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https://github.com/open-goal/jak-project
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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: 
62 lines
3.1 KiB
Common Lisp
62 lines
3.1 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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(require "engine/gfx/hw/display.gc")
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(require "pc/debug/pc-debug-common.gc")
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(require "engine/math/quaternion-h.gc")
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(require "engine/game/game-info-h.gc")
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#| Various debugging displays made for the pc port. This file includes overrides or game-specific implementations. |#
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;; debug-only file!
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(declare-file (debug))
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(defmethod print-debug-misc ((obj pc-settings-jak1))
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"prints various miscellaneous debug text to the game console, according to what's enabled in this object."
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(when *display-bug-report*
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(format *stdcon* "~0kbug-report ~A~%" *user*)
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(format *stdcon* "nick ~A continue ~S~%" (-> *load-state* vis-nick) (-> *game-info* current-continue name))
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(dotimes (i (-> *level* length))
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(format *stdcon* "level ~D ~12A ~A~%" i (-> *level* level i name) (-> *level* level i display?)))
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(format *stdcon*
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"music ~A (f: ~D/~S)~%"
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(-> *setting-control* current music)
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(-> *setting-control* current sound-flava)
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(music-flava->string (the-as music-flava (-> *setting-control* default sound-flava))))
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(format *stdcon* "sound ~A ~A~%" *sound-bank-1* *sound-bank-2*)
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(let ((pos (target-pos 0))) (format *stdcon* "target ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z)))
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(let ((pos (camera-pos))) (format *stdcon* "cam-trans ~m ~m ~m~%" (-> pos x) (-> pos y) (-> pos z)))
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(let ((rot (new 'stack 'quaternion)))
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(matrix->quaternion rot (-> *math-camera* camera-rot))
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(format *stdcon* "cam-rot ~f ~f ~f ~f~%" (-> rot x) (-> rot y) (-> rot z) (-> rot w)))
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(format *stdcon* "~1k")))
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(defconstant MEM_BAR_NUM 7) ;; amount of memory usage bars (override later if wanted)
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(defmethod draw-memory ((obj pc-settings) (buf dma-buffer))
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"draw the memory heap status in the bottom right corner"
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(when *display-heap-status*
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(draw-memory-bar-kheap buf global :idx 0 :color (static-rgba 32 32 255 64))
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(draw-memory-bar-kheap buf debug :idx 1 :color (static-rgba 255 32 32 64))
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(draw-memory-bar-kheap buf (-> *level* level 0 heap) :name "l0" :idx 2 :color (static-rgba 32 255 255 64))
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(draw-memory-bar-kheap buf (-> *level* level 1 heap) :name "l1" :idx 3 :color (static-rgba 255 32 255 64))
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(draw-memory-bar-dead-pool-heap buf *nk-dead-pool* :name "actor" :idx 4 :color (static-rgba 32 255 32 64))
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(draw-memory-bar-generic buf
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:remain
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(* 16 (dma-buffer-free (-> (current-frame) global-buf)))
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:total
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(length (-> (current-frame) global-buf))
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:name "dma-global"
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:idx 5
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:color
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(static-rgba 32 32 255 64))
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(draw-memory-bar-generic buf
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:remain
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(* 16 (dma-buffer-free (-> (current-frame) debug-buf)))
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:total
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(length (-> (current-frame) debug-buf))
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:name "dma-debug"
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:idx 6
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:color
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(static-rgba 255 32 32 64))
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#t))
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