jak-project/goal_src/jak1/engine/game/main.gc
ManDude cd68cb671e
deftype and defmethod syntax major changes (#3094)
Major change to how `deftype` shows up in our code:
- the decompiler will no longer emit the `offset-assert`,
`method-count-assert`, `size-assert` and `flag-assert` parameters. There
are extremely few cases where having this in the decompiled code is
helpful, as the types there come from `all-types` which already has
those parameters. This also doesn't break type consistency because:
  - the asserts aren't compared.
- the first step of the test uses `all-types`, which has the asserts,
which will throw an error if they're bad.
- the decompiler won't emit the `heap-base` parameter unless necessary
now.
- the decompiler will try its hardest to turn a fixed-offset field into
an `overlay-at` field. It falls back to the old offset if all else
fails.
- `overlay-at` now supports field "dereferencing" to specify the offset
that's within a field that's a structure, e.g.:
```lisp
(deftype foobar (structure)
  ((vec    vector  :inline)
   (flags  int32   :overlay-at (-> vec w))
   )
  )
```
in this structure, the offset of `flags` will be 12 because that is the
final offset of `vec`'s `w` field within this structure.
- **removed ID from all method declarations.** IDs are only ever
automatically assigned now. Fixes #3068.
- added an `:overlay` parameter to method declarations, in order to
declare a new method that goes on top of a previously-defined method.
Syntax is `:overlay <method-name>`. Please do not ever use this.
- added `state-methods` list parameter. This lets you quickly specify a
list of states to be put in the method table. Same syntax as the
`states` list parameter. The decompiler will try to put as many states
in this as it can without messing with the method ID order.

Also changes `defmethod` to make the first type definition (before the
arguments) optional. The type can now be inferred from the first
argument. Fixes #3093.

---------

Co-authored-by: Hat Kid <6624576+Hat-Kid@users.noreply.github.com>
2023-10-30 03:20:02 +00:00

928 lines
30 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: main.gc
;; name in dgo: main
;; dgos: GAME, ENGINE
;; DECOMP BEGINS
;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Letterbox and blackout
;;;;;;;;;;;;;;;;;;;;;;;;;;
(defun set-letterbox-frames ((arg0 time-frame))
"Set the letterbox frame counter for arg0 frames in the future"
(set! (-> *game-info* letterbox-time) (+ (current-time) arg0))
(none)
)
(defun letterbox ()
"Draw the letterbox black rectangles"
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
(bucket-id debug-no-zbuf)) ;; debug-no-zbuf is one of the last buckets
;; draw the two sprites
(#cond
((not PC_PORT)
(draw-sprite2d-xy dma-buf 0 0 512 25 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 199 512 26 (new 'static 'rgba :a #x80))
)
(#t
(if (-> *pc-settings* use-vis?)
;; original game mode. dont do anything.
(begin
(draw-sprite2d-xy dma-buf 0 0 512 25 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 199 512 26 (new 'static 'rgba :a #x80)))
;; native mode. force 16x9 letterboxing always.
(begin
(cond
((< (-> *pc-settings* aspect-ratio) ASPECT_16X9)
;; too tall. needs vertical letterboxing.
(let ((lbx-h (the int (* 112.0 (- 1.0 (/ (-> *pc-settings* aspect-ratio) ASPECT_16X9))))))
(draw-sprite2d-xy dma-buf 0 0 512 lbx-h (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 (- 224 lbx-h) 512 lbx-h (new 'static 'rgba :a #x80))
)
)
((> (-> *pc-settings* aspect-ratio) ASPECT_16X9)
;; too wide. needs horizontal letterboxing.
(let ((lbx-w (the int (* 256.0 (- 1.0 (/ ASPECT_16X9 (-> *pc-settings* aspect-ratio)))))))
(draw-sprite2d-xy dma-buf 0 0 lbx-w 224 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf (- 512 lbx-w) 0 lbx-w 224 (new 'static 'rgba :a #x80))
)
)
)
)
)
)
)
)
(none)
)
(defun set-blackout-frames ((arg0 time-frame))
"Set the blackout frame counter. If arg0 is 0, disables blackout immediately.
