<feed xmlns='http://www.w3.org/2005/Atom'>
<title>Shipwright/soh/include/z64item.h, branch develop-ackbar</title>
<subtitle>Ship of Harkinian: Ocarina of Time PC port</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/'/>
<entry>
<title>Custom Item Icons in Textboxes (#6343)</title>
<updated>2026-03-20T16:37:44+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2026-03-20T16:37:44+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=5c8ff765543b80cbdf39cae9b5c0d062a7abb367'/>
<id>5c8ff765543b80cbdf39cae9b5c0d062a7abb367</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Shuffle Speak (#5538)</title>
<updated>2026-01-28T05:14:14+00:00</updated>
<author>
<name>Philip Dubé</name>
<email>serprex@users.noreply.github.com</email>
</author>
<published>2026-01-28T05:14:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=e2db315ffa1fdbe382c5631a9106305664ab842c'/>
<id>e2db315ffa1fdbe382c5631a9106305664ab842c</id>
<content type='text'>
Shuffles 6 languages (Deku, Gerudo, Goron, Hylian, Kokiri, Zora) to learn before being able to use Speak command with actors of that type. Other actors can still always initiate speech

Owl speaks anything (relevant for owl flights)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
Shuffles 6 languages (Deku, Gerudo, Goron, Hylian, Kokiri, Zora) to learn before being able to use Speak command with actors of that type. Other actors can still always initiate speech

Owl speaks anything (relevant for owl flights)</pre>
</div>
</content>
</entry>
<entry>
<title>Add Roc's Feather (custom item) to Rando Item Pool (#6035)</title>
<updated>2026-01-10T12:59:32+00:00</updated>
<author>
<name>aMannus</name>
<email>mannusmenting@gmail.com</email>
</author>
<published>2026-01-10T12:59:32+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=14a6bc1f85c2bec1a8aaff6afb7a6dcc01838dbf'/>
<id>14a6bc1f85c2bec1a8aaff6afb7a6dcc01838dbf</id>
<content type='text'>
This adds Roc's as a fully implemented item into the randomizer pool. When both Roc's and Nayru's is found, you can swap between them on the pause menu

Many people have contributed to this over time, so huge shoutout to:
- kentonm, this item is directly inspired by their Roc's Feather from their romhack Indigo. Also provided me with their GI model, icon texture and animation to use.
- PurpleHato, for providing the images for the item name shown on the kaleidoscope.
- Dana The Elf, providing another custom animation for the item.
- Reppan, for helping to tweak the animation and exporting the GI model for me.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
This adds Roc's as a fully implemented item into the randomizer pool. When both Roc's and Nayru's is found, you can swap between them on the pause menu

Many people have contributed to this over time, so huge shoutout to:
- kentonm, this item is directly inspired by their Roc's Feather from their romhack Indigo. Also provided me with their GI model, icon texture and animation to use.
- PurpleHato, for providing the images for the item name shown on the kaleidoscope.
- Dana The Elf, providing another custom animation for the item.
- Reppan, for helping to tweak the animation and exporting the GI model for me.</pre>
</div>
</content>
</entry>
<entry>
<title>"Assignable Tunic and Boots" setting now allows shields also (#5953)</title>
<updated>2025-11-13T21:29:48+00:00</updated>
<author>
<name>Jordan Longstaff</name>
<email>JordanLongstaff@users.noreply.github.com</email>
</author>
<published>2025-11-13T21:29:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=dadc2e521866ef79f04f296fb69c7821dab82ac8'/>
<id>dadc2e521866ef79f04f296fb69c7821dab82ac8</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Fix duplicate fishing checks and a crash with fishing rod hint (#4288)</title>
<updated>2024-10-05T20:32:06+00:00</updated>
<author>
<name>Pepper0ni</name>
<email>93387759+Pepper0ni@users.noreply.github.com</email>
</author>
<published>2024-10-05T20:32:06+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=bd142a0eed69c440dec1c6ce97eb9706e2938248'/>
<id>bd142a0eed69c440dec1c6ce97eb9706e2938248</id>
<content type='text'>
* actor breaking

* should be VB fishing

* attempt to VB fisherman

* commit fishing hell for review of VB viability, untested

* fix rando, vanilla still broken. close enough

* wait i forgot to remove that

* small fix</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* actor breaking

