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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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
96 changed files with 3577 additions and 3274 deletions

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@ -12,106 +12,106 @@ typedef struct {
} RestrictionFlags; // size = 0x4
static RestrictionFlags sRestrictionFlags[] = {
{ SCENE_SPOT00, 0x00, 0x00, 0x10 },
{ SCENE_SPOT01, 0x00, 0x00, 0x10 },
{ SCENE_SPOT02, 0x00, 0x00, 0x10 },
{ SCENE_SPOT03, 0x00, 0x00, 0x10 },
{ SCENE_SPOT04, 0x00, 0x00, 0x10 },
{ SCENE_SPOT05, 0x00, 0x00, 0x10 },
{ SCENE_SPOT06, 0x00, 0x00, 0x10 },
{ SCENE_SPOT07, 0x00, 0x00, 0x10 },
{ SCENE_SPOT08, 0x00, 0x00, 0x10 },
{ SCENE_SPOT09, 0x00, 0x00, 0x10 },
{ SCENE_SPOT10, 0x00, 0x00, 0x10 },
{ SCENE_SPOT11, 0x00, 0x00, 0x10 },
{ SCENE_SPOT12, 0x00, 0x00, 0x10 },
{ SCENE_SPOT13, 0x00, 0x00, 0x10 },
{ SCENE_SPOT15, 0x00, 0x00, 0x10 },
{ SCENE_GANON_TOU, 0x00, 0x00, 0x10 },
{ SCENE_SPOT16, 0x00, 0x00, 0x10 },
{ SCENE_SPOT17, 0x00, 0x00, 0x10 },
{ SCENE_SPOT18, 0x00, 0x00, 0x10 },
{ SCENE_SPOT20, 0x00, 0x00, 0x10 },
{ SCENE_TOKINOMA, 0x00, 0x10, 0x15 },
{ SCENE_KENJYANOMA, 0xA2, 0xAA, 0xAA },
{ SCENE_SYATEKIJYOU, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA, 0x11, 0x55, 0x55 },
{ SCENE_HAIRAL_NIWA_N, 0x11, 0x55, 0x55 },
{ SCENE_HAKAANA, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA2, 0x00, 0x00, 0xD0 },
{ SCENE_HAKAANA_OUKE, 0x00, 0x00, 0xD0 },
{ SCENE_DAIYOUSEI_IZUMI, 0x00, 0x00, 0x10 },
{ SCENE_YOUSEI_IZUMI_TATE, 0x00, 0x00, 0xD0 },
{ SCENE_YOUSEI_IZUMI_YOKO, 0x00, 0x00, 0x10 },
{ SCENE_GANON_FINAL, 0x00, 0x05, 0x50 },
{ SCENE_NAKANIWA, 0x00, 0x05, 0x54 },
{ SCENE_TURIBORI, 0x11, 0x55, 0x55 },
{ SCENE_BOWLING, 0x11, 0x55, 0x55 },
{ SCENE_SOUKO, 0x00, 0x10, 0x15 },
{ SCENE_MIHARIGOYA, 0x00, 0x10, 0x14 },
{ SCENE_MAHOUYA, 0x10, 0x15, 0x55 },
{ SCENE_TAKARAYA, 0x10, 0x15, 0x55 },
{ SCENE_KINSUTA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA, 0x00, 0x10, 0x15 },
{ SCENE_ENTRA_N, 0x00, 0x10, 0x15 },
{ SCENE_ENRUI, 0x00, 0x10, 0xD5 },
{ SCENE_HYRULE_FIELD, 0x00, 0x00, 0x10 },
{ SCENE_KAKARIKO_VILLAGE, 0x00, 0x00, 0x10 },
{ SCENE_GRAVEYARD, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_RIVER, 0x00, 0x00, 0x10 },
{ SCENE_KOKIRI_FOREST, 0x00, 0x00, 0x10 },
{ SCENE_SACRED_FOREST_MEADOW, 0x00, 0x00, 0x10 },
{ SCENE_LAKE_HYLIA, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_DOMAIN, 0x00, 0x00, 0x10 },
{ SCENE_ZORAS_FOUNTAIN, 0x00, 0x00, 0x10 },
{ SCENE_GERUDO_VALLEY, 0x00, 0x00, 0x10 },
{ SCENE_LOST_WOODS, 0x00, 0x00, 0x10 },
{ SCENE_DESERT_COLOSSUS, 0x00, 0x00, 0x10 },
{ SCENE_GERUDOS_FORTRESS, 0x00, 0x00, 0x10 },
{ SCENE_HAUNTED_WASTELAND, 0x00, 0x00, 0x10 },
{ SCENE_HYRULE_CASTLE, 0x00, 0x00, 0x10 },
{ SCENE_OUTSIDE_GANONS_CASTLE, 0x00, 0x00, 0x10 },
{ SCENE_DEATH_MOUNTAIN_TRAIL, 0x00, 0x00, 0x10 },
{ SCENE_DEATH_MOUNTAIN_CRATER, 0x00, 0x00, 0x10 },