Otherwise, this can only be used to increase the blackout period."
(cond
((zero? arg0)
(set! (-> *game-info* blackout-time) (current-time))
)
(else
(set! (-> *game-info* blackout-time) (max (-> *game-info* blackout-time)
(+ (current-time) arg0)))
)
)
(none)
)
(defun blackout ()
"Draw the blackout rectangle, convering the entire screen in darkness."
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
(bucket-id debug-no-zbuf)) ;; debug-no-zbuf is one of the last buckets
(draw-sprite2d-xy dma-buf 0 0 512 224 (new 'static 'rgba :a #x80))
)
(none)
)
;;;;;;;;;;;;;;;;;;;;;
;; Pause/Master Mode
;;;;;;;;;;;;;;;;;;;;;
(defun paused? ()
"Are we paused? True if *master-mode* = pause, progress is not hidden, or *master-mode* = menu"
(the-as symbol
(or (= *master-mode* 'pause)
(or (and *progress-process* (not (hidden? (-> *progress-process* 0))))
(= *master-mode* 'menu)
)
)
)
)
(defun movie? ()
"Are we in a movie?"
(logtest? (-> *kernel-context* prevent-from-run) (process-mask movie))
)
(defun set-master-mode ((new-mode symbol))
"Update pause masks for the given mode, and set *master-mode*"
;; og:preserve-this PAL patch here
(let ((gp-0 *master-mode*))
(set! *master-mode* new-mode)
(if *debug-segment*
(menu-respond-to-pause)
)
(case *master-mode*
(('pause)
;; request the pause mask to be set in prevent-from-run.
;; this will block any process with pause from running, pausing most game objects.
(if (not *debug-pause*)
(logior! (-> *setting-control* default process-mask) (process-mask pause))
)
;; allow the menu to run.
(logclear! (-> *setting-control* default process-mask) (process-mask menu))
;; modified for PC port - show hidden speedrun progress menu if L1+R1+X are held
(if (and PC_PORT (-> *pc-settings* speedrunner-mode?) (cpad-hold? 0 l1) (cpad-hold? 0 r1) (cpad-hold? 0 x))
(activate-progress *dproc* (progress-screen speedrun-options))
(begin
;; ??
(set! *pause-lock* #f)
(sound-group-pause (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
(hide-progress-screen)
)
)
)
(('menu)
;; I believe these masks are just to make the progress go away work.
(logior! (-> *setting-control* default process-mask) (process-mask menu))
(logclear! (-> *setting-control* default process-mask) (process-mask pause progress))
(set! *pause-lock* #f)
(hide-progress-screen)
)
(('progress)
;; allow menu to run while in progress.
(logclear! (-> *setting-control* default process-mask) (process-mask menu))
;; activate the progress menu.
(when (not *progress-process*)
;; modified for PC port - show hidden speedrun progress menu if L1+R1+X are held
(if (and PC_PORT (-> *pc-settings* speedrunner-mode?) (cpad-hold? 0 l1) (cpad-hold? 0 r1) (cpad-hold? 0 x))
(activate-progress *dproc* (progress-screen speedrun-options))
(activate-progress *dproc* (progress-screen fuel-cell))
)
(if (not *progress-process*)
(set-master-mode 'game)
)
)
)
(('game)
;; allow pausable/menu to run.
(logclear! (-> *setting-control* default process-mask) (process-mask pause menu))
(if (!= gp-0 *master-mode*)
(sound-group-continue (sound-group sfx music dialog sog3 ambient sog5 sog6 sog7))
)
(hide-progress-screen)
)
)
)
;; apply settings now.
(apply-settings *setting-control*)
0
(none)
)
(define *last-master-mode* 'game)
(defun toggle-pause ()
"Do pause/menu/progress transitions"
(case *master-mode*
(('game)
;; coming from normal gameplay
(set! *last-master-mode* *master-mode*)
(set-master-mode
(cond
;; first, check if the controller fell out, and jak is spawned
((and (nonzero? (logand (-> *cpad-list* cpads 0 valid) 128)) *target*)
(if (or *progress-process* (not (-> *setting-control* current allow-pause)))
*master-mode*
'pause ;; no controller, jak spawned, no progress open, pause allowed.
