sm64

A Super Mario 64 decompilation
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script.c (3139B)


      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/sa/header.h"
     17 
     18 static const LevelScript script_func_local_1[] = {
     19     OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(FISH_SPAWNER_BP_MANY_BLUE), /*bhv*/ bhvFishSpawner),
     20     OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM2(FISH_SPAWNER_BP_MANY_CYAN), /*bhv*/ bhvFishSpawner),
     21     RETURN(),
     22 };
     23 
     24 static const LevelScript script_func_local_2[] = {
     25     OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -4250, 0, /*angle*/ 0, 0, 0, /*bhvParam*/ BPARAM1(STAR_INDEX_ACT_1), /*bhv*/ bhvHiddenRedCoinStar),
     26     RETURN(),
     27 };
     28 
     29 const LevelScript level_sa_entry[] = {
     30     INIT_LEVEL(),
     31     LOAD_MIO0        (/*seg*/ 0x07, _sa_segment_7SegmentRomStart, _sa_segment_7SegmentRomEnd),
     32     LOAD_MIO0_TEXTURE(/*seg*/ 0x09, _inside_mio0SegmentRomStart, _inside_mio0SegmentRomEnd),
     33     LOAD_MIO0        (/*seg*/ 0x0A, _cloud_floor_skybox_mio0SegmentRomStart, _cloud_floor_skybox_mio0SegmentRomEnd),
     34     LOAD_MIO0        (/*seg*/ 0x0B, _effect_mio0SegmentRomStart, _effect_mio0SegmentRomEnd),
     35     LOAD_MIO0        (/*seg*/ 0x05, _group4_mio0SegmentRomStart, _group4_mio0SegmentRomEnd),
     36     LOAD_RAW         (/*seg*/ 0x0C, _group4_geoSegmentRomStart,  _group4_geoSegmentRomEnd),
     37     LOAD_MIO0        (/*seg*/ 0x06, _group13_mio0SegmentRomStart, _group13_mio0SegmentRomEnd),
     38     LOAD_RAW         (/*seg*/ 0x0D, _group13_geoSegmentRomStart,  _group13_geoSegmentRomEnd),
     39     ALLOC_LEVEL_POOL(),
     40     MARIO(/*model*/ MODEL_MARIO, /*bhvParam*/ BPARAM4(0x01), /*bhv*/ bhvMario),
     41     JUMP_LINK(script_func_global_5),
     42     JUMP_LINK(script_func_global_14),
     43 
     44     AREA(/*index*/ 1, sa_geo_000170),
     45         OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1535, 0, /*angle*/ 0, 90, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0A), /*bhv*/ bhvSwimmingWarp),
     46         WARP_NODE(/*id*/ WARP_NODE_0A,      /*destLevel*/ LEVEL_SA,     /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
     47         WARP_NODE(/*id*/ WARP_NODE_SUCCESS, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 1, /*destNode*/ WARP_NODE_27, /*flags*/ WARP_NO_CHECKPOINT),
     48         WARP_NODE(/*id*/ WARP_NODE_DEATH,   /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 1, /*destNode*/ WARP_NODE_28, /*flags*/ WARP_NO_CHECKPOINT),
     49         JUMP_LINK(script_func_local_1),
     50         JUMP_LINK(script_func_local_2),
     51         TERRAIN(/*terrainData*/ sa_seg7_collision),
     52         MACRO_OBJECTS(/*objList*/ sa_seg7_macro_objs),
     53         SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0003, /*seq*/ (SEQ_LEVEL_WATER | SEQ_VARIATION)),
     54         TERRAIN_TYPE(/*terrainType*/ TERRAIN_WATER),
     55     END_AREA(),
     56 
     57     FREE_LEVEL_POOL(),
     58     MARIO_POS(/*area*/ 1, /*yaw*/ 90, /*pos*/ 0, -1535, 0),
     59     CALL(/*arg*/ 0, /*func*/ lvl_init_or_update),
     60     CALL_LOOP(/*arg*/ 1, /*func*/ lvl_init_or_update),
     61     CLEAR_LEVEL(),
     62     SLEEP_BEFORE_EXIT(/*frames*/ 1),
     63     EXIT(),
     64 };