mirror of
https://github.com/open-goal/jak-project
synced 2026-05-23 23:05:43 -04:00
bc66d416b4
Also fix `hud-draw-pris2` bucket in Jak 3 to make subtitles work and foreground HUD envmap.
449 lines
17 KiB
Common Lisp
449 lines
17 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: process-taskable.gc
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;; name in dgo: process-taskable
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;; dgos: GAME, COMMON
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;; DECOMP BEGINS
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;; WARN: Return type mismatch process-focusable vs process-taskable.
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(defmethod relocate ((this process-taskable) (offset int))
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(if (nonzero? (-> this task))
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(&+! (-> this task) offset)
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)
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(the-as process-taskable ((method-of-type process-focusable relocate) this offset))
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)
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(defbehavior process-taskable-anim-loop process-taskable ((arg0 (function process-taskable object)))
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"Takes in a function and loops as long as it's return value is truthy
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Seen take in - `true-func` which takes no args TODO - seems fishy
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- a `(process-taskable process) lambda"
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(while (arg0 self)
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(let ((s5-0 (get-art-elem self)))
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(when (!= (ja-group) s5-0)
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(ja-channel-push! 1 0)
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(set! (-> self skel root-channel 0 frame-group) (the-as art-joint-anim s5-0))
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)
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)
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(suspend)
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(if (ja-group)
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(ja :num! (loop!))
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)
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(process-taskable-method-36 self)
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)
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0
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(none)
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)
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(defmethod process-taskable-method-34 ((this process-taskable))
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#t
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)
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;; WARN: Return type mismatch art-joint-anim vs art-element.
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(defmethod get-art-elem ((this process-taskable))
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"Checks various things such the current actor, task status, etc to determine the right art-group data to use
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@returns the appropriate [[art-element]] for the given NPC"
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(the-as art-element (if (> (-> this skel active-channels) 0)
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(-> this skel root-channel 0 frame-group)
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)
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)
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)
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(defmethod process-taskable-method-36 ((this process-taskable))
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0
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(none)
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)
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;; WARN: Return type mismatch object vs none.
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(defmethod process-taskable-method-37 ((this process-taskable))
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(let ((v1-1 (-> this draw shadow-ctrl)))
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(cond
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((and (-> this draw shadow)
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(zero? (-> this draw cur-lod))
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(logtest? (-> this draw status) (draw-control-status on-screen))
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)
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(probe-line-for-shadow v1-1 (-> this draw origin) -4096.0 4096.0 32768.0)
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)
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(else
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(logior! (-> v1-1 settings flags) (shadow-flags disable-draw))
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0
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)
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)
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)
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(none)
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)
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(defstate hide (process-taskable)
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:virtual #t
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:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
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(case message
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(('say)
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(let ((v0-0 (current-time)))
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(set! (-> self want-to-say) v0-0)
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v0-0
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)
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)
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)
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)
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:enter (behavior ()
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(set-time! (-> self state-time))
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(logior! (-> self draw status) (draw-control-status no-draw-bounds))
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(let ((v1-6 (-> self root root-prim)))
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(set! (-> v1-6 prim-core collide-as) (collide-spec))
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(set! (-> v1-6 prim-core collide-with) (collide-spec))
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)
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0
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)
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:exit (behavior ()
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(logclear! (-> self draw status) (draw-control-status no-draw-bounds))
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(let ((v1-3 (-> self root root-prim)))
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(set! (-> v1-3 prim-core collide-as) (-> self root backup-collide-as))
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(set! (-> v1-3 prim-core collide-with) (-> self root backup-collide-with))
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)
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)
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:trans (behavior ()
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(let ((v1-1 (get-current-task-event (-> self task))))
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(if (and (nonzero? (-> v1-1 action)) (or (not (logtest? (-> self draw status) (draw-control-status on-screen)))
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(logtest? (-> v1-1 flags) (game-task-flags gatflag-01))
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(not (time-elapsed? (-> self birth-time) (seconds 0.1)))
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)
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)
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(go-virtual idle)
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)
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)
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)
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:code sleep-code
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)
