jak-project/goal_src/jak3/levels/desert/wvehicle/wvehicle-wheel.gc
Hat Kid 58a5440c8a
decomp3: more misc files (#3466)
Makes a bunch of missions mostly playable, including:
- `arena-training-1`
- `arena-fight-1`
- `wascity-chase`
- `arena-fight-2`
- `arena-fight-3`
- `volcano-darkeco`
- `desert-hover`
- `nest-eggs`
- `temple-climb`
- `temple-oracle`
- `temple-tests`
- `desert-beast-battle`
- `desert-turtle-training`
- `desert-course-race`
- `desert-artifact-race1`
- `wascity-leaper-race`
- `wascity-pre-game`
- `sewer-met-hum`
- `forest-kill-plants`
- `forest-ring-chase`
- `temple-defend`
- `tower-destroy`
- `desert-glide`

---
Files:

- `ripple`
- `waswide-mood`
- `sig-rider`
- `nst-tasks`
- `nst-part`
- `nst-gas`
- `nst-eggs-h`
- `nst-obs`
- `nst-mood`
- `egg-spider`
- `wasdoors-init`
- `wasall-tasks`
- `wvehicle-race`
- `wcar-marauder`
- `wcar-marauder-b`
- `turret-control`
- `was-squad-control`
- `turtle-training`
- `kleever-rider`
- `course-race`
- `artifact-race`
- `desert-hover`
- `desbeast-path-h`
- `des-beast`
- `desertg-obs`
- `desertf-obs`
- `desertd-obs`
- `desert-dust-storm`
- `des-cactus`
- `race-hud`
- `race-info`
- `race-manager`
- `tizard`
- `flyingsaw`
- `hover-training`
- `temple-mood`
- `temple-obs`
- `temple-obs2`
- `temple-part`
- `temple-scenes`
- `templex-mood`
- `templex-obs`
- `templex-part`
- `tomb-baby-spider`
- `target-turret-shot`
- `target-turret`
- `beast-battle-path`
- `des-beast-2`
- `mh-flyer`
- `scorpion-gun`
- `hover-enemy-h`
- `hover-enemy`
- `hover-formation-h`
- `hover-formation`
- `hover-nav-control-h`
- `hover-nav-control`
- `flamer-hover`
- `hover-nav-templea`
- `robo-hover`
- `hover-nav-sewb`
- `hover-nav-sewg`
- `hover-nav-sewj`
- `hover-nav-sewl`
- `hover-nav-sewo`
- `hover-nav-towera`
- `tower-mood`
- `tower-obs`
- `tower-scenes`
- `tower-part`
- `eco-green-collider`
- `forest-bridges`
- `forest-kill-plants`
- `forest-mood`
- `forest-ring-chase`
- `forest-tasks`
- `forest-part`
- `foresta-obs`
- `hover-nav-foresta`
- `mh-plant`
- `dp-bipedal-part`
- `dp-bipedal-shot`
- `dp-bipedal`
- `neo-spawner`
- `for-turret`
- `for-turret-shot`
- `neo-wasp`
- `neo-wasp-part`
- `volcanox-scenes`
- `volcanox-mood`
- `volcano-scenes`
- `volcano-mood`
- `volcano-obs`
- `volcano-obs2`
- `chain-physics`
- `rigid-body-plat`
- `volcano-part`
- `flamer-lava`
- `flitter`
- `spiky-frog`
- `flut-wild`
- `target-indax`
- `target-indax-hang`
- `mantis`
- `volcanox-obs`
- `spyder`
- `wcar-faccar`
- `mhcity-obs2`
- `mhcity-part`
- `mhcity-obs`
- `dm-mine-spider`
- `rapid-gunner`
- `stadium-mood`
- `stadium-scenes`
- `stadiuma-mood`
- `stadiuma-part`
- `kanga-lizard`
- `marauder`
- `arena-scenes`
- `wasstada-mood`
- `wasstada-obs`
- `wasstada-part`
- `wasstadb-obs`
- `wasstadc-obs`
- `dm-flyer`
- `maker-part`
- `maker-projectile`
- `skeet-part`
- `wascity-turret`
- `wasgun-h`
- `wasgun-hud`
- `wasgun-manager`
- `nav-graph-h`
- `traffic-engine-h`
- `waswide-init`
- `cty-borrow-manager-h`
- `cty-borrow-manager`
- `desert-part`
- `height-map-h`
- `height-map`
- `traffic-height-map`
- `vehicle-control`
- `hvehicle-h`
- `hvehicle`
- `hvehicle-effects`
- `hvehicle-physics`
- `hvehicle-util`
- `glider-h`
- `glider-hud`
- `glider-manager`
- `glider-ring`
- `glider-ring-part`
- `h-glider`
- `hanga-init`
- `was-pre-game`
- `was-leaper-race`
- `flut-racer`
- `desert-scenes`
- `desert-lizard-h`
- `desert-lizard-task`
- `desert-lizard`
- `throne-scenes`
- `waspal-mood`
- `waspala-obs`
- `waspala-part`
- `deswalk-obs`
- `deswalk-part`
- `terraformer-drone`
- `terraformer-head`
- `terraformer-part`
- `terraformer-setup`
2024-04-22 18:43:51 +02:00

443 lines
17 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: wvehicle-wheel.gc
