sm64pc/levels/castle_courtyard/script.c

74 lines
4.0 KiB
C

#include <ultra64.h>
#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(),
};