROTTO] = Region("ZD Storms Grotto", "ZD Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ZD_STORMS_GROTTO] = Region("ZD Storms Grotto", SCENE_GROTTOS, {
//Events
EventAccess(&logic->FreeFairies, []{return true;}),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_ZorasFountain() {
// clang-format off
areaTable[RR_ZORAS_FOUNTAIN] = Region("Zoras Fountain", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ZORAS_FOUNTAIN] = Region("Zoras Fountain", SCENE_ZORAS_FOUNTAIN, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairyExceptSuns();}),
EventAccess(&logic->ButterflyFairy, []{return logic->CanUse(RG_STICKS) && logic->AtDay;}),
@ -35,7 +35,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZF_GREAT_FAIRY_FOUNTAIN, []{return logic->HasExplosives() || (ctx->GetTrickOption(RT_ZF_GREAT_FAIRY_WITHOUT_EXPLOSIVES) && logic->CanUse(RG_MEGATON_HAMMER) && logic->CanUse(RG_SILVER_GAUNTLETS));}),
});
areaTable[RR_ZF_ICEBERGS] = Region("ZF Icebergs", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_ICEBERGS] = Region("ZF Icebergs", SCENE_ZORAS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_ZF_ICEBERG_FREESTANDING_POH, logic->IsAdult),
}, {
@ -46,7 +46,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZF_LEDGE, []{return true;}),
});
areaTable[RR_ZF_LAKEBED] = Region("ZF Lakebed", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_LAKEBED] = Region("ZF Lakebed", SCENE_ZORAS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_ZF_BOTTOM_FREESTANDING_POH, logic->IsAdult && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16),
LOCATION(RC_ZF_BOTTOM_NORTH_INNER_RUPEE, logic->IsAdult && logic->CanUse(RG_IRON_BOOTS) && logic->WaterTimer() >= 16),
@ -72,7 +72,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZORAS_FOUNTAIN, []{return logic->HasItem(RG_BRONZE_SCALE);}),
});
areaTable[RR_ZF_LEDGE] = Region("ZF Ledge", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ZF_LEDGE] = Region("ZF Ledge", SCENE_ZORAS_FOUNTAIN, {}, {}, {
//Exits
Entrance(RR_ZORAS_FOUNTAIN, []{return logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_ZF_ICEBERGS, []{return logic->IsAdult;}),
@ -80,7 +80,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ICE_CAVERN_ENTRYWAY, []{return true;}),
});
areaTable[RR_ZF_HIDDEN_CAVE] = Region("ZF Hidden Cave", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_HIDDEN_CAVE] = Region("ZF Hidden Cave", SCENE_ZORAS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_ZF_HIDDEN_CAVE_POT_1, logic->IsAdult && logic->CanBreakPots()),
LOCATION(RC_ZF_HIDDEN_CAVE_POT_2, logic->IsAdult && logic->CanBreakPots()),
@ -92,7 +92,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZF_HIDDEN_LEDGE, []{return true;}),
});
areaTable[RR_ZF_HIDDEN_LEDGE] = Region("ZF Hidden Ledge", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_HIDDEN_LEDGE] = Region("ZF Hidden Ledge", SCENE_ZORAS_FOUNTAIN, {}, {
//Locations
LOCATION(RC_ZF_GS_HIDDEN_CAVE, logic->IsAdult && logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOMB_THROW) && logic->CanGetNightTimeGS()),
}, {
@ -102,7 +102,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZF_HIDDEN_CAVE, []{return true;}),
});
areaTable[RR_ZF_ROCK] = Region("ZF Rock", "Zoras Fountain", {RA_ZORAS_FOUNTAIN}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_ROCK] = Region("ZF Rock", SCENE_ZORAS_FOUNTAIN, {}, {
//Locations
//Has a wonder item
}, {
@ -110,7 +110,7 @@ void RegionTable_Init_ZorasFountain() {
Entrance(RR_ZORAS_FOUNTAIN, []{return true;}),
});
areaTable[RR_ZF_GREAT_FAIRY_FOUNTAIN] = Region("ZF Great Fairy Fountain", "ZF Great Fairy Fountain", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZF_GREAT_FAIRY_FOUNTAIN] = Region("ZF Great Fairy Fountain", SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS, {}, {
//Locations
LOCATION(RC_ZF_GREAT_FAIRY_REWARD, logic->CanUse(RG_ZELDAS_LULLABY)),
}, {

