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Name scenes (scene enum, entrance enum, various identifiers) (#1343)

* Comment names on titled scenes

* Comment some more scene names

* Comment some map assets symbol prefixes

* Name collapse sequence scenes (from the non-collapse equivalent scene's name + `_COLLAPSE`)

* Name ganon/ganondorf boss scenes (symbol prefix suffixed with `Scene` to prevent confusion with boss actors)

* Fix symbol prefix for back alley night scene

* Name the two grave scenes (normal and fairy's fountain variant)

* Name most houses, name/update misc scenes

Co-authored-by: fig02 <fig02srl@gmail.com>

* (hakaana) `GRAVE` -> `REDEAD_GRAVE` to be more specific

Co-authored-by: fig02 <fig02srl@gmail.com>

* `miharigoya_scene`: `market_guard_house`

* `kakariko_scene` -> `kakariko_center_house`

* `richards_house` -> `dog_lady_house` (for localization differences)

* Revert "Comment some map assets symbol prefixes"

This reverts commit 210a38a628.

* remove other xml prefixes

* ganon_boss, ganondorf_boss

* comments to namefixer

* `KAKARIKO_CENTER_HOUSE` -> `KAKARIKO_CENTER_GUEST_HOUSE`

* two collapse sequence scenes -> `GANONS_TOWER_COLLAPSE_`interior/exterior

* Run namefixer

`find src include -type f -exec ./tools/namefixer.py {} \;`

* run formatter

Co-authored-by: fig02 <fig02srl@gmail.com>
This commit is contained in:
Dragorn421 2022-11-26 22:15:41 +01:00 committed by GitHub
parent eb0a82c513
commit 186ecc72b5
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GPG key ID: 4AEE18F83AFDEB23
96 changed files with 3577 additions and 3274 deletions

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@ -3341,69 +3341,69 @@ void Actor_SetTextWithPrefix(PlayState* play, Actor* actor, s16 baseTextId) {
s16 prefix;
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_YDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_KOKIRI_HOME:
case SCENE_KOKIRI_HOME3:
case SCENE_KOKIRI_HOME4:
case SCENE_KOKIRI_HOME5:
case SCENE_DEKU_TREE:
case SCENE_DEKU_TREE_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_KNOW_IT_ALL_BROS_HOUSE:
case SCENE_TWINS_HOUSE:
case SCENE_MIDOS_HOUSE:
case SCENE_SARIAS_HOUSE:
case SCENE_KOKIRI_SHOP:
case SCENE_LINK_HOME:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT10:
case SCENE_LINKS_HOUSE:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LOST_WOODS:
case 112:
prefix = 0x1000;
break;
case SCENE_MALON_STABLE:
case SCENE_SPOT00:
case SCENE_SPOT20:
case SCENE_STABLE:
case SCENE_HYRULE_FIELD:
case SCENE_LON_LON_RANCH:
prefix = 0x2000;
break;
case SCENE_HIDAN:
case SCENE_DDAN_BOSS:
case SCENE_FIRE_BS:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_FIRE_TEMPLE:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
prefix = 0x3000;
break;
case SCENE_BDAN:
case SCENE_BDAN_BOSS:
case SCENE_SPOT03:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_JABU_JABU:
case SCENE_JABU_JABU_BOSS:
case SCENE_ZORAS_RIVER:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
prefix = 0x4000;
break;
case SCENE_HAKADAN:
case SCENE_HAKADAN_BS:
case SCENE_KAKARIKO:
case SCENE_KAKARIKO3:
case SCENE_IMPA:
case SCENE_HUT:
case SCENE_HAKAANA:
case SCENE_HAKASITARELAY:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SHADOW_TEMPLE:
case SCENE_SHADOW_TEMPLE_BOSS:
case SCENE_KAKARIKO_CENTER_GUEST_HOUSE:
case SCENE_BACK_ALLEY_HOUSE:
case SCENE_DOG_LADY_HOUSE:
case SCENE_GRAVEKEEPERS_HUT:
case SCENE_REDEAD_GRAVE:
case SCENE_WINDMILL_AND_DAMPES_GRAVE:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
prefix = 0x5000;
break;
case SCENE_JYASINZOU:
case SCENE_JYASINBOSS:
case SCENE_LABO:
case SCENE_TENT:
case SCENE_SPOT06:
case SCENE_SPOT09:
case SCENE_SPOT11:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_IMPAS_HOUSE:
case SCENE_CARPENTERS_TENT:
case SCENE_LAKE_HYLIA:
case SCENE_GERUDO_VALLEY:
case SCENE_DESERT_COLOSSUS:
prefix = 0x6000;
break;
case SCENE_ENTRA:
case SCENE_MARKET_ALLEY:
case SCENE_MARKET_ALLEY_N:
case SCENE_MARKET_ENTRANCE_DAY:
case SCENE_BACK_ALLEY_DAY:
case SCENE_BACK_ALLEY_NIGHT:
case SCENE_MARKET_DAY:
case SCENE_MARKET_NIGHT:
case SCENE_MARKET_RUINS:
case SCENE_SPOT15:
case SCENE_HYRULE_CASTLE:
prefix = 0x7000;
break;
default:
@ -4627,7 +4627,7 @@ u32 func_80035BFC(PlayState* play, s16 arg1) {
}
break;
case 16:
if (play->sceneId == SCENE_SPOT15) {
if (play->sceneId == SCENE_HYRULE_CASTLE) {
retTextId = 0x7002;
} else if (Flags_GetInfTable(INFTABLE_6A)) {
retTextId = 0x7004;
@ -5673,7 +5673,8 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
actor->focus.pos = actor->world.pos;
actor->focus.pos.y += focusHeight;
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
@ -5681,7 +5682,8 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
target = play->view.eye;
} else {
target = player->actor.focus.pos;
@ -5715,7 +5717,8 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
actor->focus.pos = focusPos;
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) {
if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) {
yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y));
if (yaw >= 0x4300) {
Actor_TrackNone(headRot, torsoRot);
@ -5723,7 +5726,8 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors
}
}
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) {
if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) &&
(gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) {
target = play->view.eye;
} else {
target = player->actor.focus.pos;