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