Entrance Enum and Name Refactor (#4484)

* Rename entrance enums for clearer location by name.
Change entrance name strings to be clearer for single-entrance tracking.

* Rename grotto macros to remove "RANDO", and move them to `randomizerTypes.h` for use elsewhere.

* Add entrance enums to rando's entrance.cpp.
Rename a couple RandomizerRegions for consistency.

* Swap entrance ids to enum values in rando's entrance.cpp.
Few more renames for clarity and consistency.

* Adapt entrance tracker to utilize new names and only display original source and substituted destination.
Few more renames for consistency.

* Missed a space in the tracker output.

* Restore pre-digit names of some enums, name great fairies more consistently.
This commit is contained in:
Malkierian
2024-10-30 19:44:34 -07:00
committed by GitHub
parent 705bbea144
commit 6e024ed15d
50 changed files with 1536 additions and 1518 deletions

View File

@@ -41,20 +41,20 @@ void Sram_InitBossRushSave(void) {
}
static s16 sDungeonEntrances[] = {
ENTR_DEKU_TREE_0, // SCENE_DEKU_TREE
ENTR_DODONGOS_CAVERN_0, // SCENE_DODONGOS_CAVERN
ENTR_JABU_JABU_0, // SCENE_JABU_JABU
ENTR_FOREST_TEMPLE_0, // SCENE_FOREST_TEMPLE
ENTR_FIRE_TEMPLE_0, // SCENE_FIRE_TEMPLE
ENTR_WATER_TEMPLE_0, // SCENE_WATER_TEMPLE
ENTR_SPIRIT_TEMPLE_0, // SCENE_SPIRIT_TEMPLE
ENTR_SHADOW_TEMPLE_0, // SCENE_SHADOW_TEMPLE
ENTR_BOTTOM_OF_THE_WELL_0, // SCENE_BOTTOM_OF_THE_WELL
ENTR_ICE_CAVERN_0, // SCENE_ICE_CAVERN
ENTR_DEKU_TREE_ENTRANCE, // SCENE_DEKU_TREE
ENTR_DODONGOS_CAVERN_ENTRANCE, // SCENE_DODONGOS_CAVERN
ENTR_JABU_JABU_ENTRANCE, // SCENE_JABU_JABU
ENTR_FOREST_TEMPLE_ENTRANCE, // SCENE_FOREST_TEMPLE
ENTR_FIRE_TEMPLE_ENTRANCE, // SCENE_FIRE_TEMPLE
ENTR_WATER_TEMPLE_ENTRANCE, // SCENE_WATER_TEMPLE
ENTR_SPIRIT_TEMPLE_ENTRANCE, // SCENE_SPIRIT_TEMPLE
ENTR_SHADOW_TEMPLE_ENTRANCE, // SCENE_SHADOW_TEMPLE
ENTR_BOTTOM_OF_THE_WELL_ENTRANCE, // SCENE_BOTTOM_OF_THE_WELL
ENTR_ICE_CAVERN_ENTRANCE, // SCENE_ICE_CAVERN
ENTR_GANONS_TOWER_0, // SCENE_GANONS_TOWER
ENTR_GERUDO_TRAINING_GROUND_0, // SCENE_GERUDO_TRAINING_GROUND
ENTR_GERUDO_TRAINING_GROUND_ENTRANCE, // SCENE_GERUDO_TRAINING_GROUND
ENTR_THIEVES_HIDEOUT_0, // SCENE_THIEVES_HIDEOUT
ENTR_INSIDE_GANONS_CASTLE_0, // SCENE_INSIDE_GANONS_CASTLE
ENTR_INSIDE_GANONS_CASTLE_ENTRANCE, // SCENE_INSIDE_GANONS_CASTLE
ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0, // SCENE_GANONS_TOWER_COLLAPSE_INTERIOR
ENTR_INSIDE_GANONS_CASTLE_COLLAPSE_0, // SCENE_INSIDE_GANONS_CASTLE_COLLAPSE
};
@@ -94,28 +94,28 @@ void Sram_OpenSave() {
gSaveContext.entranceIndex = sDungeonEntrances[gSaveContext.savedSceneNum];
break;
case SCENE_DEKU_TREE_BOSS:
gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
gSaveContext.entranceIndex = ENTR_DEKU_TREE_ENTRANCE;
break;
case SCENE_DODONGOS_CAVERN_BOSS:
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_ENTRANCE;
break;
case SCENE_JABU_JABU_BOSS:
gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
gSaveContext.entranceIndex = ENTR_JABU_JABU_BOSS_DOOR;
break;
case SCENE_FOREST_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_ENTRANCE;
break;
case SCENE_FIRE_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_ENTRANCE;
break;
case SCENE_WATER_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_ENTRANCE;
break;
case SCENE_SPIRIT_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_ENTRANCE;
break;
case SCENE_SHADOW_TEMPLE_BOSS:
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_ENTRANCE;
break;
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
@@ -133,9 +133,9 @@ void Sram_OpenSave() {
}
if (gSaveContext.savedSceneNum != SCENE_LINKS_HOUSE) {
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_0 : ENTR_TEMPLE_OF_TIME_7;
gSaveContext.entranceIndex = (LINK_AGE_IN_YEARS == YEARS_CHILD) ? ENTR_LINKS_HOUSE_CHILD_SPAWN : ENTR_TEMPLE_OF_TIME_WARP_PAD;
} else {
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_CHILD_SPAWN;
}
break;
}
@@ -233,7 +233,7 @@ void Sram_InitSave(FileChooseContext* fileChooseCtx) {
Sram_InitDebugSave();
}
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_0;
gSaveContext.entranceIndex = ENTR_LINKS_HOUSE_CHILD_SPAWN;
gSaveContext.linkAge = 1;
gSaveContext.dayTime = 0x6AAB;
gSaveContext.cutsceneIndex = 0xFFF1;