Files
Hat Kid bc66d416b4 decompiler: call-parent-state-handler and suspend-for macros (#3625)
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and
foreground HUD envmap.
2024-09-04 19:35:54 +02:00

449 lines
17 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: process-taskable.gc
;; name in dgo: process-taskable
;; dgos: GAME, COMMON
;; DECOMP BEGINS
;; WARN: Return type mismatch process-focusable vs process-taskable.
(defmethod relocate ((this process-taskable) (offset int))
(if (nonzero? (-> this task))
(&+! (-> this task) offset)
)
(the-as process-taskable ((method-of-type process-focusable relocate) this offset))
)
(defbehavior process-taskable-anim-loop process-taskable ((arg0 (function process-taskable object)))
"Takes in a function and loops as long as it's return value is truthy
Seen take in - `true-func` which takes no args TODO - seems fishy
- a `(process-taskable process) lambda"
(while (arg0 self)
(let ((s5-0 (get-art-elem self)))
(when (!= (ja-group) s5-0)
(ja-channel-push! 1 0)
(set! (-> self skel root-channel 0 frame-group) (the-as art-joint-anim s5-0))
)
)
(suspend)
(if (ja-group)
(ja :num! (loop!))
)
(process-taskable-method-36 self)
)
0
(none)
)
(defmethod process-taskable-method-34 ((this process-taskable))
#t
)
;; WARN: Return type mismatch art-joint-anim vs art-element.
(defmethod get-art-elem ((this process-taskable))
"Checks various things such the current actor, task status, etc to determine the right art-group data to use
@returns the appropriate [[art-element]] for the given NPC"
(the-as art-element (if (> (-> this skel active-channels) 0)
(-> this skel root-channel 0 frame-group)
)
)
)
(defmethod process-taskable-method-36 ((this process-taskable))
0
(none)
)
;; WARN: Return type mismatch object vs none.
(defmethod process-taskable-method-37 ((this process-taskable))
(let ((v1-1 (-> this draw shadow-ctrl)))
(cond
((and (-> this draw shadow)
(zero? (-> this draw cur-lod))
(logtest? (-> this draw status) (draw-control-status on-screen))
)
(probe-line-for-shadow v1-1 (-> this draw origin) -4096.0 4096.0 32768.0)
)
(else
(logior! (-> v1-1 settings flags) (shadow-flags disable-draw))
0
)
)
)
(none)
)
(defstate hide (process-taskable)
:virtual #t
:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
(case message
(('say)
(let ((v0-0 (current-time)))
(set! (-> self want-to-say) v0-0)
v0-0
)
)
)
)
:enter (behavior ()
(set-time! (-> self state-time))
(logior! (-> self draw status) (draw-control-status no-draw-bounds))
(let ((v1-6 (-> self root root-prim)))
(set! (-> v1-6 prim-core collide-as) (collide-spec))
(set! (-> v1-6 prim-core collide-with) (collide-spec))
)
0
)
:exit (behavior ()
(logclear! (-> self draw status) (draw-control-status no-draw-bounds))
(let ((v1-3 (-> self root root-prim)))
(set! (-> v1-3 prim-core collide-as) (-> self root backup-collide-as))
(set! (-> v1-3 prim-core collide-with) (-> self root backup-collide-with))
)
)
:trans (behavior ()
(let ((v1-1 (get-current-task-event (-> self task))))
(if (and (nonzero? (-> v1-1 action)) (or (not (logtest? (-> self draw status) (draw-control-status on-screen)))
(logtest? (-> v1-1 flags) (game-task-flags gatflag-01))
(not (time-elapsed? (-> self birth-time) (seconds 0.1)))
)
)
(go-virtual idle)
)
)
)
:code sleep-code
)
(defstate idle (process-taskable)
:virtual #t
:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
(case message
(('attack)
(if (-> self bounce-away)
(send-event
proc
'shove
#f
(static-attack-info ((id (new-attack-id)) (shove-back (meters 3)) (shove-up (meters 1))))
)
)
)
(('touch)
(send-shoves (-> self root) proc (the-as touching-shapes-entry (-> block param 0)) 0.7 6144.0 16384.0)
)
(('say)
(let ((v0-0 (the-as object (current-time))))
(set! (-> self want-to-say) (the-as time-frame v0-0))
v0-0
)
)
)
)
:enter (behavior ()
(set-time! (-> self state-time))
)
:exit (behavior ()
(logclear! (-> self draw status) (draw-control-status no-draw))
)
:trans (behavior ()
(let ((gp-0 (get-current-task-event (-> self task))))
(cond
((= (-> gp-0 action) (game-task-action hide))
(if (or (not (logtest? (-> self draw status) (draw-control-status on-screen)))
(logtest? (-> gp-0 flags) (game-task-flags gatflag-01))
)
(go-virtual hide)
)
)
((or (not *target*) *scene-player*)
)
((not (-> self will-talk))
(if (>= (- (-> *display* game-clock frame-counter) (-> self last-talk)) (seconds 5))
(set! (-> self will-talk) #t)
)
)
((and (-> gp-0 scene)
(begin
(if (not (or (demo?)