* should be VB fishing

* attempt to VB fisherman

* commit fishing hell for review of VB viability, untested

* fix rando, vanilla still broken. close enough

* wait i forgot to remove that

* small fix</pre>
</div>
</content>
</entry>
<entry>
<title>Item SaveContext Logic (#4237)</title>
<updated>2024-08-02T04:24:24+00:00</updated>
<author>
<name>Malkierian</name>
<email>malkierian@gmail.com</email>
</author>
<published>2024-08-02T04:24:24+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=aeb85c81aa824e2b88b519f465dd9e1988691cf3'/>
<id>aeb85c81aa824e2b88b519f465dd9e1988691cf3</id>
<content type='text'>
* Port initial framework up to latest dev-rando. Includes about 15 items using the SCL structure for tracking.

* Most other item variables ported to SaveContext in UpdateHelpers.

* Removed individual Context retrievals in favor of single local variable in Logic to reference.

* start of some diagnostics.
caught some reverse logic with ApplyItemEffect.

* more diagnostics

* Resolve major logic issue with SetInventory flow in ApplyItemEffect.
Other small logic issues in ApplyItemEffect.

* Added a bit of logging.
Add Double Defense to item effects.

* revert hint gen bypass

* item_list *actually* divorced from logicVar pointers.
Several missed options for ApplyItemEffect, HasItem, and UpdateHelpers added in.
Changed HasItem to a switch block for more performance.
Seeds generate within 10-20 seconds in release mode. Further optimization is assumed possible.

* Some formatting

* Bit more formatting.

* Couple review changes.

* Incorporate progressive upgrades and skeleton key into SCL.
Bit of cleanup.

* Change `inLogic` to static array.

* Fix bug in `BottleCount()` preventing Jabu Jabu from ever being in logic.

* Fix bomb bag HasItem check.

* Fix Gerudo Fortress and Ganon's Castle SmallKeys checks.

* Change all logic use of `bool remove` to be `bool state` and work on the affirmative assumption.

* Forgot the `Set(x)` uses in `Logic::Reset()`.

* Fix fishing pole effect application.

* fishing pole tweak

* Add `RG_BOMB_BAG`, `RG_NUTS` and `RG_STICKS` to `HasItem()`.
Fix silver and gold gauntlet checks in `HasItem()`.
Change Nuts and Sticks helpers to use non-progressive RGs in `UpdateHelpers()`.

* Change mSaveContext to simple pointer.
Set `mSaveContext` to `&amp;gSaveContext` when loading a save file.
Modify `Item::GetGIEntry()` to use rando context's SaveContext pointer instead of the gSaveContext macros.
Utilize `Item::GetGIEntry()` to get real RG of infinite upgrades and set rando infs accordingly, skipping upgrade level incrementing (which was causing overflow of wallets for some reason).

* Rename all remaining references of LogicVar to variants of LogicVal.

* Change final references to song LogicVars to CanUse calls, and remove them.

* Separate equip and rand inf flag maps.
Add Zelda's Letter and Weird Egg rand infs to map.
Consolidate `HasItem` rand inf  lookups using rand inf map and equips using equip flag map.
Maps are static, so can be referenced with `Context::` instead of ctx pointer.</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Port initial framework up to latest dev-rando. Includes about 15 items using the SCL structure for tracking.

* Most other item variables ported to SaveContext in UpdateHelpers.

* Removed individual Context retrievals in favor of single local variable in Logic to reference.

* start of some diagnostics.
caught some reverse logic with ApplyItemEffect.

* more diagnostics

* Resolve major logic issue with SetInventory flow in ApplyItemEffect.
Other small logic issues in ApplyItemEffect.

* Added a bit of logging.
Add Double Defense to item effects.

* revert hint gen bypass

* item_list *actually* divorced from logicVar pointers.
Several missed options for ApplyItemEffect, HasItem, and UpdateHelpers added in.
Changed HasItem to a switch block for more performance.
Seeds generate within 10-20 seconds in release mode. Further optimization is assumed possible.

* Some formatting

* Bit more formatting.

* Couple review changes.

* Incorporate progressive upgrades and skeleton key into SCL.
Bit of cleanup.

* Change `inLogic` to static array.

* Fix bug in `BottleCount()` preventing Jabu Jabu from ever being in logic.

* Fix bomb bag HasItem check.

* Fix Gerudo Fortress and Ganon's Castle SmallKeys checks.

