mirror of
https://github.com/open-goal/jak-project
synced 2026-05-31 17:32:51 -04:00
c162c66118
This PR does two main things: 1. Work through the main low-hanging fruit issues in the formatter keeping it from feeling mature and usable 2. Iterate and prove that point by formatting all of the Jak 1 code base. **This has removed around 100K lines in total.** - The decompiler will now format it's results for jak 1 to keep things from drifting back to where they were. This is controlled by a new config flag `format_code`. How am I confident this hasn't broken anything?: - I compiled the entire project and stored it's `out/jak1/obj` files separately - I then recompiled the project after formatting and wrote a script that md5's each file and compares it (`compare-compilation-outputs.py` - The results (eventually) were the same:  > This proves that the only difference before and after is non-critical whitespace for all code/macros that is actually in use. I'm still aware of improvements that could be made to the formatter, as well as general optimization of it's performance. But in general these are for rare or non-critical situations in my opinion and I'll work through them before doing Jak 2. The vast majority looks great and is working properly at this point. Those known issues are the following if you are curious: 
231 lines
13 KiB
Common Lisp
231 lines
13 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(require "engine/ui/text-h.gc")
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(require "pc/pckernel-common.gc")
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(require "engine/game/fact-h.gc")
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(require "engine/debug/debug.gc")
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(require "engine/game/game-info-h.gc")
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#| Entity debugging utilities. |#
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(declare-file (debug))
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(define *debug-temp-string* (new 'debug 'string 4096 (the string #f)))
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(defmethod set-entity! ((obj entity-debug-inspect) (e entity))
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"set the entity to inspect"
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(set! (-> obj entity) e)
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(unless e
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(set! *display-actor-anim* (the string #f)))
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(set! (-> obj scroll-y) 0)
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e)
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;; custom entity functions for pc port
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(defun-debug entity-inspect-draw ((inspect-info entity-debug-inspect))
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"draw text about an entity on screen"
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(update-pad inspect-info 0)
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(let* ((e (-> inspect-info entity))
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(name (res-lump-struct e 'name string)))
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(set! *display-actor-anim* (the string (and (-> inspect-info show-actor-info) name)))
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;; draw trans
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(add-debug-x #t (bucket-id debug-no-zbuf) (-> e trans) (static-rgba 255 255 0 128))
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(if (or (not (-> inspect-info show-actor-info))
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(!= (-> e type) entity-actor)
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(and (= (-> e type) entity-actor) (not (-> (the entity-actor e) extra process))))
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(add-debug-text-3d #t (bucket-id debug-no-zbuf) name (-> e trans) (font-color red) (new 'static 'vector2h :y 8)))
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;; start writing text
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(let* ((begin-y (- 16 (* (-> inspect-info scroll-y) 8)))
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(cur-y begin-y)
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(y-adv 8))
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(with-dma-buffer-add-bucket ((debug-buf (-> (current-frame) debug-buf)) (bucket-id debug-no-zbuf))
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;; basic info, actor id, etc
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(draw-string-xy (string-format "~3L~A~0L ~A~%tags: ~D size: ~D aid: #x~x~%R1/L1 scroll L3 toggle display-actor-info~%UP toggle display-long-info~%--------------------"
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(-> e type)
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name
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(length e)
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(asize-of e)
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(-> e aid))
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debug-buf
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352
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cur-y
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(font-color default)
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(font-flags shadow kerning middle))
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(+! cur-y (* 8 5))
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(cond
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((type-type? (-> e type) entity-actor)
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(let ((actor (the entity-actor e)))
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;; print info for entity-actors
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(draw-string-xy (string-format "etype: ~A~%nav: ~A vis: ~D task: ~S"
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(-> actor etype)
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(!= #f (-> actor nav-mesh))
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(-> actor vis-id)
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(game-task->string (-> actor task)))
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debug-buf
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352
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cur-y
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(font-color default)
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(font-flags shadow kerning middle))
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(+! cur-y (* 8 2)))))
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;; draw each tag in entity
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(dotimes (i (length e))
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(let ((data (get-tag-index-data e i)))
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;; tag info
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(format (clear *debug-temp-string*) "~3L~2D)~0L ~20L~A~0L:" i (-> e tag i name) (-> e tag i elt-type))
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;; tag data - special cases first
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(cond
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;; some water-height info
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((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float))
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(+! y-adv (* 8 1))
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(format *debug-temp-string*
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" ~mm ~mm ~mm~%(~S)"
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(-> (the (pointer float) data) 0)
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(-> (the (pointer float) data) 1)
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(-> (the (pointer float) data) 2)
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(begin
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(bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*))
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*temp-string*)))
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;; some water-height info but with 5 elts
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((and (= (-> e tag i name) 'water-height) (= (-> e tag i elt-count) 4) (= (-> e tag i elt-type) float))
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(+! y-adv (* 8 2))
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(format *debug-temp-string*
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" ~mm ~mm ~mm~%(~S)~%~mm"
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(-> (the (pointer float) data) 0)
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(-> (the (pointer float) data) 1)
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(-> (the (pointer float) data) 2)
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(begin
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(bit-enum->string water-flags (the int (-> (the (pointer float) data) 3)) (clear *temp-string*))
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*temp-string*)
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(-> (the (pointer float) data) 4)))
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;; music flava (music ambients)
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((and (= (-> e tag i name) 'flava) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " (music-flava ~S)" (music-flava->string (-> (the (pointer music-flava) data) 0))))
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;; text id (can be hint ambient)
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((and (= (-> e tag i name) 'text-id) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " (text-id ~S)" (text-id->string (-> (the (pointer text-id) data) 0))))
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;; eco-info, like in vents, crates, or collectables in general
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((and (= (-> e tag i name) 'eco-info) (= (-> e tag i elt-count) 2) (= (-> e tag i elt-type) int32))
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(format *debug-temp-string* " ~S " (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) 0))))
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(if (= (pickup-type fuel-cell) (-> (the (pointer int32) data) 0))
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(format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) 1))))
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(format *debug-temp-string* "~D" (-> (the (pointer int32) data) 1)))
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(if (= (pickup-type buzzer) (-> (the (pointer int32) data) 0))
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(format *debug-temp-string*
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" ~S"
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(game-task->string (the-as game-task (logand #xffff (-> (the (pointer int32) data) 1)))))))
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;; fact options, usually enemies or crates
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((and (= (-> e tag i name) 'options) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) uint32))
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(format *debug-temp-string* " (fact-options ")
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(bit-enum->string fact-options (-> (the (pointer uint32) data) 0) *debug-temp-string*)
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(format *debug-temp-string* ")"))
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;; these can be displayed visually with other tools.