;; name in dgo: wvehicle-wheel
;; dgos: LPATK, LFACCAR, WASALL
;; DECOMP BEGINS
(deftype vehicle-wheel-init-params (structure)
((skel skeleton-group)
(skel-blur skeleton-group)
(level symbol)
(radius float)
(collision-mesh-index int8)
(position vector :inline)
(rotation quaternion :inline)
(scale vector :inline)
)
)
(define *vehicle-wheel-constants* (new 'static 'rigid-body-object-constants
:info (new 'static 'rigid-body-info
:mass 1.0
:inv-mass 1.0
:linear-damping 0.995
:angular-damping 0.995
:bounce-factor 0.5
:friction-factor 0.5
:bounce-mult-factor 1.22
:cm-offset-joint (new 'static 'vector :w 1.0)
:inertial-tensor-box (new 'static 'array meters 3 (meters 2) (meters 3) (meters 3))
)
:extra (new 'static 'rigid-body-object-extra-info
:max-time-step 0.033333335
:gravity (meters 50)
:idle-distance (meters 50)
:attack-force-scale 1.0
)
:name '*vehicle-wheel-constants*
)
)
(deftype vehicle-wheel (rigid-body-object)
((collision-enable? symbol)
(normal-look lod-set :inline)
(blur-look lod-set :inline)
)
(:state-methods
explode
fade-out
die
)
(:methods
(init-collision! (_type_ vehicle-wheel-init-params) none :replace)
)
)
(defmethod init-collision! ((this vehicle-wheel) (arg0 vehicle-wheel-init-params))
(cond
((< (-> arg0 collision-mesh-index) 0)
(let ((s4-0 (new 'process 'collide-shape-moving this (collide-list-enum usually-hit-by-player))))
(set! (-> s4-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s4-0 reaction) cshape-reaction-default)
(set! (-> s4-0 no-reaction)
(the-as (function collide-shape-moving collide-query vector vector object) nothing)
)
(set! (-> s4-0 penetrate-using) (penetrate vehicle))
(let ((v1-8 (new 'process 'collide-shape-prim-sphere s4-0 (the-as uint 0))))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 0)
(set-vector! (-> v1-8 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
(set! (-> s4-0 total-prims) (the-as uint 1))
(set! (-> s4-0 root-prim) v1-8)
)
(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)
)
)
(else
(let ((s4-1 (new 'process 'collide-shape-moving this (collide-list-enum usually-hit-by-player))))
(set! (-> s4-1 dynam) (copy *standard-dynamics* 'process))
(set! (-> s4-1 reaction) cshape-reaction-default)
(set! (-> s4-1 no-reaction)
(the-as (function collide-shape-moving collide-query vector vector object) nothing)
)
(set! (-> s4-1 penetrate-using) (penetrate vehicle))
(let ((s3-0 (new 'process 'collide-shape-prim-group s4-1 (the-as uint 2) 0)))
(set! (-> s4-1 total-prims) (the-as uint 3))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set-vector! (-> s3-0 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
(set! (-> s4-1 root-prim) s3-0)
)
(let ((v1-24 (new 'process 'collide-shape-prim-sphere s4-1 (the-as uint 0))))
(set! (-> v1-24 prim-core action) (collide-action solid))
(set! (-> v1-24 transform-index) 0)
(set-vector! (-> v1-24 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
)
(let ((v1-26
(new 'process 'collide-shape-prim-mesh s4-1 (the-as uint (-> arg0 collision-mesh-index)) (the-as uint 0))
)
)
(set! (-> v1-26 prim-core action) (collide-action solid rideable))
(set! (-> v1-26 transform-index) 3)
(set-vector! (-> v1-26 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
)
(set! (-> s4-1 nav-radius) (* 0.75 (-> s4-1 root-prim local-sphere w)))
(let ((v1-29 (-> s4-1 root-prim)))
(set! (-> s4-1 backup-collide-as) (-> v1-29 prim-core collide-as))
(set! (-> s4-1 backup-collide-with) (-> v1-29 prim-core collide-with))
)
(set! (-> this root) s4-1)
)
)
)
(iterate-prims
(-> this root)
(lambda ((arg0 collide-shape-prim))
(let ((v1-0 (-> arg0 prim-core prim-type)))
(cond
((= v1-0 -1)
(set! (-> arg0 prim-core collide-with) (collide-spec
backgnd
