This commit is contained in:
Philip Dubé 2025-07-05 19:25:42 +00:00 committed by GitHub
commit 218d6e9904
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
4 changed files with 378 additions and 104 deletions

View file

@ -9,117 +9,288 @@ void RegionTable_Init_ShadowTemple() {
// Vanilla/MQ Decider
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_BEGINNING, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsVanilla() && (logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT));}),
Entrance(RR_SHADOW_TEMPLE_MQ_BEGINNING, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsMQ();}),
Entrance(RR_GRAVEYARD_WARP_PAD_REGION, []{return true;}),
});
#pragma region Vanilla
areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", SCENE_SHADOW_TEMPLE, {
areaTable[RR_SHADOW_TEMPLE_BEGINNING] = Region("Shadow Temple Beginning", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_WHISPERING_WALLS, []{return ctx->GetTrickOption(RT_LENS_SHADOW) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return (ctx->GetTrickOption(RT_LENS_SHADOW) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_SHADOW_TEMPLE_WHISPERING_WALLS] = Region("Shadow Temple Whispering Walls", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->NutPot, []{return true;}),
}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_HOVER_BOOTS_CHEST, logic->CanKillEnemy(RE_DEAD_HAND)),
LOCATION(RC_SHADOW_TEMPLE_NEAR_DEAD_HAND_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_WHISPERING_WALLS_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_WHISPERING_WALLS_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_WHISPERING_WALLS_POT_3, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_WHISPERING_WALLS_POT_4, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_WHISPERING_WALLS_POT_5, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_NEAR_DEAD_HAND_POT_1, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_BEGINNING, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_WHISPERING_WALLS_SIDE_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_DEAD_HAND, []{return true;}),
});
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
}, {
areaTable[RR_SHADOW_TEMPLE_WHISPERING_WALLS_SIDE_ROOM] = Region("Shadow Temple Whispering Walls Side Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MAP_CHEST_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_WHISPERING_WALLS, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_DEAD_HAND] = Region("Shadow Temple Dead Hand", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_HOVER_BOOTS_CHEST, logic->CanKillEnemy(RE_DEAD_HAND)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_WHISPERING_WALLS, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_FIRST_BEAMOS] = Region("Shadow Temple First Beamos", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_COMPASS_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_EARLY_SILVER_RUPEE_CHEST, logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, false),
LOCATION(RC_SHADOW_TEMPLE_BEAMOS_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_HUGE_PIT, []{return logic->HasExplosives() && logic->IsAdult && logic->SmallKeys(RR_SHADOW_TEMPLE, 1, 2);}),
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return false;}),
Entrance(RR_SHADOW_TEMPLE_BEGINNING, []{return ctx->GetTrickOption(RT_VISIBLE_COLLISION) && logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_COMPASS_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR, []{return logic->HasExplosives() && logic->IsAdult && logic->SmallKeys(RR_SHADOW_TEMPLE, 1);}),
});
areaTable[RR_SHADOW_TEMPLE_HUGE_PIT] = Region("Shadow Temple Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_COMPASS_ROOM] = Region("Shadow Temple Compass Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_COMPASS_CHEST, logic->CanJumpslashExceptHammer()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_SPINNING_BLADES] = Region("Shadow Temple Spinning Blades", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_EARLY_SILVER_RUPEE_CHEST, logic->CanUse(RG_HOVER_BOOTS) || logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, false),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_DOCK, []{return false;}),