(= (-> gp-0 action) (game-task-action play))
(-> *setting-control* user-current movie-name)
(name= (-> gp-0 scene) (-> *setting-control* user-current movie-name))
)
)
(gui-control-method-12
*gui-control*
self
(gui-channel art-load)
(gui-action queue)
(the-as string (-> gp-0 scene))
0
-99.0
(new 'static 'sound-id)
)
)
(and (not (logtest? (focus-status dead in-air in-head pole flut tube pilot mech dark) (-> *target* focus-status)))
(and (or (and (< (-> (target-pos 0) y) (+ (-> self root root-prim prim-core world-sphere y) (-> self talk-height)))
(let ((s5-0 (get-trans self 2))
(f30-0 (if (= (-> gp-0 distance) 0.0)
(-> self talk-distance)
(-> gp-0 distance)
)
)
)
;; og:preserve-this added check so we don't use the wrong position for the distance check
(and (not (logtest? (-> self draw status) (draw-control-status uninited)))
(< (vector-vector-distance (target-pos 0) s5-0) f30-0))
)
)
(not (time-elapsed? (-> self want-to-say) (seconds 4)))
)
(or (not (load-in-progress? *level*)) (= (-> gp-0 action) (game-task-action say)))
(and (not (movie?))
(not (talker-displayed?))
(none-reserved? *art-control*)
(not *progress-process*)
(not (-> *setting-control* user-current movie))
)
)
)
)
)
(when (and (or (= (-> gp-0 action) (game-task-action say))
(= (-> gp-0 action) (game-task-action talk))
(= (-> gp-0 action) (game-task-action trade))
(= (-> gp-0 action) (game-task-action play))
)
(process-taskable-method-34 self)
)
(when (or (= (-> gp-0 action) (game-task-action say)) (not (time-elapsed? (-> self want-to-say) (seconds 4))))
(case (-> gp-0 action)
(((game-task-action play))
(go-virtual play-game gp-0)
)
(else
(go-virtual active gp-0)
)
)
)
(kill-current-talker (the-as symbol '()) '(daxter voicebox ambient) 'exit)
(talker-surpress!)
(when (can-display-query? self (the-as string #f) -99.0)
(let ((s5-1
(new 'stack 'font-context *font-default-matrix* 32 280 0.0 (font-color default) (font-flags shadow kerning))
)
)
(let ((v1-84 s5-1))
(set! (-> v1-84 width) (the float 340))
)
(let ((v1-85 s5-1))
(set! (-> v1-85 height) (the float 80))
)
(let ((v1-86 s5-1))
(set! (-> v1-86 scale) 0.9)
)
(set! (-> s5-1 flags) (font-flags shadow kerning middle-vert large))
(print-game-text (lookup-text! *common-text* (-> self talk-message) #f) s5-1 #f 44 (bucket-id progress))
)
(when (cpad-pressed? 0 triangle)
(logclear! (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons triangle))
(logclear! (-> *cpad-list* cpads 0 button0-rel 0) (pad-buttons triangle))
(case (-> gp-0 action)
(((game-task-action play))
(go-virtual play-game gp-0)
)
(else
(go-virtual active gp-0)
)
)
)
)
)
)
)
)
(process-taskable-method-37 self)
)
:code (behavior ()
(process-taskable-anim-loop (the-as (function process-taskable object) true-func))
)
:post (behavior ()
(if (and (-> self hide-during-movie) (movie?))
(logior! (-> self draw status) (draw-control-status no-draw))
(logclear! (-> self draw status) (draw-control-status no-draw))
)
(when (-> self look-at-me)
;; og:preserve-this macro
(target-look-at-me! :trans (get-trans self 2))
)
(transform-post)
)
)
(defstate active (process-taskable)
:virtual #t
:event (-> (method-of-type process-taskable hide) event)
:enter (behavior ((arg0 game-task-event))
(set! (-> self want-to-say) 0)
(process-entity-status! self (entity-perm-status no-kill) #t)
(logclear! (-> self mask) (process-mask actor-pause))
)
:exit (behavior ()
(set! (-> self last-talk) (-> *display* game-clock frame-counter))
(if (not (time-elapsed? (-> self want-to-say) (seconds 4)))
(set! (-> self will-talk) #t)
(set! (-> self will-talk) #f)
)
(process-entity-status! self (entity-perm-status no-kill) #f)
(logior! (-> self mask) (process-mask actor-pause))
(logclear! (-> self draw status) (draw-control-status no-draw))
(let ((v1-13 (-> self root root-prim)))
(set! (-> v1-13 prim-core collide-as) (-> self root backup-collide-as))
(set! (-> v1-13 prim-core collide-with) (-> self root backup-collide-with))
)
)
:code (behavior ((arg0 game-task-event))
(when (-> arg0 scene)
(let ((gp-1 (ppointer->handle (process-spawn scene-player :init scene-player-init (-> arg0 scene) #t #f))))
(while (and (handle->process (the-as handle gp-1)) (not (movie?)))
