jak-project/goal_src/jak2/engine/target/gun/gun-red-shot.gc
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

579 lines
21 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: gun-red-shot.gc
;; name in dgo: gun-red-shot
;; dgos: ENGINE, GAME
(declare-type gun-red-shot process-drawable)
(define-extern gun-red-shot-init-by-other (function vector vector gun-red-shot :behavior gun-red-shot))
;; DECOMP BEGINS
(deftype gun-red-shot (process-drawable)
((root collide-shape-moving :override)
(probe-count int32)
(probe-mask uint32)
(actor-count int32)
(attack-id uint32)
(start-pos vector :inline)
(start-dir vector :inline)
(start-rot vector :inline)
(probe-dir vector 19 :inline)
)
(:state-methods
blocked
debug-idle
idle
)
(:methods
(init-probes! (_type_ collide-shape) none)
(gun-red-shot-method-24 (_type_) symbol)
(noop (_type_) none)
(gun-red-shot-method-26 (_type_) none)
(gun-red-shot-method-27 (_type_) none)
(gun-red-shot-method-28 (_type_ vector) sound-id)
(fire! (_type_ process-drawable int) object :behavior gun-red-shot)
)
)
;; WARN: Return type mismatch (pointer process) vs (pointer gun-red-shot).
(defbehavior target-gun-fire-red target ()
(rlet ((acc :class vf)
(vf0 :class vf)
(vf4 :class vf)
(vf5 :class vf)
(vf6 :class vf)
(vf7 :class vf)
)
(init-vf0-vector)
(let ((gp-0 (-> self gun)))
(let ((s5-0 (-> *part-id-table* 190)))
(get-field-spec-by-id s5-0 (sp-field-id spt-omega))
(let ((s5-1 (get-field-spec-by-id s5-0 (sp-field-id spt-rotate-y))))
(if s5-1
(set! (-> s5-1 initial-valuef) (y-angle (-> self control)))
)
)
)
(launch-particles (-> *part-id-table* 190) (-> gp-0 fire-point))
(let ((s5-2 (new 'stack-no-clear 'vector)))
(let ((v1-10 (-> gp-0 fire-point)))
(let ((a0-4 (-> gp-0 fire-dir-out)))
(let ((a1-4 24576.0))
(.mov vf7 a1-4)
)
(.lvf vf5 (&-> a0-4 quad))
)
(.lvf vf4 (&-> v1-10 quad))
)
(.add.x.vf vf6 vf0 vf0 :mask #b1000)
(.mul.x.vf acc vf5 vf7 :mask #b111)
(.add.mul.w.vf vf6 vf4 vf0 acc :mask #b111)
(.svf (&-> s5-2 quad) vf6)
(set! (-> s5-2 w) 24576.0)
(when (and (sphere-in-view-frustum? (the-as sphere s5-2))
(< 24576.0 (vector-vector-distance s5-2 (math-camera-pos)))
)
(let ((s5-3 (process-spawn
manipy
:init manipy-init
(-> gp-0 fire-point)
(-> self entity)
(art-group-get-by-name *level* "skel-gun-red-cone" (the-as (pointer uint32) #f))
#f
0
:to self
)
)
)
(when s5-3
(send-event (ppointer->process s5-3) 'anim-mode 'play1)
(send-event (ppointer->process s5-3) 'anim "idle")
(forward-up->quaternion
(-> (the-as process-drawable (-> s5-3 0)) root quat)
(-> gp-0 fire-dir-out)
*up-vector*
)
(let ((f30-1 (vector-dot
(-> gp-0 fire-dir-out)
(vector-! (new 'stack-no-clear 'vector) (-> gp-0 fire-point) (math-camera-pos))
)
)
(f0-5 (vector-vector-xz-distance (-> gp-0 fire-point) (math-camera-pos)))
)
(when (and (< f30-1 0.0) (< f0-5 32768.0))
(set! (-> (the-as process-drawable (-> s5-3 0)) root scale z)
(lerp-scale 0.2 1.0 (fabs f0-5) 20480.0 32768.0)
)
(set! (-> (the-as process-drawable (-> s5-3 0)) root scale x)
(-> (the-as process-drawable (-> s5-3 0)) root scale z)
)
)
)
)
)
)
)