});
areaTable[RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR] = Region("Shadow Temple B2 to B3 Corridor", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_FIRST_BEAMOS, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 1);}),
Entrance(RR_SHADOW_TEMPLE_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_UPPER_HUGE_PIT] = Region("Shadow Temple Upper Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_PIT_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_LOWER_HUGE_PIT] = Region("Shadow Temple Lower Huge Pit", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_UPPER_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_SWITCH_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_4, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
},{
//Exits
Entrance(RR_SHADOW_TEMPLE_UPPER_HUGE_PIT, []{return logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
});
areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES] = Region("Shadow Temple Invisible Spinning Blades", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_VISIBLE_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_INVISIBLE_CHEST, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_LOWER_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_UPPER_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_SWITCH_CHEST, (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))),
LOCATION(RC_SHADOW_TEMPLE_FREESTANDING_KEY, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT) && (logic->CanUse(RG_BOMB_BAG) || logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_FREESTANDING_KEY) && logic->CanUse(RG_BOMBCHU_5)))),
LOCATION(RC_SHADOW_TEMPLE_GS_LIKE_LIKE_ROOM, logic->CanJumpslashExceptHammer()),
LOCATION(RC_SHADOW_TEMPLE_GS_FALLING_SPIKES_ROOM, logic->CanUse(RG_HOOKSHOT) || (ctx->GetTrickOption(RT_SHADOW_UMBRELLA_GS) && logic->CanUse(RG_HOVER_BOOTS))),
LOCATION(RC_SHADOW_TEMPLE_GS_SINGLE_GIANT_POT, logic->SmallKeys(RR_SHADOW_TEMPLE, 2, 3) && ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_3, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
LOCATION(RC_SHADOW_TEMPLE_FALLING_SPIKES_POT_4, logic->CanBreakPots() && (ctx->GetTrickOption(RT_SHADOW_UMBRELLA) && logic->CanUse(RG_HOVER_BOOTS)) || logic->HasItem(RG_GORONS_BRACELET)),
//We cannot repeat the MQ invisible blades trick for these hearts as the like-like does not respawn if the room is cleared
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_LEFT_HEART, (logic->CanUse(RG_SONG_OF_TIME) && logic->IsAdult) || logic->CanUse(RG_BOOMERANG)),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_BLADES_RIGHT_HEART, (logic->CanUse(RG_SONG_OF_TIME) && logic->IsAdult) || logic->CanUse(RG_BOOMERANG)),
LOCATION(RC_SHADOW_TEMPLE_PIT_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
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);}),
Entrance(RR_SHADOW_TEMPLE_UPPER_HUGE_PIT, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL] = Region("Shadow Temple Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPIKES] = Region("Shadow Temple Invisible Spikes", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_SPIKES_CHEST, ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_LOWER_HUGE_PIT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_SKULL_JAR, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES_PLATFORM, []{return ((ctx->GetTrickOption(RT_LENS_SHADOW_PLATFORM) && ctx->GetTrickOption(RT_LENS_SHADOW)) || logic->CanUse(RG_LENS_OF_TRUTH)) && logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SHADOW_TEMPLE_INVISIBLE_SPIKES_PLATFORM] = Region("Shadow Temple Invisible Spikes Platform", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_UPPER_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
});
areaTable[RR_SHADOW_TEMPLE_SKULL_JAR] = Region("Shadow Temple Skull Jar", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_FREESTANDING_KEY, logic->CanUse(RG_BOMB_BAG) || logic->HasItem(RG_GORONS_BRACELET) || (ctx->GetTrickOption(RT_SHADOW_FREESTANDING_KEY) && logic->CanUse(RG_BOMBCHU_5))),
