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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_map_exp.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_map_exp.c')
-rw-r--r--src/code/z_map_exp.c360
1 files changed, 180 insertions, 180 deletions
diff --git a/src/code/z_map_exp.c b/src/code/z_map_exp.c
index 298a360e8..a7c720327 100644
--- a/src/code/z_map_exp.c
+++ b/src/code/z_map_exp.c
@@ -54,24 +54,24 @@ void Map_SetFloorPalettesData(PlayState* play, s16 floor) {
}
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:
for (i = 0; i < gMapData->maxPaletteCount[mapIndex]; i++) {
room = gMapData->paletteRoom[mapIndex][floor][i];
if ((room != 0xFF) && (gSaveContext.sceneFlags[mapIndex].rooms & gBitFlags[room])) {
@@ -88,40 +88,40 @@ void Map_InitData(PlayState* play, s16 room) {
s16 extendedMapIndex;
switch (play->sceneId) {
- case SCENE_SPOT00:
- case SCENE_SPOT01:
- case SCENE_SPOT02:
- case SCENE_SPOT03:
- case SCENE_SPOT04:
- case SCENE_SPOT05:
- case SCENE_SPOT06:
- case SCENE_SPOT07:
- case SCENE_SPOT08:
- case SCENE_SPOT09:
- case SCENE_SPOT10:
- case SCENE_SPOT11:
- case SCENE_SPOT12:
- case SCENE_SPOT13:
- case SCENE_SPOT15:
- case SCENE_SPOT16:
- case SCENE_SPOT17:
- case SCENE_SPOT18:
- case SCENE_SPOT20:
- case SCENE_GANON_TOU:
+ case SCENE_HYRULE_FIELD:
+ case SCENE_KAKARIKO_VILLAGE:
+ case SCENE_GRAVEYARD:
+ case SCENE_ZORAS_RIVER:
+ case SCENE_KOKIRI_FOREST:
+ case SCENE_SACRED_FOREST_MEADOW:
+ case SCENE_LAKE_HYLIA:
+ case SCENE_ZORAS_DOMAIN:
+ case SCENE_ZORAS_FOUNTAIN:
+ case SCENE_GERUDO_VALLEY:
+ case SCENE_LOST_WOODS:
+ case SCENE_DESERT_COLOSSUS:
+ case SCENE_GERUDOS_FORTRESS:
+ case SCENE_HAUNTED_WASTELAND:
+ case SCENE_HYRULE_CASTLE:
+ case SCENE_DEATH_MOUNTAIN_TRAIL:
+ case SCENE_DEATH_MOUNTAIN_CRATER:
+ case SCENE_GORON_CITY:
+ case SCENE_LON_LON_RANCH:
+ case SCENE_OUTSIDE_GANONS_CASTLE:
extendedMapIndex = mapIndex;
- if (play->sceneId == SCENE_SPOT02) {
+ if (play->sceneId == SCENE_GRAVEYARD) {
if (CHECK_QUEST_ITEM(QUEST_SONG_NOCTURNE)) {
extendedMapIndex = 0x14;
}
- } else if (play->sceneId == SCENE_SPOT06) {
+ } else if (play->sceneId == SCENE_LAKE_HYLIA) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !CHECK_QUEST_ITEM(QUEST_MEDALLION_WATER)) {
extendedMapIndex = 0x15;
}
- } else if (play->sceneId == SCENE_SPOT09) {
+ } else if (play->sceneId == SCENE_GERUDO_VALLEY) {
if ((LINK_AGE_IN_YEARS == YEARS_ADULT) && !GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x16;
}
- } else if (play->sceneId == SCENE_SPOT12) {
+ } else if (play->sceneId == SCENE_GERUDOS_FORTRESS) {
if (GET_EVENTCHKINF_CARPENTERS_FREE_ALL()) {
extendedMapIndex = 0x17;
}
@@ -136,24 +136,24 @@ void Map_InitData(PlayState* play, s16 room) {
gMapData->owMinimapTexSize[mapIndex], "../z_map_exp.c", 309);
interfaceCtx->unk_258 = mapIndex;
break;
- 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:
osSyncPrintf(VT_FGCOL(YELLOW));
// "Deku Tree Dungeon MAP Texture DMA"
osSyncPrintf("デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d VREG(30)=%d\n", room,
@@ -180,24 +180,24 @@ void Map_InitRoomData(PlayState* play, s16 room) {
if (room >= 0) {
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:
