jak-project/goal_src/jak3/engine/common-obs/water-h.gc
Hat Kid 99866cec88
decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
2024-03-23 09:25:11 -04:00

104 lines
3.4 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: water-h.gc
;; name in dgo: water-h
;; dgos: GAME
(define-extern find-water-with-spheres (function (inline-array water-sphere) int water-info object))
;; DECOMP BEGINS
(deftype water-control (basic)
((flags water-flag)
(process target)
(joint-index int32)
(top-y-offset float)
(attack-id uint32)
(enter-water-time time-frame)
(wade-time time-frame)
(on-water-time time-frame)
(enter-swim-time time-frame)
(swim-time time-frame)
(base-height meters)
(wade-height meters)
(swim-height meters)
(surface-height meters)
(bottom-height meters)
(collide-height meters)
(height meters)
(height-offset float 4)
(base-ocean-offset meters :overlay-at (-> height-offset 0))
(real-ocean-offset meters :overlay-at (-> height-offset 0))
(ocean-offset meters :overlay-at (-> height-offset 1))
(bob-offset meters :overlay-at (-> height-offset 2))
(align-offset meters :overlay-at (-> height-offset 3))
(swim-depth meters :offset 108)
(bob smush-control :inline)
(ripple handle)
(ripple-size meters)
(wake-size meters)
(bottom vector 2 :inline)
(top vector 2 :inline)
(enter-water-pos vector :inline)
(drip-old-pos vector :inline)
(drip-joint-index int32)
(drip-wetness float)
(drip-time time-frame)
(drip-speed float)
(drip-height meters)
(drip-mult float)
(distort-time time-frame)
(enter-water-sound sound-name)
(normal vector :inline)
)
(:methods
(new (symbol type process int float float float) _type_)
(water-control-method-9 (_type_) none)
(water-control-method-10 (_type_) none)
(start-bobbing! (_type_ float int int) none)
(distance-from-surface (_type_) float)
(spawn-ripples (_type_ float vector int vector symbol) none)
(display-water-marks? (_type_) symbol)
(enter-water (_type_) none)
(water-control-method-16 (_type_) none)
(water-control-method-17 (_type_) none)
)
)
(defmethod display-water-marks? ((this water-control))
*display-water-marks*
)
(defmethod new water-control ((allocation symbol) (type-to-make type) (arg0 process) (arg1 int) (arg2 float) (arg3 float) (arg4 float))
(let ((v0-0 (object-new allocation type-to-make (the-as int (-> type-to-make size)))))
(set! (-> v0-0 process) (the-as target arg0))
(set! (-> v0-0 joint-index) arg1)
(set! (-> v0-0 wade-height) arg4)
(set! (-> v0-0 swim-height) arg3)
(set! (-> v0-0 bottom-height) 32768.0)
(set! (-> v0-0 ripple-size) 1638.4)
(set! (-> v0-0 wake-size) 3072.0)
(set! (-> v0-0 ripple) (the-as handle #f))
(set! (-> v0-0 drip-mult) 1.0)
(set! (-> v0-0 top-y-offset) arg2)
(let* ((v1-6 *game-info*)
(a0-2 (+ (-> v1-6 attack-id) 1))
)
(set! (-> v1-6 attack-id) a0-2)
(set! (-> v0-0 attack-id) a0-2)
)
(set! (-> v0-0 enter-water-sound) (static-sound-name "swim-enter"))
v0-0
)
)
(defmethod distance-from-surface ((this water-control))
(- (-> this top 0 y) (-> this height))
)
(deftype water-vol (process-hidden)
()
)