jak-project/goal_src/engine/game/generic-obs-h.gc

241 lines
8.9 KiB
Common Lisp
Raw Normal View History

;;-*-Lisp-*-
2020-09-04 14:44:23 -04:00
(in-package goal)
;; name: generic-obs-h.gc
;; name in dgo: generic-obs-h
;; dgos: GAME, ENGINE
decomp: Continuing full pass of gameplay code (#839) * decomp: finish `babak` - :code is called in `(code nav-enemy-patrol babak)` * decomp: almost finish `process-taskable` * blocked: mistycannon / pelican * decomp: finish `babak-with-cannon` write a script to fix gsrc * decomp: finish `process-taskable` * decomp: finish `flutflut` and `yakow` * decomp: finish `fishermans-boat` * blocked: state decomp `training-obs` * decomp: finish `muse` * decomp: finish `bonelurker` * blocked: state decomp in `quicksandlurker`| `balloonlurker` * decomp: finish `assistant-village2` * scripts: script to help updating goal_src * starting to update goal_src * tests: update ref tests * src: more src updating * src: waiting on `process-taskable` and `muse` * blocked: `citb-plat` state decomp * decomp: finish `square-platform` * blocked: `orbit-plat` due to overlays + static data * decomp: finish `qbert-plat` * blocked: almost finish `misty-conveyor`, sparticle-callback * blocked: jungle-mirrors * blocked: state decomp in `swamp-blimp` * decomp: finish `swamp-bat` * decomp: finish `swamp-rat` * decomp: finish `swamp-rat-nest` * blocked: state decomp `kermit` * decomp: finish `cavecrystal-light` * decomp: finish `spiderwebs` * blocked: state decomp `dark-crystal` * decomp: finish `baby-spider` * decomp: finish `mother-spider-h` * decomp: finish `mother-spider-proj` * blocked: state decomp in `gnawer` * blocked: state decomp in `driller-lurker` * blocked: `sun-exit-chamber` breaks when adding handle cast * decomp: finish `sunken-water` * blocked: `target-tube` ShortCircuitElement::push_to_stack * decomp: finish `sunken-fish` * blocked: `minecart` decomp crash when adding stack cast * decomp: finish `assistant-village3` * decomp: finish `sage-village3` * blocked: `cave-trap` done but ran into `go` issue * blocked: `spider-egg` state decomp * decomp: finish `target-snowball` * blocked/stuck: `target-ice` decomp issue around cpad * pausing: ice-cube has some weird collide-shape-prim handling * blocked: `snow-ball` state decomp * blocked: `snow-bumper` state decomp * decomp: finish `snow-ram-h` * decomp: finish `yeti` * decomp: finish `assistant-lavatube` * re-enable the float cast log * decomp: updating to new sparticle definitions * decomp: address feedback up to `swamp-rat-nest` * address remaining feedback * all-types: move the `pointer` def * add back temporary `hud-hidden?`
2021-09-28 20:42:00 -04:00
(define-extern mistycam-spawn (function none))
(define-extern beachcam-spawn (function none))
(declare-type camera-tracker process)
(define-extern process-grab? (function process symbol :behavior camera-tracker))
(define-extern process-release? (function process symbol :behavior process))
(define-extern fuel-cell type)
(define-extern birth-pickup-at-point (function vector pickup-type float symbol process-drawable fact-info (pointer process) :behavior process))
(declare-type collide-shape-moving basic)
(declare-type sparticle-launch-group basic)
(declare-type part-tracker process)
(declare-type collide-prim-core structure)
(define-extern part-tracker-init (function sparticle-launch-group time-frame (function part-tracker none) (pointer process-drawable) process collide-prim-core none :behavior part-tracker))
(declare-type touch-tracker process-drawable)
(define-extern touch-tracker-init (function vector float time-frame none :behavior touch-tracker))
(define-extern eco-blue-glow (function vector none))
(declare-type joint-mod basic)
;; DECOMP BEGINS
;; generic-obs has general game "objects". It's not related to the generic renderer.
