Files
jak-project/goal_src/jak2/levels/consite/consite-obs.gc
T
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

316 lines
9.8 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: consite-obs.gc
;; name in dgo: consite-obs
;; dgos: COA
(declare-type consite-bomb-elevator process-drawable)
;; DECOMP BEGINS
(defskelgroup skel-consite-break-piece-break-d consite-break-scaffold consite-break-scaffold-break-d-lod0-jg consite-break-scaffold-break-d-idle-ja
((consite-break-scaffold-break-d-lod0-mg (meters 999999)))
:bounds (static-spherem 25 17 -25 45)
)
(deftype consite-break-scaffold (process-drawable)
()
(:state-methods
idle
)
)
(defstate idle (consite-break-scaffold)
:virtual #t
:code sleep-code
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this consite-break-scaffold) (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"
(set! (-> this root) (new 'process 'trsqv))
(process-drawable-from-entity! this arg0)
(initialize-skeleton
this
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-break-piece-break-d" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(ja-post)
(cond
((task-node-closed? (game-task-node consite-find-baron-resolution))
(cleanup-for-death this)
(logclear! (-> this mask) (process-mask actor-pause))
(go empty-state)
)
(else
(go (method-of-object this idle))
)
)
(none)
)
(deftype consite-bomb-elevator-hinges (process-drawable)
()
(:state-methods
idle
)
)
(defskelgroup skel-consite-bomb-elevator-hinges consite-bomb-elevator consite-bomb-elevator-hinges-lod0-jg consite-bomb-elevator-hinges-idle-ja
((consite-bomb-elevator-hinges-lod0-mg (meters 999999)))
:bounds (static-spherem 0 -25 0 45)
:origin-joint-index 3
)
(defstate idle (consite-bomb-elevator-hinges)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group) :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
)
:post ja-post
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this consite-bomb-elevator-hinges) (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"
(set! (-> this root) (new 'process 'trsqv))
(process-drawable-from-entity! this arg0)
(initialize-skeleton
this
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator-hinges" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(go (method-of-object this idle))
(none)
)
;; WARN: Return type mismatch object vs none.
(defbehavior consite-bomb-elevator-hinges-init-by-other consite-bomb-elevator-hinges ((arg0 consite-bomb-elevator) (arg1 entity-actor))
(set! (-> self root) (new 'process 'trsqv))
(process-drawable-from-entity! self arg1)
(initialize-skeleton
self
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator-hinges" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(go-virtual idle)
(none)
)
(deftype consite-bomb-elevator (process-drawable)
()
(:state-methods
idle
)
)
(defskelgroup skel-consite-bomb-elevator consite-bomb-elevator consite-bomb-elevator-lod0-jg consite-bomb-elevator-idle-ja
((consite-bomb-elevator-lod0-mg (meters 999999)))
:bounds (static-spherem 0 -25 0 45)
:origin-joint-index 3
)
(defstate idle (consite-bomb-elevator)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group) :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
)
:post ja-post
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this consite-bomb-elevator) (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"
(let ((s4-0 (new 'process 'collide-shape this (collide-list-enum usually-hit-by-player))))
(let ((s3-0 (new 'process 'collide-shape-prim-group s4-0 (the-as uint 1) 0)))
(set! (-> s4-0 total-prims) (the-as uint 2))
(set! (-> s3-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s3-0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set-vector! (-> s3-0 local-sphere) 0.0 -102400.0 0.0 184320.0)
(set! (-> s4-0 root-prim) s3-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 3)
(set-vector! (-> v1-8 local-sphere) 0.0 0.0 0.0 61440.0)
)
(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
(let ((v1-11 (-> s4-0 root-prim)))
(set! (-> s4-0 backup-collide-as) (-> v1-11 prim-core collide-as))
(set! (-> s4-0 backup-collide-with) (-> v1-11 prim-core collide-with))
)
(set! (-> this root) s4-0)
)
(process-drawable-from-entity! this arg0)
(initialize-skeleton
this
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(process-spawn consite-bomb-elevator-hinges this arg0 :to this)
(go (method-of-object this idle))
(none)
)
(deftype consite-silo-doors (process-drawable)
()
(:state-methods
idle
)
)
(defskelgroup skel-consite-silo-doors consite-silo-doors consite-silo-doors-lod0-jg consite-silo-doors-idle-ja
((consite-silo-doors-lod0-mg (meters 999999)))
:bounds (static-spherem 0 10 0 40)
:origin-joint-index 3
)
(defstate idle (consite-silo-doors)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group) :num! (seek!) :frame-num 0.0)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
)
:post ja-post
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! ((this consite-silo-doors) (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"
(let ((s4-0 (new 'process 'collide-shape this (collide-list-enum hit-by-player))))
(let ((s3-0 (new 'process 'collide-shape-prim-group s4-0 (the-as uint 2) 0)))
(set! (-> s4-0 total-prims) (the-as uint 3))
(set! (-> s3-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s3-0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set-vector! (-> s3-0 local-sphere) 0.0 40960.0 0.0 163840.0)
(set! (-> s4-0 root-prim) s3-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) -40960.0 0.0 0.0 61440.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) 40960.0 0.0 0.0 61440.0)
)
(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
(let ((v1-13 (-> s4-0 root-prim)))
(set! (-> s4-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s4-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> this root) s4-0)
)
(process-drawable-from-entity! this arg0)
(initialize-skeleton
this
(the-as skeleton-group (art-group-get-by-name *level* "skel-consite-silo-doors" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(go (method-of-object this idle))
(none)
)
(defun consite-activate ()
(update-mood-weather! *mood-control* 1.0 1.0 30.0 30.0)
0
(none)
)
(deftype baron-npc (process-taskable)
()
)
(defmethod get-art-elem ((this baron-npc))
"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"
(case (-> this task actor)
(((game-task-actor baron-consite))
(-> this draw art-group data 4)
)
(else
(-> this draw art-group data 3)
)
)
)
(defmethod init-art! ((this baron-npc))
"@see [[initialize-skeleton]]"
(initialize-skeleton
this
(the-as skeleton-group (art-group-get-by-name *level* "skel-baron-highres" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(set! (-> this draw light-index) (the-as uint 10))
(set! (-> this draw shadow) #f)
0
(none)
)