(process-spawn gun-red-shot (-> gp-0 fire-point) (-> gp-0 fire-dir-out) :to (ppointer->process (-> gp-0 gun)))
)
)
)
(defbehavior gun-red-shot-event-handler gun-red-shot ((arg0 process-drawable) (arg1 int) (arg2 symbol) (arg3 event-message-block))
(case arg2
(('touched)
(fire! self arg0 (the-as int (-> arg3 param 0)))
)
)
)
(defmethod fire! ((this gun-red-shot) (arg0 process-drawable) (arg1 int))
(let* ((s5-0 arg0)
(v1-0 (if (type? s5-0 process-drawable)
s5-0
)
)
)
(when v1-0
(let* ((s5-2 (vector-! (new 'stack-no-clear 'vector) (-> v1-0 root trans) (-> this start-pos)))
(f30-0 (* (if (< (vector-length s5-2) 24576.0)
3.0
2.0
)
(if (logtest? (game-feature gun-upgrade-damage) (-> *game-info* features))
2.0
1.0
)
)
)
)
(let ((s2-0 (new 'stack-no-clear 'vector)))
(rot-zxy-from-vector! s2-0 s5-2)
(let ((f28-0 (deg- (-> s2-0 x) (-> this start-rot x)))
(f0-6 (deg- (-> s2-0 y) (-> this start-rot y)))
)
(when (or (< 2730.6667 (fabs f28-0)) (< 8192.0 (fabs f0-6)))
(let ((f1-5 (fmax -2730.6667 (fmin 2730.6667 f28-0)))
(f0-8 (fmax -8192.0 (fmin 8192.0 f0-6)))
)
(set! (-> s2-0 x) (+ (-> this start-rot x) f1-5))
(set! (-> s2-0 y) (+ (-> this start-rot y) f0-8))
)
(set-vector! s5-2 0.0 0.0 1.0 1.0)
(vector-rotate-around-x! s5-2 s5-2 (-> s2-0 x))
(vector-rotate-around-y! s5-2 s5-2 (-> s2-0 y))
)
)
)
(send-event
arg0
'attack
arg1
(static-attack-info ((id (-> this attack-id)) (mode 'eco-red) (attacker-velocity s5-2) (damage f30-0)))
)
)
)
)
)
(defmethod noop ((this gun-red-shot))
"Does nothing"
0
(none)
)
(defmethod init-probes! ((this gun-red-shot) (arg0 collide-shape))
"Create all 19 probe vectors"
(let ((s5-0 (-> this probe-count)))
(when (< s5-0 19)
(let* ((s4-0 (-> arg0 process))
(a0-2 (if (type? s4-0 process-focusable)
(the-as process-focusable s4-0)
)
)
(s4-1 (new 'stack-no-clear 'vector))
)
(if a0-2
(set! (-> s4-1 quad) (-> (get-trans a0-2 3) quad))
(set! (-> s4-1 quad) (-> arg0 root-prim prim-core world-sphere quad))
)
(vector-! s4-1 s4-1 (-> this start-pos))
(vector-normalize! s4-1 1.0)
(let ((s3-2 (new 'stack-no-clear 'vector)))
(rot-zxy-from-vector! s3-2 s4-1)
(let ((f30-0 (deg- (-> s3-2 x) (-> this start-rot x)))
(f0-4 (deg- (-> s3-2 y) (-> this start-rot y)))
)
(when (or (< 2730.6667 (fabs f30-0)) (< 8192.0 (fabs f0-4)))
(let ((f1-3 (fmax -2730.6667 (fmin 2730.6667 f30-0)))
(f0-6 (fmax -8192.0 (fmin 8192.0 f0-4)))
)
(set! (-> s3-2 x) (+ (-> this start-rot x) f1-3))
(set! (-> s3-2 y) (+ (-> this start-rot y) f0-6))
)
(set-vector! s4-1 0.0 0.0 1.0 1.0)
(vector-rotate-around-x! s4-1 s4-1 (-> s3-2 x))
(vector-rotate-around-y! s4-1 s4-1 (-> s3-2 y))
)
)
)
(set! (-> this probe-dir s5-0 quad) (-> s4-1 quad))
)
(set! (-> this probe-count) (+ s5-0 1))
)
)
(none)
)
(defmethod gun-red-shot-method-26 ((this gun-red-shot))
(local-vars (a2-5 float) (a2-12 float))
(rlet ((vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
)
(let ((s5-0 (new 'stack-no-clear 'vector)))
(set! (-> s5-0 quad) (-> this start-dir quad))
(vector-float*! s5-0 s5-0 43417.6)
(vector+! s5-0 s5-0 (-> this start-pos))
(set! (-> s5-0 w) 43827.2)
