Files
jak-project/goal_src/jak2/engine/level/bsp-h.gc
T
ManDude cd68cb671e deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

207 lines
7.1 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: bsp-h.gc
;; name in dgo: bsp-h
;; dgos: ENGINE, GAME
#|@file
the bsp-node class seems broken - it has int16's that get used as pointers.
|#
(declare-type entity-camera entity)
(declare-type entity-race-mesh entity)
(declare-type entity-nav-mesh entity)
(declare-type actor-group basic)
(declare-type city-level-info structure)
(defenum texture-page-flag
:type uint16
:bitfield #t
(alpha-enable 0)
)
;; DECOMP BEGINS
(deftype bsp-node (structure)
((front int16)
(back int16)
(front-box-min vector4b :inline)
(front-box-max vector4b :inline)
(back-box-min vector4b :inline)
(back-box-max vector4b :inline)
)
:pack-me
)
(define-extern inspect-bsp-tree (function bsp-header bsp-node none))
(define-extern map-bsp-tree (function (function bsp-node none) bsp-header bsp-node none))
(deftype bsp-header (drawable)
((info file-info :overlay-at id)
;; 0 8
;; 0 12
;; 0 16
;; 0 20
;; 0 24
;; 0 28
(all-visible-list (pointer uint16))
(visible-list-length int16)
(extra-vis-list-length int16)
(drawable-trees drawable-tree-array)
(pat pointer)
(pat-length int32)
(texture-remap-table (pointer uint64))
(texture-remap-table-len int32)
(texture-ids (pointer texture-id))
(texture-page-count int32)
(unknown-basic basic) ;; seems to be 0 everywhere.
(name symbol)
(nickname symbol)
(vis-info level-vis-info 8)
(actors drawable-inline-array-actor)
(cameras (array entity-camera))
(nodes (inline-array bsp-node))
(level level)
(current-leaf-idx uint16)
(texture-flags texture-page-flag 10)
(cam-outside-bsp uint8 :offset 152)
(cam-using-back uint8)
(cam-box-idx uint16)
(ambients symbol) ;; now just #t?
(subdivide-close float)
(subdivide-far float)
(race-meshes (array entity-race-mesh))
(actor-birth-order (pointer uint32))
(light-hash light-hash)
(nav-meshes (array entity-nav-mesh))
(actor-groups (array actor-group))
(region-trees (array drawable-tree-region-prim))
(region-array region-array)
(collide-hash collide-hash)
;; 200 is some array
(wind-array uint32 :offset 200)
(wind-array-length int32 :offset 204)
(city-level-info city-level-info :offset 208)
(vis-spheres vector-array :offset 216)
(vis-spheres-length uint32 :offset 248)
(region-tree drawable-tree-region-prim :offset 252)
(tfrag-masks texture-masks-array)
(tfrag-closest (pointer float))
(tfrag-mask-count uint32 :overlay-at tfrag-closest)
(shrub-masks texture-masks-array)
(shrub-closest (pointer float))
(shrub-mask-count uint32 :overlay-at shrub-closest)
(alpha-masks texture-masks-array)
(alpha-closest (pointer float))
(alpha-mask-count uint32 :overlay-at alpha-closest)
(water-masks texture-masks-array)
(water-closest (pointer float))
(water-mask-count uint32 :overlay-at water-closest)
(bsp-scale vector :inline)
(bsp-offset vector :inline)
(end uint8 :offset 399)
)
(:methods
(birth (_type_) none)
(deactivate-entities (_type_) none)
)
)
;; unused
(deftype game-level (basic)
((master-bsp basic)
)
)
(deftype view-frustum (structure)
((hither-top-left vector :inline)
(hither-top-right vector :inline)
(hither-bottom-left vector :inline)
(hither-bottom-right vector :inline)
(yon-top-left vector :inline)
(yon-top-right vector :inline)
(yon-bottom-left vector :inline)
(yon-bottom-right vector :inline)
)
)
(defmethod inspect bsp-header ((this bsp-header))
(format #t "[~8x] ~A~%" this (-> this type))
(format #t "~Tall-visible-list: #x~X~%" (-> this all-visible-list))
(format #t "~Tvisible-list-length: ~D~%" (-> this visible-list-length))
(format #t "~Tdrawable-trees: ~A~%" (-> this drawable-trees))
(format #t "~Tpat: #x~X~%" (-> this pat))
(format #t "~Tpat-length: ~D~%" (-> this pat-length))
(inspect-bsp-tree this (-> this nodes 0)) ;; this is probably broken..
this
)
;; WARN: Return type mismatch bsp-header vs none.
(defun-debug inspect-bsp-tree ((arg0 bsp-header) (arg1 bsp-node))
(cond
((zero? arg1)
)
(else
(format #t "_#x~X________________~%" arg1)
(inspect arg1)
(let ((s4-0 *print-column*))
(set! *print-column* (+ *print-column* 64))
(if (> (-> arg1 front) 0)
(inspect-bsp-tree arg0 (the-as bsp-node (-> arg1 front))) ;; also broken?
(format #t "_#x~X________________~%" arg1)
)
(if (> (-> arg1 back) 0)
(inspect-bsp-tree arg0 (the-as bsp-node (-> arg1 back))) ;; also broken?
(format #t "_#x~X________________~%" arg1)
)
(set! *print-column* s4-0)
)
)
)
(none)
)
;; WARN: Return type mismatch bsp-header vs none.
(defun map-bsp-tree ((arg0 (function bsp-node none)) (arg1 bsp-header) (arg2 bsp-node))
(cond
((zero? arg2)
)
(else
(if (> (-> arg2 front) 0)
(map-bsp-tree arg0 arg1 (the-as bsp-node (-> arg2 front))) ;; also broken?
(arg0 arg2)
)
(if (> (-> arg2 back) 0)
(map-bsp-tree arg0 arg1 (the-as bsp-node (-> arg2 back))) ;; also broken?
(arg0 arg2)
)
)
)
(none)
)
;; more broken stuff: the stopwatches have wrong alignment?
;; just replaced with some arrays for now. I don't think this is
;; used anyway.
(deftype collide-stats (structure)
((calls uint32)
(spheres uint32)
(nodes uint32)
(frags uint32)
(tris uint32)
(output uint32)
(pad0 uint32 2)
(total-target uint32 8)
(target-cache-fill uint32 8)
(target-ray-poly uint32 6)
)
)
(define-extern level-remap-texture (function texture-id texture-id))
(define-extern build-masks (function bsp-header none))