#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/sa/header.h" static const LevelScript script_sa_macro_objects[] = { // Macro objects OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ -2400, -4607, -2400, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ -2400, -4607, 2400, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ 2400, -4607, 2400, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ 2400, -4607, -2400, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ 0, -2200, -1500, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ -1500, -2200, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ 0, -2200, 1500, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_RED_COIN, /*pos*/ 1500, -2200, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvRedCoin), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 1927, -2909, 0, /*angle*/ 0, 0, 0, /*behParam*/ (FISH_SPAWNER_BP_FEW_BLUE << 16), /*beh*/ bhvFishSpawner), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -2400, -1500, /*angle*/ 0, 90, 0, /*behParam*/ ((COIN_FORMATION_FLAG_FLYING | COIN_FORMATION_FLAG_RING | COIN_FORMATION_FLAG_VERTICAL) << 16), /*beh*/ bhvCoinFormation), OBJECT(/*model*/ MODEL_NONE, /*pos*/ -1500, -2400, 0, /*angle*/ 0, 0, 0, /*behParam*/ ((COIN_FORMATION_FLAG_FLYING | COIN_FORMATION_FLAG_RING | COIN_FORMATION_FLAG_VERTICAL) << 16), /*beh*/ bhvCoinFormation), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -2400, 1500, /*angle*/ 0, 90, 0, /*behParam*/ ((COIN_FORMATION_FLAG_FLYING | COIN_FORMATION_FLAG_RING | COIN_FORMATION_FLAG_VERTICAL) << 16), /*beh*/ bhvCoinFormation), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 1500, -2400, 0, /*angle*/ 0, 0, 0, /*behParam*/ ((COIN_FORMATION_FLAG_FLYING | COIN_FORMATION_FLAG_RING | COIN_FORMATION_FLAG_VERTICAL) << 16), /*beh*/ bhvCoinFormation), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -3500, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvHidden1upTrigger), OBJECT(/*model*/ MODEL_1UP, /*pos*/ 0, -3800, 0, /*angle*/ 0, 0, 0, /*behParam*/ (1 << 16), /*beh*/ bhvHidden1up), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -3500, 0, /*angle*/ 0, 0, 0, /*behParam*/ ((COIN_FORMATION_FLAG_FLYING | COIN_FORMATION_FLAG_RING) << 16), /*beh*/ bhvCoinFormation), OBJECT(/*model*/ MODEL_NONE, /*pos*/ -1000, -4080, -1740, /*angle*/ 0, 0, 0, /*behParam*/ (FISH_SPAWNER_BP_FEW_CYAN << 16), /*beh*/ bhvFishSpawner), RETURN(), }; static const LevelScript script_sa_objects_1[] = { OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvFishSpawner), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1000, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00020000, /*beh*/ bhvFishSpawner), RETURN(), }; static const LevelScript script_sa_objects_2[] = { OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -4250, 0, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvHiddenRedCoinStar), RETURN(), }; const LevelScript level_sa_entry[] = { INIT_LEVEL(), #include "levels/sa/areas/script_vanilla_load.inc.c" ALLOC_LEVEL_POOL(), MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario), #include "levels/sa/areas/script_vanilla.inc.c" AREA(/*index*/ 1, sa_geo_000170), OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, -1535, 0, /*angle*/ 0, 90, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvSwimmingWarp), WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_SA, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF0, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x27, /*flags*/ WARP_NO_CHECKPOINT), WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x28, /*flags*/ WARP_NO_CHECKPOINT), JUMP_LINK(script_sa_objects_1), JUMP_LINK(script_sa_objects_2), TERRAIN(/*terrainData*/ sa_seg7_collision), JUMP_LINK(script_sa_macro_objects), SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0003, /*seq*/ (SEQ_LEVEL_WATER | SEQ_VARIATION)), TERRAIN_TYPE(/*terrainType*/ TERRAIN_WATER), END_AREA(), FREE_LEVEL_POOL(), MARIO_POS(/*area*/ 1, /*yaw*/ 90, /*pos*/ 0, -1535, 0), 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(), };