(let ((s4-0 (-> this root root-prim prim-core collide-with)))
(set! *actor-list-length* 0)
(if (logtest? s4-0 (collide-spec hit-by-others-list))
(set! *actor-list-length* (fill-actor-list-for-sphere *actor-hash* (the-as sphere s5-0) *actor-list* 256))
)
(when (logtest? s4-0 (collide-spec player-list))
(let ((a0-6 (-> *collide-player-list* alive-list next0)))
*collide-player-list*
(let ((v1-18 (-> a0-6 next0)))
(while (!= a0-6 (-> *collide-player-list* alive-list-end))
(let* ((a0-7 (-> (the-as connection a0-6) param1))
(a1-4 (-> (the-as collide-shape a0-7) root-prim))
)
(when (logtest? s4-0 (-> a1-4 prim-core collide-as))
(let ((a1-5 (-> a1-4 prim-core)))
(let ((a2-4 a1-5)
(a3-1 s5-0)
)
(.lvf vf2 (&-> a2-4 world-sphere quad))
(.lvf vf3 (&-> a3-1 quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf vf1 vf1 vf1 :mask #b1)
(.add.z.vf vf1 vf1 vf1 :mask #b1)
(.mov a2-5 vf1)
(let ((f0-2 a2-5)
(f1-1 (+ (-> a1-5 world-sphere w) (-> s5-0 w)))
)
(when (< f0-2 (* f1-1 f1-1))
(when (< *actor-list-length* 256)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-7))
(set! *actor-list-length* (+ *actor-list-length* 1))
)
)
)
)
)
)
(set! a0-6 v1-18)
*collide-player-list*
(set! v1-18 (-> v1-18 next0))
)
)
)
)
(when (logtest? s4-0 (collide-spec hit-by-player-list))
(let ((a0-9 (-> *collide-hit-by-player-list* alive-list next0)))
*collide-hit-by-player-list*
(let ((v1-26 (-> a0-9 next0)))
(while (!= a0-9 (-> *collide-hit-by-player-list* alive-list-end))
(let* ((a0-10 (-> (the-as connection a0-9) param1))
(a1-16 (-> (the-as collide-shape a0-10) root-prim))
)
(when (logtest? s4-0 (-> a1-16 prim-core collide-as))
(let ((a1-17 (-> a1-16 prim-core)))
(let ((a2-11 a1-17)
(a3-2 s5-0)
)
(.lvf vf2 (&-> a2-11 world-sphere quad))
(.lvf vf3 (&-> a3-2 quad))
)
(.sub.vf vf1 vf3 vf2)
(.mul.vf vf1 vf1 vf1)
(.add.y.vf vf1 vf1 vf1 :mask #b1)
(.add.z.vf vf1 vf1 vf1 :mask #b1)
(.mov a2-12 vf1)
(let ((f0-3 a2-12)
(f1-5 (+ (-> a1-17 world-sphere w) (-> s5-0 w)))
)
(when (< f0-3 (* f1-5 f1-5))
(when (< *actor-list-length* 256)
(set! (-> *actor-list* *actor-list-length*) (the-as collide-shape a0-10))
(set! *actor-list-length* (+ *actor-list-length* 1))
)
)
)
)
)
)
(set! a0-9 v1-26)
*collide-hit-by-player-list*
(set! v1-26 (-> v1-26 next0))
)
)
)
)
(dotimes (s5-1 *actor-list-length*)
(let ((a1-28 (-> *actor-list* s5-1)))
(if (logtest? s4-0 (-> a1-28 root-prim prim-core collide-as))
(init-probes! this a1-28)
)
)
)
)
)
(set! (-> this actor-count) (-> this probe-count))
0
(none)
)
)
(defmethod gun-red-shot-method-27 ((this gun-red-shot))
(gun-red-shot-method-26 this)
(let ((s5-0 (-> this probe-count)))
(while (< s5-0 19)
(let ((f28-0 (rand-vu-float-range -2730.6667 2730.6667))
(f30-0 (rand-vu-float-range -8192.0 8192.0))
(s4-0 (-> this probe-dir s5-0))
)
(set-vector! s4-0 0.0 0.0 1.0 1.0)
(vector-rotate-around-x! s4-0 s4-0 (+ (-> this start-rot x) f28-0))
(vector-rotate-around-y! s4-0 s4-0 (+ (-> this start-rot y) f30-0))
)
(+! s5-0 1)
)
(set! (-> this probe-count) s5-0)
)
0
(none)
)
(defmethod gun-red-shot-method-28 ((this gun-red-shot) (arg0 vector))
