Files
jak-project/goal_src/jak1/pc/debug/entity-debug.gc
T
2024-05-24 21:51:38 -04:00

231 lines
13 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
(require "engine/ui/text-h.gc")
(require "pc/pckernel-common.gc")
(require "engine/game/fact-h.gc")
(require "engine/debug/debug.gc")
(require "engine/game/game-info-h.gc")
#| Entity debugging utilities. |#
(declare-file (debug))
(define *debug-temp-string* (new 'debug 'string 4096 (the string #f)))
(defmethod set-entity! ((obj entity-debug-inspect) (e entity))
"set the entity to inspect"
(set! (-> obj entity) e)
(unless e
(set! *display-actor-anim* (the string #f)))
(set! (-> obj scroll-y) 0)
e)
;; custom entity functions for pc port
(defun-debug 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! *display-actor-anim* (the string (and (-> inspect-info show-actor-info) name)))
;; draw trans
(add-debug-x #t (bucket-id debug-no-zbuf) (-> e trans) (static-rgba 255 255 0 128))
(if (or (not (-> inspect-info show-actor-info))
(!= (-> e type) entity-actor)
(and (= (-> e type) entity-actor) (not (-> (the entity-actor e) extra process))))
(add-debug-text-3d #t (bucket-id debug-no-zbuf) name (-> e trans) (font-color red) (new 'static 'vector2h :y 8)))
;; start writing text
(let* ((begin-y (- 16 (* (-> inspect-info scroll-y) 8)))
(cur-y begin-y)
(y-adv 8))
(with-dma-buffer-add-bucket ((debug-buf (-> (current-frame) debug-buf)) (bucket-id debug-no-zbuf))
;; 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~%UP toggle display-long-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 (* 8 5))
(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~%nav: ~A vis: ~D task: ~S"
(-> actor etype)
(!= #f (-> actor nav-mesh))
(-> actor vis-id)
(game-task->string (-> actor task)))
debug-buf
352
cur-y
(font-color default)
(font-flags shadow kerning middle))
(+! cur-y (* 8 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 (* 8 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 (* 8 2))
(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)))
;; music flava (music ambients)
((and (= (-> e tag i name) 'flava) (= (-> e tag i elt-count) 1) (= (-> e tag i elt-type) int32))
(format *debug-temp-string* " (music-flava ~S)" (music-flava->string (-> (the (pointer music-flava) data) 0))))
;; 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* " (text-id ~S)" (text-id->string (-> (the (pointer 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)
(not (-> inspect-info show-long-info)))
(format *debug-temp-string* " display actor-vis!"))
((and (= (-> e tag i name) 'path) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
(format *debug-temp-string* " display path marks!"))
((and (= (-> e tag i name) 'vol) (= (-> e tag i elt-type) vector) (not (-> inspect-info show-long-info)))
(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)
(format *debug-temp-string* "~mm" (-> (the (pointer float) data) ii)))
;; degrees are better for these
(('rotoffset 'fov 'rotmin 'rotmax 'tiltmin 'tiltmax 'rotspeed)
(format *debug-temp-string* "~rdeg" (-> (the (pointer float) data) ii)))
(else (format *debug-temp-string* "~f" (-> (the (pointer float) data) ii)))))
((int8) (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)))
(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)
(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 8))
;; used for fuel-cell
(('movie-mask) (format *debug-temp-string* "#b~b" (-> (the (pointer uint32) data) ii)))
(else (format *debug-temp-string* "#x~x" (-> (the (pointer uint32) 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)
(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 8))
;; 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 8)))
;; 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) 8))))))))