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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

View file

@ -387,7 +387,7 @@ void EnViewer_UpdateImpl(EnViewer* this, PlayState* play) {
break;
}
} else if (type == ENVIEWER_TYPE_2_ZELDA) {
if (play->sceneId == SCENE_SPOT00) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
switch (this->state) {
case 0:
if (play->csCtx.state != CS_STATE_IDLE) {
@ -587,7 +587,7 @@ void EnViewer_DrawHorse(EnViewer* this, PlayState* play) {
}
s32 EnViewer_ZeldaOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* pos, Vec3s* rot, void* thisx) {
if (play->sceneId == SCENE_SPOT00) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (limbIndex == 2) {
*dList = gChildZeldaCutsceneDressDL;
}
@ -613,7 +613,7 @@ s32 EnViewer_ZeldaOverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList,
void EnViewer_ZeldaPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, void* thisx) {
s32 pad;
if (play->sceneId == SCENE_TOKINOMA) {
if (play->sceneId == SCENE_TEMPLE_OF_TIME) {
if (limbIndex == 16) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1568);
gSPDisplayList(POLY_OPA_DISP++, gChildZeldaOcarinaOfTimeDL);
@ -624,7 +624,7 @@ void EnViewer_ZeldaPostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec
void EnViewer_DrawZelda(EnViewer* this, PlayState* play) {
OPEN_DISPS(play->state.gfxCtx, "../z_en_viewer.c", 1583);
if (play->sceneId == SCENE_SPOT00) { // Hyrule Field
if (play->sceneId == SCENE_HYRULE_FIELD) { // Hyrule Field
if (play->csCtx.frames < 771) {
gSPSegment(POLY_OPA_DISP++, 0x08, SEGMENTED_TO_VIRTUAL(gChildZeldaEyeInTex));
gSPSegment(POLY_OPA_DISP++, 0x09, SEGMENTED_TO_VIRTUAL(gChildZeldaEyeOutTex));