jak-project/goal_src/jak2/levels/consite/consite-obs.gc
Tyler Wilding 2ba07eb058
d/jak2: finish consite-obs and get almost all side-missions working (#2143)
Some side missions require cars, they don't work yet. Also the
ring-races and collection ones do not grant orbs. The hoaming beacon
collection one causes a `hud` crash
2023-01-22 09:31:39 -05:00

348 lines
11 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: consite-obs.gc
;; name in dgo: consite-obs
;; dgos: COA
(declare-type consite-bomb-elevator process-drawable)
;; DECOMP BEGINS
(defskelgroup skel-consite-break-piece-break-d consite-break-scaffold consite-break-scaffold-break-d-lod0-jg consite-break-scaffold-break-d-idle-ja
((consite-break-scaffold-break-d-lod0-mg (meters 999999)))
:bounds (static-spherem 25 17 -25 45)
)
(deftype consite-break-scaffold (process-drawable)
()
:heap-base #x50
:method-count-assert 21
:size-assert #xc8
:flag-assert #x15005000c8
(:methods
(idle () _type_ :state 20)
)
)
(defstate idle (consite-break-scaffold)
:virtual #t
:code (the-as (function none :behavior consite-break-scaffold) sleep-code)
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! consite-break-scaffold ((obj consite-break-scaffold) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(set! (-> obj root) (new 'process 'trsqv))
(process-drawable-from-entity! obj arg0)
(initialize-skeleton
obj
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-break-piece-break-d" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(ja-post)
(cond
((task-node-closed? (game-task-node consite-find-baron-resolution))
(cleanup-for-death obj)
(logclear! (-> obj mask) (process-mask actor-pause))
(go empty-state)
)
(else
(go (method-of-object obj idle))
)
)
(none)
)
(deftype consite-bomb-elevator-hinges (process-drawable)
()
:heap-base #x50
:method-count-assert 21
:size-assert #xc8
:flag-assert #x15005000c8
(:methods
(idle () _type_ :state 20)
)
)
(defskelgroup skel-consite-bomb-elevator-hinges consite-bomb-elevator consite-bomb-elevator-hinges-lod0-jg consite-bomb-elevator-hinges-idle-ja
((consite-bomb-elevator-hinges-lod0-mg (meters 999999)))
:bounds (static-spherem 0 -25 0 45)
:origin-joint-index 3
)
(defstate idle (consite-bomb-elevator-hinges)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group)
:num! (seek! (the float (+ (-> (ja-group) frames num-frames) -1)))
:frame-num 0.0
)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
(none)
)
:post (the-as (function none :behavior consite-bomb-elevator-hinges) ja-post)
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! consite-bomb-elevator-hinges ((obj consite-bomb-elevator-hinges) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(set! (-> obj root) (new 'process 'trsqv))
(process-drawable-from-entity! obj arg0)
(initialize-skeleton
obj
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator-hinges" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(go (method-of-object obj idle))
(none)
)
;; WARN: Return type mismatch object vs none.
(defbehavior consite-bomb-elevator-hinges-init-by-other consite-bomb-elevator-hinges ((arg0 consite-bomb-elevator) (arg1 entity-actor))
(set! (-> self root) (new 'process 'trsqv))
(process-drawable-from-entity! self arg1)
(initialize-skeleton
self
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator-hinges" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(go-virtual idle)
(none)
)
(deftype consite-bomb-elevator (process-drawable)
()
:heap-base #x50
:method-count-assert 21
:size-assert #xc8
:flag-assert #x15005000c8
(:methods
(idle () _type_ :state 20)
)
)
(defskelgroup skel-consite-bomb-elevator consite-bomb-elevator consite-bomb-elevator-lod0-jg consite-bomb-elevator-idle-ja
((consite-bomb-elevator-lod0-mg (meters 999999)))
:bounds (static-spherem 0 -25 0 45)
:origin-joint-index 3
)
(defstate idle (consite-bomb-elevator)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group)
:num! (seek! (the float (+ (-> (ja-group) frames num-frames) -1)))
:frame-num 0.0
)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
(none)
)
:post (the-as (function none :behavior consite-bomb-elevator) ja-post)
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! consite-bomb-elevator ((obj consite-bomb-elevator) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(let ((s4-0 (new 'process 'collide-shape obj (collide-list-enum usually-hit-by-player))))
(let ((s3-0 (new 'process 'collide-shape-prim-group s4-0 (the-as uint 1) 0)))
(set! (-> s4-0 total-prims) (the-as uint 2))
(set! (-> s3-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s3-0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set-vector! (-> s3-0 local-sphere) 0.0 -102400.0 0.0 184320.0)
(set! (-> s4-0 root-prim) s3-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 3)
(set-vector! (-> v1-8 local-sphere) 0.0 0.0 0.0 61440.0)
)
(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! (-> obj root) s4-0)
)
(process-drawable-from-entity! obj arg0)
(initialize-skeleton
obj
(the-as
skeleton-group
(art-group-get-by-name *level* "skel-consite-bomb-elevator" (the-as (pointer uint32) #f))
)
(the-as pair 0)
)
(process-spawn consite-bomb-elevator-hinges obj arg0 :to obj)
(go (method-of-object obj idle))
(none)
)
(deftype consite-silo-doors (process-drawable)
()
:heap-base #x50
:method-count-assert 21
:size-assert #xc8
:flag-assert #x15005000c8
(:methods
(idle () _type_ :state 20)
)
)
(defskelgroup skel-consite-silo-doors consite-silo-doors consite-silo-doors-lod0-jg consite-silo-doors-idle-ja
((consite-silo-doors-lod0-mg (meters 999999)))
:bounds (static-spherem 0 10 0 40)
:origin-joint-index 3
)
(defstate idle (consite-silo-doors)
:virtual #t
:code (behavior ()
(until #f
(ja-no-eval :group! (ja-group)
:num! (seek! (the float (+ (-> (ja-group) frames num-frames) -1)))
:frame-num 0.0
)
(until (ja-done? 0)
(suspend)
(ja :num! (seek!))