(local-vars (at-0 int))
(with-pp
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
)
(init-vf0-vector)
(let ((gp-0 (-> this root)))
(let ((v1-0 (new 'stack-no-clear 'collide-query)))
(set! (-> gp-0 trans quad) (-> this start-pos quad))
(vector-float*! (-> gp-0 transv) arg0 61440.0)
(let ((a1-1 v1-0))
(set! (-> a1-1 radius) (-> gp-0 root-prim local-sphere w))
(set! (-> a1-1 collide-with) (-> gp-0 root-prim prim-core collide-with))
(set! (-> a1-1 ignore-process0) this)
(set! (-> a1-1 ignore-process1) (ppointer->process (-> this parent)))
(set! (-> a1-1 ignore-pat) (new 'static 'pat-surface :noentity #x1 :nojak #x1 :probe #x1 :noendlessfall #x1))
(set! (-> a1-1 action-mask) (collide-action solid))
)
(set! (-> v1-0 start-pos quad) (-> gp-0 trans quad))
(set! (-> v1-0 move-dist quad) (-> gp-0 transv quad))
(fill-using-line-sphere *collide-cache* v1-0)
)
(let ((v1-2 (-> gp-0 transv)))
(.lvf vf1 (&-> (-> gp-0 transv) quad))
(let ((f0-2 (-> pp clock frames-per-second)))
(.mov at-0 f0-2)
)
(.mov vf2 at-0)
(.mov.vf vf1 vf0 :mask #b1000)
(.mul.x.vf vf1 vf1 vf2 :mask #b111)
(.svf (&-> v1-2 quad) vf1)
)
(integrate-and-collide! gp-0 (-> gp-0 transv))
(if (logtest? (-> gp-0 status) (collide-status touch-surface touch-wall))
(sound-play "red-shot-hit")
)
)
)
)
)
(defmethod gun-red-shot-method-24 ((this gun-red-shot))
(let ((v1-0 (-> this root))
(t1-0 (new 'stack-no-clear 'collide-query))
)
(let ((a1-0 t1-0))
(set! (-> a1-0 radius) (-> v1-0 root-prim prim-core world-sphere w))
(set! (-> a1-0 collide-with) (-> v1-0 root-prim prim-core collide-with))
(set! (-> a1-0 ignore-process0) this)
(set! (-> a1-0 ignore-process1) (ppointer->process (-> this parent)))
(set! (-> a1-0 ignore-pat) (new 'static 'pat-surface :noentity #x1 :nojak #x1 :probe #x1 :noendlessfall #x1))
(set! (-> a1-0 action-mask) (collide-action solid))
)
(if (fill-and-try-snap-to-surface v1-0 (-> v1-0 transv) -6144.0 0.0 -2048.0 t1-0)
#t
)
)
)
(defstate debug-idle (gun-red-shot)
:virtual #t
:code (behavior ()
(set-time! (-> self state-time))
(until (time-elapsed? (-> self state-time) (seconds 3))
(let ((gp-0 (new 'stack-no-clear 'vector)))
(dotimes (s5-0 (-> self probe-count))
(vector-float*! gp-0 (-> self probe-dir s5-0) 61440.0)
(vector+! gp-0 gp-0 (-> self start-pos))
(add-debug-sphere
#t
(bucket-id debug-no-zbuf1)
gp-0
(meters 0.5)
(if (< s5-0 (-> self actor-count))
(new 'static 'rgba :r #xff :a #x80)
(new 'static 'rgba :r #xff :g #xff :a #x60)
)
)
)
)
(add-debug-vector
#t
(bucket-id debug2)
(-> self start-pos)
(-> self start-dir)
(meters 6)
(new 'static 'rgba :r #xff :g #xff :b #xff :a #x80)
)
(suspend)
)
)
)
(defstate blocked (gun-red-shot)
:virtual #t
:event gun-red-shot-event-handler
:code (behavior ()
(suspend)
0
)
)
(defstate idle (gun-red-shot)
:virtual #t
:event gun-red-shot-event-handler
:code (behavior ()
(let ((gp-0 0))
(countdown (s5-0 3)
(countdown (s4-0 7)
(when (< gp-0 19)
(gun-red-shot-method-28 self (-> self probe-dir gp-0))
(+! gp-0 1)
)
)
(suspend)
)
)
)
)
;; WARN: Return type mismatch object vs gun-red-shot.
