mirror of
https://github.com/open-goal/jak-project
synced 2026-06-16 23:00:49 -04:00
228 lines
5.6 KiB
Common Lisp
228 lines
5.6 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: entity-h.gc
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;; name in dgo: entity-h
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;; dgos: ENGINE, GAME
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(defenum entity-perm-status
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:bitfield #t
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:type uint16
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(bit-0 0) ;; blocks birth
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(error 1)
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(dead 2)
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(no-kill 3)
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(bit-4 4)
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(bit-5 5)
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(subtask-complete 6)
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(bit-7 7)
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(complete 8)
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(bit-9 9)
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(bit-10 10)
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(save 11)
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(bit-12 12)
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)
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(defenum vehicle-type
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:type int32
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(bikea 0)
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(bikeb 1)
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(bikec 2)
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(cara 3)
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(carb 4)
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(carc 5)
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(guard-bike 6)
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(hellcat 7)
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(evan-test-bike 8)
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(test-bike 9)
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(test-car 10)
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)
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(declare-type race-mesh basic)
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;; NOTE - for cam-start
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(define-extern reset-cameras (function none))
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;; NOTE - for airlock
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(define-extern process-entity-status! (function process entity-perm-status symbol entity-perm-status))
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(define-extern process-drawable-from-entity! (function process-drawable entity-actor none))
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(declare-type nav-poly structure)
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(define-extern *compact-actors* symbol)
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(define-extern *spawn-actors* symbol)
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(define-extern debug-actor (function string none))
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(define-extern reset-actors (function symbol none))
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;; NOTE - for projectile
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(define-extern process-entity-set! (function process entity entity))
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(define-extern process-by-ename (function string process))
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(define-extern entity-birth-no-kill (function entity process))
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;; DECOMP BEGINS
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(define *generate-actor-vis* #f)
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(define *generate-actor-vis-start* #f)
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(define *generate-actor-vis-output* #f)
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(deftype entity-perm (structure)
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"Entity information that gets persisted in the save file."
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((user-object object 2)
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(user-uint64 uint64 :overlay-at (-> user-object 0))
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(user-float float 2 :overlay-at (-> user-object 0))
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(user-int32 int32 2 :overlay-at (-> user-object 0))
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(user-uint32 uint32 2 :overlay-at (-> user-object 0))
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(user-int16 int16 4 :overlay-at (-> user-object 0))
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(user-uint16 uint16 4 :overlay-at (-> user-object 0))
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(user-int8 int8 8 :overlay-at (-> user-object 0))
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(user-uint8 uint8 8 :overlay-at (-> user-object 0))
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(status entity-perm-status :offset 8)
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(dummy uint8 1 :offset 10)
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(task game-task :offset 11)
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(aid actor-id :offset 12)
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(quad uint128 :overlay-at (-> user-object 0))
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)
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(:methods
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(update (_type_ symbol entity-perm-status) _type_)
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)
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)
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(deftype entity-links (structure)
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"A linked list of entities with some extra data about their current status."
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((prev-link entity-links)
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(next-link entity-links)
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(entity entity)
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(process process)
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(level level)
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(vis-id int32)
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(kill-mask task-mask)
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(vis-dist meters)
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(trans vector :inline)
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(perm entity-perm :inline)
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(status uint16 :overlay-at (-> perm status))
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(aid uint32 :overlay-at (-> perm aid))
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(task uint8 :overlay-at (-> perm task))
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)
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(:methods
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(birth? (_type_ vector) symbol)
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)
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)
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(deftype entity-perm-array (inline-array-class)
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((data entity-perm :inline :dynamic)
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)
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)
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(set! (-> entity-perm-array heap-base) (the-as uint 16))
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(deftype entity-links-array (inline-array-class)
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"An array of [[entity-links]].
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Levels store a reference to this which holds all the entities in the level."
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((data entity-links :inline :dynamic)
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)
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)
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(set! (-> entity-links-array heap-base) (the-as uint 64))
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(deftype entity (res-lump)
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"Entities are mainly used to place objects in a level.
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As a child of [[res-lump]], they store various types of metadata
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in [[res-tag]]s (such as name, curve data, volume data, etc.)
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that gets accessed by the accompanying process."
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((trans vector :inline)
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(aid uint32)
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)
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(:methods
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(birth! (_type_) _type_)
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(kill! (_type_) _type_)
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(add-to-level! (_type_ level-group level actor-id) none)
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(remove-from-level! (_type_ level-group) _type_)
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(get-level (_type_) level)
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)
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)
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(deftype entity-camera (entity)
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((quat quaternion :inline)
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)
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)
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(deftype entity-nav-mesh (entity)
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((nav-mesh nav-mesh)
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)
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(:methods
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(initialize-nav-mesh! (_type_) none)
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(debug-draw (_type_) none)
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)
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)
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(deftype entity-race-mesh (entity)
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((race-mesh race-mesh)
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)
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(:methods
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(entity-race-mesh-method-27 () none)
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(entity-race-mesh-method-28 () none)
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)
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)
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(deftype entity-actor (entity)
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"Child class of [[entity]] used to spawn [[process-drawable]] actors."
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((etype type :offset 56)
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(task game-task)
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(kill-mask task-mask :offset 52)
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(vis-id int16)
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(quat quaternion :inline)
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)
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(:methods
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(next-actor (_type_) entity-actor)
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(prev-actor (_type_) entity-actor)
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(debug-print (_type_ symbol type) none)
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(toggle-status (_type_ entity-perm-status symbol) none)
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(get-simple-travel-vector (_type_ vector vector vector object float) nav-mesh)
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(project-point-to-nav-mesh (_type_ vector vector nav-poly float) nav-poly)
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)
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)
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(deftype actor-reference (structure)
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((actor entity)
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(id uint32)
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)
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:pack-me
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)
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(deftype actor-group (inline-array-class)
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((data actor-reference :inline :dynamic)
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)
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)
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(set! (-> actor-group heap-base) (the-as uint 8))
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(deftype entity-info (basic)
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((ptype type)
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(package string)
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(art-group pair)
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(pool symbol)
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(heap-size int32)
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)
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)
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(deftype actor-bank (basic)
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((pause-dist meters)
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(birth-dist meters)
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(birth-max int32)
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)
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)
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(define *ACTOR-bank* (new 'static 'actor-bank :pause-dist (meters 50) :birth-dist (meters 220) :birth-max 10))
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