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jak-project/goal_src/jak1/engine/game/task/task-control-h.gc
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Tyler Wilding d1ece445d4 Dependency graph work - Part 1 - Preliminary work (#3505)
Relates to #1353 

This adds no new functionality or overhead to the compiler, yet. This is
the preliminary work that has:
- added code to the compiler in several spots to flag when something is
used without being properly required/imported/whatever (disabled by
default)
- that was used to generate project wide file dependencies (some
circulars were manually fixed)
- then that graph underwent a transitive reduction and the result was
written to all `jak1` source files.

The next step will be making this actually produce and use a dependency
graph. Some of the reasons why I'm working on this:
- eliminates more `game.gp` boilerplate. This includes the `.gd` files
to some extent (`*-ag` files and `tpage` files will still need to be
handled) this is the point of the new `bundles` form. This should make
it even easier to add a new file into the source tree.
- a build order that is actually informed from something real and
compiler warnings that tell you when you are using something that won't
be available at build time.
- narrows the search space for doing LSP actions -- like searching for
references. Since it would be way too much work to store in the compiler
every location where every symbol/function/etc is used, I have to do
ad-hoc searches. By having a dependency graph i can significantly reduce
that search space.
- opens the doors for common shared code with a legitimate pattern.
Right now jak 2 shares code from the jak 1 folder. This is basically a
hack -- but by having an explicit require syntax, it would be possible
to reference arbitrary file paths, such as a `common` folder.

Some stats:
- Jak 1 has about 2500 edges between files, including transitives
- With transitives reduced at the source code level, each file seems to
have a modest amount of explicit requirements.

Known issues:
- Tracking the location for where `defmacro`s and virtual state
definitions were defined (and therefore the file) is still problematic.
Because those forms are in a macro environment, the reader does not
track them. I'm wondering if a workaround could be to search the
reader's text_db by not just the `goos::Object` but by the text
position. But for the purposes of finishing this work, I just statically
analyzed and searched the code with throwaway python code.
2024-05-12 12:37:59 -04:00

180 lines
5.2 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/game/game-h.gc")
;; name: task-control-h.gc
;; name in dgo: task-control-h
;; dgos: GAME, ENGINE
;; for process-taskable
(declare-type process-taskable process-drawable)
(define-extern othercam-init-by-other (function process-taskable symbol symbol symbol none :behavior othercam))
;; There are a fixed number of game tasks. Most are just getting a power cell,
;; but there are also ones for using the levitator etc.
;; The list of all tasks is the game-task enum in game-info-h.gc
;; the task control contains a list of all cstage.
;; Each task may have multiple cstages.
;; Each cstage corresponds to a game-task and a task-status.
;; There is a concept of a "current stage" being played, but it may sometimes be invalid (-1).
;; it is an index into the task-control list
;; names from task-status->string function
;; the status value will increase.
;; some tasks may do their own thing and not use these values.
(defenum task-status
:type uint64
(invalid 0)
(unknown 1)
(need-hint 2)
(need-introduction 3)
(need-reminder-a 4)
(need-reminder 5)
(need-reward-speech 6)
(need-resolution 7)
)
;; our names
(defenum task-flags
:type uint8
:bitfield #t
(closed 0)
(has-entity 1)
(closed-by-default 2)
)
(declare-type task-control basic)
;; DECOMP BEGINS
(deftype task-cstage (structure)
((game-task game-task)
(status task-status)
(flags task-flags)
(condition (function task-control symbol))
)
(:methods
(get-task (_type_) game-task)
(get-status (_type_) task-status)
(task-available? (_type_ task-control) symbol)
(closed? (_type_) symbol)
(closed-by-default? (_type_) symbol)
(close-task! (_type_) int)
(open-task! (_type_) int)
)
)
(deftype task-control (basic)
((current-stage int16)
(stage (array task-cstage))
)
(:methods
(current-task (_type_) game-task)
(current-status (_type_) task-status)
(close-current! (_type_) game-task)
(close-status! (_type_ task-status) game-task)
(first-any (_type_ symbol) game-task)
(reset! (_type_ symbol symbol) int)
(closed? (_type_ game-task task-status) symbol)
(get-reminder (_type_ int) int)
(save-reminder (_type_ int int) int)
(exists? (_type_ game-task task-status) symbol)
)
)
(deftype ambient-control (structure)
((last-ambient-time time-frame)
(last-ambient string)
(last-ambient-id sound-id)
)
:pack-me
(:methods
(ambient-control-method-9 (_type_) none)
(ambient-control-method-10 (_type_ vector time-frame float process-drawable) vector)
(play-ambient (_type_ string symbol vector) symbol)
)
)
(deftype process-taskable (process-drawable)
((root collide-shape :override)
(tasks task-control)
(query gui-query :inline)
(old-target-pos transformq :inline)
(cell-for-task game-task)
(cell-x handle)
(cam-joint-index int32)
(skippable symbol)
(blend-on-exit art-joint-anim)
(camera handle)
(will-talk symbol)
(talk-message text-id)
(last-talk time-frame)
(bounce-away symbol)
(ambient ambient-control :inline)
(center-joint-index int32)
(draw-bounds-y-offset float)
(neck-joint-index int32)
(fuel-cell-anim spool-anim)
(sound-flava music-flava)
(have-flava symbol)
(music symbol)
(have-music symbol)
(been-kicked symbol)
(cur-trans-hook (function none))
(shadow-backup shadow-geo)
)
(:state-methods
release
give-cell
lose
enter-playing
play-accept
play-reject
query
play-anim
hidden
(be-clone handle)
idle
)
(:methods
(get-art-elem (_type_) art-element)
(play-anim! (_type_ symbol) basic)
(process-taskable-method-33 (_type_) none)
(get-accept-anim (_type_ symbol) spool-anim)
(push-accept-anim (_type_) none)
(get-reject-anim (_type_ symbol) spool-anim)
(push-reject-anim (_type_) none)
(process-taskable-method-38 (_type_) none)
(should-display? (_type_) symbol)
(process-taskable-method-40 (_type_ object skeleton-group int int vector int) none)
(initialize-collision (_type_ int vector) none)
(process-taskable-method-42 (_type_) none)
(process-taskable-method-43 (_type_) symbol)
(play-reminder (_type_) symbol)
(process-taskable-method-45 (_type_) symbol)
(process-taskable-method-46 (_type_) none)
(target-above-threshold? (_type_) symbol)
(draw-npc-shadow (_type_) none)
(hidden-other () _type_ :state)
(process-taskable-method-50 (_type_) symbol)
(close-anim-file! (_type_) symbol)
(process-taskable-method-52 (_type_) none)
)
)
(defun-extern task-known? game-task symbol)
(defun-extern task-control-reset symbol none)
(define-extern task-closed? (function game-task task-status symbol))
(define-extern get-task-status (function game-task task-status))
(define-extern get-task-control (function game-task task-control))
(define-extern close-specific-task! (function game-task task-status game-task))