;; A manipy is a way to draw and move something. More complicated objects that want to draw multiple
;; things may create a child manipy and then send it commands.
(deftype manipy (process-drawable)
((new-trans-hook (function none) :offset-assert 176)
(cur-trans-hook (function none) :offset-assert 180)
(cur-event-hook (function none) :offset-assert 184)
(new-joint-anim art-joint-anim :offset-assert 188)
(new-joint-anim-blend uint64 :offset-assert 192)
(anim-mode symbol :offset-assert 200)
(cur-grab-handle handle :offset-assert 208)
(cur-target-handle handle :offset-assert 216)
(old-grab-pos vector :inline :offset-assert 224)
(joint joint-mod 4 :offset-assert 240)
(new-post-hook (function none) :offset-assert 256)
(cur-post-hook (function none) :offset-assert 260)
(clone-copy-trans basic :offset-assert 264)
(shadow-backup basic :offset-assert 268)
(draw? symbol :offset-assert 272)
)
:heap-base #xb0
:method-count-assert 20
:size-assert #x114
:flag-assert #x1400b00114
(:states
manipy-idle
)
)
;; A part-spawner simply spawns particles.
(deftype part-spawner (process-drawable)
((mode (pointer sparticle-launch-group) :offset-assert 176)
(enable symbol :offset-assert 180)
(radius meters :offset-assert 184)
(world-sphere sphere :inline :offset-assert 192)
)
:heap-base #x60
:method-count-assert 21
:size-assert #xd0
:flag-assert #x15006000d0
(:methods
(is-visible? (_type_) symbol 20)
)
(:states
part-spawner-active
)
)
;; a part-tracker will spawn particles, then linger for a bit, and then finally die.
;; a more complicated object can use this to manage particles that do something interesting (like follow you)
(deftype part-tracker (process)
((root trsqv :offset-assert 112)
(part sparticle-launch-control :offset-assert 116)
(target handle :offset-assert 120)
(callback (function part-tracker vector) :offset-assert 128)
(linger-callback (function part-tracker vector) :offset-assert 132)
(duration time-frame :offset-assert 136)
(linger-duration time-frame :offset-assert 144)
(start-time time-frame :offset-assert 152)
(offset vector :inline :offset-assert 160)
(userdata uint64 :offset-assert 176)
(user-time time-frame 2 :offset-assert 184)
(user-vector vector 2 :inline :offset-assert 208)
(user-handle uint32 2 :offset-assert 240)
)
:heap-base #x90
:method-count-assert 14
:size-assert #xf8
:flag-assert #xe009000f8
(:states
part-tracker-process
)
)
;; a camera-tracker can control the camera.
(deftype camera-tracker (process)
((entity-override entity-actor :offset 52)
(grab-target handle :offset 120)
(grab-event symbol :offset-assert 128)
(release-event symbol :offset-assert 132)
(old-global-mask uint32 :offset-assert 136)
(old-self-mask uint32 :offset-assert 140)
(old-parent-mask uint32 :offset-assert 144)
(look-at-target handle :offset-assert 152)
(pov-target handle :offset-assert 160)
(work-process handle :offset-assert 168)
(anim-process handle :offset-assert 176)
(start-time time-frame :offset-assert 184)
(callback basic :offset-assert 192)
(userdata basic :offset-assert 196)
(message basic :offset-assert 200)
(border-value basic :offset-assert 204)
(mask-to-clear uint32 :offset-assert 208)
(script pair :offset-assert 212)
(script-line pair :offset-assert 216)
(script-func (function none) :offset-assert 220)
)
:heap-base #x70
:method-count-assert 15
:size-assert #xe0
:flag-assert #xf007000e0
(:methods
(eval (_type_ pair) process 14)
)
(:states
camera-tracker-process
)
)
;; a touch tracker waits to be touched, then calls some callback function.