LOCATION(RC_SHADOW_TEMPLE_GS_SINGLE_GIANT_POT, logic->CanKillEnemy(RE_GOLD_SKULLTULA, ED_SHORT_JUMPSLASH)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_UPPER_WIND_TUNNEL] = Region("Shadow Temple Upper Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_INVISIBLE_SPIKES_PLATFORM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
Entrance(RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL, []{return (logic->CanUse(RG_HOVER_BOOTS) && logic->CanPassEnemy(RE_BIG_SKULLTULA)) || logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL] = Region("Shadow Temple Lower Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_UPPER_WIND_TUNNEL, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL_ALCOVE, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_WIND_TUNNEL_HINT_ROOM, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL_ALCOVE] = Region("Shadow Temple Wind Tunnel Alcove", SCENE_SHADOW_TEMPLE, {}, {}, {
Entrance(RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL, []{return logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_WIND_TUNNEL_HINT_ROOM] = Region("Shadow Temple Wind Tunnel Hint Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_CHEST, true),
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_ROOM_TO_BOAT] = Region("Shadow Temple Room to Boat", 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)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_HIDDEN_CHEST, logic->HasExplosives()),
LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, logic->CanUse(RG_LONGSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)),
LOCATION(RC_SHADOW_TEMPLE_WIND_HINT_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_WIND_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->CanJumpslashExceptHammer() && logic->CanUse(RG_ZELDAS_LULLABY) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4, 5);}),
Entrance(RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL, []{return logic->CanKillEnemy(RE_GIBDO, ED_CLOSE, true, 2);}),
Entrance(RR_SHADOW_TEMPLE_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
});
areaTable[RR_SHADOW_TEMPLE_BEYOND_BOAT] = Region("Shadow Temple Beyond Boat", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_DOCK] = Region("Shadow Temple Dock", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_GS_NEAR_SHIP, logic->CanUse(RG_LONGSHOT) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_NORTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
LOCATION(RC_SHADOW_TEMPLE_SCARECROW_SOUTH_HEART, logic->CanUse(RG_DISTANT_SCARECROW) && logic->SmallKeys(RR_SHADOW_TEMPLE, 4)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ROOM_TO_BOAT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
Entrance(RR_SHADOW_TEMPLE_SPINNING_BLADES, []{return logic->HasItem(RG_GORONS_BRACELET);}),
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return ((logic->IsAdult && logic->HasItem(RG_GORONS_BRACELET)) || logic->CanUse(RG_HOOKSHOT)) && logic->CanUse(RG_ZELDAS_LULLABY);}),
});
areaTable[RR_SHADOW_TEMPLE_BEYOND_BOAT] = Region("Shadow Temple Beyond Boat", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->ShadowBridgeBeyondBoatLowered, []{return logic->CanUse(RG_FAIRY_BOW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5));})
}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MAZE, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_ACROSS_CHASM, []{return logic->ShadowBridgeBeyondBoatLowered || logic->CanUse(RG_DISTANT_SCARECROW);}),
});
areaTable[RR_SHADOW_TEMPLE_ACROSS_CHASM] = Region("Shadow Temple Across Chasm", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->ShadowBridgeBeyondBoatLowered, []{return logic->CanDetonateUprightBombFlower();})
}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_3, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_4, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_UPPER_LEFT_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_UPPER_RIGHT_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_LOWER_HEART, logic->CanUse(RG_SONG_OF_TIME) || (logic->CanUse(RG_DISTANT_SCARECROW) && logic->CanUse(RG_HOVER_BOOTS))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->ShadowBridgeBeyondBoatLowered && logic->IsAdult;}),