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(defstate idle (process-taskable)
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:virtual #t
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:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
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(case message
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(('attack)
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(if (-> self bounce-away)
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(send-event
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proc
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'shove
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#f
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(static-attack-info ((id (new-attack-id)) (shove-back (meters 3)) (shove-up (meters 1))))
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)
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)
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)
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(('touch)
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(send-shoves (-> self root) proc (the-as touching-shapes-entry (-> block param 0)) 0.7 6144.0 16384.0)
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)
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(('say)
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(let ((v0-0 (the-as object (current-time))))
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(set! (-> self want-to-say) (the-as time-frame v0-0))
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v0-0
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)
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)
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)
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)
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:enter (behavior ()
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(set-time! (-> self state-time))
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)
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:exit (behavior ()
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(logclear! (-> self draw status) (draw-control-status no-draw))
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)
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:trans (behavior ()
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(let ((gp-0 (get-current-task-event (-> self task))))
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(cond
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((= (-> gp-0 action) (game-task-action hide))
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(if (or (not (logtest? (-> self draw status) (draw-control-status on-screen)))
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(logtest? (-> gp-0 flags) (game-task-flags gatflag-01))
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)
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(go-virtual hide)
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)
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)
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((or (not *target*) *scene-player*)
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)
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((not (-> self will-talk))
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(if (>= (- (-> *display* game-clock frame-counter) (-> self last-talk)) (seconds 5))
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(set! (-> self will-talk) #t)
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)
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)
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((and (-> gp-0 scene)
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(begin
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(if (not (or (demo?)
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(= (-> gp-0 action) (game-task-action play))
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(-> *setting-control* user-current movie-name)
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(name= (-> gp-0 scene) (-> *setting-control* user-current movie-name))
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)
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)
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(gui-control-method-12
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*gui-control*
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self
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(gui-channel art-load)
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(gui-action queue)
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(the-as string (-> gp-0 scene))
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0
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-99.0
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(new 'static 'sound-id)
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)
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)
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(and (not (logtest? (focus-status dead in-air in-head pole flut tube pilot mech dark) (-> *target* focus-status)))
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(and (or (and (< (-> (target-pos 0) y) (+ (-> self root root-prim prim-core world-sphere y) (-> self talk-height)))
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(let ((s5-0 (get-trans self 2))
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(f30-0 (if (= (-> gp-0 distance) 0.0)
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(-> self talk-distance)
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(-> gp-0 distance)
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)
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)
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)
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;; og:preserve-this added check so we don't use the wrong position for the distance check
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(and (not (logtest? (-> self draw status) (draw-control-status uninited)))
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(< (vector-vector-distance (target-pos 0) s5-0) f30-0))
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)
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)
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(not (time-elapsed? (-> self want-to-say) (seconds 4)))
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)
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(or (not (load-in-progress? *level*)) (= (-> gp-0 action) (game-task-action say)))
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(and (not (movie?))
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(not (talker-displayed?))
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(none-reserved? *art-control*)
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(not *progress-process*)
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(not (-> *setting-control* user-current movie))
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)
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)
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)
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)
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)
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(when (and (or (= (-> gp-0 action) (game-task-action say))
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(= (-> gp-0 action) (game-task-action talk))
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(= (-> gp-0 action) (game-task-action trade))
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(= (-> gp-0 action) (game-task-action play))
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)
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(process-taskable-method-34 self)
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)
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(when (or (= (-> gp-0 action) (game-task-action say)) (not (time-elapsed? (-> self want-to-say) (seconds 4))))
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(case (-> gp-0 action)
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(((game-task-action play))
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(go-virtual play-game gp-0)
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)
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(else
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(go-virtual active gp-0)
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)
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)
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)
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(kill-current-talker (the-as symbol '()) '(daxter voicebox ambient) 'exit)
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(talker-surpress!)
