sm64/levels/bowser_1/script.c

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#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 "actors/group12.h"
#include "make_const_nonconst.h"
#include "levels/bowser_1/header.h"
const LevelScript level_bowser_1_entry[] = {
INIT_LEVEL(),
LOAD_MIO0(/*seg*/ 0x07, _bowser_1_segment_7SegmentRomStart, _bowser_1_segment_7SegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x0A, _bidw_skybox_mio0SegmentRomStart, _bidw_skybox_mio0SegmentRomEnd),
LOAD_MIO0(/*seg*/ 0x06, _group12_mio0SegmentRomStart, _group12_mio0SegmentRomEnd),
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LOAD_RAW (/*seg*/ 0x0D, _group12_geoSegmentRomStart, _group12_geoSegmentRomEnd),
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ALLOC_LEVEL_POOL(),
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MARIO(/*model*/ MODEL_MARIO, /*bhvParam*/ BPARAM4(0x01), /*bhv*/ bhvMario),
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JUMP_LINK(script_func_global_13),
LOAD_MODEL_FROM_GEO(MODEL_LEVEL_GEOMETRY_03, bowser_1_yellow_sphere_geo),
AREA(/*index*/ 1, bowser_1_geo_0000D0),
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OBJECT(/*model*/ MODEL_NONE, /*pos*/ 0, 1307, 0, /*angle*/ 0, 180, 0, /*bhvParam*/ BPARAM2(WARP_NODE_0A), /*bhv*/ bhvSpinAirborneCircleWarp),
WARP_NODE(/*id*/ WARP_NODE_0A, /*destLevel*/ LEVEL_BOWSER_1, /*destArea*/ 1, /*destNode*/ WARP_NODE_0A, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ WARP_NODE_SUCCESS, /*destLevel*/ LEVEL_CASTLE, /*destArea*/ 1, /*destNode*/ WARP_NODE_24, /*flags*/ WARP_NO_CHECKPOINT),
WARP_NODE(/*id*/ WARP_NODE_DEATH, /*destLevel*/ LEVEL_BITDW, /*destArea*/ 1, /*destNode*/ WARP_NODE_0C, /*flags*/ WARP_NO_CHECKPOINT),
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TERRAIN(/*terrainData*/ bowser_1_seg7_collision_level),
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, 307, 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(),
};