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| author | Dragorn421 <Dragorn421@users.noreply.github.com> | 2022-11-26 22:15:41 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-11-26 16:15:41 -0500 |
| commit | 186ecc72b5a052cbc4dcc1125a6bb204c354506d (patch) | |
| tree | f5d4d375eab9dbf5eca241bac29f2c39ab7b1c81 /src/code/z_actor.c | |
| parent | eb0a82c513a2681de3aa92db623f60630689a525 (diff) | |
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 210a38a6288d5d2fa318059f31988ca7ceb5c708.
* 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>
Diffstat (limited to 'src/code/z_actor.c')
| -rw-r--r-- | src/code/z_actor.c | 106 |
1 files changed, 55 insertions, 51 deletions
diff --git a/src/code/z_actor.c b/src/code/z_actor.c index 50705d123..48dd45f09 100644 --- a/src/code/z_actor.c +++ b/src/code/z_actor.c @@ -3341,69 +3341,69 @@ void Actor_SetTextWithPrefix(PlayState* play, Actor* actor, s16 baseTextId) { s16 prefix; switch (play->sceneId) { - case SCENE_YDAN: - case SCENE_YDAN_BOSS: - case SCENE_MORIBOSSROOM: - case SCENE_KOKIRI_HOME: - case SCENE_KOKIRI_HOME3: - case SCENE_KOKIRI_HOME4: - case SCENE_KOKIRI_HOME5: + case SCENE_DEKU_TREE: + case SCENE_DEKU_TREE_BOSS: + case SCENE_FOREST_TEMPLE_BOSS: + case SCENE_KNOW_IT_ALL_BROS_HOUSE: + case SCENE_TWINS_HOUSE: + case SCENE_MIDOS_HOUSE: + case SCENE_SARIAS_HOUSE: case SCENE_KOKIRI_SHOP: - case SCENE_LINK_HOME: - case SCENE_SPOT04: - case SCENE_SPOT05: - case SCENE_SPOT10: + case SCENE_LINKS_HOUSE: + case SCENE_KOKIRI_FOREST: + case SCENE_SACRED_FOREST_MEADOW: + case SCENE_LOST_WOODS: case 112: prefix = 0x1000; break; - case SCENE_MALON_STABLE: - case SCENE_SPOT00: - case SCENE_SPOT20: + case SCENE_STABLE: + case SCENE_HYRULE_FIELD: + case SCENE_LON_LON_RANCH: prefix = 0x2000; break; - case SCENE_HIDAN: - case SCENE_DDAN_BOSS: - case SCENE_FIRE_BS: - case SCENE_SPOT16: - case SCENE_SPOT17: - case SCENE_SPOT18: + case SCENE_FIRE_TEMPLE: + case SCENE_DODONGOS_CAVERN_BOSS: + case SCENE_FIRE_TEMPLE_BOSS: + case SCENE_DEATH_MOUNTAIN_TRAIL: + case SCENE_DEATH_MOUNTAIN_CRATER: + case SCENE_GORON_CITY: prefix = 0x3000; break; - case SCENE_BDAN: - case SCENE_BDAN_BOSS: - case SCENE_SPOT03: - case SCENE_SPOT07: - case SCENE_SPOT08: + case SCENE_JABU_JABU: + case SCENE_JABU_JABU_BOSS: + case SCENE_ZORAS_RIVER: + case SCENE_ZORAS_DOMAIN: + case SCENE_ZORAS_FOUNTAIN: prefix = 0x4000; break; - case SCENE_HAKADAN: - case SCENE_HAKADAN_BS: - case SCENE_KAKARIKO: - case SCENE_KAKARIKO3: - case SCENE_IMPA: - case SCENE_HUT: - case SCENE_HAKAANA: - case SCENE_HAKASITARELAY: - case SCENE_SPOT01: - case SCENE_SPOT02: + case SCENE_SHADOW_TEMPLE: + case SCENE_SHADOW_TEMPLE_BOSS: + case SCENE_KAKARIKO_CENTER_GUEST_HOUSE: + case SCENE_BACK_ALLEY_HOUSE: + case SCENE_DOG_LADY_HOUSE: + case SCENE_GRAVEKEEPERS_HUT: + case SCENE_REDEAD_GRAVE: + case SCENE_WINDMILL_AND_DAMPES_GRAVE: + case SCENE_KAKARIKO_VILLAGE: + case SCENE_GRAVEYARD: prefix = 0x5000; break; - case SCENE_JYASINZOU: - case SCENE_JYASINBOSS: - case SCENE_LABO: - case SCENE_TENT: - case SCENE_SPOT06: - case SCENE_SPOT09: - case SCENE_SPOT11: + case SCENE_SPIRIT_TEMPLE: + case SCENE_SPIRIT_TEMPLE_BOSS: + case SCENE_IMPAS_HOUSE: + case SCENE_CARPENTERS_TENT: + case SCENE_LAKE_HYLIA: + case SCENE_GERUDO_VALLEY: + case SCENE_DESERT_COLOSSUS: prefix = 0x6000; break; - case SCENE_ENTRA: - case SCENE_MARKET_ALLEY: - case SCENE_MARKET_ALLEY_N: + case SCENE_MARKET_ENTRANCE_DAY: + case SCENE_BACK_ALLEY_DAY: + case SCENE_BACK_ALLEY_NIGHT: case SCENE_MARKET_DAY: case SCENE_MARKET_NIGHT: case SCENE_MARKET_RUINS: - case SCENE_SPOT15: + case SCENE_HYRULE_CASTLE: prefix = 0x7000; break; default: @@ -4627,7 +4627,7 @@ u32 func_80035BFC(PlayState* play, s16 arg1) { } break; case 16: - if (play->sceneId == SCENE_SPOT15) { + if (play->sceneId == SCENE_HYRULE_CASTLE) { retTextId = 0x7002; } else if (Flags_GetInfTable(INFTABLE_6A)) { retTextId = 0x7004; @@ -5673,7 +5673,8 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo actor->focus.pos = actor->world.pos; actor->focus.pos.y += focusHeight; - if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) { + if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && + (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) { yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -5681,7 +5682,8 @@ s32 Actor_TrackPlayerSetFocusHeight(PlayState* play, Actor* actor, Vec3s* headRo } } - if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) { + if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && + (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) { target = play->view.eye; } else { target = player->actor.focus.pos; @@ -5715,7 +5717,8 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors actor->focus.pos = focusPos; - if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0))) { + if (!(((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && + (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0))) { yaw = ABS((s16)(actor->yawTowardsPlayer - actor->shape.rot.y)); if (yaw >= 0x4300) { Actor_TrackNone(headRot, torsoRot); @@ -5723,7 +5726,8 @@ s32 Actor_TrackPlayer(PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* tors } } - if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && (gSaveContext.entranceIndex == ENTR_SPOT04_0)) { + if (((play->csCtx.state != CS_STATE_IDLE) || gDbgCamEnabled) && + (gSaveContext.entranceIndex == ENTR_KOKIRI_FOREST_0)) { target = play->view.eye; } else { target = player->actor.focus.pos; |