)
)
(else
(cond
;; try to open the debug menu:
((cpad-hold? 0 r3)
;; R3 pushed, no target.
(if *debug-segment*
'menu ;; go to debug menu, when in debug mode.
*master-mode*
)
)
(else
(cond
;; debug mode pause allowed with select or R2.
;; og:preserve-this allow select outside debug mode
((or (cpad-hold? 0 select)
(and *debug-segment* (cpad-hold? 0 r2)))
;; pushing select or R2, and debug. allow pause.
'pause
)
(else
(cond
;; ignore anything below here, unless we are pressing start, or debug.
((and (not *debug-segment*)
(not (cpad-hold? 0 start))
)
*master-mode*
)
;; if you pressed start, and progress isn't allowed, but pause is, do a pause.
((not (progress-allowed?))
(if (pause-allowed?)
'pause
*master-mode*
)
)
;; pushing start.
((cpad-hold? 0 start)
;; toggle between progress/game
(if *progress-process*
'game
'progress
)
)
(else
;; nothing requested, stay in game.
*master-mode*
)
)
)
)
)
)
)
)
)
)
(('menu)
;; in debug menu
(set-master-mode
(cond
;; push R3 to exit to previous master mode.
((cpad-hold? 0 r3)
*last-master-mode*
)
;; select/R2 to pause.
((cpad-hold? 0 select r2)
(if *debug-segment*
'pause
*master-mode* ;; not sure we can get to menu in non-debug...
)
)
(else
(cond
((and (not (movie?)) (not *progress-process*))
(if (not *target*)
'pause
'progress
)
)
(else
'game
)
)
)
)
)
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
)
(('pause)
(set! *last-master-mode* *master-mode*)
(set-master-mode
(cond
;; pause -> debug menu
((cpad-hold? 0 r3)
(if *debug-segment*
'menu
*master-mode*
)
)
(else
(cond
;; pause -> single frame advance (R2)
((and *cheat-mode*
(cpad-hold? 0 select r2)
)
'game
)
;; pause -> game
;; og:preserve-this changed to allow select pause in retail
((cpad-hold? 0 start select)
'game
)
(else
*master-mode*
)
)
)
)
)
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
)
(('progress)
(set-master-mode
(cond
;; progress -> debug
((cpad-hold? 0 r3)
(if *debug-segment*
'menu
*master-mode*
)
)
(else
;; un-progress
(if (cpad-hold? 0 start)
*last-master-mode*
*master-mode*
)
)
)
)
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
)
)
0
)
(define *screen-filter*
(new 'static 'screen-filter
:draw? #f
:color (new 'static 'rgba :g #x20 :b #x40 :a #x50)
)
)
(defmethod draw ((this screen-filter))
(with-dma-buffer-add-bucket ((buf (-> (current-frame) global-buf)) (bucket-id debug-no-zbuf))
(draw-sprite2d-xy buf -256 (- (-> *video-parms* screen-hy)) 512 (-> *video-parms* screen-sy) (-> this color))
)
(none)
)
;;;;;;;;;;;;;;;;;;;;;;
;; Cheat Codes
;;;;;;;;;;;;;;;;;;;;;;
(define *cheat-temp* (the-as (pointer int32) (malloc 'global 20))) ;; 16 -> 20 (PAL)
(define *master-exit* #f)
(define *progress-cheat* #f)
(define *first-boot* #t) ;; PAL
(defun main-cheats ()
"Handle cheat codes and timeout"
;; look for codes when L3 is pushed
(when (and (cpad-hold? 0 l3)
(or *cheat-mode* (= *kernel-boot-message* 'play)) ;; not in demo
)
;; cheat mode
(check-cheat-code (-> *cheat-temp* 0) 0
(up up down down left right left right x x square circle square circle)
(cpad-clear! 0 r1)
;; toggle!
(not! *cheat-mode*)
(cheats-sound-play *cheat-mode*)
)
;; debug mode
(when *cheat-mode*
(check-cheat-code (-> *cheat-temp* 1) 0
(circle square circle square x x right left right left down down up up)
(cpad-clear! 0 r1)
;; toggle between #t and debug.