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(when (can-display-query? self (the-as string #f) -99.0)
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(let ((s5-1
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(new 'stack 'font-context *font-default-matrix* 32 280 0.0 (font-color default) (font-flags shadow kerning))
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)
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)
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(let ((v1-84 s5-1))
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(set! (-> v1-84 width) (the float 340))
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)
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(let ((v1-85 s5-1))
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(set! (-> v1-85 height) (the float 80))
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)
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(let ((v1-86 s5-1))
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(set! (-> v1-86 scale) 0.9)
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)
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(set! (-> s5-1 flags) (font-flags shadow kerning middle-vert large))
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(print-game-text (lookup-text! *common-text* (-> self talk-message) #f) s5-1 #f 44 (bucket-id progress))
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)
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(when (cpad-pressed? 0 triangle)
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(logclear! (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons triangle))
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(logclear! (-> *cpad-list* cpads 0 button0-rel 0) (pad-buttons triangle))
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(case (-> gp-0 action)
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(((game-task-action play))
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(go-virtual play-game gp-0)
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)
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(else
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(go-virtual active gp-0)
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)
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)
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)
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)
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)
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)
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)
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)
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(process-taskable-method-37 self)
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)
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:code (behavior ()
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(process-taskable-anim-loop (the-as (function process-taskable object) true-func))
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)
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:post (behavior ()
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(if (and (-> self hide-during-movie) (movie?))
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(logior! (-> self draw status) (draw-control-status no-draw))
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(logclear! (-> self draw status) (draw-control-status no-draw))
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)
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(when (-> self look-at-me)
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;; og:preserve-this macro
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(target-look-at-me! :trans (get-trans self 2))
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)
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(transform-post)
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)
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)
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(defstate active (process-taskable)
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:virtual #t
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:event (-> (method-of-type process-taskable hide) event)
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:enter (behavior ((arg0 game-task-event))
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(set! (-> self want-to-say) 0)
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(process-entity-status! self (entity-perm-status no-kill) #t)
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(logclear! (-> self mask) (process-mask actor-pause))
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)
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:exit (behavior ()
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(set! (-> self last-talk) (-> *display* game-clock frame-counter))
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(if (not (time-elapsed? (-> self want-to-say) (seconds 4)))
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(set! (-> self will-talk) #t)
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(set! (-> self will-talk) #f)
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)
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(process-entity-status! self (entity-perm-status no-kill) #f)
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(logior! (-> self mask) (process-mask actor-pause))
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(logclear! (-> self draw status) (draw-control-status no-draw))
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(let ((v1-13 (-> self root root-prim)))
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(set! (-> v1-13 prim-core collide-as) (-> self root backup-collide-as))
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(set! (-> v1-13 prim-core collide-with) (-> self root backup-collide-with))
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)
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)
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:code (behavior ((arg0 game-task-event))
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(when (-> arg0 scene)
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(let ((gp-1 (ppointer->handle (process-spawn scene-player :init scene-player-init (-> arg0 scene) #t #f))))
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(while (and (handle->process (the-as handle gp-1)) (not (movie?)))
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(suspend)
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)
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(logior! (-> self draw status) (draw-control-status no-draw))
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(let ((v1-17 (-> self root root-prim)))
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(set! (-> v1-17 prim-core collide-as) (collide-spec))
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(set! (-> v1-17 prim-core collide-with) (collide-spec))
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)
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0
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(while (handle->process (the-as handle gp-1))
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(suspend)
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)
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)
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)
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(go-virtual hide)
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)
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)
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(defstate play-game (process-taskable)
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:virtual #t
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:enter (-> (method-of-type process-taskable active) enter)
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:exit (-> (method-of-type process-taskable active) exit)
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:code (behavior ((arg0 game-task-event))
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(suspend-for (seconds 0.5))
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(go-virtual hide)
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)
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:post (-> (method-of-type process-taskable idle) post)
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)
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(defmethod process-taskable-method-31 ((this process-taskable))
