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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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50 changed files with 1536 additions and 1518 deletions
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@ -103,19 +103,19 @@ std::map<SceneID, RandomizerCheckArea> DungeonRCAreasBySceneID = {
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// Dungeon entrances with obvious visual differences between MQ and vanilla qualifying as spoiling on sight
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std::vector<uint32_t> spoilingEntrances = {
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0x0000, // ENTR_DEKU_TREE_0
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0x0467, // ENTR_DODONGOS_CAVERN_1
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0x0028, // ENTR_JABU_JABU_0
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0x0407, // ENTR_JABU_JABU_1
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0x0169, // ENTR_FOREST_TEMPLE_0
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0x0165, // ENTR_FIRE_TEMPLE_0
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0x0175, // ENTR_FIRE_TEMPLE_1
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0x0423, // ENTR_WATER_TEMPLE_1
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0x0082, // ENTR_SPIRIT_TEMPLE_0
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0x02B2, // ENTR_SHADOW_TEMPLE_1
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0x0088, // ENTR_ICE_CAVERN_0
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0x0008, // ENTR_GERUDO_TRAINING_GROUNDS_0
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0x0467 // ENTR_INSIDE_GANONS_CASTLE_0
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ENTR_DEKU_TREE_ENTRANCE,
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ENTR_DODONGOS_CAVERN_BOSS_DOOR,
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ENTR_JABU_JABU_BOSS_DOOR,
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ENTR_JABU_JABU_BOSS_DOOR,
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ENTR_FOREST_TEMPLE_ENTRANCE,
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ENTR_FIRE_TEMPLE_ENTRANCE,
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ENTR_FIRE_TEMPLE_BOSS_DOOR,
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ENTR_WATER_TEMPLE_BOSS_DOOR,
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ENTR_SPIRIT_TEMPLE_ENTRANCE,
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ENTR_SHADOW_TEMPLE_BOSS_DOOR,
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ENTR_ICE_CAVERN_ENTRANCE,
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ENTR_GERUDO_TRAINING_GROUND_ENTRANCE,
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ENTR_INSIDE_GANONS_CASTLE_ENTRANCE
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};
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std::map<RandomizerCheckArea, std::vector<RandomizerCheck>> checksByArea;
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@ -385,7 +385,7 @@ RandomizerCheckArea AreaFromEntranceGroup[] = {
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RandomizerCheckArea GetCheckArea() {
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auto scene = static_cast<SceneID>(gPlayState->sceneNum);
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bool grottoScene = (scene == SCENE_GROTTOS || scene == SCENE_FAIRYS_FOUNTAIN);
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const EntranceData* ent = GetEntranceData(grottoScene ? ENTRANCE_RANDO_GROTTO_EXIT_START + GetCurrentGrottoId() : gSaveContext.entranceIndex);
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const EntranceData* ent = GetEntranceData(grottoScene ? ENTRANCE_GROTTO_EXIT_START + GetCurrentGrottoId() : gSaveContext.entranceIndex);
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RandomizerCheckArea area = RCAREA_INVALID;
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if (ent != nullptr && !IsAreaScene(scene) && ent->type != ENTRANCE_TYPE_DUNGEON) {
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if (ent->source == "Desert Colossus" || ent->destination == "Desert Colossus") {
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