{ SCENE_GORON_CITY, 0x00, 0x00, 0x10 },
{ SCENE_LON_LON_RANCH, 0x00, 0x00, 0x10 },
{ SCENE_TEMPLE_OF_TIME, 0x00, 0x10, 0x15 },
{ SCENE_CHAMBER_OF_THE_SAGES, 0xA2, 0xAA, 0xAA },
{ SCENE_SHOOTING_GALLERY, 0x11, 0x55, 0x55 },
{ SCENE_CASTLE_COURTYARD_GUARDS_DAY, 0x11, 0x55, 0x55 },
{ SCENE_CASTLE_COURTYARD_GUARDS_NIGHT, 0x11, 0x55, 0x55 },
{ SCENE_REDEAD_GRAVE, 0x00, 0x00, 0xD0 },
{ SCENE_GRAVE_WITH_FAIRYS_FOUNTAIN, 0x00, 0x00, 0xD0 },
{ SCENE_ROYAL_FAMILYS_TOMB, 0x00, 0x00, 0xD0 },
{ SCENE_GREAT_FAIRYS_FOUNTAIN_MAGIC, 0x00, 0x00, 0x10 },
{ SCENE_FAIRYS_FOUNTAIN, 0x00, 0x00, 0xD0 },
{ SCENE_GREAT_FAIRYS_FOUNTAIN_SPELLS, 0x00, 0x00, 0x10 },
{ SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR, 0x00, 0x05, 0x50 },
{ SCENE_CASTLE_COURTYARD_ZELDA, 0x00, 0x05, 0x54 },
{ SCENE_FISHING_POND, 0x11, 0x55, 0x55 },
{ SCENE_BOMBCHU_BOWLING_ALLEY, 0x11, 0x55, 0x55 },
{ SCENE_LON_LON_BUILDINGS, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_GUARD_HOUSE, 0x00, 0x10, 0x14 },
{ SCENE_POTION_SHOP_GRANNY, 0x10, 0x15, 0x55 },
{ SCENE_TREASURE_BOX_SHOP, 0x10, 0x15, 0x55 },
{ SCENE_HOUSE_OF_SKULLTULA, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_DAY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ENTRANCE_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_DAY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_MARKET_ALLEY, 0x00, 0x10, 0x15 },
{ SCENE_MARKET_ALLEY_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_N, 0x00, 0x10, 0x15 },
{ SCENE_SHRINE_R, 0x00, 0x10, 0xD5 },
{ SCENE_LINK_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME3, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME4, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_HOME5, 0x10, 0x10, 0x15 },
{ SCENE_MALON_STABLE, 0x10, 0x10, 0x15 },
{ SCENE_HUT, 0x10, 0x10, 0x15 },
{ SCENE_IMPA, 0x10, 0x10, 0x15 },
{ SCENE_LABO, 0x10, 0x10, 0x15 },
{ SCENE_HYLIA_LABO, 0x00, 0x10, 0x15 },
{ SCENE_TENT, 0x10, 0x10, 0x15 },
{ SCENE_SHOP1, 0x10, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_DAY, 0x00, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_DAY, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_NIGHT, 0x00, 0x10, 0x15 },
{ SCENE_TEMPLE_OF_TIME_EXTERIOR_RUINS, 0x00, 0x10, 0xD5 },
{ SCENE_LINKS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_KAKARIKO_CENTER_GUEST_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_BACK_ALLEY_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_KNOW_IT_ALL_BROS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_TWINS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_MIDOS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_SARIAS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_STABLE, 0x10, 0x10, 0x15 },
{ SCENE_GRAVEKEEPERS_HUT, 0x10, 0x10, 0x15 },
{ SCENE_DOG_LADY_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_IMPAS_HOUSE, 0x10, 0x10, 0x15 },
{ SCENE_LAKESIDE_LABORATORY, 0x00, 0x10, 0x15 },