(deftype touch-tracker (process-drawable)
((root-override collide-shape-moving :offset 112)
(duration time-frame :offset-assert 176)
(target handle :offset-assert 184)
(event symbol :offset-assert 192)
(run-function (function object) :offset-assert 196)
(callback (function touch-tracker none) :offset-assert 200)
(event-mode basic :offset-assert 204)
)
:heap-base #x60
:method-count-assert 20
:size-assert #xd0
:flag-assert #x14006000d0
(:states
touch-tracker-idle
)
)
;; the classic pole
(deftype swingpole (process)
((root trsq :offset-assert 112)
(dir vector :inline :offset-assert 128)
(range meters :offset-assert 144)
(edge-length meters :offset-assert 148)
)
:heap-base #x30
:method-count-assert 14
:size-assert #x98
:flag-assert #xe00300098
(:states
swingpole-active
swingpole-stance
)
)
;; do you want to fish?
(deftype gui-query (structure)
((x-position int32 :offset-assert 0)
(y-position int32 :offset-assert 4)
(message string :offset-assert 8)
(decision symbol :offset-assert 12)
(only-allow-cancel symbol :offset-assert 16)
(no-msg string :offset-assert 20)
(message-space int32 :offset-assert 24)
)
:pack-me
:method-count-assert 11
:size-assert #x1c
:flag-assert #xb0000001c
(:methods
(init! (_type_ string int int int symbol string) none 9)
(get-response (_type_) symbol 10)
)
)
;; control the camera from something else (an animation)
(deftype othercam (process)
decomp: Continuing full pass of gameplay code (#839) * decomp: finish `babak` - :code is called in `(code nav-enemy-patrol babak)` * decomp: almost finish `process-taskable` * blocked: mistycannon / pelican * decomp: finish `babak-with-cannon` write a script to fix gsrc * decomp: finish `process-taskable` * decomp: finish `flutflut` and `yakow` * decomp: finish `fishermans-boat` * blocked: state decomp `training-obs` * decomp: finish `muse` * decomp: finish `bonelurker` * blocked: state decomp in `quicksandlurker`| `balloonlurker` * decomp: finish `assistant-village2` * scripts: script to help updating goal_src * starting to update goal_src * tests: update ref tests * src: more src updating * src: waiting on `process-taskable` and `muse` * blocked: `citb-plat` state decomp * decomp: finish `square-platform` * blocked: `orbit-plat` due to overlays + static data * decomp: finish `qbert-plat` * blocked: almost finish `misty-conveyor`, sparticle-callback * blocked: jungle-mirrors * blocked: state decomp in `swamp-blimp` * decomp: finish `swamp-bat` * decomp: finish `swamp-rat` * decomp: finish `swamp-rat-nest` * blocked: state decomp `kermit` * decomp: finish `cavecrystal-light` * decomp: finish `spiderwebs` * blocked: state decomp `dark-crystal` * decomp: finish `baby-spider` * decomp: finish `mother-spider-h` * decomp: finish `mother-spider-proj` * blocked: state decomp in `gnawer` * blocked: state decomp in `driller-lurker` * blocked: `sun-exit-chamber` breaks when adding handle cast * decomp: finish `sunken-water` * blocked: `target-tube` ShortCircuitElement::push_to_stack * decomp: finish `sunken-fish` * blocked: `minecart` decomp crash when adding stack cast * decomp: finish `assistant-village3` * decomp: finish `sage-village3` * blocked: `cave-trap` done but ran into `go` issue * blocked: `spider-egg` state decomp * decomp: finish `target-snowball` * blocked/stuck: `target-ice` decomp issue around cpad * pausing: ice-cube has some weird collide-shape-prim handling * blocked: `snow-ball` state decomp * blocked: `snow-bumper` state decomp * decomp: finish `snow-ram-h` * decomp: finish `yeti` * decomp: finish `assistant-lavatube` * re-enable the float cast log * decomp: updating to new sparticle definitions * decomp: address feedback up to `swamp-rat-nest` * address remaining feedback * all-types: move the `pointer` def * add back temporary `hud-hidden?`