Entrance(RR_SHADOW_TEMPLE_PRE_BOSS_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
});
areaTable[RR_SHADOW_TEMPLE_MAZE] = Region("Shadow Temple Maze", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_X_CROSS, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_THREE_SKULL_JARS, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_WOODEN_SPIKES, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_X_CROSS] = Region("Shadow Temple X-Cross", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_FLOORMASTER_CHEST, logic->CanKillEnemy(RE_FLOORMASTER)),
LOCATION(RC_SHADOW_TEMPLE_FLOORMASTER_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FLOORMASTER_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MAZE, []{return logic->CanKillEnemy(RE_FLOORMASTER);}),
});
areaTable[RR_SHADOW_TEMPLE_THREE_SKULL_JARS] = Region("Shadow Temple Three Skull Jars", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_GS_TRIPLE_GIANT_POT, logic->HasItem(RG_GORONS_BRACELET) || logic->CanAttack()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MAZE, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_WOODEN_SPIKES] = Region("Shadow Temple Wooden Spikes", 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)),
LOCATION(RC_SHADOW_TEMPLE_INVISIBLE_FLOORMASTER_CHEST, logic->CanKillEnemy(RE_FLOORMASTER)),
//RANDOTODO check if child can reach the token
LOCATION(RC_SHADOW_TEMPLE_GS_TRIPLE_GIANT_POT, logic->IsAdult && logic->CanAttack()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_3, logic->CanBreakPots() && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5)))),
LOCATION(RC_SHADOW_TEMPLE_AFTER_BOAT_POT_4, logic->CanBreakPots() && (logic->CanUse(RG_FAIRY_BOW) || logic->CanUse(RG_DISTANT_SCARECROW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5)))),
LOCATION(RC_SHADOW_TEMPLE_SPIKE_WALLS_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FLOORMASTER_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_FLOORMASTER_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_UPPER_LEFT_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
LOCATION(RC_SHADOW_TEMPLE_AFTER_SHIP_UPPER_RIGHT_HEART, logic->CanUse(RG_DISTANT_SCARECROW)),
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);})
Entrance(RR_SHADOW_TEMPLE_MAZE, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_PRE_BOSS_ROOM] = Region("Shadow Temple Pre Boss Room", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_BEYOND_BOAT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
Entrance(RR_SHADOW_TEMPLE_BOSS_DOOR, []{return logic->CanUse(RG_HOVER_BOOTS);}),
});
areaTable[RR_SHADOW_TEMPLE_BOSS_DOOR] = Region("Shadow Temple Boss Door", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_PRE_BOSS_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_BOSS_ENTRYWAY, []{return true;}),
});
#pragma endregion
#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", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
@ -133,41 +304,64 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_TRUTH_SPINNER_SMALL_CRATE_2, logic->CanBreakSmallCrates()),
LOCATION(RC_SHADOW_TEMPLE_MQ_TRUTH_SPINNER_SMALL_CRATE_3, logic->CanBreakSmallCrates()),
LOCATION(RC_SHADOW_TEMPLE_MQ_TRUTH_SPINNER_SMALL_CRATE_4, logic->CanBreakSmallCrates()),
},
{
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}) && (logic->CanUse(RG_HOVER_BOOTS) || Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS);}) || (ctx->GetTrickOption(RT_SHADOW_MQ_GAP) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslashExceptHammer()));}),
Entrance(RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->HasExplosives();}) && logic->SmallKeys(RR_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
Entrance(RR_SHADOW_TEMPLE_ENTRYWAY, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_HOVER_BOOTS) || (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}) && (logic->CanUse(RG_HOVER_BOOTS) || Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->CanUse(RG_FIRE_ARROWS);}) || (ctx->GetTrickOption(RT_SHADOW_MQ_GAP) && logic->CanUse(RG_LONGSHOT) && logic->CanJumpslashExceptHammer()));}),
Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS, []{return Here(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return logic->HasExplosives();}) && logic->SmallKeys(RR_SHADOW_TEMPLE, 6) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH));}),
});
//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", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS] = Region("Shadow Temple MQ Whispering Walls", 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
LOCATION(RC_SHADOW_TEMPLE_MQ_HOVER_BOOTS_CHEST, logic->CanKillEnemy(RE_DEAD_HAND) && (logic->IsChild || logic->CanUse(RG_SONG_OF_TIME)) && logic->CanHitEyeTargets()),
LOCATION(RC_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_POT_2, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_ENTRANCE_REDEAD_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_ENTRANCE_REDEAD_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_SIDE_ROOM, []{return true;}),
//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
Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_DEAD_HAND, []{return (logic->IsChild || logic->CanUse(RG_SONG_OF_TIME)) && logic->CanHitEyeTargets();}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_SIDE_ROOM] = Region("Shadow Temple MQ Whispering Walls Redeads", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_COMPASS_CHEST, logic->CanKillEnemy(RE_REDEAD)),
LOCATION(RC_SHADOW_TEMPLE_MQ_ENTRANCE_REDEAD_POT_1, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_ENTRANCE_REDEAD_POT_2, logic->CanBreakPots()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS, []{return logic->CanKillEnemy(RE_REDEAD);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_DEAD_HAND] = Region("Shadow Temple MQ Whispering Walls Dead Hand", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_HOVER_BOOTS_CHEST, logic->CanKillEnemy(RE_DEAD_HAND)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS, []{return logic->CanKillEnemy(RE_DEAD_HAND);}),
});
//also includes the B2 gibdo room
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))),
//Doing this sets the shared flag for the glass in RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS, but doesn't seem to affect the chest
LOCATION(RC_SHADOW_TEMPLE_MQ_BEAMOS_STORM_FAIRY, logic->CanUse(RG_SONG_OF_STORMS)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return logic->HasExplosives() && logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM, []{return ctx->GetTrickOption(RT_VISIBLE_COLLISION) && (logic->CanUse(RG_HOVER_BOOTS) || logic->HasFireSource());}),
Entrance(RR_SHADOW_TEMPLE_MQ_B2_GIBDO_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR, []{return logic->HasExplosives() && logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
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_GIBDO_ROOM] = Region("Shadow Temple MQ B2 Gibdo Room", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_EARLY_GIBDOS_CHEST, logic->CanKillEnemy(RE_GIBDO) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->CanKillEnemy(RE_GIBDO);}),
});
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)))),
@ -187,7 +381,6 @@ void RegionTable_Init_ShadowTemple() {
//WARNING if there's any way past here to ship without already reaching the other side the key logic in this dungeon becomes Quantum
});
//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", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 2);}),
@ -202,6 +395,7 @@ void RegionTable_Init_ShadowTemple() {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT, []{return (logic->HasFireSource() && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH))) || ctx->GetTrickOption(RT_SHADOW_MQ_HUGE_PIT);}),
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_BLADES_ROOM, []{return ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->CanUse(RG_LENS_OF_TRUTH);}),
Entrance(RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR, []{return logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_BLADES_ROOM] = Region("Shadow Temple MQ Invisible Blades Room", SCENE_SHADOW_TEMPLE, {}, {