{ SCENE_CARPENTERS_TENT, 0x10, 0x10, 0x15 },
{ SCENE_BAZAAR, 0x10, 0x10, 0x15 },
{ SCENE_KOKIRI_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_GOLON, 0x10, 0x10, 0x15 },
{ SCENE_ZOORA, 0x10, 0x10, 0x15 },
{ SCENE_DRAG, 0x10, 0x10, 0x15 },
{ SCENE_ALLEY_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_NIGHT_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_FACE_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_MEN, 0x00, 0x03, 0x10 },
{ SCENE_YDAN, 0x00, 0x00, 0x00 },
{ SCENE_YDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_DDAN, 0x00, 0x00, 0x00 },
{ SCENE_DDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BDAN, 0x00, 0x00, 0x00 },
{ SCENE_BDAN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BMORI1, 0x00, 0x00, 0x00 },
{ SCENE_MORIBOSSROOM, 0x00, 0x45, 0x50 },
{ SCENE_HAKADANCH, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN, 0x00, 0x00, 0x00 },
{ SCENE_HAKADAN_BS, 0x00, 0x45, 0x50 },
{ SCENE_HIDAN, 0x00, 0x00, 0x00 },
{ SCENE_FIRE_BS, 0x00, 0x45, 0x50 },
{ SCENE_MIZUSIN, 0x00, 0x00, 0x00 },
{ SCENE_MIZUSIN_BS, 0x00, 0x45, 0x50 },
{ SCENE_JYASINZOU, 0x00, 0x00, 0x00 },
{ SCENE_JYASINBOSS, 0x00, 0x45, 0x50 },
{ SCENE_GANON, 0x00, 0x00, 0x00 },
{ SCENE_GORON_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_ZORA_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_POTION_SHOP_KAKARIKO, 0x10, 0x10, 0x15 },
{ SCENE_POTION_SHOP_MARKET, 0x10, 0x10, 0x15 },
{ SCENE_BOMBCHU_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_HAPPY_MASK_SHOP, 0x10, 0x10, 0x15 },
{ SCENE_GERUDO_TRAINING_GROUND, 0x00, 0x03, 0x10 },
{ SCENE_DEKU_TREE, 0x00, 0x00, 0x00 },
{ SCENE_DEKU_TREE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_DODONGOS_CAVERN, 0x00, 0x00, 0x00 },
{ SCENE_DODONGOS_CAVERN_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_JABU_JABU, 0x00, 0x00, 0x00 },
{ SCENE_JABU_JABU_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_FOREST_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_FOREST_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_BOTTOM_OF_THE_WELL, 0x00, 0x00, 0x00 },
{ SCENE_SHADOW_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_SHADOW_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_FIRE_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_FIRE_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_WATER_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_WATER_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_SPIRIT_TEMPLE, 0x00, 0x00, 0x00 },
{ SCENE_SPIRIT_TEMPLE_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_GANONS_TOWER, 0x00, 0x00, 0x00 },
{ SCENE_GANONDORF_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_ICE_CAVERN, 0x00, 0x00, 0xC0 },
{ SCENE_WINDMILL_AND_DAMPES_GRAVE, 0x00, 0x03, 0x14 },
{ SCENE_INSIDE_GANONS_CASTLE, 0x00, 0x03, 0x10 },
{ SCENE_GANON_BOSS, 0x00, 0x45, 0x50 },
{ SCENE_ICE_DOUKUTO, 0x00, 0x00, 0xC0 },