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(let ((s5-0 (new 'process 'collide-shape this (collide-list-enum usually-hit-by-player))))
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(let ((s4-0 (new 'process 'collide-shape-prim-group s5-0 (the-as uint 3) 0)))
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(set! (-> s5-0 total-prims) (the-as uint 4))
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(set! (-> s4-0 prim-core collide-as) (collide-spec civilian))
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(set! (-> s4-0 prim-core action) (collide-action solid no-standon))
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(set! (-> s4-0 transform-index) 0)
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(set-vector! (-> s4-0 local-sphere) 0.0 -1024.0 0.0 7372.8)
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(set! (-> s5-0 root-prim) s4-0)
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)
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(let ((v1-7 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
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(set! (-> v1-7 prim-core collide-as) (collide-spec civilian))
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(set! (-> v1-7 prim-core action) (collide-action solid))
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(set! (-> v1-7 transform-index) 0)
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(set-vector! (-> v1-7 local-sphere) 0.0 -4096.0 0.0 4096.0)
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)
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(let ((v1-9 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
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(set! (-> v1-9 prim-core collide-as) (collide-spec civilian))
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(set! (-> v1-9 prim-core action) (collide-action solid))
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(set! (-> v1-9 transform-index) 0)
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(set-vector! (-> v1-9 local-sphere) 0.0 -1024.0 0.0 4096.0)
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)
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(let ((v1-11 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
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(set! (-> v1-11 prim-core collide-as) (collide-spec civilian))
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(set! (-> v1-11 prim-core action) (collide-action solid no-standon))
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(set! (-> v1-11 transform-index) 0)
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(set-vector! (-> v1-11 local-sphere) 0.0 2048.0 0.0 4096.0)
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)
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(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
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(let ((v1-14 (-> s5-0 root-prim)))
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(set! (-> s5-0 backup-collide-as) (-> v1-14 prim-core collide-as))
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(set! (-> s5-0 backup-collide-with) (-> v1-14 prim-core collide-with))
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)
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(set! (-> this root) s5-0)
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)
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0
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(none)
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)
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(defmethod process-taskable-method-32 ((this process-taskable))
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(logior! (-> this skel status) (joint-control-status eye-anim))
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(set! (-> this talk-message) (text-id press-triangle-to-talk))
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(set! (-> this bounce-away) #t)
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(set! (-> this will-talk) #t)
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(set! (-> this look-at-me) #t)
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(set! (-> this hide-during-movie) #t)
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(set! (-> this neck-joint-index) -1)
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(set! (-> this talk-distance) (res-lump-float (-> this entity) 'distance :default 32768.0))
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(set! (-> this talk-height) (res-lump-float (-> this entity) 'height :default 8192.0))
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(set! (-> this slave) (the-as handle #f))
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(set! (-> this draw shadow-ctrl)
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(new 'process 'shadow-control 0.0 0.0 614400.0 (shadow-flags shdf02 shdf03 shdf04 disable-draw) 245760.0)
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)
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(let ((s5-0 0))
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(let ((v1-15 (the-as joint (get-art-by-name-method (-> this draw jgeo) "main" (the-as type #f)))))
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(if v1-15
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(set! s5-0 (+ (-> v1-15 number) 1))
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)
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)
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(let ((v1-19 (the-as collide-shape-prim-group (-> this root root-prim))))
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(set! (-> v1-19 transform-index) s5-0)
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(dotimes (a0-7 (the-as int (-> v1-19 num-children)))
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(set! (-> v1-19 child a0-7 transform-index) s5-0)
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)
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)
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)
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0
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(none)
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)
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(defmethod init-art! ((this process-taskable))
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"@see [[initialize-skeleton]]"
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0
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(none)
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)
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;; WARN: Return type mismatch object vs none.
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(defmethod init-from-entity! ((this process-taskable) (arg0 entity-actor))
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"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
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This commonly includes things such as:
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- stack size
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- collision information
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- loading the skeleton group / bones
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- sounds"
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(stack-size-set! (-> this main-thread) 512)
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(process-taskable-method-31 this)
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(process-drawable-from-entity! this arg0)
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(set! (-> this task)
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(new 'process 'game-task-control (res-lump-value arg0 'task-actor game-task-actor :time -1000000000.0))
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)
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(init-art! this)
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(process-taskable-method-32 this)
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(when (logtest? #x1000000 (res-lump-value arg0 'options uint128 :time -1000000000.0))
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(let* ((s5-1 *level*)
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(s4-2 (method-of-object s5-1 art-group-get-by-name))
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)
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(format (clear *temp-string*) "skel-~S" (-> this draw art-group name))
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(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)
|
|
)
|