(set! *cheat-mode* (if (= *cheat-mode* 'debug)
#t
'debug
))
(cheats-sound-play *cheat-mode*)
)
)
;; language cheat, REMOVED IN PC PORT because it's literally useless
#|
(case (scf-get-territory)
;; japan-only
((GAME_TERRITORY_SCEI)
(check-cheat-code (-> *cheat-temp* 2) 0
(l1 r1 l1 r1 triangle circle x square)
(cpad-clear! 0 r1)
(set! *progress-cheat* (if *progress-cheat*
#f
'language
))
(cheats-sound-play *progress-cheat*)
)
)
)|#
;; debug only PAL cheat
(when *debug-segment*
(check-cheat-code (-> *cheat-temp* 3) 0
(x square triangle circle x square triangle circle)
(cpad-clear! 0 r1)
(set! *progress-cheat* (if *progress-cheat*
#f
'pal
))
(cheats-sound-play *progress-cheat*)
)
;; added in PAL
(check-cheat-code (-> *cheat-temp* 4) 0 ;; they erroneously used (-> *cheat-temp* 5) here!
(triangle x circle square triangle x circle square)
(cpad-clear! 0 r1)
(set! *cheat-mode* (if (= *cheat-mode* 'camera)
#f
'camera
))
(cond
(*cheat-mode*
(if (not *external-cam-mode*)
(external-cam-reset!)
)
(set! *external-cam-mode* 'pad-1)
(sound-play "select-menu")
)
(else
(set! *external-cam-mode* #f)
(sound-play "cursor-options")
)
)
)
)
)
;; debug cheats on retail builds
(when (and (= *cheat-mode* 'debug) (not *debug-segment*))
;; target start/stop with l1/r1/l2/r2
(when (and (cpad-hold? 0 l1)
(cpad-hold? 0 l2)
(cpad-hold? 0 r1)
(cpad-pressed? 0 r2)
)
(if *target*
(stop 'debug)
(start 'play (get-or-create-continue! *game-info*))
)
)
;; reinitialize to title-start with left, up, select
(if (and (cpad-hold? 0 left)
(cpad-hold? 0 up)
(cpad-pressed? 0 select)
)
(initialize! *game-info* 'game (the-as game-save #f) "title-start")
)
;; push R3 to print global heap status. not very useful.
(if (cpad-pressed? 1 r3)
(inspect global)
)
;; push R3 to display IOP memory stats
(when (cpad-hold? 1 r3)
;; grab a dma buffer
(with-dma-buffer-add-bucket ((dma-buff (if *debug-segment*
(-> (current-frame) debug-buf)
(-> (current-frame) global-buf)
))
(bucket-id debug))
(show-iop-memory dma-buff)
)
)
;; push triangle to see level info
(if (cpad-pressed? 1 triangle)
(not! *display-level-border*)
)
)
;; handle timeouts
(when (!= *kernel-boot-message* 'play) ;; not regular game mode?
(let ((timeout (scf-get-timeout))
(inactive-timeout (scf-get-inactive-timeout))
)
(when (and (or
;; aboslute timout elapsed.
(and (nonzero? timeout)
(>= (the-as int (+ -300000 (the-as int (-> *display* real-frame-counter))))
(the int (* 300.0 (the float timeout)))
)
)
(and (nonzero? inactive-timeout)
(>= (the-as int (- (current-time) (cpad-change-time 0)))
(the int (* 300.0 (the float inactive-timeout)))
)
)
(= *master-exit* 'force)
)
(progress-allowed?)
(!= *master-exit* #t)
)
;; spawn a process that blacks out the screen, turns things off, and kills the game.
