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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>
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96 changed files with 3577 additions and 3274 deletions
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@ -306,7 +306,7 @@ void Play_Init(GameState* thisx) {
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// save the base scene layer (before accounting for the special cases below) to use later for the transition type
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baseSceneLayer = gSaveContext.sceneLayer;
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_SPOT00) && !LINK_IS_ADULT &&
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_HYRULE_FIELD) && !LINK_IS_ADULT &&
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!IS_CUTSCENE_LAYER) {
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if (CHECK_QUEST_ITEM(QUEST_KOKIRI_EMERALD) && CHECK_QUEST_ITEM(QUEST_GORON_RUBY) &&
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CHECK_QUEST_ITEM(QUEST_ZORA_SAPPHIRE)) {
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@ -314,8 +314,8 @@ void Play_Init(GameState* thisx) {
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} else {
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gSaveContext.sceneLayer = 0;
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}
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_SPOT04) && LINK_IS_ADULT &&
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!IS_CUTSCENE_LAYER) {
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} else if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_KOKIRI_FOREST) &&
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LINK_IS_ADULT && !IS_CUTSCENE_LAYER) {
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gSaveContext.sceneLayer = GET_EVENTCHKINF(EVENTCHKINF_48) ? 3 : 2;
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}
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@ -327,7 +327,7 @@ void Play_Init(GameState* thisx) {
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// When entering Gerudo Valley in the credits, trigger the GC emulator to play the ending movie.
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// The emulator constantly checks whether PC is 0x81000000, so this works even though it's not a valid address.
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_SPOT09) &&
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if ((gEntranceTable[((void)0, gSaveContext.entranceIndex)].sceneId == SCENE_GERUDO_VALLEY) &&
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gSaveContext.sceneLayer == 6) {
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osSyncPrintf("エンディングはじまるよー\n"); // "The ending starts"
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((void (*)(void))0x81000000)();
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@ -1697,7 +1697,7 @@ void Play_SetupRespawnPoint(PlayState* this, s32 respawnMode, s32 playerParams)
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s32 entranceIndex;
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s8 roomIndex;
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if ((this->sceneId != SCENE_YOUSEI_IZUMI_TATE) && (this->sceneId != SCENE_KAKUSIANA)) {
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if ((this->sceneId != SCENE_FAIRYS_FOUNTAIN) && (this->sceneId != SCENE_GROTTOS)) {
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roomIndex = this->roomCtx.curRoom.num;
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entranceIndex = gSaveContext.entranceIndex;
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Play_SetRespawnData(this, respawnMode, entranceIndex, roomIndex, playerParams, &player->actor.world.pos,
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@ -1718,13 +1718,16 @@ void Play_LoadToLastEntrance(PlayState* this) {
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gSaveContext.respawnFlag = -1;
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this->transitionTrigger = TRANS_TRIGGER_START;
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if ((this->sceneId == SCENE_GANON_SONOGO) || (this->sceneId == SCENE_GANON_FINAL) ||
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(this->sceneId == SCENE_GANONTIKA_SONOGO) || (this->sceneId == SCENE_GANON_DEMO)) {
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this->nextEntranceIndex = ENTR_GANON_FINAL_0;
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if ((this->sceneId == SCENE_GANONS_TOWER_COLLAPSE_INTERIOR) ||
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(this->sceneId == SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR) ||
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(this->sceneId == SCENE_INSIDE_GANONS_CASTLE_COLLAPSE) || (this->sceneId == SCENE_GANON_BOSS)) {
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this->nextEntranceIndex = ENTR_GANONS_TOWER_COLLAPSE_EXTERIOR_0;
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Item_Give(this, ITEM_SWORD_MASTER);
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} else if ((gSaveContext.entranceIndex == ENTR_SPOT00_11) || (gSaveContext.entranceIndex == ENTR_SPOT00_12) ||
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(gSaveContext.entranceIndex == ENTR_SPOT00_13) || (gSaveContext.entranceIndex == ENTR_SPOT00_15)) {
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this->nextEntranceIndex = ENTR_SPOT00_6;
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} else if ((gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_11) ||
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(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_12) ||
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(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_13) ||
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(gSaveContext.entranceIndex == ENTR_HYRULE_FIELD_15)) {
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this->nextEntranceIndex = ENTR_HYRULE_FIELD_6;
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} else {
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this->nextEntranceIndex = gSaveContext.entranceIndex;
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}
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@ -1742,7 +1745,7 @@ s32 Play_CamIsNotFixed(PlayState* this) {
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// but the room shape type check handles all shop cases regardless
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return (this->roomCtx.curRoom.roomShape->base.type != ROOM_SHAPE_TYPE_IMAGE) &&
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT) && (R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED) &&
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_HAIRAL_NIWA);
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(R_SCENE_CAM_TYPE != SCENE_CAM_TYPE_FIXED_MARKET) && (this->sceneId != SCENE_CASTLE_COURTYARD_GUARDS_DAY);
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}
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s32 FrameAdvance_IsEnabled(PlayState* this) {
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