* Change all logic use of `bool remove` to be `bool state` and work on the affirmative assumption.

* Forgot the `Set(x)` uses in `Logic::Reset()`.

* Fix fishing pole effect application.

* fishing pole tweak

* Add `RG_BOMB_BAG`, `RG_NUTS` and `RG_STICKS` to `HasItem()`.
Fix silver and gold gauntlet checks in `HasItem()`.
Change Nuts and Sticks helpers to use non-progressive RGs in `UpdateHelpers()`.

* Change mSaveContext to simple pointer.
Set `mSaveContext` to `&amp;gSaveContext` when loading a save file.
Modify `Item::GetGIEntry()` to use rando context's SaveContext pointer instead of the gSaveContext macros.
Utilize `Item::GetGIEntry()` to get real RG of infinite upgrades and set rando infs accordingly, skipping upgrade level incrementing (which was causing overflow of wallets for some reason).

* Rename all remaining references of LogicVar to variants of LogicVal.

* Change final references to song LogicVars to CanUse calls, and remove them.

* Separate equip and rand inf flag maps.
Add Zelda's Letter and Weird Egg rand infs to map.
Consolidate `HasItem` rand inf  lookups using rand inf map and equips using equip flag map.
Maps are static, so can be referenced with `Context::` instead of ctx pointer.</pre>
</div>
</content>
</entry>
<entry>
<title>Fishsanity - Rando v3 (#3738)</title>
<updated>2024-01-14T17:02:23+00:00</updated>
<author>
<name>Jordan Gilbreath</name>
<email>3819183+jordanpg@users.noreply.github.com</email>
</author>
<published>2024-01-14T17:02:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=4cbf3a562130cdc36f66b558ee98c43dd7e49a61'/>
<id>4cbf3a562130cdc36f66b558ee98c43dd7e49a61</id>
<content type='text'>
* Update z_fishing documentation from decomp

* undo sCameraAt/Eye rename

* forgot to include these defines Heehee

* adding enums, settings

* adding more stuff back in

* more work

* we're literally typing words into computer

* include unordered map

maybe this fixes mac build idk

* wahoo

* hmm

* add make sure disabled flag gets popped

* poggers in the chat?

* doing some refactoring

* fixing build

* documentation, moving fishsanity instance to rando

* move FS back to context, fixing build, mod progress

since FS is needed during rando generation &amp; provides perpetual info abt. fishsanity in the seed, seems to make more sense if it lives on the context

* moving some stuff around

* it's starting to get real in here

* ELIMINATE FISHSANITYMETA

* IT WROKS

* Update trackers, fix pond fish flagging

* ZD fish shuffle initial checkpoint

* ZD fish "working"

aside from the crashing

* wrapping up

* fix for partial pond shuffle

* remove misc. unrelated debugconsole modification

* updating GI model

* get build working

* add a todo for this

* removeoopsie

* Rework hints a bit

* update hint loc

* Use visual indicator instead of despawning caught fish

---------

Co-authored-by: jordanpg &lt;jordanpg@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Update z_fishing documentation from decomp

* undo sCameraAt/Eye rename

* forgot to include these defines Heehee

* adding enums, settings

* adding more stuff back in

* more work

* we're literally typing words into computer

* include unordered map

maybe this fixes mac build idk

* wahoo

* hmm

* add make sure disabled flag gets popped

* poggers in the chat?

* doing some refactoring

* fixing build

* documentation, moving fishsanity instance to rando

* move FS back to context, fixing build, mod progress

since FS is needed during rando generation &amp; provides perpetual info abt. fishsanity in the seed, seems to make more sense if it lives on the context

* moving some stuff around

* it's starting to get real in here

* ELIMINATE FISHSANITYMETA

* IT WROKS

* Update trackers, fix pond fish flagging

* ZD fish shuffle initial checkpoint

* ZD fish "working"

aside from the crashing

* wrapping up

* fix for partial pond shuffle

* remove misc. unrelated debugconsole modification

* updating GI model

* get build working

* add a todo for this

* removeoopsie

* Rework hints a bit

* update hint loc

* Use visual indicator instead of despawning caught fish

---------

Co-authored-by: jordanpg &lt;jordanpg@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Player Equip Docs (#3282)</title>
<updated>2023-10-30T15:56:36+00:00</updated>
<author>
<name>inspectredc</name>
<email>78732756+inspectredc@users.noreply.github.com</email>
</author>
<published>2023-10-30T15:56:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=5dd82f59e227da2ff2c6971a53212ebead4c9fb6'/>
<id>5dd82f59e227da2ff2c6971a53212ebead4c9fb6</id>
<content type='text'>
* hopefully everything

