Files
jak-project/goal_src/jak1/engine/game/task/task-control-h.gc
T
2026-07-26 14:43:53 -04:00

168 lines
8.0 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/game/game-h.gc")
;; for process-taskable
(declare-type process-taskable process-drawable)
(define-extern othercam-init-by-other (function process-taskable symbol symbol symbol none :behavior othercam))
;; Each task-control holds an ordered list of progression stages. A game task may have several
;; stages, each identified by a monotonically increasing status. current-stage selects the first
;; available stage or is -1 when none is active. The complete game-task list lives in game-info-h.
;; Most tasks award a power cell, while special tasks cover interactions such as the levitator.
;; Stage conditions run as process-taskable behaviors so they can use the current character context
;; while receiving the task-control whose sibling stages and reminders they inspect.
(defenum task-status
:type uint64
(invalid 0)
(unknown 1)
(need-hint 2)
(need-introduction 3)
(need-reminder-a 4)
(need-reminder 5)
(need-reward-speech 6)
(need-resolution 7))
;; Per-stage state and persistence behavior.
(defenum task-flags
:type uint8
:bitfield #t
(closed 0)
(has-entity 1)
(closed-by-default 2))
(declare-type task-control basic)
;; DECOMP BEGINS
(deftype task-cstage (structure)
((game-task game-task)
(status task-status)
(flags task-flags)
(condition (function task-control symbol :behavior process-taskable)))
(:methods
(get-task "Return this stage's game task." (_type_) game-task)
(get-status "Return this stage's progress status." (_type_) task-status)
(task-available? "Return whether this stage may become current, closing it when persistent
progress has already passed it." (_type_ task-control) symbol)
(closed? "Return whether this stage is currently closed." (_type_) symbol)
(closed-by-default? "Return whether non-game resets leave this stage closed." (_type_) symbol)
(close-task! "Close this stage and advance its associated persistent task status when present." (_type_) int)
(open-task! "Clear this stage's transient closed flag." (_type_) int)))
(deftype task-control (basic)
((current-stage int16)
(stage (array task-cstage)))
(:methods
(current-task "Return the current task or game-task.none." (_type_) game-task)
(current-status "Return the current status or task-status.invalid." (_type_) task-status)
(close-current! "Close the current stage and select the first available task." (_type_) game-task)
(close-status! "Close a status for the current task and select the first available task." (_type_ task-status) game-task)
(first-any "Select and return the first available task in stage-array order." (_type_ symbol) game-task)
(reset! "Reset stage closure according to reset mode and closed-by-default flags." (_type_ symbol symbol) int)
(closed? "Return whether the matching task and status stage is closed." (_type_ game-task task-status) symbol)
(get-reminder "Read an indexed reminder byte from the task's persistent record." (_type_ int) int)
(save-reminder "Write an indexed reminder byte to the task's persistent record." (_type_ int int) int)
(exists? "Return whether a stage with the given task and status exists." (_type_ game-task task-status) symbol)))
;; Tracks cooldown and repetition for positional NPC chatter.
(deftype ambient-control (structure)
((last-ambient-time time-frame)
(last-ambient string)
(last-ambient-id sound-id))
:pack-me
(:methods
(ambient-control-method-9 "Restart the ambient-chatter cooldown." (_type_) none)
(ambient-control-method-10 "Return the listener-to-speaker displacement after the cooldown when
the speaker is within the supplied distance." (_type_ vector time-frame float process-drawable) vector)
(play-ambient "Play a nonrepeating positional ambient line when hint and level conditions permit
it; force bypasses the hint-availability test." (_type_ string symbol vector) symbol)))
;; Shared interaction, animation, camera, audio, and shadow state for task-giving characters.
(deftype process-taskable (process-drawable)
((root collide-shape :override)
(tasks task-control)
(query gui-query :inline)
(old-target-pos transformq :inline)
(cell-for-task game-task)
(cell-x handle)
(cam-joint-index int32)
(skippable symbol)
(blend-on-exit art-joint-anim)
(camera handle)
(will-talk symbol)
(talk-message text-id)
(last-talk time-frame)
(bounce-away symbol)
(ambient ambient-control :inline)
(center-joint-index int32)
(draw-bounds-y-offset float)
(neck-joint-index int32)
(fuel-cell-anim spool-anim)
(sound-flava music-flava)
(have-flava symbol)
(music symbol)
(have-music symbol)
(been-kicked symbol)
(cur-trans-hook (function none))
(shadow-backup shadow-geo))
(:state-methods
release
give-cell
lose
enter-playing
play-accept
play-reject
query
play-anim
hidden
(be-clone handle)
idle)
(:methods
(get-art-elem "Return the art element on the active root animation channel." (_type_) art-element)
(play-anim! "Select the current task animation; commit? lets subtype implementations apply
progression changes when playback begins." (_type_ symbol) basic)
(prefetch-play-anim! "Select the current task animation without committing progression and
request it for streaming." (_type_) none)
(get-accept-anim "Return the task-accept animation, optionally committing the accepted choice." (_type_ symbol) spool-anim)
(push-accept-anim "Select the task-accept animation without committing and request it for
streaming." (_type_) none)
(get-reject-anim "Return the task-reject animation, optionally committing the rejected choice." (_type_ symbol) spool-anim)
(push-reject-anim "Select the task-reject animation without committing and request it for
streaming." (_type_) none)
(goto-post-anim-state! "Enter give-cell when a reward is owed, otherwise enter release." (_type_) none)
(should-display? "Return whether this taskable character should be visible." (_type_) symbol)
(init-as-taskable! "Initialize a taskable character's collision, skeleton, interaction, audio,
and shadow state." (_type_ object skeleton-group int int vector int) none)
(initialize-collision "Build and install this character's solid collision sphere at the supplied
center joint." (_type_ int vector) none)
(goto-initial-state! "Enter this character's initial hidden, reward, or idle state." (_type_) none)
(try-play-ambient-chatter "Try to play character-specific ambient speech; the base method does
nothing." (_type_) symbol)
(play-reminder "Try to play a reminder for the current task stage." (_type_) symbol)
(process-taskable-method-45 (_type_) symbol)
(update-music-and-flava! "Update proximity-controlled music and sound flavor settings, weighting
vertical separation fourfold." (_type_) none)
(target-above-threshold? "Return whether the target is above the interaction threshold." (_type_) symbol)
(draw-npc-shadow "Update the NPC shadow when its highest-detail geometry was drawn, otherwise
disable it." (_type_) none)
(hidden-other () _type_ :state)
(target-far-away? "Return whether the target, or the camera when no target exists, is far enough
away to leave hidden-other." (_type_) symbol)
(close-anim-file! "Return the streaming state of the current play animation." (_type_) symbol)
(setup-shadow-settings! "Set the character's default shadow clipping planes." (_type_) none)))
(defun-extern task-known? game-task symbol)
(defun-extern task-control-reset symbol none)
(define-extern task-closed? (function game-task task-status symbol))
(define-extern get-task-status (function game-task task-status))
(define-extern get-task-control (function game-task task-control))
(define-extern close-specific-task! (function game-task task-status game-task))