gSaveContext.sceneFlags[mapIndex].rooms |= gBitFlags[room];
osSyncPrintf("ROOM_INF=%d\n", gSaveContext.sceneFlags[mapIndex].rooms);
interfaceCtx->mapRoomNum = room;
@@ -239,27 +239,27 @@ void Map_Init(PlayState* play) {
ASSERT(interfaceCtx->mapSegment != NULL, "parameter->mapSegment != NULL", "../z_map_exp.c", 459);
switch (play->sceneId) {
- case SCENE_SPOT00:
- case SCENE_SPOT01:
- case SCENE_SPOT02:
- case SCENE_SPOT03:
- case SCENE_SPOT04:
- case SCENE_SPOT05:
- case SCENE_SPOT06:
- case SCENE_SPOT07:
- case SCENE_SPOT08:
- case SCENE_SPOT09:
- case SCENE_SPOT10:
- case SCENE_SPOT11:
- case SCENE_SPOT12:
- case SCENE_SPOT13:
- case SCENE_SPOT15:
- case SCENE_SPOT16:
- case SCENE_SPOT17:
- case SCENE_SPOT18:
- case SCENE_SPOT20:
- case SCENE_GANON_TOU:
- mapIndex = play->sceneId - SCENE_SPOT00;
+ case SCENE_HYRULE_FIELD:
+ case SCENE_KAKARIKO_VILLAGE:
+ case SCENE_GRAVEYARD:
+ case SCENE_ZORAS_RIVER:
+ case SCENE_KOKIRI_FOREST:
+ case SCENE_SACRED_FOREST_MEADOW:
+ case SCENE_LAKE_HYLIA:
+ case SCENE_ZORAS_DOMAIN:
+ case SCENE_ZORAS_FOUNTAIN:
+ case SCENE_GERUDO_VALLEY:
+ case SCENE_LOST_WOODS:
+ case SCENE_DESERT_COLOSSUS:
+ case SCENE_GERUDOS_FORTRESS:
+ case SCENE_HAUNTED_WASTELAND:
+ case SCENE_HYRULE_CASTLE:
+ case SCENE_DEATH_MOUNTAIN_TRAIL:
+ case SCENE_DEATH_MOUNTAIN_CRATER:
+ case SCENE_GORON_CITY:
+ case SCENE_LON_LON_RANCH:
+ case SCENE_OUTSIDE_GANONS_CASTLE:
+ mapIndex = play->sceneId - SCENE_HYRULE_FIELD;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
R_COMPASS_SCALE_X = gMapData->owCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->owCompassInfo[mapIndex][1];
@@ -269,34 +269,34 @@ void Map_Init(PlayState* play) {
R_OW_MINIMAP_X = gMapData->owMinimapPosX[mapIndex];
R_OW_MINIMAP_Y = gMapData->owMinimapPosY[mapIndex];
break;
- 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_GANON:
- case SCENE_MEN:
- case SCENE_GERUDOWAY:
- case SCENE_GANONTIKA:
- case SCENE_GANON_SONOGO:
- case SCENE_GANONTIKA_SONOGO:
- case SCENE_TAKARAYA:
- 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:
- mapIndex = (play->sceneId >= SCENE_YDAN_BOSS) ? play->sceneId - SCENE_YDAN_BOSS : play->sceneId;
+ 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_GANONS_TOWER:
+ case SCENE_GERUDO_TRAINING_GROUND:
+ case SCENE_THIEVES_HIDEOUT:
+ case SCENE_INSIDE_GANONS_CASTLE:
+ case SCENE_GANONS_TOWER_COLLAPSE_INTERIOR:
+ case SCENE_INSIDE_GANONS_CASTLE_COLLAPSE:
+ case SCENE_TREASURE_BOX_SHOP:
+ 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:
+ mapIndex = (play->sceneId >= SCENE_DEKU_TREE_BOSS) ? play->sceneId - SCENE_DEKU_TREE_BOSS : play->sceneId;
R_MAP_INDEX = gSaveContext.mapIndex = mapIndex;
- if ((play->sceneId <= SCENE_ICE_DOUKUTO) || (play->sceneId >= SCENE_YDAN_BOSS)) {
+ if ((play->sceneId <= SCENE_ICE_CAVERN) || (play->sceneId >= SCENE_DEKU_TREE_BOSS)) {
R_COMPASS_SCALE_X = gMapData->dgnCompassInfo[mapIndex][0];
R_COMPASS_SCALE_Y = gMapData->dgnCompassInfo[mapIndex][1];
R_COMPASS_OFFSET_X = gMapData->dgnCompassInfo[mapIndex][2];
@@ -367,16 +367,16 @@ void Minimap_Draw(PlayState* play) {
if (play->pauseCtx.state < 4) {
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:
if (!R_MINIMAP_DISABLED) {
