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jak-project/goal_src/jak1/engine/level/level-h.gc
T
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

406 lines
18 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(bundles "ENGINE.CGO" "GAME.CGO")
(require "engine/gfx/vu1-user-h.gc")
(require "engine/dma/dma-h.gc")
;; name: level-h.gc
;; name in dgo: level-h
;; dgos: GAME, ENGINE
;; The level system is responsible for loading and managning the two levels,
;; including the visible data.
;; The "level" type contains runtime information about a level (possibly one that is loading)
;; and the "level-group" type contains two levels.
(defconstant LEVEL_COUNT 2) ;; there are two levels in memory!
(declare-type bsp-header basic)
(declare-type drawable basic)
(declare-type engine basic)
(declare-type entity-links-array basic)
(declare-type entity-ambient-data-array basic)
(declare-type mood-context basic)
(declare-type entity-links structure)
;; DECOMP BEGINS
;;;;;;;;;;;;;;;
;; VIS
;;;;;;;;;;;;;;;
;; each game "level" has some precomputed visibility.
;; There's a binary space partition (bsp)
;; Each leaf node corresponds to a bit string with (up to) 16384 bits
;; These bits tell you if a certain "drawable" is visible or not.
;; The drawable's index is the index of its visibilty bit.
;; Note that not all drawables have a visibility bit - drawable groups sometimes don't and shrub's don't.
;; One challenge of the visibility system is that you can't actually load the visibility for two levels
;; at the same time. Each level has a large .VIS file that must be loaded.
;; The actual level files contain a small amount of VIS file for areas on their borders.
;; While the .VIS is loading (or you are on the border of two levels), the engine will look in these
;; small visibility infos.
;; The large .VIS files are stored on the IOP. As a result, there's a small delay to actually
;; fetch a visibility string.
(defenum vis-info-flag
:bitfield #t
:type uint32
(from-vis-file 29) ;; is .VIS file vis?
(waiting-for-iop-to-ee 30) ;; not here yet
(using-this-as-only-vis 31) ;; using this as the only visibility data
)
;; Information related to visibility data for a level.
;; This is just metadata that describes the actual visibiltiy data.
;; The typical use is to do (-> info vis-string idx) to get the offset (in the .VIS file) of the
;; compressed visibility string for a given bsp leaf.
;; Each level may have multiple level-vis-infos.
;; One level-vis-info (the first) is always for the
;; actual level (stored in .VIS file), and there is typically one for each neighboring level.
;; The final level-vis-info (7) should always be empty (set to 0 in the bsp-header)
;; When travelling between two levels, the game will only have one .VIS file loaded,
;; and it does two lookups in this .VIS file - one for the current level, and one for the nearby
;; levels. This means that visibility for "beach" near the border of "village1" is stored in
;; both BEA.VIS and VI1.VIS.
(deftype level-vis-info (basic)
((level symbol)
(from-level symbol)
(from-bsp bsp-header)
(flags uint32)
(length uint32)
(allocated-length uint32)
(dictionary-length uint32)
(dictionary uint32)
(string-block uint32)
(ramdisk uint32)
(vis-bits pointer)
(current-vis-string uint32)
(vis-string uint32 :dynamic)
)
)
(defmethod asize-of ((this level-vis-info))
"Get the size of a level-vis-info in memory"
(the-as int (+ (-> level-vis-info size) (-> this dictionary-length)))
)
;; Per level information related to how to load the level.
;; These are stored in level-info.gc which is always loaded, so this should have all the information required
;; to do a level load.
(deftype level-load-info (basic)
((name-list symbol 3)
(index int32) ;; the level number (starting with 1?)
