Files
jak-project/goal_src/jak3/engine/entity/entity-h.gc
T
Hat Kid 93afb02cf4 decomp3: spawn target, add merc and particle buckets and some temporary hacks (#3445)
This includes all the collision stuff needed to spawn `target`,
decompiles the sparticle code and adds some of the PC hacks needed for
merc to run (it doesn't work quite right and looks bad, likely due to a
combination of code copied from Jak 2 and the time of day hacks).

There are a bunch of temporary hacks (see commits) in place to prevent
the game from crashing quite as much, but it is still extremely prone to
doing so due to lots of missing functions/potentially bad decomp.

---------

Co-authored-by: water <awaterford111445@gmail.com>
2024-04-05 00:07:39 -04:00

211 lines
5.3 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: entity-h.gc
;; name in dgo: entity-h
;; dgos: GAME
;; +++entity-perm-status
(defenum entity-perm-status
:bitfield #t
:type uint16
(bit-0 0) ;; blocks birth
(error 1)
(dead 2)
(no-kill 3)
(bit-4 4)
(bit-5 5)
(subtask-complete 6)
(bit-7 7)
(complete 8)
(bit-9 9)
(bit-10 10)
(save 11)
(bit-12 12)
(bit-13 13)
(bit-14 14)
(bit-15 15)
)
;; ---entity-perm-status
(declare-type race-mesh basic)
(declare-type nav-poly structure)
(define-extern process-by-ename (function string process))
(define-extern entity-by-name (function string entity))
(define-extern entity-by-aid (function uint entity))
(define-extern reset-actors (function symbol none))
(define-extern process-entity-status! (function process entity-perm-status symbol entity-perm-status))
(define-extern process-drawable-from-entity! (function process-drawable entity-actor none))
(define-extern init-entity (function process entity-actor type none))
(define-extern entity-by-type (function type entity-actor))
(define-extern entity-actor-from-level-name (function symbol entity-actor))
(define-extern birth-viewer (function process entity-actor object))
(define-extern *spawn-actors* symbol)
;; DECOMP BEGINS
(define *generate-actor-vis* #f)
(define *generate-actor-vis-start* #f)
(define *generate-actor-vis-output* #f)
(deftype entity-perm (structure)
"Entity information that gets persisted in the save file."
((user-object object 2)
(user-uint64 uint64 :overlay-at (-> user-object 0))
(user-float float 2 :overlay-at (-> user-object 0))
(user-int32 int32 2 :overlay-at (-> user-object 0))
(user-uint32 uint32 2 :overlay-at (-> user-object 0))
(user-int16 int16 4 :overlay-at (-> user-object 0))
(user-uint16 uint16 4 :overlay-at (-> user-object 0))
(user-int8 int8 8 :overlay-at (-> user-object 0))
(user-uint8 uint8 8 :overlay-at (-> user-object 0))
(status entity-perm-status)
(dummy uint8 1)
(task game-task)
(aid actor-id)
(quad uint128 :overlay-at (-> user-object 0))
)
(:methods
(update (_type_ symbol entity-perm-status) _type_)
)
)
(deftype entity-links (structure)
"A linked list of entities with some extra data about their current status."
((prev-link entity-links)
(next-link entity-links)
(entity entity)
(process process)
(level level)
(vis-id int32)
(kill-mask task-mask)
(vis-dist meters)
(trans vector :inline)
(perm entity-perm :inline)
(status entity-perm-status :overlay-at (-> perm status))
(aid uint32 :overlay-at (-> perm aid))
(task game-task :overlay-at (-> perm task))
)
(:methods
(birth? (_type_ vector) symbol)
)
)
(deftype entity-perm-array (inline-array-class)
((data entity-perm :inline :dynamic)
)
)
(set! (-> entity-perm-array heap-base) (the-as uint 16))
(deftype entity-links-array (inline-array-class)
"An array of [[entity-links]].
Levels store a reference to this which holds all the entities in the level."
((data entity-links :inline :dynamic)
)
)
(set! (-> entity-links-array heap-base) (the-as uint 64))
(deftype entity (res-lump)
"Entities are mainly used to place objects in a level.
As a child of [[res-lump]], they store various types of metadata
in [[res-tag]]s (such as name, curve data, volume data, etc.)
that gets accessed by the accompanying process."
((trans vector :inline)
(aid uint32)
)
(:methods
(birth! (_type_) _type_)
(kill! (_type_) _type_)
(add-to-level! (_type_ level-group level actor-id) none)
(remove-from-level! (_type_ level-group) _type_)
(get-level (_type_) level)
)
)
(deftype entity-camera (entity)
((connect connectable :inline)
)
)
(deftype entity-nav-mesh (entity)
((nav-mesh nav-mesh)
)
(:methods
(initialize-nav-mesh! (_type_) none)
(debug-draw (_type_) none)
)
)
(deftype entity-race-mesh (entity)
((race-mesh race-mesh)
)
(:methods
(entity-race-mesh-method-27 () none)
(entity-race-mesh-method-28 () none)
)
)
(deftype entity-actor (entity)
"Child class of [[entity]] used to spawn [[process-drawable]] actors."
((etype type :offset 56)
(task game-task)
(kill-mask task-mask :offset 52)
(vis-id int16)
(quat quaternion :inline)
)
(:methods
(next-actor (_type_) entity-actor)
(prev-actor (_type_) entity-actor)
(debug-print (_type_ symbol type) none)
(toggle-status (_type_ entity-perm-status symbol) none)
(get-simple-travel-vector (_type_ vector vector vector object float) nav-mesh)
(project-point-to-nav-mesh (_type_ vector vector nav-poly float) nav-poly)
)
)
(deftype actor-reference (structure)
((actor entity)
(id uint32)
)
:pack-me
)
(deftype actor-group (inline-array-class)
((data actor-reference :inline :dynamic)
)
)
(set! (-> actor-group heap-base) (the-as uint 8))
(deftype entity-info (basic)
((ptype type)
(pool symbol)
(heap-size int32)
)
)
(deftype actor-bank (basic)
((pause-dist float)
(birth-dist float)
(birth-max int32)
)
)
(define *ACTOR-bank* (new 'static 'actor-bank :pause-dist 204800.0 :birth-dist 901120.0 :birth-max 10))