(suspend)
)
(logior! (-> self draw status) (draw-control-status no-draw))
(let ((v1-17 (-> self root root-prim)))
(set! (-> v1-17 prim-core collide-as) (collide-spec))
(set! (-> v1-17 prim-core collide-with) (collide-spec))
)
0
(while (handle->process (the-as handle gp-1))
(suspend)
)
)
)
(go-virtual hide)
)
)
(defstate play-game (process-taskable)
:virtual #t
:enter (-> (method-of-type process-taskable active) enter)
:exit (-> (method-of-type process-taskable active) exit)
:code (behavior ((arg0 game-task-event))
(suspend-for (seconds 0.5))
(go-virtual hide)
)
:post (-> (method-of-type process-taskable idle) post)
)
(defmethod process-taskable-method-31 ((this process-taskable))
(let ((s5-0 (new 'process 'collide-shape this (collide-list-enum usually-hit-by-player))))
(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 3) 0)))
(set! (-> s5-0 total-prims) (the-as uint 4))
(set! (-> s4-0 prim-core collide-as) (collide-spec civilian))
(set! (-> s4-0 prim-core action) (collide-action solid no-standon))
(set! (-> s4-0 transform-index) 0)
(set-vector! (-> s4-0 local-sphere) 0.0 -1024.0 0.0 7372.8)
(set! (-> s5-0 root-prim) s4-0)
)
(let ((v1-7 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
(set! (-> v1-7 prim-core collide-as) (collide-spec civilian))
(set! (-> v1-7 prim-core action) (collide-action solid))
(set! (-> v1-7 transform-index) 0)
(set-vector! (-> v1-7 local-sphere) 0.0 -4096.0 0.0 4096.0)
)
(let ((v1-9 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
(set! (-> v1-9 prim-core collide-as) (collide-spec civilian))
(set! (-> v1-9 prim-core action) (collide-action solid))
(set! (-> v1-9 transform-index) 0)
(set-vector! (-> v1-9 local-sphere) 0.0 -1024.0 0.0 4096.0)
)
(let ((v1-11 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
(set! (-> v1-11 prim-core collide-as) (collide-spec civilian))
(set! (-> v1-11 prim-core action) (collide-action solid no-standon))
(set! (-> v1-11 transform-index) 0)
(set-vector! (-> v1-11 local-sphere) 0.0 2048.0 0.0 4096.0)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-14 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-14 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-14 prim-core collide-with))
)
(set! (-> this root) s5-0)
)
0
(none)
)
(defmethod process-taskable-method-32 ((this process-taskable))
(logior! (-> this skel status) (joint-control-status eye-anim))
(set! (-> this talk-message) (text-id press-triangle-to-talk))
(set! (-> this bounce-away) #t)
(set! (-> this will-talk) #t)
(set! (-> this look-at-me) #t)
(set! (-> this hide-during-movie) #t)
(set! (-> this neck-joint-index) -1)
(set! (-> this talk-distance) (res-lump-float (-> this entity) 'distance :default 32768.0))
(set! (-> this talk-height) (res-lump-float (-> this entity) 'height :default 8192.0))
(set! (-> this slave) (the-as handle #f))
(set! (-> this draw shadow-ctrl)
(new 'process 'shadow-control 0.0 0.0 614400.0 (shadow-flags shdf02 shdf03 shdf04 disable-draw) 245760.0)
)
(let ((s5-0 0))
(let ((v1-15 (the-as joint (get-art-by-name-method (-> this draw jgeo) "main" (the-as type #f)))))
(if v1-15
(set! s5-0 (+ (-> v1-15 number) 1))
)
)
(let ((v1-19 (the-as collide-shape-prim-group (-> this root root-prim))))
(set! (-> v1-19 transform-index) s5-0)
(dotimes (a0-7 (the-as int (-> v1-19 num-children)))
(set! (-> v1-19 child a0-7 transform-index) s5-0)
)
)
)
0
(none)
)
(defmethod init-art! ((this process-taskable))
"@see [[initialize-skeleton]]"
0
(none)
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this process-taskable) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(stack-size-set! (-> this main-thread) 512)
(process-taskable-method-31 this)
(process-drawable-from-entity! this arg0)
(set! (-> this task)
(new 'process 'game-task-control (res-lump-value arg0 'task-actor game-task-actor :time -1000000000.0))
)
(init-art! this)
(process-taskable-method-32 this)
(when (logtest? #x1000000 (res-lump-value arg0 'options uint128 :time -1000000000.0))
(let* ((s5-1 *level*)
(s4-2 (method-of-object s5-1 art-group-get-by-name))
)
(format (clear *temp-string*) "skel-~S" (-> this draw art-group name))
(let ((s4-3 (s4-2 s5-1 *temp-string* (the-as (pointer uint32) #f))))
(when s4-3
(let ((s5-2 (process-spawn manipy :init manipy-init (-> this root trans) (-> this entity) s4-3 #f 0 :to this)))
(send-event (ppointer->process s5-2) 'anim-mode 'mirror)
(send-event (ppointer->process s5-2) 'mirror #t)
)
)
)
)
)
(set! (-> this event-hook) (-> (method-of-object this idle) event))
(go (method-of-object this hide))
(none)
)