(defbehavior gun-red-shot-init-by-other gun-red-shot ((arg0 vector) (arg1 vector))
(set! (-> self start-pos quad) (-> arg0 quad))
(set! (-> self start-dir quad) (-> arg1 quad))
(rot-zxy-from-vector! (-> self start-rot) arg1)
(let* ((v1-2 *game-info*)
(a0-7 (+ (-> v1-2 attack-id) 1))
)
(set! (-> v1-2 attack-id) a0-7)
(set! (-> self attack-id) a0-7)
)
(let ((s5-0 (new 'process 'collide-shape-moving self (collide-list-enum hit-by-player))))
(set! (-> s5-0 dynam) (copy *standard-dynamics* 'process))
(set! (-> s5-0 reaction)
(the-as (function control-info collide-query vector vector collide-status) cshape-reaction-just-move)
)
(set! (-> s5-0 no-reaction)
(the-as (function collide-shape-moving collide-query vector vector object) nothing)
)
(set! (-> s5-0 penetrate-using) (penetrate jak-red-shot))
(let ((v1-10 (new 'process 'collide-shape-prim-sphere s5-0 (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec projectile))
(set! (-> v1-10 prim-core collide-with)
(collide-spec backgnd bot crate civilian enemy obstacle vehicle-sphere hit-by-others-list player-list pusher)
)
(set! (-> v1-10 prim-core action) (collide-action solid))
(set-vector! (-> v1-10 local-sphere) 0.0 0.0 0.0 819.2)
(set! (-> s5-0 total-prims) (the-as uint 1))
(set! (-> s5-0 root-prim) v1-10)
)
(set! (-> s5-0 nav-radius) (* 0.75 (-> s5-0 root-prim local-sphere w)))
(let ((v1-13 (-> s5-0 root-prim)))
(set! (-> s5-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s5-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> s5-0 max-iteration-count) (the-as uint 1))
(set! (-> s5-0 event-self) 'touched)
(set! (-> self root) s5-0)
)
(let ((s5-1 (-> self root)))
(set! (-> s5-1 trans quad) (-> arg0 quad))
(quaternion-copy! (-> s5-1 quat) (-> (the-as process-drawable (-> self parent 0)) root quat))
(vector-identity! (-> s5-1 scale))
)
(update-transforms (-> self root))
(set! (-> self event-hook) gun-red-shot-event-handler)
(logior! (-> self mask) (process-mask projectile))
(logclear! (-> self mask) (process-mask enemy))
(gun-red-shot-method-27 self)
(cpad-set-buzz! (-> *cpad-list* cpads 0) 1 204 (seconds 0.1))
(let ((gp-1 (get-process *default-dead-pool* part-tracker #x4000)))
(when gp-1
(let ((t9-10 (method-of-type part-tracker activate)))
(t9-10
(the-as part-tracker gp-1)
*entity-pool*
(symbol->string (-> part-tracker symbol))
(the-as pointer #x70004000)
)
)
(let ((t9-11 run-function-in-process)
(a0-27 gp-1)
(a1-9 part-tracker-init)
(a2-7 (-> *part-group-id-table* 66))
(a3-4 0)
(t0-0 #f)
(t1-0 #f)
(t2-0 #f)
(t3-0 *launch-matrix*)
)
(set! (-> t3-0 trans quad) (-> self start-pos quad))
((the-as (function object object object object object object object object none) t9-11)
a0-27
a1-9
a2-7
a3-4
t0-0
t1-0
t2-0
t3-0
)
)
(-> gp-1 ppointer)
)
)
(draw-beam (-> *part-id-table* 187) (-> self start-pos) (-> self start-dir) #f #t)
(sound-play "red-shot-fire")
(vector-float*! (-> self root transv) (-> self start-dir) 61440.0)
(the-as gun-red-shot (if (gun-red-shot-method-24 self)
(go-virtual blocked)
(go-virtual idle)
)
)
)