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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_map_exp.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_map_exp.c')
| -rw-r--r-- | src/code/z_map_exp.c | 360 |
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; } } |