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((and (= (-> e tag i name) 'visvol)
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(= (-> e tag i elt-count) 2)
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(= (-> e tag i elt-type) vector)
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(not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display actor-vis!"))
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((and (= (-> e tag i name) 'path) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display path marks!"))
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((and (= (-> e tag i name) 'vol) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
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(format *debug-temp-string* " display vol marks!"))
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(else
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;; more generic tag info
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(dotimes (ii (-> e tag i elt-count))
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(format *debug-temp-string* " ")
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(case (-> e tag i elt-type)
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((string symbol type) (format *debug-temp-string* "~A" (-> (the (pointer basic) data) ii)))
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((float)
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(case (-> e tag i name)
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;; meters are better here
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(('spring-height 'vis-dist
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'height-info
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'distance
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'cam-notice-dist
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'cam-vert
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'cam-horz
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'idle-distance
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'nearest-y-threshold
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'center-point
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'center-radius
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'notice-dist
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'trigger-height
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'notice-top)
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(format *debug-temp-string* "~mm" (-> (the (pointer float) data) ii)))
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;; degrees are better for these
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(('rotoffset 'fov 'rotmin 'rotmax 'tiltmin 'tiltmax 'rotspeed)
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(format *debug-temp-string* "~rdeg" (-> (the (pointer float) data) ii)))
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(else (format *debug-temp-string* "~f" (-> (the (pointer float) data) ii)))))
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((int8) (format *debug-temp-string* "~D" (-> (the (pointer int8) data) ii)))
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((int16) (format *debug-temp-string* "~D" (-> (the (pointer int16) data) ii)))
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((int32)
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(case (-> e tag i name)
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(('final-pickup 'pickup-type)
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(format *debug-temp-string* "~S" (pickup-type->string (the-as pickup-type (-> (the (pointer int32) data) ii)))))
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(('alt-task) (format *debug-temp-string* "~S" (game-task->string (the-as game-task (-> (the (pointer int32) data) ii)))))
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(else (format *debug-temp-string* "~D" (-> (the (pointer int32) data) ii)))))
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((uint8)
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(case (-> e tag i name)
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;; not sure
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(('shadow-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint8) data) ii)))
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(else (format *debug-temp-string* "#x~x" (-> (the (pointer uint8) data) ii)))))
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((uint16) (format *debug-temp-string* "#x~x" (-> (the (pointer uint16) data) ii)))
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((uint32)
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(case (-> e tag i name)
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;; actually actor-id
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(('nav-mesh-actor 'open-actor
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'trigger-actor
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'path-actor
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'state-actor
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'alt-actor
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'next-actor
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'prev-actor
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'spawner-blocker-actor
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'spawner-trigger-actor
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'kill-actor
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'fade-actor
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'water-actor
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'target-actor)
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(format *debug-temp-string*
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"~%#x~x (~S)"
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(-> (the (pointer uint32) data) ii)
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(res-lump-struct (entity-by-aid (-> (the (pointer uint32) data) ii)) 'name string))
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(+! y-adv 8))
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;; used for fuel-cell
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(('movie-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint32) data) ii)))
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(else (format *debug-temp-string* "#x~x" (-> (the (pointer uint32) data) ii)))))
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((vector)
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(case (-> e tag i name)
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;; guess
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(('movie-pos)
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(format *debug-temp-string*
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"~%(~mm ~mm ~mm ~rdeg)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w)))
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;; not super useful
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(('nav-mesh-sphere)
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(format *debug-temp-string*
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"~%(~mm ~mm ~mm ~mm)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w)))
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(else
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(format *debug-temp-string*
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"~%(~f ~f ~f ~f)"
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(-> (the (inline-array vector) data) ii x)
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(-> (the (inline-array vector) data) ii y)
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(-> (the (inline-array vector) data) ii z)
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(-> (the (inline-array vector) data) ii w))))
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(+! y-adv 8))
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;; no clue! please report this.
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(else
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(format *debug-temp-string* "<unknown res-tag type ~A>" (-> e tag i elt-type))
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(set! ii (the int (-> e tag i elt-count))))))))
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;; draw a string for each tag instead of all at once. allows using smaller strings.
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(draw-string-xy *debug-temp-string* debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle))
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(+! cur-y y-adv)
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(set! y-adv 8)))
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;; set max scroll based on how large the whole text was, ignore first 20 lines.
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(set! (-> inspect-info scroll-y-max) (max 0 (+ -20 (/ (- cur-y begin-y) 8))))))))
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