View file

@ -5,7 +5,7 @@ using namespace Rando;
void RegionTable_Init_ZoraRiver() {
// clang-format off
areaTable[RR_ZR_FRONT] = Region("ZR Front", "Zora River", {RA_ZORAS_RIVER}, DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZR_FRONT] = Region("ZR Front", SCENE_ZORAS_RIVER, {}, {
//Locations
LOCATION(RC_ZR_GS_TREE, logic->IsChild && logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_CLOSE)),
LOCATION(RC_ZR_GRASS_1, logic->CanCutShrubs()),
@ -26,7 +26,7 @@ void RegionTable_Init_ZoraRiver() {
Entrance(RR_HYRULE_FIELD, []{return true;}),
});
areaTable[RR_ZORAS_RIVER] = Region("Zora River", "Zora River", {RA_ZORAS_RIVER}, DAY_NIGHT_CYCLE, {
areaTable[RR_ZORAS_RIVER] = Region("Zora River", SCENE_ZORAS_RIVER, {
//Events
EventAccess(&logic->GossipStoneFairy, []{return logic->CallGossipFairy();}),
EventAccess(&logic->BeanPlantFairy, []{return logic->IsChild && logic->CanUse(RG_MAGIC_BEAN) && logic->CanUse(RG_SONG_OF_STORMS);}),
@ -71,13 +71,19 @@ void RegionTable_Init_ZoraRiver() {
Entrance(RR_ZR_BEHIND_WATERFALL, []{return ctx->GetOption(RSK_SLEEPING_WATERFALL).Is(RO_WATERFALL_OPEN) || Here(RR_ZORAS_RIVER, []{return logic->CanUse(RG_ZELDAS_LULLABY);}) || (logic->IsChild && ctx->GetTrickOption(RT_ZR_CUCCO)) || (logic->IsAdult && logic->CanUse(RG_HOVER_BOOTS) && ctx->GetTrickOption(RT_ZR_HOVERS));}),
});
areaTable[RR_ZR_BEHIND_WATERFALL] = Region("ZR Behind Waterfall", "Zora River", {RA_ZORAS_RIVER}, DAY_NIGHT_CYCLE, {}, {}, {
areaTable[RR_ZR_FROM_SHORTCUT] = Region("ZR From Shortcut", SCENE_ZORAS_RIVER, TIME_DOESNT_PASS, {RA_ZORAS_RIVER}, {}, {}, {
//Exits
Entrance(RR_ZORAS_RIVER, []{return logic->Hearts() > 1 || logic->HasItem(RG_BOTTLE_WITH_FAIRY) || logic->HasItem(RG_BRONZE_SCALE);}),
Entrance(RR_THE_LOST_WOODS, []{return logic->HasItem(RG_SILVER_SCALE) || logic->CanUse(RG_IRON_BOOTS);}),
});
areaTable[RR_ZR_BEHIND_WATERFALL] = Region("ZR Behind Waterfall", SCENE_ZORAS_RIVER, {}, {}, {
//Exits
Entrance(RR_ZORAS_RIVER, []{return true;}),
Entrance(RR_ZORAS_DOMAIN, []{return true;}),
});
areaTable[RR_ZR_OPEN_GROTTO] = Region("ZR Open Grotto", "ZR Open Grotto", {}, NO_DAY_NIGHT_CYCLE, grottoEvents, {
areaTable[RR_ZR_OPEN_GROTTO] = Region("ZR Open Grotto", SCENE_GROTTOS, grottoEvents, {
//Locations
LOCATION(RC_ZR_OPEN_GROTTO_CHEST, true),
LOCATION(RC_ZR_OPEN_GROTTO_FISH, logic->HasBottle()),
@ -95,7 +101,7 @@ void RegionTable_Init_ZoraRiver() {
Entrance(RR_ZORAS_RIVER, []{return true;}),
});
areaTable[RR_ZR_FAIRY_GROTTO] = Region("ZR Fairy Grotto", "ZR Fairy Grotto", {}, NO_DAY_NIGHT_CYCLE, {
areaTable[RR_ZR_FAIRY_GROTTO] = Region("ZR Fairy Grotto", SCENE_GROTTOS, {
//Event
EventAccess(&logic->FreeFairies, []{return true;}),
}, {
@ -113,7 +119,7 @@ void RegionTable_Init_ZoraRiver() {
Entrance(RR_ZORAS_RIVER, []{return true;}),
});
areaTable[RR_ZR_STORMS_GROTTO] = Region("ZR Storms Grotto", "ZR Storms Grotto", {}, NO_DAY_NIGHT_CYCLE, {}, {
areaTable[RR_ZR_STORMS_GROTTO] = Region("ZR Storms Grotto", SCENE_GROTTOS, {}, {
//Locations
LOCATION(RC_ZR_DEKU_SCRUB_GROTTO_REAR, logic->CanStunDeku()),
LOCATION(RC_ZR_DEKU_SCRUB_GROTTO_FRONT, logic->CanStunDeku()),

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