(if (process-spawn-function process :stack *scratch-memory-top*
(lambda :behavior process ()
(set-blackout-frames (seconds 100))
(set! (-> *setting-control* default allow-pause) #f)
(set! (-> *setting-control* default allow-progress) #f)
(apply-settings *setting-control*)
(set! (-> *setting-control* default sfx-volume) 0.0)
(set! (-> *setting-control* default music-volume) 0.0)
(set! (-> *setting-control* default dialog-volume) 0.0)
(set! (-> *setting-control* default ambient-volume) 0.0)
(let ((gp-0 (current-time)))
(until (>= (the-as int (- (current-time) gp-0)) (seconds 0.1))
(suspend)
)
)
(kernel-shutdown)
(none)
)
)
(set! *master-exit* #t) ;; process created successfully, set to exit
)
)
)
)
0
)
(defbehavior display-loop process ()
"the main 'display loop' in GOAL. v-sync is done in this function, so all frames start and end here."
;; increase our stack size.
(stack-size-set! (-> self main-thread) 512)
(let ((disp *display*))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Pre loop initialization
;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; the size is 0, so this doesn't actually do anything.
;; (dma-send-to-spr (the-as uint #x70000000) (the-as uint *terrain-context*) (the-as uint 0) #t)
(set! *teleport* #t)
(update *setting-control*)
(init-time-of-day-context *time-of-day-context*)
(display-sync disp)
(swap-display disp)
(free-all-prim-nodes *touching-list*)
(blerc-init)
;; collide dma
(suspend)
(while *run*
;; start immediately after all process updates finish.
(profiler-instant-event "display-loop-top")
;; drawing effects to be used in foreground drawing.
(with-profiler "foreground-effects"
;; with FP blerc, the vertices are modified in the PC renderer, so we can just skip
;; this call to save time.
(unless *use-fp-blerc*
(blerc-execute)
)
(blerc-init)
(texscroll-execute)
(ripple-execute)
)
;;;;;;;;;;;;;;;;;;;;
;; AMBIENT
;;;;;;;;;;;;;;;;;;;;
;; set defaults for weather/music/flava.
(with-profiler "ambients"
(set! *weather-off* #f)
(let ((v1-13 (-> *game-info* current-continue level)))
(dotimes (a0-8 (-> *level* length))
(let ((a1-6 (-> *level* level a0-8)))
(when (= (-> a1-6 status) 'active)
(if (and (= (-> a1-6 name) v1-13) (-> *level* play?))
(set! (-> *setting-control* default music) (-> a1-6 info music-bank))
)
)
)
)
)
(set! (-> *setting-control* default sound-flava) (the-as uint 49))
(set! (-> *setting-control* default sound-flava-priority) 0.0)
;; find any ambients, and execute them.
(when (and *execute-ambients* (not (paused?)))
(if *target*
(set! (-> *target* draw secondary-interp) 0.0)
)
(let ((s5-1 (sphere<-vector+r! (new 'stack 'sphere) (ear-trans) 0.0)))
(let ((v1-28 (scratchpad-object terrain-context)))
(set! (-> v1-28 work ambient ambient-list num-items) 0)
)
(dotimes (s4-1 (-> *level* length))
(let ((v1-32 (-> *level* level s4-1)))
(when (= (-> v1-32 status) 'active)
(collect-ambients (-> v1-32 bsp) s5-1 0 (-> (scratchpad-object terrain-context) work ambient ambient-list))
)
)
)
(countdown (s4-2 (-> (scratchpad-object terrain-context) work ambient ambient-list num-items))
(execute-ambient (-> (scratchpad-object terrain-context) work ambient ambient-list items s4-2) s5-1)
)
)
)
)
(add-ee-profile-frame 'draw :r #x40 :b #x40) ;; actor update
;; do math, before drawing
(with-profiler "math-engine" (execute-math-engine))
;; DEBUG PROF
(add-ee-profile-frame 'draw :r #x80)
(add-ee-profile-frame 'draw :r #x40 :b #x40)
;; debug hook
(with-profiler "debug" (*debug-hook*) (main-cheats))