(name symbol :overlay-at (-> name-list 0))
(visname symbol :overlay-at (-> name-list 1))
(nickname symbol :overlay-at (-> name-list 2))
(packages pair)
(sound-banks pair)
(music-bank symbol)
(ambient-sounds pair)
(mood symbol)
(mood-func symbol)
(ocean symbol)
(sky symbol)
(sun-fade float)
(continues pair)
(tasks pair)
(priority int32)
(load-commands pair)
(alt-load-commands pair)
(bsp-mask uint64)
(bsphere sphere)
(buzzer int32)
(bottom-height meters)
(run-packages pair)
(prev-level basic)
(next-level basic)
(wait-for-load symbol)
)
)
;; The levels are initialized (called "login") over multiple frames.
;; The state of this process is stored in a login-state.
(deftype login-state (basic)
((state int32)
(pos uint32)
(elts uint32)
(elt drawable 16)
)
)
;; The actual "level". This manages loading and running a game level.
;; These are allocated by the engine and aren't in static level data.
(deftype level (basic)
((name symbol)
(load-name symbol)
(nickname symbol)
(index int32)
(status symbol)
(other level)
(heap kheap :inline)
(bsp bsp-header)
(art-group load-dir-art-group)
(info level-load-info)
(texture-page texture-page 9)
(loaded-texture-page texture-page 16)
(loaded-texture-page-count int32)
(tfrag-tex-foreground-sink-group dma-foreground-sink-group :inline)
(pris-tex-foreground-sink-group dma-foreground-sink-group :inline)
(water-tex-foreground-sink-group dma-foreground-sink-group :inline)
(foreground-sink-group dma-foreground-sink-group 3 :inline :overlay-at tfrag-tex-foreground-sink-group)
(foreground-draw-engine engine 3)
(entity entity-links-array)
(ambient entity-ambient-data-array)
(closest-object float 9)
(upload-size int32 9)
(level-distance meters)
(inside-sphere? symbol)
(inside-boxes? symbol)
(display? symbol)
(meta-inside? symbol)
(mood mood-context)
(mood-func (function mood-context float int none))
(vis-bits pointer)
(all-visible? symbol)
(force-all-visible? symbol)
(linking basic)
(vis-info level-vis-info 8)
(vis-self-index int32)
(vis-adj-index int32)
(vis-buffer uint8 2048)
(mem-usage-block memory-usage-block)
(mem-usage int32)
(code-memory-start pointer)
(code-memory-end pointer)
(texture-mask uint32 9)
(force-inside? symbol)
(pad uint8 56)
)
(:methods
(deactivate (_type_) _type_)
(is-object-visible? (_type_ int) symbol)
(add-irq-to-tex-buckets! (_type_) none)
(unload! (_type_) _type_)
(bsp-name (_type_) symbol)
(compute-memory-usage (_type_ object) memory-usage-block)
(point-in-boxes? (_type_ vector) symbol)
(update-vis! (_type_ level-vis-info uint uint) symbol)
(load-continue (_type_) _type_)
(load-begin (_type_) _type_)
(login-begin (_type_) _type_)
(vis-load (_type_) uint)
(unused-21 (_type_) none)
(birth (_type_) _type_)
(level-status-set! (_type_ symbol) _type_)
(load-required-packages (_type_) _type_)
(init-vis (_type_) int)
(vis-clear (_type_) int)
(debug-print-splitbox (_type_ vector string) none)
(art-group-get-by-name (_type_ string) art-group)
)
)
(deftype level-group (basic)
((length int32)
(log-in-level-bsp bsp-header)
(loading-level level)
(entity-link entity-links)
(border? basic)
(vis? basic)
(want-level basic)
(receiving-level basic)
(load-commands pair)
(play? symbol)
(_hack-pad uint8 :offset 90)
(level0 level :inline)
(level1 level :inline)
(level-default level :inline)
(level level 3 :inline :overlay-at level0)
(data level 3 :inline :overlay-at level0)
(pad uint32)
)
(:methods
(level-get (_type_ symbol) level)
(level-get-with-status (_type_ symbol) level)
(level-get-for-use (_type_ symbol symbol) level)
(activate-levels! (_type_) int)
(debug-print-entities (_type_ symbol type) none)
(debug-draw-actors (_type_ symbol) none)
(actors-update (_type_) object)
(level-update (_type_) int)
(level-get-target-inside (_type_) level)
(alloc-levels! (_type_ symbol) int)
(load-commands-set! (_type_ pair) pair)
(art-group-get-by-name (_type_ string) art-group)
(load-command-get-index (_type_ symbol int) pair)
(update-vis-volumes (_type_) none)
(update-vis-volumes-from-nav-mesh (_type_) none)
(print-volume-sizes (_type_) none)
(level-status (_type_ symbol) symbol)
(level-get-most-disposable (_type_) level)
)
)
(defun-extern level-update-after-load level login-state level)
;; Initialize the level structure. This assigns DMA buckets to each level.