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
gDPSetCombineLERP(OVERLAY_DISP++, 1, 0, PRIMITIVE, 0, TEXEL0, 0, PRIMITIVE, 0, 1, 0, PRIMITIVE, 0,
@@ -419,26 +419,26 @@ void Minimap_Draw(PlayState* play) {
}
break;
- case SCENE_SPOT00:
- case SCENE_SPOT01:
- case SCENE_SPOT02:
- case SCENE_SPOT03:
- case SCENE_SPOT04:
- case SCENE_SPOT05:
- case SCENE_SPOT06:
- case SCENE_SPOT07:
- case SCENE_SPOT08:
- case SCENE_SPOT09:
- case SCENE_SPOT10:
- case SCENE_SPOT11:
- case SCENE_SPOT12:
- case SCENE_SPOT13:
- case SCENE_SPOT15:
- case SCENE_SPOT16:
- case SCENE_SPOT17:
- case SCENE_SPOT18:
- case SCENE_SPOT20:
- case SCENE_GANON_TOU:
+ case SCENE_HYRULE_FIELD:
+ case SCENE_KAKARIKO_VILLAGE:
+ case SCENE_GRAVEYARD:
+ case SCENE_ZORAS_RIVER:
+ case SCENE_KOKIRI_FOREST:
+ case SCENE_SACRED_FOREST_MEADOW:
+ case SCENE_LAKE_HYLIA:
+ case SCENE_ZORAS_DOMAIN:
+ case SCENE_ZORAS_FOUNTAIN:
+ case SCENE_GERUDO_VALLEY:
+ case SCENE_LOST_WOODS:
+ case SCENE_DESERT_COLOSSUS:
+ case SCENE_GERUDOS_FORTRESS:
+ case SCENE_HAUNTED_WASTELAND:
+ case SCENE_HYRULE_CASTLE:
+ case SCENE_DEATH_MOUNTAIN_TRAIL:
+ case SCENE_DEATH_MOUNTAIN_CRATER:
+ case SCENE_GORON_CITY:
+ case SCENE_LON_LON_RANCH:
+ case SCENE_OUTSIDE_GANONS_CASTLE:
if (!R_MINIMAP_DISABLED) {
Gfx_SetupDL_39Overlay(play->state.gfxCtx);
@@ -456,8 +456,8 @@ void Minimap_Draw(PlayState* play) {
(R_OW_MINIMAP_Y + gMapData->owMinimapHeight[mapIndex]) << 2, G_TX_RENDERTILE, 0,
0, 1 << 10, 1 << 10);
- if (((play->sceneId != SCENE_SPOT01) && (play->sceneId != SCENE_SPOT04) &&
- (play->sceneId != SCENE_SPOT08)) ||
+ if (((play->sceneId != SCENE_KAKARIKO_VILLAGE) && (play->sceneId != SCENE_KOKIRI_FOREST) &&
+ (play->sceneId != SCENE_ZORAS_FOUNTAIN)) ||
(LINK_AGE_IN_YEARS != YEARS_ADULT)) {
if ((gMapData->owEntranceFlag[sEntranceIconMapIndex] == 0xFFFF) ||
((gMapData->owEntranceFlag[sEntranceIconMapIndex] != 0xFFFF) &&
@@ -477,7 +477,7 @@ void Minimap_Draw(PlayState* play) {
}
}
- if ((play->sceneId == SCENE_SPOT08) &&
+ if ((play->sceneId == SCENE_ZORAS_FOUNTAIN) &&
(gSaveContext.infTable[INFTABLE_1AX_INDEX] & gBitFlags[INFTABLE_1A9_SHIFT])) {
gDPLoadTextureBlock(OVERLAY_DISP++, gMapDungeonEntranceIconTex, G_IM_FMT_RGBA, G_IM_SIZ_16b, 8,
8, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK,
@@ -525,16 +525,16 @@ void Map_Update(PlayState* play) {
if ((play->pauseCtx.state == 0) && (play->pauseCtx.debugState == 0)) {
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:
interfaceCtx->mapPalette[30] = 0;
if (CHECK_DUNGEON_ITEM(DUNGEON_MAP, mapIndex)) {
interfaceCtx->mapPalette[31] = 1;
@@ -577,17 +577,17 @@ void Map_Update(PlayState* play) {
VREG(10) = interfaceCtx->mapRoomNum;
break;
- 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:
- VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_YDAN_BOSS];
- R_MAP_TEX_INDEX =
- R_MAP_TEX_INDEX_BASE + gMapData->floorTexIndexOffset[play->sceneId - SCENE_YDAN_BOSS][VREG(30)];
+ 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:
+ VREG(30) = gMapData->bossFloor[play->sceneId - SCENE_DEKU_TREE_BOSS];
+ R_MAP_TEX_INDEX = R_MAP_TEX_INDEX_BASE +
+ gMapData->floorTexIndexOffset[play->sceneId - SCENE_DEKU_TREE_BOSS][VREG(30)];
break;
}
}