)
)
#f
(none)
)
:post (the-as (function none :behavior consite-silo-doors) ja-post)
)
;; WARN: Return type mismatch object vs none.
(defmethod init-from-entity! consite-silo-doors ((obj consite-silo-doors) (arg0 entity-actor))
"Typically the method that does the initial setup on the process, potentially using the [[entity-actor]] provided as part of that.
This commonly includes things such as:
- stack size
- collision information
- loading the skeleton group / bones
- sounds"
(let ((s4-0 (new 'process 'collide-shape obj (collide-list-enum hit-by-player))))
(let ((s3-0 (new 'process 'collide-shape-prim-group s4-0 (the-as uint 2) 0)))
(set! (-> s4-0 total-prims) (the-as uint 3))
(set! (-> s3-0 prim-core collide-as) (collide-spec obstacle))
(set! (-> s3-0 prim-core collide-with) (collide-spec jak player-list))
(set! (-> s3-0 prim-core action) (collide-action solid))
(set-vector! (-> s3-0 local-sphere) 0.0 40960.0 0.0 163840.0)
(set! (-> s4-0 root-prim) s3-0)
)
(let ((v1-8 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 0) (the-as uint 0))))
(set! (-> v1-8 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-8 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-8 prim-core action) (collide-action solid))
(set! (-> v1-8 transform-index) 4)
(set-vector! (-> v1-8 local-sphere) -40960.0 0.0 0.0 61440.0)
)
(let ((v1-10 (new 'process 'collide-shape-prim-mesh s4-0 (the-as uint 1) (the-as uint 0))))
(set! (-> v1-10 prim-core collide-as) (collide-spec obstacle))
(set! (-> v1-10 prim-core collide-with) (collide-spec jak player-list))
(set! (-> v1-10 prim-core action) (collide-action solid))
(set! (-> v1-10 transform-index) 5)
(set-vector! (-> v1-10 local-sphere) 40960.0 0.0 0.0 61440.0)
)
(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
(let ((v1-13 (-> s4-0 root-prim)))
(set! (-> s4-0 backup-collide-as) (-> v1-13 prim-core collide-as))
(set! (-> s4-0 backup-collide-with) (-> v1-13 prim-core collide-with))
)
(set! (-> obj root) s4-0)
)
(process-drawable-from-entity! obj arg0)
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-consite-silo-doors" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(go (method-of-object obj idle))
(none)
)
(defun consite-activate ()
(update-mood-weather! *mood-control* 1.0 1.0 30.0 30.0)
0
(none)
)
(deftype baron-npc (process-taskable)
()
:heap-base #xa0
:method-count-assert 38
:size-assert #x120
:flag-assert #x2600a00120
)
(defmethod get-art-elem baron-npc ((obj baron-npc))
"Checks various things such the current actor, task status, etc to determine the right art-group data to use
@returns the appropriate [[art-element]] for the given NPC"
(case (-> obj task actor)
(((game-task-actor baron-consite))
(-> obj draw art-group data 4)
)
(else
(-> obj draw art-group data 3)
)
)
)
(defmethod init-art! baron-npc ((obj baron-npc))
"@see [[initialize-skeleton]]"
(initialize-skeleton
obj
(the-as skeleton-group (art-group-get-by-name *level* "skel-baron-highres" (the-as (pointer uint32) #f)))
(the-as pair 0)
)
(set! (-> obj draw light-index) (the-as uint 10))
(set! (-> obj draw shadow) #f)
0
(none)
)