{ SCENE_HAKASITARELAY, 0x00, 0x03, 0x14 },
{ SCENE_GANONTIKA, 0x00, 0x03, 0x10 },
{ SCENE_GANON_DEMO, 0x00, 0x45, 0x50 },
{ SCENE_GANON_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GANONTIKA_SONOGO, 0x00, 0x05, 0x50 },
{ SCENE_GERUDOWAY, 0x00, 0x00, 0x10 },
{ SCENE_KAKUSIANA, 0x00, 0x00, 0xD0 },
{ SCENE_GANONS_TOWER_COLLAPSE_INTERIOR, 0x00, 0x05, 0x50 },
{ SCENE_INSIDE_GANONS_CASTLE_COLLAPSE, 0x00, 0x05, 0x50 },
{ SCENE_THIEVES_HIDEOUT, 0x00, 0x00, 0x10 },
{ SCENE_GROTTOS, 0x00, 0x00, 0xD0 },
{ 0xFF, 0x00, 0x00, 0x00 },
};
@ -417,26 +417,26 @@ void Interface_UpdateHudAlphas(PlayState* play, s16 dimmingAlpha) {
}
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
case SCENE_LON_LON_RANCH:
case SCENE_OUTSIDE_GANONS_CASTLE:
if (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = risingAlpha;
} else {
@ -645,11 +645,11 @@ void func_80083108(PlayState* play) {
s16 sp28 = false;
if ((gSaveContext.cutsceneIndex < 0xFFF0) ||
((play->sceneId == SCENE_SPOT20) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.cutsceneIndex == 0xFFF0))) {
gSaveContext.forceRisingButtonAlphas = false;
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||
((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
if (gSaveContext.equips.buttonItems[0] != ITEM_NONE) {
gSaveContext.forceRisingButtonAlphas = true;
@ -664,7 +664,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[0] != ITEM_NONE)) {
gSaveContext.buttonStatus[0] = gSaveContext.equips.buttonItems[0];
if ((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
if ((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
gSaveContext.equips.buttonItems[0] = ITEM_BOMBCHU;
Interface_LoadItemIcon1(play, 0);
} else {
@ -695,7 +695,7 @@ void func_80083108(PlayState* play) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_B);
} else if (play->shootingGalleryStatus > 1) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_B);
} else if ((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_B);
} else if (player->stateFlags1 & PLAYER_STATE1_23) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_A_B_MINIMAP);
@ -705,9 +705,9 @@ void func_80083108(PlayState* play) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_A_B_MINIMAP);
}
}
} else if (play->sceneId == SCENE_KENJYANOMA) {
} else if (play->sceneId == SCENE_CHAMBER_OF_THE_SAGES) {
Interface_ChangeHudVisibilityMode(HUD_VISIBILITY_NOTHING);
} else if (play->sceneId == SCENE_TURIBORI) {
} else if (play->sceneId == SCENE_FISHING_POND) {
// should likely be set to true
gSaveContext.forceRisingButtonAlphas = 2;
if (play->interfaceCtx.unk_260 != 0) {
@ -1043,7 +1043,7 @@ void func_80083108(PlayState* play) {
(gSaveContext.equips.buttonItems[i] <= ITEM_BOTTLE_POE)) &&
!((gSaveContext.equips.buttonItems[i] >= ITEM_WEIRD_EGG) &&
(gSaveContext.equips.buttonItems[i] <= ITEM_CLAIM_CHECK))) {
if ((play->sceneId != SCENE_TAKARAYA) ||
if ((play->sceneId != SCENE_TREASURE_BOX_SHOP) ||