@ -225,6 +419,7 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_BEAMOS_SILVER_RUPEES_CHEST, logic->CanUse(RG_LONGSHOT)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_HUGE_PIT, []{return logic->CanUse(RG_LONGSHOT);}),
Entrance(RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM, []{return Here(RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT, []{return logic->CanJumpslash() || logic->HasExplosives();});}),
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);}),
});
@ -272,9 +467,16 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_INVISIBLE_SPIKES_CHEST, logic->CanKillEnemy(RE_REDEAD) && (ctx->GetTrickOption(RT_LENS_SHADOW_MQ) || logic->TakeDamage() || logic->CanUse(RG_LENS_OF_TRUTH))),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->MQShadowFloorSpikeRupees;}),
//We need to assume we can get here with or without the glass platforms
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));}),
Entrance(RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM, []{return logic->MQShadowFloorSpikeRupees;}),
//We need to assume we can get here with or without the glass platforms
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_PLATFORM, []{return (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));}),
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_HUGE_PIT, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 3);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_PLATFORM] = Region("Shadow Temple MQ Floor Spikes Platform", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_WIND_TUNNEL, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM] = Region("Shadow Temple MQ Stalfos Room", SCENE_SHADOW_TEMPLE, {}, {
@ -285,11 +487,17 @@ 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", SCENE_SHADOW_TEMPLE, {}, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_UPPER_WIND_TUNNEL] = Region("Shadow Temple MQ Upper 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));}),
Entrance(RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 4);}),
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL, []{return (logic->CanUse(RG_HOVER_BOOTS) && logic->CanPassEnemy(RE_BIG_SKULLTULA)) || logic->CanUse(RG_HOOKSHOT);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL] = Region("Shadow Temple MQ Lower Wind Tunnel", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_UPPER_WIND_TUNNEL, []{return logic->CanUse(RG_HOOKSHOT);}),
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM] = Region("Shadow Temple MQ Wind Hint Room", SCENE_SHADOW_TEMPLE, {}, {
@ -299,7 +507,12 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_WIND_HINT_SUN_FAIRY, logic->CanUse(RG_SUNS_SONG)),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL_ALCOVE] = Region("Shadow Temple MQ Wind Tunnel Alcove", SCENE_SHADOW_TEMPLE, {}, {}, {
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL, []{return logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM] = Region("Shadow Temple MQ B4 Gibdo Room", SCENE_SHADOW_TEMPLE, {
@ -315,8 +528,8 @@ void RegionTable_Init_ShadowTemple() {
}, {
//Exits
//child can make it using the wind strat
Entrance(RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL, []{return (ctx->GetTrickOption(RT_SHADOW_MQ_WINDY_WALKWAY)) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
Entrance(RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL, []{return (ctx->GetTrickOption(RT_SHADOW_MQ_WINDY_WALKWAY)) || logic->CanUse(RG_HOVER_BOOTS);}),
Entrance(RR_SHADOW_TEMPLE_MQ_DOCK, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 5);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_DOCK] = Region("Shadow Temple MQ Dock", SCENE_SHADOW_TEMPLE, {
@ -334,19 +547,27 @@ 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", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT] = Region("Shadow Temple MQ Beyond Boat", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->ShadowBridgeBeyondBoatLowered, []{return logic->CanUse(RG_FAIRY_BOW) || (ctx->GetTrickOption(RT_SHADOW_STATUE) && logic->CanUse(RG_BOMBCHU_5));})
