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authorDragorn421 <Dragorn421@users.noreply.github.com>2022-11-26 22:15:41 +0100
committerGitHub <noreply@github.com>2022-11-26 16:15:41 -0500
commit186ecc72b5a052cbc4dcc1125a6bb204c354506d (patch)
treef5d4d375eab9dbf5eca241bac29f2c39ab7b1c81 /src/code/z_actor.c
parenteb0a82c513a2681de3aa92db623f60630689a525 (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.c106
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;