(gSaveContext.equips.buttonItems[i] != ITEM_LENS_OF_TRUTH)) {
if (gSaveContext.buttonStatus[i] == BTN_ENABLED) {
sp28 = true;
@ -2932,7 +2932,7 @@ void Interface_DrawAmmoCount(PlayState* play, s16 button, s16 alpha) {
ammo = play->interfaceCtx.hbaAmmo;
} else if ((button == 0) && (play->shootingGalleryStatus > 1)) {
ammo = play->shootingGalleryStatus - 1;
} else if ((button == 0) && (play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38)) {
} else if ((button == 0) && (play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38)) {
ammo = play->bombchuBowlingStatus;
if (ammo < 0) {
ammo = 0;
@ -3104,7 +3104,7 @@ void Interface_Draw(PlayState* play) {
};
static s16 rupeeDigitsFirst[] = { 1, 0, 0 };
static s16 rupeeDigitsCount[] = { 2, 3, 3 };
static s16 spoilingItemEntrances[] = { ENTR_SPOT10_2, ENTR_SPOT07_3, ENTR_SPOT07_3 };
static s16 spoilingItemEntrances[] = { ENTR_LOST_WOODS_2, ENTR_ZORAS_DOMAIN_3, ENTR_ZORAS_DOMAIN_3 };
static f32 D_80125B54[] = { -40.0f, -35.0f }; // unused
static s16 D_80125B5C[] = { 91, 91 }; // unused
static s16 sTimerNextSecondTimer;
@ -3143,20 +3143,20 @@ void Interface_Draw(PlayState* play) {
OVERLAY_DISP = Gfx_TextureIA8(OVERLAY_DISP, gRupeeCounterIconTex, 16, 16, 26, 206, 16, 16, 1 << 10, 1 << 10);
switch (play->sceneId) {
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_GANON:
case SCENE_MEN:
case SCENE_GERUDOWAY:
case SCENE_GANONTIKA:
case SCENE_GANON_SONOGO:
case SCENE_GANONTIKA_SONOGO:
case SCENE_TAKARAYA:
case SCENE_FOREST_TEMPLE:
case SCENE_FIRE_TEMPLE:
case SCENE_WATER_TEMPLE:
case SCENE_SPIRIT_TEMPLE:
case SCENE_SHADOW_TEMPLE:
case SCENE_BOTTOM_OF_THE_WELL:
case SCENE_ICE_CAVERN:
case SCENE_GANONS_TOWER:
case SCENE_GERUDO_TRAINING_GROUND:
case SCENE_THIEVES_HIDEOUT:
case SCENE_INSIDE_GANONS_CASTLE:
case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
case SCENE_TREASURE_BOX_SHOP:
if (gSaveContext.inventory.dungeonKeys[gSaveContext.mapIndex] >= 0) {
// Small Key Icon
gDPPipeSync(OVERLAY_DISP++);
@ -3258,7 +3258,7 @@ void Interface_Draw(PlayState* play) {
Interface_DrawItemIconTexture(play, interfaceCtx->iconItemSegment, 0);
if ((player->stateFlags1 & PLAYER_STATE1_23) || (play->shootingGalleryStatus > 1) ||
((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
gDPPipeSync(OVERLAY_DISP++);
gDPSetCombineLERP(OVERLAY_DISP++, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE,
0, PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, TEXEL0, 0, PRIMITIVE, 0);
@ -3507,7 +3507,8 @@ void Interface_Draw(PlayState* play) {
(play->gameOverCtx.state == GAMEOVER_INACTIVE) && (msgCtx->msgMode == MSGMODE_NONE) &&
!(player->stateFlags2 & PLAYER_STATE2_24) && (play->transitionTrigger == TRANS_TRIGGER_OFF) &&
(play->transitionMode == TRANS_MODE_OFF) && !Play_InCsMode(play) && (gSaveContext.minigameState != 1) &&
(play->shootingGalleryStatus <= 1) && !((play->sceneId == SCENE_BOWLING) && Flags_GetSwitch(play, 0x38))) {