}, {
//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
//hilariously, you can hit this with a pot before you bring down statue, but there's no great way to reset it without crossing. the statue's collision is very inconvenient afterwards
LOCATION(RC_SHADOW_TEMPLE_MQ_GS_AFTER_SHIP, logic->CanGetEnemyDrop(RE_GOLD_SKULLTULA, ED_BOOMERANG)),
LOCATION(RC_SHADOW_TEMPLE_MQ_BEFORE_CHASM_WEST_POT, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_BEFORE_CHASM_EAST_POT, logic->CanBreakPots()),
}, {
//Exits
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));});}),
Entrance(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return logic->ShadowBridgeBeyondBoatLowered;}),
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return logic->MQShadowSwitchAcrossChasm;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM] = Region("Shadow Temple MQ Across Chasm", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM] = Region("Shadow Temple MQ Across Chasm", SCENE_SHADOW_TEMPLE, {
//Events
EventAccess(&logic->ShadowBridgeBeyondBoatLowered, []{return logic->CanDetonateUprightBombFlower();}),
EventAccess(&logic->MQShadowSwitchAcrossChasm, []{return logic->CanHitEyeTargets() && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_LONGSHOT);}),
}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_CHASM_WEST_POT, logic->CanBreakPots()),
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_CHASM_EAST_POT, logic->CanBreakPots()),
@ -356,11 +577,14 @@ void RegionTable_Init_ShadowTemple() {
LOCATION(RC_SHADOW_TEMPLE_MQ_AFTER_SHIP_LOWER_HEART, logic->IsAdult),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return Here(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return logic->CanDetonateUprightBombFlower();}) && logic->IsAdult;}),
//assumes RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT by previous access. If backwards shadow ever exists remember that child cannot jump onto the statue from this side and make an event for the switch
//Lens isn't needed to reach it but is needed to navigate the next room
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return Here(RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM, []{return logic->CanHitEyeTargets() && logic->CanUse(RG_SONG_OF_TIME) && logic->CanUse(RG_LONGSHOT);});}),
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));}),
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return logic->ShadowBridgeBeyondBoatLowered && logic->IsAdult;}),
Entrance(RR_SHADOW_TEMPLE_MQ_PRE_BOSS_ROOM, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_PRE_BOSS_ROOM] = Region("Shadow Temple MQ Pre Boss Room", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return true;}),
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", SCENE_SHADOW_TEMPLE, {}, {
@ -369,22 +593,36 @@ void RegionTable_Init_ShadowTemple() {
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 true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_PRE_BOSS_ROOM, []{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 true;}),
});
//Assumes lens is checked on entry
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE] = Region("Shadow Temple MQ Invisible Maze", SCENE_SHADOW_TEMPLE, {}, {
areaTable[RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE] = Region("Shadow Temple MQ Invisible Maze", SCENE_SHADOW_TEMPLE, {}, {}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_X_CROSS, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_THREE_SKULL_JARS, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 6);}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_X_CROSS] = Region("Shadow Temple MQ X-Cross", SCENE_SHADOW_TEMPLE, {}, {
//Locations
//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()),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT, []{return true;}),
Entrance(RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM, []{return logic->SmallKeys(RR_SHADOW_TEMPLE, 6);}),
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_THREE_SKULL_JARS] = Region("Shadow Temple MQ Three Skull Jars", SCENE_SHADOW_TEMPLE, {}, {