(add-ee-profile-frame 'draw :r #x20 :g #x20)
(with-profiler "camera" (update-camera))
(add-ee-profile-frame 'draw :r #x40 :b #x40)
(with-profiler "draw-hook" (*draw-hook*))
(add-ee-profile-frame 'draw :g #x80)
(with-profiler "menu"
(#when PC_PORT
(if (and *display-sha* *debug-segment*)
(draw-build-revision)))
(*menu-hook*)
(add-ee-profile-frame 'draw :g #x40)
;; finally, update hints/text
(make-current-level-available-to-progress)
(update-task-hints)
(load-level-text-files -1)
(add-ee-profile-frame 'unknown-cpu-time)
;; collect perf stats
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
)
(with-profiler "dma-sync"
(when (nonzero? (sync-path 0 0))
(*dma-timeout-hook*)
(reset-vif1-path)
(if *debug-segment*
(format 0 "profile bar at ~D.~%" (-> (current-frame) profile-bar 1 profile-frame-count))
)
)
(reset! (-> *perf-stats* data (perf-stat-bucket all-code)))
)
;; depth cue
(if (not *progress-process*)
(depth-cue disp)
)
;; screen filter
(with-profiler "post-sync-draw"
;; add letterbox effect
(when (or (movie?) (< (current-time) (-> *game-info* letterbox-time)))
(if (< (-> *game-info* letterbox-time) (current-time))
(set! (-> *game-info* letterbox-time) (current-time))
)
(if (#if (not PC_PORT)
(= (-> *setting-control* current aspect-ratio) 'aspect4x3)
(or (= (-> *setting-control* current aspect-ratio) 'aspect4x3) (not (-> *pc-settings* use-vis?))))
(letterbox)
)
)
;; add blackout effect
(if (< (current-time) (-> *game-info* blackout-time))
(set! (-> *setting-control* default bg-a-force) 1.0)
(set! (-> *setting-control* default bg-a-force) 0.0)
)
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
;; grab a buffer for drawing debug stuff.
;; we might draw even outside of debug mode if cheat-mode is disabled.
(let ((debug-txt-buf
(-> (if *debug-segment*
(-> disp frames (-> disp on-screen) frame debug-buf)
(-> disp frames (-> disp on-screen) frame global-buf)
)
base
)
)
)
;; debug drawing
(when *debug-segment*
(#when PC_PORT
(if *display-pad-debug*
(debug-pad-display (-> *cpad-list* cpads 0))
)
(when (and (or (= *master-mode* 'game) (= *master-mode* 'pause)) (-> *entity-debug-inspect* entity))
(define-extern entity-inspect-draw (function entity-debug-inspect object))
(entity-inspect-draw *entity-debug-inspect*)
)
)
(debug-draw-buffers) ;; lines/text
;; debug dma
(with-dma-buffer-add-bucket ((debug-buf (-> disp frames (-> disp on-screen) frame debug-buf))
(bucket-id debug-no-zbuf))
(when *display-profile*
(dma-buffer-add-gs-set debug-buf
(alpha-1 (new 'static 'gs-alpha :b 1 :d 1))
(zbuf-1 (new 'static 'gs-zbuf :zbp #x1c0 :psm (gs-psm ct24) :zmsk 1))
(test-1 (new 'static 'gs-test :zte 1 :ztst (gs-ztest always)))
(pabe 0)
(clamp-1 (new 'static 'gs-clamp :wms (gs-tex-wrap-mode clamp) :wmt (gs-tex-wrap-mode clamp)))
(tex1-1 (new 'static 'gs-tex1 :mmag 1 :mmin 1))
(texa (new 'static 'gs-texa :ta1 #x80))
(texclut (new 'static 'gs-texclut :cbw 4))
(fogcol *fog-color*)
)
;; draw the profile bars
(dotimes (s2-0 2)
(let ((s1-0 (-> disp frames (-> disp on-screen) frame profile-bar s2-0)))
(add-end-frame s1-0 'end-draw (static-rgba #x40 #x40 #x40 #x40))
(draw s1-0 debug-buf (* 10 s2-0))
)
0
)
) ;; end profiler draw
(when *display-deci-count*
(draw-string-xy (string-format "~D" *deci-count*) debug-buf 448 210 (font-color default) (font-flags shadow kerning))
)
;; added
(#when PC_PORT
(draw *pc-settings* debug-buf)
(draw-memory *pc-settings* debug-buf)
(print-debug-misc *pc-settings*)
)
(display-file-info)
) ;; end dma let
) ;; end debug-segment
;; draw pause text.
