Make WARP_NODE commands able to read custom Lua registered levels
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a6b938df75
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@ -6,11 +6,11 @@ extern "C" {
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#include "include/surface_terrains.h"
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#include "include/seq_ids.h"
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#include "level_commands.h"
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#include "src/game/level_update.h"
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#include "game/level_update.h"
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#include "include/dialog_ids.h"
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#include "levels/scripts.h"
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#include "levels/menu/header.h"
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#include "src/game/area.h"
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#include "game/area.h"
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}
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// Free data pointers, but keep nodes and tokens intact
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@ -687,8 +687,6 @@ static void ParseLevelScriptSymbol(GfxData* aGfxData, DataNode<LevelScript>* aNo
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lvl_symbol_3(MARIO, 2, 0, 0);
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// warps
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lvl_symbol_5(WARP_NODE, 0, 0, 0);
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lvl_symbol_5(PAINTING_WARP_NODE, 0, 0, 0);
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lvl_symbol_5(INSTANT_WARP, 0, 0, 0);
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// misc
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@ -816,16 +814,64 @@ static void ParseLevelScriptSymbol(GfxData* aGfxData, DataNode<LevelScript>* aNo
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// JUMP_AREA
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if (_Symbol == "JUMP_AREA") {
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LevelScript _Arg0 = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript _Arg1 = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript _Arg2 = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript op = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript arg = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript target = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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aGfxData->mPointerList.Add(aHead + 2);
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LevelScript _Ls[] = { JUMP_AREA_EXT(_Arg0, _Arg1, _Arg2) };
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LevelScript _Ls[] = { JUMP_AREA_EXT(op, arg, target) };
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memcpy(aHead, _Ls, sizeof(_Ls));
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aHead += (sizeof(_Ls) / sizeof(_Ls[0]));
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return;
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}
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// WARP_NODE
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if (_Symbol == "WARP_NODE") {
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u64 topTokenIndex = aTokenIndex;
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bool foundLevel = true;
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LevelScript id = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript destLevel = ParseLevelScriptSymbolArgInternal(aGfxData, aNode, aTokenIndex, &foundLevel);
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LevelScript destArea = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript destNode = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript flags = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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if (foundLevel) {
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LevelScript _Ls[] = { WARP_NODE(id, destLevel, destArea, destNode, flags) };
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memcpy(aHead, _Ls, sizeof(_Ls));
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aHead += (sizeof(_Ls) / sizeof(_Ls[0]));
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} else {
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s16 destLevelIndex = DynOS_Lua_RememberVariable(aGfxData, aHead + 1, aNode->mTokens[topTokenIndex + 1]);
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LevelScript _Ls[] = { WARP_NODE(id, destLevelIndex, destArea, destNode, flags) };
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memcpy(aHead, _Ls, sizeof(_Ls));
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aHead += (sizeof(_Ls) / sizeof(_Ls[0]));
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}
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return;
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}
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// PAINTING_WARP_NODE
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if (_Symbol == "PAINTING_WARP_NODE") {
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u64 topTokenIndex = aTokenIndex;
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bool foundLevel = true;
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LevelScript id = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript destLevel = ParseLevelScriptSymbolArgInternal(aGfxData, aNode, aTokenIndex, &foundLevel);
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LevelScript destArea = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript destNode = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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LevelScript flags = ParseLevelScriptSymbolArg(aGfxData, aNode, aTokenIndex);
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if (foundLevel) {
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LevelScript _Ls[] = { PAINTING_WARP_NODE(id, destLevel, destArea, destNode, flags) };
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memcpy(aHead, _Ls, sizeof(_Ls));
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aHead += (sizeof(_Ls) / sizeof(_Ls[0]));
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} else {
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s16 destLevelIndex = DynOS_Lua_RememberVariable(aGfxData, aHead + 1, aNode->mTokens[topTokenIndex + 1]);
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LevelScript _Ls[] = { PAINTING_WARP_NODE(id, destLevelIndex, destArea, destNode, flags) };
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memcpy(aHead, _Ls, sizeof(_Ls));
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aHead += (sizeof(_Ls) / sizeof(_Ls[0]));
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}
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return;
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}
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// Unknown
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PrintDataError(" ERROR: Unknown lvl symbol: %s", _Symbol.begin());
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}
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