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jak-project/goal_src/jak1/engine/gfx/background/wind.gc
T
Tyler Wilding c162c66118 g/j1: Cleanup all main issues in the formatter and format all of goal_src/jak1 (#3535)
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:

![Screenshot 2024-05-25
132900](https://github.com/open-goal/jak-project/assets/13153231/015e6f20-8d19-49b7-9951-97fa88ddc6c2)
> 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:

![image](https://github.com/open-goal/jak-project/assets/13153231/0edfaba1-6d36-40f5-ab23-0642209867c4)
2024-06-05 22:17:31 -04:00

34 lines
1.8 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/gfx/background/wind-h.gc")
(require "engine/gfx/hw/display-h.gc")
;; note: modified for high fps
;; definition for symbol *wind-work*, type wind-work
(define *wind-work* (new 'global 'wind-work))
;; definition for function update-wind
;; INFO: Return type mismatch int vs none.
(defun update-wind ((arg0 wind-work) (arg1 (array uint8)))
(let* ((f0-1 (+ (-> arg0 wind-normal w) (rand-vu-float-range -1024.0 1024.0)))
(f30-1 (- f0-1 (* (the float (the int (/ f0-1 65536.0))) 65536.0))))
(set! (-> arg0 wind-normal w) f30-1)
(set! (-> arg0 wind-normal x) (cos f30-1))
(set! (-> arg0 wind-normal z) (sin f30-1)))
(set! (-> arg0 wind-time) (+ (-> arg0 wind-time) 1))
(let* ((s4-0 (logand (the int (* (-> *display* time-adjust-ratio) (-> arg0 wind-time))) 63)) ;; og:preserve-this changed for high fps
(f0-4 (rand-vu-float-range 0.0 100.0))
(v1-5 (/ (* (-> *display* time-adjust-ratio) (-> arg0 wind-time)) (the-as uint 120))) ;; og:preserve-this changed for high fps
(f1-6 (* 0.008333334
(the float (mod (the uint (* (-> *display* time-adjust-ratio) (-> arg0 wind-time))) (the-as uint 120))) ;; og:preserve-this changed for high fps
))
(f2-4 (* 0.0625 (the float (-> arg1 (mod (the-as int v1-5) (-> arg1 length))))))
(f0-5 (* (+ (* (- (* 0.0625 (the float (-> arg1 (mod (the-as int (+ v1-5 1)) (-> arg1 length))))) f2-4) f1-6) f2-4) f0-4)))
(set! (-> *wind-work* wind-force s4-0) (* (-> *display* time-adjust-ratio) f0-5)) ;; changed for high fps
(vector-float*! (-> *wind-work* wind-array s4-0) (-> arg0 wind-normal) (* (-> *display* time-adjust-ratio) f0-5)) ;; changed for high fps
)
0
(none))