(with-dma-buffer-add-bucket ((s3-1 (if *debug-segment*
(-> disp frames (-> disp on-screen) frame debug-buf)
(-> disp frames (-> disp on-screen) frame global-buf)
))
(bucket-id debug))
(if (and (= *master-mode* 'pause) (!= *cheat-mode* 'camera))
(draw-string-xy (lookup-text! *common-text* (text-id pause) #f)
s3-1 256 160 (font-color red) (font-flags shadow kerning middle large))
)
;; draw console text on screen
(let ((a3-8 (the int (draw-string *stdcon0* s3-1 *font-context*))))
(draw-string-xy *stdcon1* s3-1 (the int (-> *font-context* origin x)) a3-8 (font-color default) (font-flags shadow kerning))
)
;; draw misc info
(if *display-iop-info*
(show-iop-info s3-1)
)
(if *display-memcard-info*
(show-mc-info s3-1)
)
)
(let ((v1-220 *dma-mem-usage*))
(when (nonzero? v1-220)
(set! (-> v1-220 length) (max 85 (-> v1-220 length)))
(set! (-> v1-220 data 84 name) "debug")
(+! (-> v1-220 data 84 count) 1)
(+! (-> v1-220 data 84 used)
(&- (-> (if *debug-segment*
(-> disp frames (-> disp on-screen) frame debug-buf)
(-> disp frames (-> disp on-screen) frame global-buf)
)
base
)
(the-as uint debug-txt-buf)
)
)
(set! (-> v1-220 data 84 total) (-> v1-220 data 84 used))
)
)
)
;; console buffers
(set! *stdcon* (clear *stdcon0*))
)
;; <--------------------------- SWAP DISPLAY!
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(with-profiler "swap-display" (swap-display disp))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
(set! (-> *time-of-day-context* title-updated) #f)
(set! *teleport* #f)
(when (nonzero? *teleport-count*)
(set! *teleport* #t)
(set! *teleport-count* (+ *teleport-count* -1))
)
;; perf stats
(with-profiler "process-particles" (process-particles))
;; vif0 collide
(with-profiler "sound-update"
(swap-sound-buffers (ear-trans) (camera-pos) (camera-angle))
(str-play-kick)
)
(with-profiler "level-update"
(level-update *level*) ;; also updates settings.
)
(with-profiler "mc-run"
(mc-run)
)
;; og:preserve-this
;; PC port note : this function checks to see if the memory card has been removed or swapped
;; and disabled auto-save if it has. the pc port can only disable auto-save manually through the menu option.
;; the port doesn't use memory cards so those checks will never pass.
;; it runs some C kernel functions which in the port also do some I/O which gets very slow very quickly.
;; we're just not gonna run it.
; (auto-save-check)
(with-profiler "update-pc"
(#when PC_PORT
(update *pc-settings*)
)
)
;; suspend
(suspend)
)
)
0
)
(defun on ((release-mode symbol))
"Turn the game on."
(when (not *dproc*)
(unless release-mode
(if (= (-> *level* level0 status) 'inactive)
(bg 'halfpipe)
)
)
(set! *run* #t)
(let ((new-dproc (process-spawn-function process display-loop :name 'display
:from *4k-dead-pool* :to *display-pool*)))
(set! *dproc* (the process (ppointer->process new-dproc)))
)
(cond
((or (level-get-with-status *level* 'loaded)
(level-get-with-status *level* 'alive)
(level-get-with-status *level* 'active)
)
(activate-levels! *level*)
(when (not release-mode)
(let ((entity-cam (entity-by-type camera-start)))
(if (and entity-cam (type-type? (-> entity-cam type) entity-actor))
(camera-teleport-to-entity entity-cam)
)
)
)
)
(else
(kill-by-name 'display *active-pool*)
(set! *dproc* #f)
)
)
*dproc*
)
)
(defun off ()
"Turn the game off."
;; stop the game and set the mode to debug
(stop 'debug)
;; deactivate the levels
(dotimes (i (-> *level* length))
(let ((lev (-> *level* level i)))
(if (= (-> lev status) 'active)
(deactivate lev)
)
)
)
(set! *run* #f)
0
)