bot
crate
civilian
enemy
obstacle
vehicle-sphere
hit-by-player-list
hit-by-others-list
collectable
pusher
shield
vehicle-sphere-no-probe
)
)
(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-sphere-no-probe))
)
((= v1-0 1)
(set! (-> arg0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use))
)
((zero? v1-0)
(set! (-> arg0 prim-core collide-with) (collide-spec
backgnd
jak
bot
crate
civilian
enemy
obstacle
vehicle-sphere
hit-by-player-list
hit-by-others-list
player-list
collectable
pusher
shield
vehicle-sphere-no-probe
)
)
(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use vehicle-sphere-no-probe))
)
)
)
(none)
)
)
0
(none)
)
(defmethod init-rbody-control! ((this vehicle-wheel))
(alloc-rbody-control! this *vehicle-wheel-constants*)
(logior! (-> this rbody flags) (rigid-body-flag enable-collision))
(set! (-> this root max-iteration-count) (the-as uint 3))
(set! (-> this max-time-step) 0.033333335)
(set! (-> this draw shadow-ctrl)
(new 'process 'shadow-control -43008.0 -2048.0 69632.0 (the-as vector #f) (shadow-flags) 245760.0)
)
(set! (-> this focus-status)
(the-as focus-status (logior (focus-status gun-no-target) (-> this focus-status)))
)
0
(none)
)
(defmethod rigid-body-object-method-30 ((this vehicle-wheel))
(ja-post)
(if (logtest? (-> this rbody flags) (rigid-body-flag enable-collision))
(update-transforms (-> this root))
)
0
(none)
)
(defmethod rbody-post ((this vehicle-wheel))
(let ((v1-0 (new 'stack-no-clear 'rigid-body-move-work)))
(set! (-> v1-0 cquery start-pos quad) (-> this rbody position quad))
(vector-float*! (-> v1-0 cquery move-dist) (-> this rbody lin-velocity) (seconds-per-frame))
(let ((a0-4 (-> v1-0 cquery)))
(set! (-> a0-4 radius) (+ 4096.0 (-> this root root-prim local-sphere w)))
(set! (-> a0-4 collide-with) (collide-spec
backgnd
jak
bot
crate
civilian
enemy
obstacle
vehicle-sphere
hit-by-player-list
hit-by-others-list
player-list
collectable
blocking-plane
pusher
vehicle-mesh-probeable
shield
vehicle-sphere-no-probe
)
)
(set! (-> a0-4 ignore-process0) this)
(set! (-> a0-4 ignore-process1) #f)
(set! (-> a0-4 ignore-pat) (new 'static 'pat-surface :noentity #x1 :nopilot #x1 :probe #x1))
(set! (-> a0-4 action-mask) (collide-action solid))
)
(fill-using-line-sphere *collide-cache* (-> v1-0 cquery))
)
(if *display-collide-cache*
(debug-draw *collide-cache*)
)
(rigid-body-object-method-32 this)
(rigid-body-object-method-38 this)
(update-rbody-transform! (-> this rbody) (-> this root))
(rigid-body-object-method-30 this)
0
(none)
)
(defstate idle (vehicle-wheel)
:virtual #t
:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
(local-vars (v0-2 object))
(case message
(('explode)
(lods-assign! (-> self draw) (-> self normal-look))
(let ((a0-4 (-> self draw color-mult)))
(vector-float*! (the-as vector a0-4) (the-as vector a0-4) 0.25)
)
(set! (-> self rbody position quad) (-> self root trans quad))
(quaternion-copy! (the-as quaternion (-> self rbody rot)) (-> self root quat))
(let ((v1-10 (-> block param 0)))
(when v1-10
(vector-float*! (-> self rbody lin-momentum) (the-as vector v1-10) (-> self info info mass))
(go-virtual explode)
)
)
)
(('enable-collision)
(set! v0-2 (logior (-> self rbody flags) (rigid-body-flag enable-collision)))
(set! (-> self rbody flags) (the-as rigid-body-flag v0-2))
v0-2
)
(('disable-collision)
(set! v0-2 (logclear (-> self rbody flags) (rigid-body-flag enable-collision)))
(set! (-> self rbody flags) (the-as rigid-body-flag v0-2))
v0-2
)
(('hide)
(set! v0-2 (logior (-> self draw status) (draw-control-status no-draw)))
(set! (-> self draw status) (the-as draw-control-status v0-2))
v0-2
)
(('unhide)
(set! v0-2 (logclear (-> self draw status) (draw-control-status no-draw)))
