#include #include "sm64.h" #include "behavior_data.h" #include "model_ids.h" #include "seq_ids.h" #include "segment_symbols.h" #include "level_commands.h" #include "game/level_update.h" #include "levels/scripts.h" #include "actors/common1.h" #include "make_const_nonconst.h" #include "levels/castle_courtyard/header.h" static const LevelScript script_func_local_1[] = { OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 200, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvAmbientSounds), OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBirdsSoundLoop), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 2700, 0, -1652, /*angle*/ 0, 0, 0, /*behParam*/ 0x00010000, /*beh*/ bhvBirdsSoundLoop), RETURN(), }; static const LevelScript script_func_local_2[] = { OBJECT(/*model*/ MODEL_BOO, /*pos*/ -3217, 100, -101, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet), OBJECT(/*model*/ MODEL_BOO, /*pos*/ 3317, 100, -1701, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet), OBJECT(/*model*/ MODEL_BOO, /*pos*/ -71, 1, -1387, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvCourtyardBooTriplet), RETURN(), }; const LevelScript level_castle_courtyard_entry[] = { INIT_LEVEL(), LOAD_MIO0( /*seg*/ 0x07, _castle_courtyard_segment_7SegmentRomStart, _castle_courtyard_segment_7SegmentRomEnd), LOAD_MIO0( /*seg*/ 0x0A, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd), LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _outside_mio0SegmentRomStart, _outside_mio0SegmentRomEnd), LOAD_MIO0( /*seg*/ 0x05, _group9_mio0SegmentRomStart, _group9_mio0SegmentRomEnd), LOAD_RAW( /*seg*/ 0x0C, _group9_geoSegmentRomStart, _group9_geoSegmentRomEnd), LOAD_MIO0( /*seg*/ 0x08, _common0_mio0SegmentRomStart, _common0_mio0SegmentRomEnd), LOAD_RAW( /*seg*/ 0x0F, _common0_geoSegmentRomStart, _common0_geoSegmentRomEnd), ALLOC_LEVEL_POOL(), MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario), JUMP_LINK(script_func_global_1), JUMP_LINK(script_func_global_10), LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE, spiky_tree_geo), LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_WOODEN_DOOR, wooden_door_geo), LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, castle_courtyard_geo_000200), AREA(/*index*/ 1, castle_courtyard_geo_000218), OBJECT(/*model*/ MODEL_BOO, /*pos*/ -2360, -100, -2712, /*angle*/ 0, 0, 0, /*behParam*/ 0x01050000, /*beh*/ bhvBooWithCage), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvWarps8C), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvWarps90), WARP_NODE(/*id*/ 0x05, /*destLevel*/ 0x04, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0x0A, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0x0B, /*destLevel*/ 0x1A, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0x01, /*destLevel*/ 0x06, /*destArea*/ 0x01, /*destNode*/ 0x02, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF1, /*destLevel*/ 0x10, /*destArea*/ 0x01, /*destNode*/ 0x03, /*flags*/ WARP_NO_CHECKPOINT), JUMP_LINK(script_func_local_1), JUMP_LINK(script_func_local_2), TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision), MACRO_OBJECTS(/*objList*/ castle_courtyard_seg7_macro_objs), SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0000, /*seq*/ SEQ_SOUND_PLAYER), TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE), END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(/*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201), CALL(/*arg*/ 0, /*func*/ lvl_init_or_update), CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update), CLEAR_LEVEL(), SLEEP_BEFORE_EXIT(/*frames*/ 1), EXIT(), };