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HackerSM64/levels/castle_courtyard/script.c
Denis Kopyrin ccb1419adb Split vanillla object from levels allowing pruning vanilla assets on fast64 imports and managing vanilla objects independently of levels (#796)
* Move level script to bank 0x1A

* Decouple vanilla objects in a separate bank

* Rollback group level scripts move, fixed nits

* Move actors_vanilla to actors/vanilla_actors

* Make EU translation segment last, remove vanilla objects segments copypaste

* Added LOAD_VANILLA_OBJECTS segment id stub
2025-01-29 20:58:46 -05:00

94 lines
6.6 KiB
C

#include <ultra64.h>
#include "sm64.h"
#include "behavior_data.h"
#include "model_ids.h"
#include "seq_ids.h"
#include "dialog_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_castle_courtyard_macro_objects[] = {
// Macro objects
OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ 3180, 20, 330, /*angle*/ 0, 225, 0, /*behParam*/ (DIALOG_158 << 16), /*beh*/ bhvMessagePanel),
OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ -3180, 20, 330, /*angle*/ 0, 135, 0, /*behParam*/ (DIALOG_159 << 16), /*beh*/ bhvMessagePanel),
OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ 300, 0, -3600, /*angle*/ 0, 0, 0, /*behParam*/ (DIALOG_102 << 16), /*beh*/ bhvMessagePanel),
OBJECT(/*model*/ MODEL_WOODEN_SIGNPOST, /*pos*/ -300, 0, -3600, /*angle*/ 0, 0, 0, /*behParam*/ (DIALOG_160 << 16), /*beh*/ bhvMessagePanel),
// Special objects
OBJECT(/*model*/ MODEL_LEVEL_GEOMETRY_03, /*pos*/ 0, 2048, 2662, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvStaticObject),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2272, -214, -1432, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 818, 10, 203, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -820, 10, 201, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 1681, -214, -132, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2382, -214, -843, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -817, 10, -3630, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2769, -214, -1523, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2444, -214, -2330, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 2042, -214, -3032, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ 824, 10, -3633, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2537, -214, -759, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -1640, -214, -3228, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2732, -214, -2166, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2446, -214, -1786, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -2820, -214, -1317, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_COURTYARD_SPIKY_TREE, /*pos*/ -1868, -214, -45, /*angle*/ 0, 0, 0, /*behParam*/ 0x00000000, /*beh*/ bhvTree),
OBJECT(/*model*/ MODEL_CASTLE_WOODEN_DOOR, /*pos*/ 0, 0, 461, /*angle*/ 0, 0, 0, /*behParam*/ (1 << 16), /*beh*/ bhvDoorWarp),
RETURN(),
};
static const LevelScript script_castle_courtyard_objects_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_castle_courtyard_objects_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(),
#include "levels/castle_courtyard/areas/script_vanilla_load.inc.c"
ALLOC_LEVEL_POOL(),
MARIO(/*model*/ MODEL_MARIO, /*behParam*/ 0x00000001, /*beh*/ bhvMario),
#include "levels/castle_courtyard/areas/script_vanilla.inc.c"
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*/ bhvLaunchStarCollectWarp),
OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 51, -1000, /*angle*/ 0, 180, 0, /*behParam*/ 0x000B0000, /*beh*/ bhvLaunchDeathWarp),
WARP_NODE(/*id*/ 0x05, /*destLevel*/ LEVEL_BBH, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0x0A, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0A, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0x0B, /*destLevel*/ LEVEL_CASTLE_COURTYARD, /*destArea*/ 0x01, /*destNode*/ 0x0B, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0x01, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 0x01, /*destNode*/ 0x02, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ 0xF1, /*destLevel*/ LEVEL_CASTLE_GROUNDS, /*destArea*/ 0x01, /*destNode*/ 0x03, /*flags*/ WARP_NO_CHECKPOINT),
JUMP_LINK(script_castle_courtyard_objects_1),
JUMP_LINK(script_castle_courtyard_objects_2),
TERRAIN(/*terrainData*/ castle_courtyard_seg7_collision),
JUMP_LINK(script_castle_courtyard_macro_objects),
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(),
};