2021-09-28 20:42:00 -04:00
((hand handle :offset-assert 112)
(old-global-mask uint32 :offset-assert 120)
(mask-to-clear uint32 :offset-assert 124)
(cam-joint-index int32 :offset-assert 128)
(old-pos vector :inline :offset-assert 144)
(old-mat-z vector :inline :offset-assert 160)
(had-valid-frame basic :offset-assert 176)
(border-value basic :offset-assert 180)
(die? symbol :offset-assert 184)
decomp: Continuing full pass of gameplay code (#839) * decomp: finish `babak` - :code is called in `(code nav-enemy-patrol babak)` * decomp: almost finish `process-taskable` * blocked: mistycannon / pelican * decomp: finish `babak-with-cannon` write a script to fix gsrc * decomp: finish `process-taskable` * decomp: finish `flutflut` and `yakow` * decomp: finish `fishermans-boat` * blocked: state decomp `training-obs` * decomp: finish `muse` * decomp: finish `bonelurker` * blocked: state decomp in `quicksandlurker`| `balloonlurker` * decomp: finish `assistant-village2` * scripts: script to help updating goal_src * starting to update goal_src * tests: update ref tests * src: more src updating * src: waiting on `process-taskable` and `muse` * blocked: `citb-plat` state decomp * decomp: finish `square-platform` * blocked: `orbit-plat` due to overlays + static data * decomp: finish `qbert-plat` * blocked: almost finish `misty-conveyor`, sparticle-callback * blocked: jungle-mirrors * blocked: state decomp in `swamp-blimp` * decomp: finish `swamp-bat` * decomp: finish `swamp-rat` * decomp: finish `swamp-rat-nest` * blocked: state decomp `kermit` * decomp: finish `cavecrystal-light` * decomp: finish `spiderwebs` * blocked: state decomp `dark-crystal` * decomp: finish `baby-spider` * decomp: finish `mother-spider-h` * decomp: finish `mother-spider-proj` * blocked: state decomp in `gnawer` * blocked: state decomp in `driller-lurker` * blocked: `sun-exit-chamber` breaks when adding handle cast * decomp: finish `sunken-water` * blocked: `target-tube` ShortCircuitElement::push_to_stack * decomp: finish `sunken-fish` * blocked: `minecart` decomp crash when adding stack cast * decomp: finish `assistant-village3` * decomp: finish `sage-village3` * blocked: `cave-trap` done but ran into `go` issue * blocked: `spider-egg` state decomp * decomp: finish `target-snowball` * blocked/stuck: `target-ice` decomp issue around cpad * pausing: ice-cube has some weird collide-shape-prim handling * blocked: `snow-ball` state decomp * blocked: `snow-bumper` state decomp * decomp: finish `snow-ram-h` * decomp: finish `yeti` * decomp: finish `assistant-lavatube` * re-enable the float cast log * decomp: updating to new sparticle definitions * decomp: address feedback up to `swamp-rat-nest` * address remaining feedback * all-types: move the `pointer` def * add back temporary `hud-hidden?`
2021-09-28 20:42:00 -04:00
(survive-anim-end? symbol :offset-assert 188)
(spooling? symbol :offset-assert 192)
)
:heap-base #x60
:method-count-assert 14
:size-assert #xc4
:flag-assert #xe006000c4
(:states
othercam-running
)
)
;; don't draw it! I guess used to disable things during development.
(deftype process-hidden (process)
()
:method-count-assert 15
:size-assert #x70
:flag-assert #xf00000070
(:methods
(die () _type_ :state 14)
)
)
0