sm64

A Super Mario 64 decompilation
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script.c (4336B)


      1 #include <ultra64.h>
      2 #include "sm64.h"
      3 #include "behavior_data.h"
      4 #include "model_ids.h"
      5 #include "seq_ids.h"
      6 #include "segment_symbols.h"
      7 #include "level_commands.h"
      8 
      9 #include "game/level_update.h"
     10 
     11 #include "levels/scripts.h"
     12 
     13 #include "actors/common1.h"
     14 
     15 #include "make_const_nonconst.h"
     16 #include "levels/castle_courtyard/header.h"
     17 
     18 static const LevelScript script_func_local_1[] = {
     19     OBJECT(/*model*/ MODEL_NONE, /*pos*/     0, 200, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvAmbientSounds),
     20     OBJECT(/*model*/ MODEL_NONE, /*pos*/ -2700,   0, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(0x00), /*bhv*/ bhvBirdsSoundLoop),
     21     OBJECT(/*model*/ MODEL_NONE, /*pos*/  2700,   0, -1652, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(0x01), /*bhv*/ bhvBirdsSoundLoop),
     22     RETURN(),
     23 };
     24 
     25 static const LevelScript script_func_local_2[] = {
     26     OBJECT(/*model*/ MODEL_BOO, /*pos*/ -3217, 100,  -101, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
     27     OBJECT(/*model*/ MODEL_BOO, /*pos*/  3317, 100, -1701, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
     28     OBJECT(/*model*/ MODEL_BOO, /*pos*/   -71,   1, -1387, /*angle*/ 0, 0, 0, /*bhvParam*/ 0, /*bhv*/ bhvCourtyardBooTriplet),
     29     RETURN(),
     30 };
     31 
     32 const LevelScript level_castle_courtyard_entry[] = {
     33     INIT_LEVEL(),
     34     LOAD_MIO0        (/*seg*/ 0x07, _castle_courtyard_segment_7SegmentRomStart, _castle_courtyard_segment_7SegmentRomEnd),
     35     LOAD_MIO0        (/*seg*/ 0x0A, _water_skybox_mio0SegmentRomStart, _water_skybox_mio0SegmentRomEnd),
     36     LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _outside_mio0SegmentRomStart, _outside_mio0SegmentRomEnd),
     37     LOAD_MIO0        (/*seg*/ 0x05, _group9_mio0SegmentRomStart, _group9_mio0SegmentRomEnd),
     38     LOAD_RAW         (/*seg*/ 0x0C, _group9_geoSegmentRomStart,  _group9_geoSegmentRomEnd),
     39     LOAD_MIO0        (/*seg*/ 0x08, _common0_mio0SegmentRomStart, _common0_mio0SegmentRomEnd),
     40     LOAD_RAW         (/*seg*/ 0x0F, _common0_geoSegmentRomStart,  _common0_geoSegmentRomEnd),
     41     ALLOC_LEVEL_POOL(),
     42     MARIO(/*model*/ MODEL_MARIO, /*bhvParam*/ BPARAM4(0x01), /*bhv*/ bhvMario),
     43     JUMP_LINK(script_func_global_1),
     44     JUMP_LINK(script_func_global_10),
     45     LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_SPIKY_TREE,  spiky_tree_geo),
     46     LOAD_MODEL_FROM_GEO(MODEL_COURTYARD_WOODEN_DOOR, wooden_door_geo),
     47     LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03,     castle_courtyard_geo_000200),
     48 
     49     AREA(/*index*/ 1, castle_courtyard_geo_000218),
     50         OBJECT(/*model*/ MODEL_BOO,  /*pos*/ -2360, -100, -2712, /*angle*/ 0,   0, 0, /*bhvParam*/ BPARAM1(1) | BPARAM2(WARP_NODE_05), /*bhv*/ bhvBooWithCage),
     51         OBJECT(/*model*/ MODEL_NONE, /*pos*/     0,   51, -1000, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0A), /*bhv*/ bhvLaunchStarCollectWarp),
     52         OBJECT(/*model*/ MODEL_NONE, /*pos*/     0,   51, -1000, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0B), /*bhv*/ bhvLaunchDeathWarp),
     53         WARP_NODE(/*id*/ WARP_NODE_05,    /*destLevel*/ LEVEL_BBH,              /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
     54         WARP_NODE(/*id*/ WARP_NODE_0A,    /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
     55         WARP_NODE(/*id*/ WARP_NODE_0B,    /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 1, /*destNode*/ WARP_NODE_0B, /*flags*/ WARP_NO_CHECKPOINT),
     56         WARP_NODE(/*id*/ WARP_NODE_01,    /*destLevel*/ LEVEL_CASTLE,           /*destArea*/ 1, /*destNode*/ WARP_NODE_02, /*flags*/ WARP_NO_CHECKPOINT),
     57         WARP_NODE(/*id*/ WARP_NODE_DEATH, /*destLevel*/ LEVEL_CASTLE_GROUNDS,   /*destArea*/ 1, /*destNode*/ WARP_NODE_03, /*flags*/ WARP_NO_CHECKPOINT),
     58         JUMP_LINK(script_func_local_1),
     59         JUMP_LINK(script_func_local_2),
     60         TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision),
     61         MACRO_OBJECTS(/*objList*/ castle_courtyard_seg7_macro_objs),
     62         SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0000, /*seq*/ SEQ_SOUND_PLAYER),
     63         TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
     64     END_AREA(),
     65 
     66     FREE_LEVEL_POOL(),
     67     MARIO_POS(/*area*/ 1, /*yaw*/ 0, /*pos*/ -14, 0, -201),
     68     CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
     69     CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
     70     CLEAR_LEVEL(),
     71     SLEEP_BEFORE_EXIT(/*frames*/ 1),
     72     EXIT(),
     73 };