Files
HackerSM64/levels/bowser_2/script.c
arthurtilly db2a739b8a Remove macro objects and free up bparam3 (#558)
* BoB, WF, JRB, CCM

* HMC and LLL

* SSL

* DDD to RR

* bowser courses

* overworld

* all stages done

* remove macro object code

* fix bparam3 and respawn info

* rename script_func_locals to be unique

* Remove level_misc_macros

* formatting changes :)

* added some enums for respawn info

---------

Co-authored-by: Arceveti <arceveti@gmail.com>
2023-11-28 15:36:33 -05:00

67 lines
3.3 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/bowser_2/header.h"
static const LevelScript script_bowser_2_macro_objects[] = {
// Special objects
OBJECT(/*model*/ MODEL_BOWSER, /*pos*/ -8, 1229, -1418, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBowser),
RETURN(),
};
static const LevelScript script_bowser_2_objects_1[] = {
OBJECT(/*model*/ MODEL_BOWSER_2_TILTING_ARENA, /*pos*/ 0, 0, 0, /*angle*/ 0, 90, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTiltingBowserLavaPlatform),
OBJECT(/*model*/ MODEL_BOWSER_BOMB, /*pos*/ 4, 1329, 3598, /*angle*/ 0, 90, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBowserBomb),
OBJECT(/*model*/ MODEL_BOWSER_BOMB, /*pos*/ 3584, 1329, 0, /*angle*/ 0, 90, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBowserBomb),
OBJECT(/*model*/ MODEL_BOWSER_BOMB, /*pos*/ 0, 1329, -3583, /*angle*/ 0, 90, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBowserBomb),
OBJECT(/*model*/ MODEL_BOWSER_BOMB, /*pos*/ -3583, 1329, 0, /*angle*/ 0, 90, 0, /*behParam*/ 0x00000000, /*beh*/ bhvBowserBomb),
RETURN(),
};
const LevelScript level_bowser_2_entry[] = {
INIT_LEVEL(),
LOAD_YAY0( /*seg*/ 0x0A, _bitfs_skybox_yay0SegmentRomStart, _bitfs_skybox_yay0SegmentRomEnd),
LOAD_YAY0_TEXTURE(/*seg*/ 0x09, _fire_yay0SegmentRomStart, _fire_yay0SegmentRomEnd),
LOAD_YAY0( /*seg*/ 0x0B, _effect_yay0SegmentRomStart, _effect_yay0SegmentRomEnd),
LOAD_YAY0( /*seg*/ 0x07, _bowser_2_segment_7SegmentRomStart, _bowser_2_segment_7SegmentRomEnd),
LOAD_YAY0( /*seg*/ 0x06, _group12_yay0SegmentRomStart, _group12_yay0SegmentRomEnd),
LOAD_RAW( /*seg*/ 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd),
ALLOC_LEVEL_POOL(),
MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
JUMP_LINK(script_func_global_13),
LOAD_MODEL_FROM_GEO(MODEL_BOWSER_2_TILTING_ARENA, bowser_2_geo_000170),
AREA(/*index*/ 1, bowser_2_geo_000188),
OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 2229, 0, /*angle*/ 0, 180, 0, /*behParam*/ 0x000A0000, /*beh*/ bhvSpinAirborneCircleWarp),
WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_BOWSER_2, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0xF0, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x03, /*destNode*/ 0x36, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_BITFS, /*destArea*/ 0x01, /*destNode*/ 0x0C, /*flags*/ WARP_NO_CHECKPOINT),
JUMP_LINK(script_bowser_2_objects_1),
TERRAIN(/*terrainData*/ bowser_2_seg7_collision_lava),
JUMP_LINK(script_bowser_2_macro_objects),
SET_BACKGROUND_MUSIC(/*settingsPreset*/ 0x0002, /*seq*/ SEQ_LEVEL_BOSS_KOOPA),
TERRAIN_TYPE(/*terrainType*/ TERRAIN_STONE),
END_AREA(),
FREE_LEVEL_POOL(),
MARIO_POS(/*area*/ 1, /*yaw*/ 180, /*pos*/ 0, 1229, 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(),
};