* update docs for MS shuffle sections</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* hopefully everything

* update docs for MS shuffle sections</pre>
</div>
</content>
</entry>
<entry>
<title>Randomizer feature: Triforce Hunt (#3062)</title>
<updated>2023-09-26T13:45:37+00:00</updated>
<author>
<name>aMannus</name>
<email>mannusmenting@gmail.com</email>
</author>
<published>2023-09-26T13:45:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=bae6cf420374a2ab15059e359e57f5de43c9776c'/>
<id>bae6cf420374a2ab15059e359e57f5de43c9776c</id>
<content type='text'>
* Initial work to make triforce pieces their own rando item

* Disable triforce greyscaling

* Better triforce model, finish adding triforce pieces to logic

* Triforce model is now a shard

* Credits warp + start of item tracker

* Initial item tracker stuff

* Completed triangle on triforce completion

* Completed triforce model on GI done

* Multiple triforce piece models

* Triforce pieces in save editor &amp; fix build

* Finish item tracker

* Gameplaystats timestamp

* Revert parts of logic

* More reverting

* Start of making Triforce Hunt the win condition

* Bit of cleanup

* Triforce pieces can show up as icetraps

* Grant GBK to player after hunt is completed

* Better text boxes

* Disable GBK option in ImGui with Triforce Hunt on

* Clean-up

* Forced save on completion improvements

* Update Item Tracker Settings initial size

* Small ImGui adjustments

* French translation and update defaults

* Finish translations

* Fix timer completion &amp; 50+ triforce pieces

* Remove GI_ and ITEM_ enum usage, add french ice trap names

* Fix build &amp; small fixes

* Review comments

* Comment clarification</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Initial work to make triforce pieces their own rando item

* Disable triforce greyscaling

* Better triforce model, finish adding triforce pieces to logic

* Triforce model is now a shard

* Credits warp + start of item tracker

* Initial item tracker stuff

* Completed triangle on triforce completion

* Completed triforce model on GI done

* Multiple triforce piece models

* Triforce pieces in save editor &amp; fix build

* Finish item tracker

* Gameplaystats timestamp

* Revert parts of logic

* More reverting

* Start of making Triforce Hunt the win condition

* Bit of cleanup

* Triforce pieces can show up as icetraps

* Grant GBK to player after hunt is completed

* Better text boxes

* Disable GBK option in ImGui with Triforce Hunt on

* Clean-up

* Forced save on completion improvements

* Update Item Tracker Settings initial size

* Small ImGui adjustments

* French translation and update defaults

* Finish translations

* Fix timer completion &amp; 50+ triforce pieces

* Remove GI_ and ITEM_ enum usage, add french ice trap names

* Fix build &amp; small fixes

* Review comments

* Comment clarification</pre>
</div>
</content>
</entry>
<entry>
<title>Rework Get Item Table to be more flexible for adding custom items (#1050)</title>
<updated>2022-08-24T00:11:38+00:00</updated>
<author>
<name>Christopher Leggett</name>
<email>chris@leggett.dev</email>
</author>
<published>2022-08-24T00:11:38+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/Shipwright/commit/?id=168e84498f55a494af21d5a10028d9d550f52681'/>
<id>168e84498f55a494af21d5a10028d9d550f52681</id>
<content type='text'>
* Adds ItemTableManager class.

* Implements new getItem table in game.

* Adds rando item table and way to differentiate tables in GetItemEntry.

* Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge

* Change ItemTableID to be uint16_t so we can use ModIndex for it.

* Should fix switch build

* Should fix switch build pt 2

* Adds new files to CMakeLists.

* Implements fixes for competing getItem calls.

* Correctly renders freestanding items

Particle effects are probably broken, need to fix them still, I pretty
much know how I would do that.

* Fixed Particle effects in the new getItem system.

* Fixes item fanfares

* Partially fixes Ice Traps

Obtaining a freestanding Ice Trap causes link to slide forward
and receiving one from an NPC plays the sound effect and damage
animation but doesn't freeze link.

* Some more partial ice trap fixing that wasn't pushed earlier

* Removes unused function override

* Replaces ::find with ::at and adds exception handling

* Removes some commented out code.

