1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-08-14 19:10:25 +00:00

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

View file

@ -305,7 +305,7 @@ void KaleidoScope_DrawDungeonMap(PlayState* play, GraphicsContext* gfxCtx) {
KaleidoScope_DrawQuadTextureRGBA32(gfxCtx, gGoldSkulltulaIconTex, 24, 24, 8);
}
if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
stepR = (mapBgPulseR - mapBgPulseColors[mapBgPulseStage][0]) / mapBgPulseTimer;
stepG = (mapBgPulseG - mapBgPulseColors[mapBgPulseStage][1]) / mapBgPulseTimer;
stepB = (mapBgPulseB - mapBgPulseColors[mapBgPulseStage][2]) / mapBgPulseTimer;

View file

@ -2464,14 +2464,14 @@ void KaleidoScope_UpdateDungeonMap(PlayState* play) {
KaleidoScope_LoadDungeonMap(play);
Map_SetFloorPalettesData(play, pauseCtx->dungeonMapSlot - 3);
if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment, MAP_48x85_TEX_SIZE,
interfaceCtx->mapPaletteIndex, 14);
}
}
if ((play->sceneId >= SCENE_YDAN) && (play->sceneId <= SCENE_TAKARAYA)) {
if ((play->sceneId >= SCENE_DEKU_TREE) && (play->sceneId <= SCENE_TREASURE_BOX_SHOP)) {
if ((VREG(30) + 3) == pauseCtx->cursorPoint[PAUSE_MAP]) {
KaleidoScope_OverridePalIndexCI4(interfaceCtx->mapSegment + ALIGN16(MAP_48x85_TEX_SIZE), MAP_48x85_TEX_SIZE,
interfaceCtx->mapPaletteIndex, 14);
@ -2564,24 +2564,24 @@ void KaleidoScope_Update(PlayState* play) {
pauseCtx->iconItemAltSegment = (void*)ALIGN16((uintptr_t)pauseCtx->iconItem24Segment + size);
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
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_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
sInDungeonScene = true;
size2 = (uintptr_t)_icon_item_dungeon_staticSegmentRomEnd -
(uintptr_t)_icon_item_dungeon_staticSegmentRomStart;
@ -3345,57 +3345,57 @@ void KaleidoScope_Update(PlayState* play) {
Play_SaveSceneFlags(play);
switch (gSaveContext.entranceIndex) {
case ENTR_YDAN_0:
case ENTR_DDAN_0:
case ENTR_BDAN_0:
case ENTR_BMORI1_0:
case ENTR_HIDAN_0:
case ENTR_MIZUSIN_0:
case ENTR_JYASINZOU_0:
case ENTR_HAKADAN_0:
case ENTR_GANON_0:
case ENTR_MEN_0:
case ENTR_ICE_DOUKUTO_0:
case ENTR_GERUDOWAY_0:
case ENTR_HAKADANCH_0:
case ENTR_GANONTIKA_0:
case ENTR_GANON_SONOGO_0:
case ENTR_DEKU_TREE_0:
case ENTR_DODONGOS_CAVERN_0:
case ENTR_JABU_JABU_0:
case ENTR_FOREST_TEMPLE_0:
case ENTR_FIRE_TEMPLE_0:
case ENTR_WATER_TEMPLE_0:
case ENTR_SPIRIT_TEMPLE_0:
case ENTR_SHADOW_TEMPLE_0:
case ENTR_GANONS_TOWER_0:
case ENTR_GERUDO_TRAINING_GROUND_0:
case ENTR_ICE_CAVERN_0:
case ENTR_THIEVES_HIDEOUT_0:
case ENTR_BOTTOM_OF_THE_WELL_0:
case ENTR_INSIDE_GANONS_CASTLE_0:
case ENTR_GANONS_TOWER_COLLAPSE_INTERIOR_0:
break;
case ENTR_YDAN_BOSS_0:
gSaveContext.entranceIndex = ENTR_YDAN_0;
case ENTR_DEKU_TREE_BOSS_0:
gSaveContext.entranceIndex = ENTR_DEKU_TREE_0;
break;
case ENTR_DDAN_BOSS_0:
gSaveContext.entranceIndex = ENTR_DDAN_0;
case ENTR_DODONGOS_CAVERN_BOSS_0:
gSaveContext.entranceIndex = ENTR_DODONGOS_CAVERN_0;
break;
case ENTR_BDAN_BOSS_0:
gSaveContext.entranceIndex = ENTR_BDAN_0;
case ENTR_JABU_JABU_BOSS_0:
gSaveContext.entranceIndex = ENTR_JABU_JABU_0;
break;
case ENTR_MORIBOSSROOM_0:
gSaveContext.entranceIndex = ENTR_BMORI1_0;
case ENTR_FOREST_TEMPLE_BOSS_0:
gSaveContext.entranceIndex = ENTR_FOREST_TEMPLE_0;
break;
case ENTR_FIRE_BS_0:
gSaveContext.entranceIndex = ENTR_HIDAN_0;
case ENTR_FIRE_TEMPLE_BOSS_0:
gSaveContext.entranceIndex = ENTR_FIRE_TEMPLE_0;
break;
case ENTR_MIZUSIN_BS_0:
gSaveContext.entranceIndex = ENTR_MIZUSIN_0;
case ENTR_WATER_TEMPLE_BOSS_0:
gSaveContext.entranceIndex = ENTR_WATER_TEMPLE_0;
break;
case ENTR_JYASINBOSS_0:
gSaveContext.entranceIndex = ENTR_JYASINZOU_0;
case ENTR_SPIRIT_TEMPLE_BOSS_0:
gSaveContext.entranceIndex = ENTR_SPIRIT_TEMPLE_0;
break;
case ENTR_HAKADAN_BS_0:
gSaveContext.entranceIndex = ENTR_HAKADAN_0;
case ENTR_SHADOW_TEMPLE_BOSS_0:
gSaveContext.entranceIndex = ENTR_SHADOW_TEMPLE_0;
break;
case ENTR_GANON_BOSS_0:
gSaveContext.entranceIndex = ENTR_GANON_0;
case ENTR_GANONDORF_BOSS_0:
gSaveContext.entranceIndex = ENTR_GANONS_TOWER_0;
break;
}
} else {
@ -3478,24 +3478,24 @@ void KaleidoScope_Update(PlayState* play) {
func_800418D0(&play->colCtx, play);
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
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_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
Map_InitData(play, play->interfaceCtx.mapRoomNum);
break;
}

