;;-*-Lisp-*- (in-package goal) #| Entity debugging utilities. |# (declare-file (debug)) (define *debug-temp-string* (new 'debug 'string 4096 (the string #f))) (defmethod set-entity! entity-debug-inspect ((obj entity-debug-inspect) (e entity)) "set the entity to inspect" (set! (-> obj entity) e) (set! (-> obj scroll-y) 0) e ) (defun entity-inspect-draw ((inspect-info entity-debug-inspect)) "draw text about an entity on screen" (let ((LINE_HEIGHT (the int (ceil (* (get-debug-font-scale-factor) 15))))) (update-pad inspect-info 0) (let* ((e (-> inspect-info entity)) (name (res-lump-struct e 'name string))) (set! *debug-actor* (the string (and (type-type? (-> e type) entity-actor) (-> inspect-info show-actor-info) name))) (set! *display-race-marks* (race-marks-controls all-off)) (case (-> e type) ((entity-race-mesh) (set! *display-race-marks* (race-marks-controls all-paths-on)) ;(debug-draw-edges (-> (the entity-race-mesh e) race-mesh)) ) ((entity-nav-mesh) (debug-draw (the entity-nav-mesh e))) (else ;; draw trans (add-debug-x #t (bucket-id debug-no-zbuf1) (-> e trans) (static-rgba 255 255 0 128)) (add-debug-text-3d #t (bucket-id debug-no-zbuf1) name (-> e trans) (font-color red) (new 'static 'vector2h :y 8)) ) ) ;; start writing text (let* ((begin-y (- (* 2 LINE_HEIGHT) (* (-> inspect-info scroll-y) LINE_HEIGHT))) (cur-y begin-y) (y-adv LINE_HEIGHT)) (with-dma-buffer-add-bucket ((debug-buf (-> (current-frame) debug-buf)) (bucket-id debug-no-zbuf1)) ;; basic info, actor id, etc (draw-string-xy (string-format "~3L~A~0L ~A~%tags: ~D size: ~D aid: #x~x level: ~S~%R1/L1 to scroll UP toggle display-long-info~%--------------------" (-> e type) name (length e) (asize-of e) (-> e aid) (aif (-> e extra) (-> it level name))) debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y (* LINE_HEIGHT 4)) (cond ((type-type? (-> e type) entity-actor) (let ((actor (the entity-actor e))) ;; print info for entity-actors (draw-string-xy (string-format "etype: ~A~%vis: ~D task: ~S" (-> actor etype) (-> actor vis-id) (game-task->string (-> actor task))) debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y (* LINE_HEIGHT 2)) (when (and (nonzero? (-> actor extra)) (-> actor extra)) (draw-string-xy (string-format "perm: #x~X task: ~S" (-> actor extra perm user-uint64) (game-task->string (-> actor extra perm task))) debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y (* LINE_HEIGHT 1)) (when (nonzero? (-> actor extra perm status)) (format (clear *debug-temp-string*) "(~S)" (begin (bit-enum->string entity-perm-status (-> actor extra perm status) (clear *temp-string*)) *temp-string*)) (draw-string-xy (string-format "perm-status: ~S" *debug-temp-string*) debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y (* LINE_HEIGHT 1)) ) ) (when (nonzero? (-> actor kill-mask)) (format (clear *debug-temp-string*) "(~S)" (begin (bit-enum->string task-mask (-> actor kill-mask) (clear *temp-string*)) *temp-string*)) (draw-string-xy (string-format "kill-mask: ~S" *debug-temp-string*) debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y (* LINE_HEIGHT 1)) ) ) ) ) ;; draw each tag in entity (dotimes (i (length e)) (let ((data (get-tag-index-data e i))) ;; tag info (format (clear *debug-temp-string*) "~3L~2D)~0L ~20L~A~0L: " i (-> e tag i name) (-> e tag i elt-type)) ;; tag data - special cases first (cond ;; some water-height info ((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float)) (+! y-adv (* LINE_HEIGHT 1)) (format *debug-temp-string* "~mm ~mm ~mm~%(~S)" (-> (the (pointer float) data) 0) (-> (the (pointer float) data) 1) (-> (the (pointer float) data) 2) (begin (bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*)) *temp-string*) ) ) ;; some water-height info but with 5 elts ((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float)) (+! y-adv (* LINE_HEIGHT 3)) (format *debug-temp-string* "~mm ~mm ~mm~%(~S)~%~mm" (-> (the (pointer float) data) 0) (-> (the (pointer float) data) 1) (-> (the (pointer float) data) 2) (begin (bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*)) *temp-string*) (-> (the (pointer float) data) 4) ) ) ;; text id (can be hint ambient) ;; ((and (= (-> e tag i name) 'text-id) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32)) ;; (format *debug-temp-string* "(text-id ~S)" (text-id->string (-> (the (pointer text-id) data) 0))) ;; ) ;; eco-info, like in vents, crates, or collectables in general ((and (= (-> e tag i name) 'eco-info) (= (-> e tag i elt-count) 2) (= (-> e tag i elt-type) int32)) (format *debug-temp-string* "~S " (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) 0)))) (if (= (pickup-type fuel-cell) (-> (the (pointer int32) data) 0)) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) 1)))) (format *debug-temp-string* "~D" (-> (the (pointer int32) data) 1)) ) (if (= (pickup-type buzzer) (-> (the (pointer int32) data) 0)) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (logand #xffff (-> (the (pointer int32) data) 1))))) ) ) ;; fact options, usually enemies or crates ;; ((and (= (-> e tag i name) 'options) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) uint32)) ;; (format *debug-temp-string* " (fact-options ") ;; (bit-enum->string fact-options (-> (the (pointer uint32) data) 0) *debug-temp-string*) ;; (format *debug-temp-string* ")") ;; ) ;; these can be displayed visually with other tools. ((and (= (-> e tag i name) 'visvol) (= (-> e tag i elt-count) 2) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info))) (format *debug-temp-string* "display actor-vis!") ) ((and (= (-> e tag i name) 'path) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info))) (format *debug-temp-string* "display path marks!") ) ((and (= (-> e tag i name) 'vol) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info))) (format *debug-temp-string* "display vol marks!") ) ((and (= (-> e tag i name) 'art-name) (= (-> e tag i elt-count) 1) (type-type? (-> e type) entity-actor) (type-type? (-> (the-as entity-actor e) etype) part-spawner)) (let* ((as-launch-group-ptr (-> (the (pointer (pointer sparticle-launch-group)) data))) (as-string (the string as-launch-group-ptr))) (cond ((part-group-pointer? as-launch-group-ptr) (format *debug-temp-string* "(group) ~A" (-> as-launch-group-ptr 0 name)) ) ((= (-> as-string type) string) (format *debug-temp-string* "(string) ~A" as-string) ) (else (format *debug-temp-string* "" as-launch-group-ptr) ) ) ) ) (else ;; more generic tag info (dotimes (ii (-> e tag i elt-count)) (case (-> e tag i elt-type) ((string symbol type) (format *debug-temp-string* "~A" (-> (the (pointer basic) data) ii))) ((float) (case (-> e tag i name) ;; meters are better here (('spring-height 'vis-dist 'height-info 'distance 'cam-notice-dist 'cam-vert 'cam-horz 'idle-distance 'nearest-y-threshold 'center-point 'center-radius 'notice-dist 'trigger-height 'notice-top 'elevator-move-rate 'elevator-y-threshold 'elevator-xz-threshold 'height) (format *debug-temp-string* "~mm" (-> (the (pointer float) data) ii)) ) ;; degrees are better for these (('rotoffset 'fov 'rotmin 'rotmax 'tiltmin 'tiltmax 'rotspeed 'spinup-angle) (format *debug-temp-string* "~rdeg" (-> (the (pointer float) data) ii)) ) (else (format *debug-temp-string* "~f" (-> (the (pointer float) data) ii)) ) ) ) ((int8) (case (-> e tag i name) (('task-actor) (format *debug-temp-string* "~S" (game-task-actor->string (the-as game-task-actor (-> (the (pointer uint8) data) ii)))) ) (else (format *debug-temp-string* "~D" (-> (the (pointer int8) data) ii)) ) ) ) ((int16) (format *debug-temp-string* "~D" (-> (the (pointer int16) data) ii))) ((int32) (case (-> e tag i name) (('final-pickup 'pickup-type) (format *debug-temp-string* "~S" (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) ii)))) ) (('alt-task) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) ii)))) ) (else (format *debug-temp-string* "~D" (-> (the (pointer int32) data) ii)) ) ) ) ((uint8) (case (-> e tag i name) ;; not sure (('shadow-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint8) data) ii)) ) (('light-index) (format *debug-temp-string* "~D" (-> (the (pointer uint8) data) ii)) ) (('task) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer uint8) data) ii)))) ) (('task-actor) (format *debug-temp-string* "~S" (game-task-actor->string (the-as game-task-actor (-> (the (pointer uint8) data) ii)))) ) (else (format *debug-temp-string* "#x~x" (-> (the (pointer uint8) data) ii)) ) ) ) ((uint16) (format *debug-temp-string* "#x~x" (-> (the (pointer uint16) data) ii))) ((uint32) (case (-> e tag i name) ;; actually actor-id (('open-actor 'trigger-actor 'path-actor 'state-actor 'alt-actor 'next-actor 'prev-actor 'spawner-blocker-actor 'spawner-trigger-actor 'kill-actor 'fade-actor 'water-actor 'target-actor 'formation-actor) (format *debug-temp-string* "~%#x~x (~S)" (-> (the (pointer uint32) data) ii) (res-lump-struct (entity-by-aid (-> (the (pointer uint32) data) ii)) 'name string)) (+! y-adv LINE_HEIGHT) ) (('nav-mesh-actor) (format *debug-temp-string* "~%#x~x (~S)" (-> (the (pointer uint32) data) ii) (res-lump-struct (entity-nav-mesh-by-aid (-> (the (pointer actor-id) data) ii)) 'name string)) (+! y-adv LINE_HEIGHT) ) (('enemy-options) (format *debug-temp-string* "~%(~S)" (begin (bit-enum->string enemy-option (-> (the (pointer uint32) data) ii) (clear *temp-string*)) *temp-string*)) (+! y-adv LINE_HEIGHT) ) (('kill-mask) (format *debug-temp-string* "~%(~S)" (begin (bit-enum->string task-mask (-> (the (pointer uint32) data) ii) (clear *temp-string*)) *temp-string*)) (+! y-adv LINE_HEIGHT) ) (('elevator-flags) (format *debug-temp-string* "~%(~S)" (begin (bit-enum->string elevator-flags (-> (the (pointer uint32) data) ii) (clear *temp-string*)) *temp-string*)) (+! y-adv LINE_HEIGHT) ) (else (format *debug-temp-string* "#x~x" (-> (the (pointer uint32) data) ii)) ) ) ) ((uint128) (case (-> e tag i name) (('task) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer uint128) data) ii)))) ) (('task-actor) (format *debug-temp-string* "~S" (game-task-actor->string (the-as game-task-actor (-> (the (pointer uint128) data) ii)))) ) ) ) ((vector) (case (-> e tag i name) ;; guess (('movie-pos) (format *debug-temp-string* "~%(~mm ~mm ~mm ~rdeg)" (-> (the (inline-array vector) data) ii x) (-> (the (inline-array vector) data) ii y) (-> (the (inline-array vector) data) ii z) (-> (the (inline-array vector) data) ii w) ) ) ;; not super useful (('nav-mesh-sphere 'intro) (format *debug-temp-string* "~%(~mm ~mm ~mm ~mm)" (-> (the (inline-array vector) data) ii x) (-> (the (inline-array vector) data) ii y) (-> (the (inline-array vector) data) ii z) (-> (the (inline-array vector) data) ii w) ) ) (else (format *debug-temp-string* "~%(~f ~f ~f ~f)" (-> (the (inline-array vector) data) ii x) (-> (the (inline-array vector) data) ii y) (-> (the (inline-array vector) data) ii z) (-> (the (inline-array vector) data) ii w) ) ) ) (+! y-adv LINE_HEIGHT)) ((pair) (format *debug-temp-string* "~%~A" (-> (the (pointer pair) data) 0)) (+! y-adv LINE_HEIGHT) ) ((actor-group) (let* ((group (-> (the (pointer actor-group) data) ii)) (len (-> group length))) (format *debug-temp-string* "~%--- GROUP ~D: ---" ii len) (dotimes (iii len) (format *debug-temp-string* "~% #x~x (~S)" (-> group data iii id) (res-lump-struct (entity-by-aid (-> group data iii id)) 'name string)) (+! y-adv LINE_HEIGHT)) ) (+! y-adv LINE_HEIGHT) ) ;; no clue! please report this. (else (format *debug-temp-string* "" (-> e tag i elt-type)) (set! ii (the int (-> e tag i elt-count))) ) ) (format *debug-temp-string* " ") ) ) ) ;; draw a string for each tag instead of all at once. allows using smaller strings. (draw-string-xy *debug-temp-string* debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle)) (+! cur-y y-adv) (set! y-adv LINE_HEIGHT) )) ;; set max scroll based on how large the whole text was, ignore first 20 lines. (set! (-> inspect-info scroll-y-max) (max 0 (+ (the int (/ (the float -20) (get-debug-font-scale-factor))) (/ (- cur-y begin-y) LINE_HEIGHT)))) ) ))))