* Refactors rando's GetItemEntry array into two arrays.

One array is for the vanilla items that don't have GetItemEntries in
vanilla, the other is for rando exclusive items. They are stored in
separate arrays before getting added to the table so that we can apply
different modIndexes. The items in the first table have are handled
by the vanilla Item_Give, and the second table needed a custom
`Randomizer_Item_Give` function.

* Renames, relocates, and implements ModIndex enum.

* Removes now unused ItemIDs and GetItemIDs

Also makes all the necessary changes to other code that was still
using them indirectly through the GI to GID map that was removed.
There's quite a lot of changes here and I haven't had time to test them
yet.

* Re-implements GIMESSAGE_UNTRANSLATED as macro

* Removes commented out function.

* Throws exception if an invalid itemID is used

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857

* Removes ARRAY_SIZE in favor of ARRAY_COUNT

ARRAY_COUNT already exists in `macros.h`, I just didn't find it before.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833

* Inverts CheckContainsRandoItem to CheckContainsVanillaItem.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135

* Cleanup, bugfixes, removing the `- 1`s from `z_player.c`

* Fixes some funky formatting that got committed earlier.

* Adds else if to added fanfare sound cases.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492

* Extends GetItemEntry to include getItemId

Also adapts some existing calls for both the entry and the id to only
get the entry.

* Extends GetItemEntry to include GID.

This allows for using it later when drawing freestanding items.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136

* Rando-specific items use new textId again.

This got lost when merging develop-zhora in because I didn't have custom
messages merged when I started this.

* Sets global modIndex to MOD_NONE on scene load

Fixes a crash when buying items in shops due to them
not triggering the rando code that normally sets these items.
May have also been crashing vanilla playthroughs.

* Realized I had the bgm conditions wrong.

* Fixes "static drops" (i.e. sticks from withered babas)

* Fixes LACS/Prelude situation... again.

* Fixes too many arguments error.

Not sure why this didn't fail to build on Windows before.

* Fixes Link's Pocket items.

* Simplifies sram init for rando-specific items

* Fixes issues with approaching bottleable items.

* Fixes Ruto's Letter.

It was accidentally getting classified as a rando item.

* Should re-fix freestanding ice traps

* Makes freestanding items set player-&gt;getItemEntry.

This prevents freestanding items from setting the global modIndex.
This is part of a larger transition that needs to happen to switch
to setting getItemEntries for all of the rando items. This prevents
some things that set getItemId of GI_MAX from granting a Fire Medallion
when the global modIndex is MOD_RANDOMIZER.

* Makes sure we aren't using getItemEntry when not randoed.

* Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck

* Introduce some new methods and migrate most actors to them

* Fixes ocarina game skull kids to set player-&gt;getItemEntry

* Sets `z_en_box.c` to set `player-&gt;getItemEntry`

* Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor

* Use GiveItemEntryFromActorWithFixedRange in item00

* Fixes Anju to set player-&gt;getItemEntry.

* Add a few missing cases

* Additional fix for Skull Kid

* Fixes vanilla ice traps and randomized ice smoke

* Fixes rendering of treasure chest game items.

* Removes unused `Randomizer_GetItemIdFromGetItemId`.

* Cleans up an if statement for item00.

* Cleans up another if statement in item00

* This should fix a bug with the Gerudo Archery minigame.

I wasn't able to get the bug to happen after making this change.

* Documents our new GiveItemEntry fuctions.

* Uses more descriptive type name for ItemIDs for creating custom messages.

* Fixes potential issue with if statement.

* Fixes missed type change.

Co-authored-by: Garrett Cox &lt;garrettjcox@gmail.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Adds ItemTableManager class.

* Implements new getItem table in game.

* Adds rando item table and way to differentiate tables in GetItemEntry.

* Adds rough ability to differentiate between rando and vanilla items.merge stashed changes from before develop-zhora merge

* Change ItemTableID to be uint16_t so we can use ModIndex for it.

* Should fix switch build

* Should fix switch build pt 2

* Adds new files to CMakeLists.

* Implements fixes for competing getItem calls.

* Correctly renders freestanding items

Particle effects are probably broken, need to fix them still, I pretty
much know how I would do that.

* Fixed Particle effects in the new getItem system.

