Files
jak-project/goal_src/jak2/pc/debug/entity-debug.gc
T
ManDude cc16f62428 [jak2] fix bad actors using unloaded types (#2402)
Actors that use types from a level that got unloaded should now get
killed immediately instead of continuing to exist and eventually crash
the game.

NOTE: Will spam the console whenever a bad actor tries to spawn. I would
like to document all instances of where this happens!
2023-03-24 07:18:43 +00:00

287 lines
14 KiB
Common Lisp

;;-*-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"
(update-pad inspect-info 0)
(let* ((e (-> inspect-info entity)) (name (res-lump-struct e 'name string)))
(set! *debug-actor* (the string (and (-> inspect-info show-actor-info) name)))
;; 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 (- 16 (* (-> inspect-info scroll-y) 16))) (cur-y begin-y) (y-adv 16))
(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~%R1/L1 scroll L3 toggle display-actor-info~%--------------------" (-> e type) name (length e) (asize-of e) (-> e aid))
debug-buf 352 cur-y (font-color default) (font-flags shadow kerning middle))
(+! cur-y (* 14 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 (* 14 2))
)
)
)
;; 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 (* 14 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 (* 14 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* " (game-text-id ~S)" (game-text-id->string (-> (the (pointer game-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))
(format *debug-temp-string* " display actor-vis!")
)
((and (= (-> e tag i name) 'path) (= (-> e tag i elt-type) vector))
(format *debug-temp-string* " display path marks!")
)
((and (= (-> e tag i name) 'vol) (= (-> e tag i elt-type) vector))
(format *debug-temp-string* " display vol marks!")
)
(else
;; more generic tag info
(dotimes (ii (-> e tag i elt-count))
(format *debug-temp-string* " ")
(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
(('nav-mesh-actor '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 14)
)
(('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 14)
)
(('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 14)
)
;; (('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 14)
;; )
(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 14))
((pair)
(format *debug-temp-string* "~%~A" (-> (the (pointer pair) data) 0))
(+! y-adv 14)
)
((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 14))
)
(+! y-adv 14)
)
;; no clue! please report this.
(else
(format *debug-temp-string* "<unknown res-tag type ~A>" (-> e tag i elt-type))
(set! ii (the int (-> e tag i elt-count)))
)
)
)
)
)
;; 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 14)
))
;; set max scroll based on how large the whole text was, ignore first 20 lines.
(set! (-> inspect-info scroll-y-max) (max 0 (+ -20 (/ (- cur-y begin-y) 14))))
)
)))