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
+8 -8
View File
@@ -1322,7 +1322,7 @@ void Environment_DrawSunAndMoon(PlayState* play) {
play->envCtx.sunPos.z = +(Math_CosS(((void)0, gSaveContext.dayTime) - 0x8000) * 20.0f) * 25.0f;
}
if (gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_0 || ((void)0, gSaveContext.sceneSetupIndex) != 5) {
if (gSaveContext.entranceIndex != ENTR_HYRULE_FIELD_PAST_BRIDGE_SPAWN || ((void)0, gSaveContext.sceneSetupIndex) != 5) {
Matrix_Translate(play->view.eye.x + play->envCtx.sunPos.x,
play->view.eye.y + play->envCtx.sunPos.y,
play->view.eye.z + play->envCtx.sunPos.z, MTXMODE_NEW);
@@ -2004,7 +2004,7 @@ void Environment_PlaySceneSequence(PlayState* play) {
play->envCtx.unk_E0 = 0xFF;
// both lost woods exits on the bridge from kokiri to hyrule field
if (((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_8 || ((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_9) {
if (((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_BRIDGE_WEST_EXIT || ((void)0, gSaveContext.entranceIndex) == ENTR_LOST_WOODS_BRIDGE_EAST_EXIT) {
Audio_PlayNatureAmbienceSequence(NATURE_ID_KOKIRI_REGION);
} else if (((void)0, gSaveContext.forcedSeqId) != NA_BGM_GENERAL_SFX) {
if (!Environment_IsForcedSequenceDisabled()) {
@@ -2546,22 +2546,22 @@ void Environment_WarpSongLeave(PlayState* play) {
gSaveContext.nextTransitionType = TRANS_TYPE_FADE_WHITE;
switch (play->nextEntranceIndex) {
case ENTR_DEATH_MOUNTAIN_CRATER_0:
case ENTR_DEATH_MOUNTAIN_CRATER_UPPER_EXIT:
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_DEATH_MOUNTAIN_CRATER);
break;
case ENTR_LAKE_HYLIA_0:
case ENTR_LAKE_HYLIA_NORTH_EXIT:
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_LAKE_HYLIA);
break;
case ENTR_DESERT_COLOSSUS_0:
case ENTR_DESERT_COLOSSUS_EAST_EXIT:
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_DESERT_COLOSSUS);
break;
case ENTR_GRAVEYARD_0:
case ENTR_GRAVEYARD_ENTRANCE:
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_GRAVEYARD);
break;
case ENTR_TEMPLE_OF_TIME_0:
case ENTR_TEMPLE_OF_TIME_ENTRANCE:
Flags_SetEventChkInf(EVENTCHKINF_ENTERED_TEMPLE_OF_TIME);
break;
case ENTR_SACRED_FOREST_MEADOW_0:
case ENTR_SACRED_FOREST_MEADOW_SOUTH_EXIT:
break;
}
}