(set! (-> self draw status) (the-as draw-control-status v0-2))
v0-2
)
)
)
:enter (behavior ()
(iterate-prims
(-> self root)
(lambda ((arg0 collide-shape-prim))
(let ((v1-0 (-> arg0 prim-core prim-type)))
(cond
((= v1-0 -1)
(set! (-> arg0 prim-core collide-with) (collide-spec))
(set! (-> arg0 prim-core collide-as) (collide-spec))
0
)
((or (= v1-0 1) (zero? v1-0))
(set! (-> arg0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use))
)
)
)
(none)
)
)
)
:trans #f
:post (behavior ()
(rigid-body-object-method-30 self)
)
)
(defstate explode (vehicle-wheel)
:virtual #t
:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
(case message
(('impact-impulse)
(logior! (-> self root penetrated-by) (penetrate vehicle))
#t
)
)
)
:enter (behavior ()
(set-time! (-> self state-time))
(logior! (-> self rbody flags) (rigid-body-flag enable-physics))
(iterate-prims
(-> self root)
(lambda ((arg0 collide-shape-prim))
(let ((v1-0 (-> arg0 prim-core prim-type)))
(cond
((or (= v1-0 -1) (zero? v1-0))
(set! (-> arg0 prim-core collide-with) (collide-spec
backgnd
bot
crate
civilian
enemy
obstacle
vehicle-sphere
hit-by-player-list
hit-by-others-list
collectable
pusher
shield
vehicle-sphere-no-probe
)
)
(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-sphere-no-probe))
)
((= v1-0 1)
(set! (-> arg0 prim-core collide-with) (collide-spec))
(set! (-> arg0 prim-core collide-as) (collide-spec))
0
)
)
)
(none)
)
)
)
:trans #f
:code sleep-code
:post (behavior ()
(rbody-post self)
(if (time-elapsed? (-> self state-time) (seconds 4))
(go-virtual fade-out)
)
)
)
(defstate fade-out (vehicle-wheel)
:virtual #t
:enter (behavior ()
(set-time! (-> self state-time))
(logior! (-> self draw status) (draw-control-status force-fade))
)
:code sleep-code
:post (behavior ()
(set! (-> self draw force-fade)
(the-as
uint
(the int (fmax 0.0 (- 128.0 (* 0.42666668 (the float (- (current-time) (-> self state-time)))))))
)
)
(if (< (-> self draw force-fade) (the-as uint 2))
(go-virtual die)
)
(rbody-post self)
)
)
(defstate die (vehicle-wheel)
:virtual #t
:code (behavior ()
(cleanup-for-death self)
)
)
(defbehavior vehicle-wheel-init-by-other vehicle-wheel ((arg0 vehicle-wheel-init-params))
(logior! (-> self mask) (process-mask vehicle))
(init-collision! self arg0)
(set! (-> self root trans quad) (-> arg0 position quad))
(quaternion-copy! (-> self root quat) (-> arg0 rotation))
(set! (-> self root scale quad) (-> arg0 scale quad))
(set! (-> self level) (the-as level (-> arg0 level)))
(initialize-skeleton self (-> arg0 skel) (the-as pair 0))
(setup-lods! (-> self normal-look) (-> arg0 skel) (-> self draw art-group) (-> self entity))
(setup-lods! (-> self blur-look) (-> arg0 skel-blur) (-> self draw art-group) (-> self entity))
(set! (-> self normal-look lod 0 dist) 819200.0)
(set! (-> self blur-look lod 0 dist) 819200.0)
(set! (-> self draw lod-set lod 0 dist) 819200.0)
(let ((f0-6 (fmax (fmax (fabs (-> arg0 scale x)) (fabs (-> arg0 scale y))) (fabs (-> arg0 scale z)))))
(set! (-> self draw bounds w) (* (-> arg0 skel bounds w) f0-6))
(set! (-> self draw longest-edge) (* (-> arg0 skel longest-edge) f0-6))
)
(init-rbody-control! self)
(go-virtual idle)
)
;; WARN: Return type mismatch process vs vehicle-wheel.
(defun vehicle-wheel-spawn ((arg0 process) (arg1 vehicle-wheel-init-params))
(let ((gp-0 (the-as process #f)))
(let* ((s3-0 (get-process *default-dead-pool* vehicle-wheel #x4000 1))
(v1-1 (when s3-0
(let ((t9-1 (method-of-type process activate)))
(t9-1 s3-0 arg0 "vehicle-wheel" (the-as pointer #x70004000))
)
(run-now-in-process s3-0 vehicle-wheel-init-by-other arg1)
(-> s3-0 ppointer)
)
)
)
(if v1-1
(set! gp-0 (-> v1-1 0))
)
)
(the-as vehicle-wheel gp-0)
)
)