View file

@ -60,8 +60,8 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
break;
}
if ((mapMarkData->markType == PAUSE_MAP_MARK_BOSS) && (play->sceneId >= SCENE_YDAN_BOSS) &&
(play->sceneId <= SCENE_GANON_FINAL)) {
if ((mapMarkData->markType == PAUSE_MAP_MARK_BOSS) && (play->sceneId >= SCENE_DEKU_TREE_BOSS) &&
(play->sceneId <= SCENE_GANONS_TOWER_COLLAPSE_EXTERIOR)) {
if (gBossMarkState == 0) {
Math_ApproachF(&gBossMarkScale, 1.5f, 1.0f, 0.041f);
if (gBossMarkScale == 1.5f) {
@ -99,14 +99,14 @@ void PauseMapMark_DrawForDungeon(PlayState* play) {
display = false;
} else {
switch (play->sceneId) {
case SCENE_YDAN_BOSS:
case SCENE_DDAN_BOSS:
case SCENE_BDAN_BOSS:
case SCENE_MORIBOSSROOM:
case SCENE_FIRE_BS:
case SCENE_MIZUSIN_BS:
case SCENE_JYASINBOSS:
case SCENE_HAKADAN_BS:
case SCENE_DEKU_TREE_BOSS:
case SCENE_DODONGOS_CAVERN_BOSS:
case SCENE_JABU_JABU_BOSS:
case SCENE_FOREST_TEMPLE_BOSS:
case SCENE_FIRE_TEMPLE_BOSS:
case SCENE_WATER_TEMPLE_BOSS:
case SCENE_SPIRIT_TEMPLE_BOSS:
case SCENE_SHADOW_TEMPLE_BOSS:
display = false;
break;
default:
@ -151,16 +151,16 @@ void PauseMapMark_Draw(PlayState* play) {
PauseMapMark_Init(play);
switch (play->sceneId) {
case SCENE_YDAN:
case SCENE_DDAN:
case SCENE_BDAN:
case SCENE_BMORI1:
case SCENE_HIDAN:
case SCENE_MIZUSIN:
case SCENE_JYASINZOU:
case SCENE_HAKADAN:
case SCENE_HAKADANCH:
case SCENE_ICE_DOUKUTO:
case SCENE_DEKU_TREE:
case SCENE_DODONGOS_CAVERN:
case SCENE_JABU_JABU:
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:
PauseMapMark_DrawForDungeon(play);
break;
}