//Locations
LOCATION(RC_SHADOW_TEMPLE_MQ_FREESTANDING_KEY, true),
}, {
//Exits
Entrance(RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE, []{return true;}),
});
areaTable[RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM] = Region("Shadow Temple MQ Spike Walls Room", SCENE_SHADOW_TEMPLE, {}, {
@ -402,12 +640,12 @@ void RegionTable_Init_ShadowTemple() {
// Boss Room
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 logic->HasItem(RG_SHADOW_TEMPLE_BOSS_KEY);}),
Entrance(RR_SHADOW_TEMPLE_BOSS_DOOR, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsVanilla() && false;}),
Entrance(RR_SHADOW_TEMPLE_MQ_BOSS_DOOR, []{return ctx->GetDungeon(SHADOW_TEMPLE)->IsMQ() && false;}),
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", SCENE_SHADOW_TEMPLE_BOSS, {
areaTable[RR_SHADOW_TEMPLE_BOSS_ROOM] = Region("Shadow Temple Boss Room", SCENE_SHADOW_TEMPLE, {
// Events
EventAccess(&logic->ShadowTempleClear, []{return logic->CanKillEnemy(RE_BONGO_BONGO);}),
}, {

View file

@ -2519,7 +2519,9 @@ void Logic::Reset(bool resetSaveContext /*= true*/) {
LoweredJabuPath = false;
MQJabuLiftRoomCow = false;
MQShadowFloorSpikeRupees = false;
MQShadowSwitchAcrossChasm = false;
ShadowShortcutBlock = false;
ShadowBridgeBeyondBoatLowered = false;
MQWaterStalfosPit = false;
MQWaterDragonTorches = false;
MQWaterB1Switch = false;

View file

@ -169,7 +169,9 @@ class Logic {
bool LoweredJabuPath = false;
bool MQJabuLiftRoomCow = false;
bool MQShadowFloorSpikeRupees = false;
bool MQShadowSwitchAcrossChasm = false;
bool ShadowShortcutBlock = false;
bool ShadowBridgeBeyondBoatLowered = false;
bool MQWaterStalfosPit = false;
bool MQWaterDragonTorches = false;
bool MQWaterB1Switch = false;

View file

@ -935,16 +935,42 @@ typedef enum {
RR_SPIRIT_TEMPLE_BOSS_ROOM,
RR_SHADOW_TEMPLE_BEGINNING,
RR_SHADOW_TEMPLE_WHISPERING_WALLS,
RR_SHADOW_TEMPLE_WHISPERING_WALLS_SIDE_ROOM,
RR_SHADOW_TEMPLE_DEAD_HAND,
RR_SHADOW_TEMPLE_FIRST_BEAMOS,
RR_SHADOW_TEMPLE_HUGE_PIT,
RR_SHADOW_TEMPLE_WIND_TUNNEL,
RR_SHADOW_TEMPLE_COMPASS_ROOM,
RR_SHADOW_TEMPLE_SPINNING_BLADES,
RR_SHADOW_TEMPLE_B2_TO_B3_CORRIDOR,
RR_SHADOW_TEMPLE_UPPER_HUGE_PIT,
RR_SHADOW_TEMPLE_LOWER_HUGE_PIT,
RR_SHADOW_TEMPLE_INVISIBLE_SPINNING_BLADES,
RR_SHADOW_TEMPLE_INVISIBLE_SPIKES,
RR_SHADOW_TEMPLE_INVISIBLE_SPIKES_PLATFORM,
RR_SHADOW_TEMPLE_SKULL_JAR,
RR_SHADOW_TEMPLE_UPPER_WIND_TUNNEL,
RR_SHADOW_TEMPLE_LOWER_WIND_TUNNEL,
RR_SHADOW_TEMPLE_WIND_TUNNEL_ALCOVE,
RR_SHADOW_TEMPLE_WIND_TUNNEL_HINT_ROOM,
RR_SHADOW_TEMPLE_ROOM_TO_BOAT,
RR_SHADOW_TEMPLE_DOCK,
RR_SHADOW_TEMPLE_BEYOND_BOAT,
RR_SHADOW_TEMPLE_ACROSS_CHASM,
RR_SHADOW_TEMPLE_MAZE,
RR_SHADOW_TEMPLE_X_CROSS,
RR_SHADOW_TEMPLE_THREE_SKULL_JARS,
RR_SHADOW_TEMPLE_WOODEN_SPIKES,
RR_SHADOW_TEMPLE_PRE_BOSS_ROOM,
RR_SHADOW_TEMPLE_BOSS_DOOR,
RR_SHADOW_TEMPLE_MQ_ENTRYWAY,
RR_SHADOW_TEMPLE_MQ_BEGINNING,
RR_SHADOW_TEMPLE_MQ_SPINNER_ROOM,
RR_SHADOW_TEMPLE_MQ_DEAD_HAND_AREA,
RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS,
RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_SIDE_ROOM,
RR_SHADOW_TEMPLE_MQ_WHISPERING_WALLS_DEAD_HAND,
RR_SHADOW_TEMPLE_MQ_FIRST_BEAMOS,
RR_SHADOW_TEMPLE_MQ_B2_GIBDO_ROOM,
RR_SHADOW_TEMPLE_MQ_B2_SPINNING_BLADE_ROOM,
RR_SHADOW_TEMPLE_MQ_SHORTCUT_PATH,
RR_SHADOW_TEMPLE_MQ_B2_TO_B3_CORRIDOR,
@ -954,15 +980,21 @@ typedef enum {
RR_SHADOW_TEMPLE_MQ_STONE_UMBRELLA_ROOM,
RR_SHADOW_TEMPLE_MQ_UPPER_STONE_UMBRELLA,
RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_ROOM,
RR_SHADOW_TEMPLE_MQ_FLOOR_SPIKES_PLATFORM,
RR_SHADOW_TEMPLE_MQ_STALFOS_ROOM,
RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL,
RR_SHADOW_TEMPLE_MQ_UPPER_WIND_TUNNEL,
RR_SHADOW_TEMPLE_MQ_LOWER_WIND_TUNNEL,
RR_SHADOW_TEMPLE_MQ_WIND_TUNNEL_ALCOVE,
RR_SHADOW_TEMPLE_MQ_WIND_HINT_ROOM,
RR_SHADOW_TEMPLE_MQ_B4_GIBDO_ROOM,
RR_SHADOW_TEMPLE_MQ_DOCK,
RR_SHADOW_TEMPLE_MQ_BEYOND_BOAT,
RR_SHADOW_TEMPLE_MQ_ACROSS_CHASM,
RR_SHADOW_TEMPLE_MQ_PRE_BOSS_ROOM,
RR_SHADOW_TEMPLE_MQ_BOSS_DOOR,
RR_SHADOW_TEMPLE_MQ_INVISIBLE_MAZE,
RR_SHADOW_TEMPLE_MQ_X_CROSS,
RR_SHADOW_TEMPLE_MQ_THREE_SKULL_JARS,
RR_SHADOW_TEMPLE_MQ_SPIKE_WALLS_ROOM,
RR_SHADOW_TEMPLE_BOSS_ENTRYWAY,