;; there are 3 foreground sinks per texture bucket: merc, generic, and an unused one.
;; TODO: figure out exactly which buckets are used for what.
(define-extern *level* level-group)
(if (zero? *level*)
(set! *level*
(new 'static 'level-group
:length 2
:log-in-level-bsp #f
:loading-level #f
:entity-link #f
:border? #f
:want-level #f
:load-commands '()
:play? #f
:level0 (new 'static 'level
:name #f
:status 'inactive
:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
:sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink :bucket (bucket-id merc-tfrag-tex0))
(new 'static 'generic-dma-foreground-sink :bucket (bucket-id generic-tfrag-tex0) :foreground-output-bucket 1)
)
)
:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
:sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink :bucket (bucket-id merc-pris0) :foreground-texture-page 1)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-pris0)
:foreground-texture-page 1
:foreground-output-bucket 1
)
)
)
:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
:sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink :bucket (bucket-id merc-water0) :foreground-texture-page 2)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-water0)
:foreground-texture-page 2
:foreground-output-bucket 1
)
)
)
:inside-sphere? #f
:inside-boxes? #f
:force-inside? #f
)
:level1 (new 'static 'level
:name #f
:index 1
:status 'inactive
:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
:sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink :bucket (bucket-id merc-tfrag-tex1) :foreground-texture-level 1)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-tfrag-tex1)
:foreground-texture-level 1
:foreground-output-bucket 1
)
)
)
:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink
:bucket (bucket-id merc-pris1)
:foreground-texture-page 1
:foreground-texture-level 1
)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-pris1)
:foreground-texture-page 1
:foreground-texture-level 1
:foreground-output-bucket 1
)
)
)
:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink
:bucket (bucket-id merc-water1)
:foreground-texture-page 2
:foreground-texture-level 1
)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-water1)
:foreground-texture-page 2
:foreground-texture-level 1
:foreground-output-bucket 1
)
)
)
:inside-sphere? #f
:inside-boxes? #f
:force-inside? #f
)
:level-default (new 'static 'level
:name 'default
:index 2
:status 'reserved
:tfrag-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group
:sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink :bucket (bucket-id merc-alpha-tex) :foreground-texture-level 2)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-alpha-tex)
:foreground-texture-level 2
:foreground-output-bucket 1
)
)
)
:pris-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink
:bucket (bucket-id merc-pris-common)
:foreground-texture-page 1
:foreground-texture-level 2
)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-pris-common)
:foreground-texture-page 1
:foreground-texture-level 2
:foreground-output-bucket 1
)
)
)
:water-tex-foreground-sink-group (new 'static 'dma-foreground-sink-group :sink (new 'static 'array dma-foreground-sink 3
(new 'static 'dma-foreground-sink
:bucket (bucket-id merc-water0)
:foreground-texture-page 2
:foreground-texture-level 2
)
(new 'static 'generic-dma-foreground-sink
:bucket (bucket-id generic-water0)
:foreground-texture-page 2
:foreground-texture-level 2
:foreground-output-bucket 1
)
)
)
:inside-sphere? #f
:inside-boxes? #f
:force-inside? #f
)
)
)
)
(define-extern *level-load-list* pair)
(define-extern lookup-level-info (function symbol level-load-info))