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