* Fixes item fanfares

* Partially fixes Ice Traps

Obtaining a freestanding Ice Trap causes link to slide forward
and receiving one from an NPC plays the sound effect and damage
animation but doesn't freeze link.

* Some more partial ice trap fixing that wasn't pushed earlier

* Removes unused function override

* Replaces ::find with ::at and adds exception handling

* Removes some commented out code.

* Refactors rando's GetItemEntry array into two arrays.

One array is for the vanilla items that don't have GetItemEntries in
vanilla, the other is for rando exclusive items. They are stored in
separate arrays before getting added to the table so that we can apply
different modIndexes. The items in the first table have are handled
by the vanilla Item_Give, and the second table needed a custom
`Randomizer_Item_Give` function.

* Renames, relocates, and implements ModIndex enum.

* Removes now unused ItemIDs and GetItemIDs

Also makes all the necessary changes to other code that was still
using them indirectly through the GI to GID map that was removed.
There's quite a lot of changes here and I haven't had time to test them
yet.

* Re-implements GIMESSAGE_UNTRANSLATED as macro

* Removes commented out function.

* Throws exception if an invalid itemID is used

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943694857

* Removes ARRAY_SIZE in favor of ARRAY_COUNT

ARRAY_COUNT already exists in `macros.h`, I just didn't find it before.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943153833

* Inverts CheckContainsRandoItem to CheckContainsVanillaItem.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940895135

* Cleanup, bugfixes, removing the `- 1`s from `z_player.c`

* Fixes some funky formatting that got committed earlier.

* Adds else if to added fanfare sound cases.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940112924 and https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r940113492

* Extends GetItemEntry to include getItemId

Also adapts some existing calls for both the entry and the id to only
get the entry.

* Extends GetItemEntry to include GID.

This allows for using it later when drawing freestanding items.

Addresses https://github.com/HarbourMasters/Shipwright/pull/1050#discussion_r943168136

* Rando-specific items use new textId again.

This got lost when merging develop-zhora in because I didn't have custom
messages merged when I started this.

* Sets global modIndex to MOD_NONE on scene load

Fixes a crash when buying items in shops due to them
not triggering the rando code that normally sets these items.
May have also been crashing vanilla playthroughs.

* Realized I had the bgm conditions wrong.

* Fixes "static drops" (i.e. sticks from withered babas)

* Fixes LACS/Prelude situation... again.

* Fixes too many arguments error.

Not sure why this didn't fail to build on Windows before.

* Fixes Link's Pocket items.

* Simplifies sram init for rando-specific items

* Fixes issues with approaching bottleable items.

* Fixes Ruto's Letter.

It was accidentally getting classified as a rando item.

* Should re-fix freestanding ice traps

* Makes freestanding items set player-&gt;getItemEntry.

This prevents freestanding items from setting the global modIndex.
This is part of a larger transition that needs to happen to switch
to setting getItemEntries for all of the rando items. This prevents
some things that set getItemId of GI_MAX from granting a Fire Medallion
when the global modIndex is MOD_RANDOMIZER.

* Makes sure we aren't using getItemEntry when not randoed.

* Replace Randomizer_GetRandomizedItemId with Randomizer_GetRandomizedItem and Randomizer_GetItemIdFromKnownCheck with Randomizer_GetItemFromKnownCheck

* Introduce some new methods and migrate most actors to them

* Fixes ocarina game skull kids to set player-&gt;getItemEntry

* Sets `z_en_box.c` to set `player-&gt;getItemEntry`

* Fix logical errors and migrate most of the rest of the rando checks to GiveItemEntryFromActor

* Use GiveItemEntryFromActorWithFixedRange in item00

* Fixes Anju to set player-&gt;getItemEntry.

* Add a few missing cases

* Additional fix for Skull Kid

* Fixes vanilla ice traps and randomized ice smoke

* Fixes rendering of treasure chest game items.

* Removes unused `Randomizer_GetItemIdFromGetItemId`.

* Cleans up an if statement for item00.

* Cleans up another if statement in item00

* This should fix a bug with the Gerudo Archery minigame.

I wasn't able to get the bug to happen after making this change.

* Documents our new GiveItemEntry fuctions.

* Uses more descriptive type name for ItemIDs for creating custom messages.

* Fixes potential issue with if statement.

* Fixes missed type change.

Co-authored-by: Garrett Cox &lt;garrettjcox@gmail.com&gt;</pre>
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