(play->shootingGalleryStatus <= 1) &&
!((play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY) && Flags_GetSwitch(play, 0x38))) {
timerId = TIMER_ID_MAIN;
@ -3792,10 +3793,10 @@ void Interface_Draw(PlayState* play) {
if (gSaveContext.subTimerSeconds <= 0) {
// Out of time
if (!Flags_GetSwitch(play, 0x37) ||
((play->sceneId != SCENE_GANON_DEMO) &&
(play->sceneId != SCENE_GANON_FINAL) &&
(play->sceneId != SCENE_GANON_SONOGO) &&
(play->sceneId != SCENE_GANONTIKA_SONOGO))) {
((play->sceneId != SCENE_GANON_BOSS) &&
(play->sceneId != SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) &&
(play->sceneId != SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) &&
(play->sceneId != SCENE_INSIDE_GANONS_CASTLE_COLLAPSE))) {
sSubTimerStateTimer = 40;
gSaveContext.subTimerState = SUBTIMER_STATE_RESPAWN;
gSaveContext.cutsceneIndex = 0;
@ -3961,9 +3962,9 @@ void Interface_Update(PlayState* play) {
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
if ((gSaveContext.minigameState == 1) || !IS_CUTSCENE_LAYER ||
((play->sceneId == SCENE_SPOT20) && (gSaveContext.sceneLayer == 4))) {
((play->sceneId == SCENE_LON_LON_RANCH) && (gSaveContext.sceneLayer == 4))) {
if ((msgCtx->msgMode == MSGMODE_NONE) ||
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneId == SCENE_BOWLING))) {
((msgCtx->msgMode != MSGMODE_NONE) && (play->sceneId == SCENE_BOMBCHU_BOWLING_ALLEY))) {
if (play->gameOverCtx.state == GAMEOVER_INACTIVE) {
func_80083108(play);
}
@ -4023,26 +4024,26 @@ void Interface_Update(PlayState* play) {
}
switch (play->sceneId) {
case SCENE_SPOT00:
case SCENE_SPOT01:
case SCENE_SPOT02:
case SCENE_SPOT03:
case SCENE_SPOT04:
case SCENE_SPOT05:
case SCENE_SPOT06:
case SCENE_SPOT07:
case SCENE_SPOT08:
case SCENE_SPOT09:
case SCENE_SPOT10:
case SCENE_SPOT11:
case SCENE_SPOT12:
case SCENE_SPOT13:
case SCENE_SPOT15:
case SCENE_SPOT16:
case SCENE_SPOT17:
case SCENE_SPOT18:
case SCENE_SPOT20:
case SCENE_GANON_TOU:
case SCENE_HYRULE_FIELD:
case SCENE_KAKARIKO_VILLAGE:
case SCENE_GRAVEYARD:
case SCENE_ZORAS_RIVER:
case SCENE_KOKIRI_FOREST:
case SCENE_SACRED_FOREST_MEADOW:
case SCENE_LAKE_HYLIA:
case SCENE_ZORAS_DOMAIN:
case SCENE_ZORAS_FOUNTAIN:
case SCENE_GERUDO_VALLEY:
case SCENE_LOST_WOODS:
case SCENE_DESERT_COLOSSUS:
case SCENE_GERUDOS_FORTRESS:
case SCENE_HAUNTED_WASTELAND:
case SCENE_HYRULE_CASTLE:
case SCENE_DEATH_MOUNTAIN_TRAIL:
case SCENE_DEATH_MOUNTAIN_CRATER:
case SCENE_GORON_CITY:
case SCENE_LON_LON_RANCH:
case SCENE_OUTSIDE_GANONS_CASTLE:
if (interfaceCtx->minimapAlpha < 170) {
interfaceCtx->minimapAlpha = risingAlpha;
} else {
@ -4309,7 +4310,7 @@ void Interface_Update(PlayState* play) {
play->unk_11DE9 = true;
}
if (play->sceneId == SCENE_SPOT13) {
if (play->sceneId == SCENE_HAUNTED_WASTELAND) {
play->transitionType = TRANS_TYPE_SANDSTORM_PERSIST;
gSaveContext.nextTransitionType = TRANS_TYPE_SANDSTORM_PERSIST;
}