jak-project/goal_src/jak2/engine/game/main.gc

1188 lines
44 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: main.gc
;; name in dgo: main
;; dgos: ENGINE, GAME
;; DECOMP BEGINS
(defun set-letterbox-frames ((arg0 time-frame))
"Set the remaining time until letterboxing is removed.
This uses the current clock ratio of the process and the game-clock.
This overrides any previous letterboxing."
(with-pp
(set! (-> *game-info* letterbox-time)
(+ (-> *display* base-clock frame-counter)
(the int (/ (* (the float arg0) (-> *display* game-clock clock-ratio)) (-> pp clock clock-ratio)))
)
)
(none)
)
)
(defun letterbox ()
"Draw letterbox bars."
(with-dma-buffer-add-bucket ((dma-buf (-> (current-frame) global-buf))
(bucket-id screen-filter))
(#cond
((not PC_PORT)
(draw-sprite2d-xy-absolute dma-buf 0 0 512 46 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy-absolute dma-buf 0 370 512 47 (new 'static 'rgba :a #x80))
)
(#t
(if (-> *pc-settings* use-vis?)
;; original game mode. dont do anything.
(begin
(draw-sprite2d-xy-absolute dma-buf 0 0 512 46 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy-absolute dma-buf 0 370 512 47 (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 (* 208.0 (- 1.0 (/ (-> *pc-settings* aspect-ratio) ASPECT_16X9))))))
;(format 0 "using new letterbox! size: ~D~%" lbx-h)
(draw-sprite2d-xy dma-buf 0 0 512 lbx-h (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf 0 (- 416 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)))))))
;(format 0 "using new pillarbox! size: ~D~%" lbx-w)
(draw-sprite2d-xy dma-buf 0 0 lbx-w 416 (new 'static 'rgba :a #x80))
(draw-sprite2d-xy dma-buf (- 512 lbx-w) 0 lbx-w 416 (new 'static 'rgba :a #x80))
)
)
)
)
)
)
)
)
(none)
)
(defun set-blackout-frames ((arg0 time-frame))
"Set the remaining time until blackout is removed.
Unlike letterbox, this only can increase the time, unless
you request 0, in which case blackout is disabled immediately"
(with-pp
(if (zero? arg0)
(set! (-> *game-info* blackout-time) (-> *display* base-clock frame-counter))
(set! (-> *game-info* blackout-time)
(the-as time-frame
(max (-> *game-info* blackout-time)
(+ (-> *display* base-clock frame-counter)
(the int (/ (* (the float arg0) (-> *display* game-clock clock-ratio)) (-> pp clock clock-ratio)))
arg0
)
)
)
)
)
(none)
)
)
(defun blackout ()
"Draw blackout over the whole screen.
This isn't used - instead they adjust some GS setting to fade the whole
screen to black, which is much faster than drawing over the entire screen."
(with-dma-buffer-add-bucket ((s5-0 (-> *display* frames (-> *display* on-screen) global-buf))
(bucket-id debug-no-zbuf2)
)
(draw-sprite2d-xy-absolute s5-0 0 0 512 416 (new 'static 'rgba :a #x80))
)
(none)
)
(defun paused? ()
"Are we paused, or in some menu that should make us pause?"
(or (= *master-mode* 'pause) (= *master-mode* 'progress) (= *master-mode* 'menu) (= *master-mode* 'freeze))
)
(defun movie? ()
"Are we in a movie?"
(logtest? (-> *kernel-context* prevent-from-run) (process-mask movie))
)
(defun demo? ()
"Are we a demo version?"
(or (= *kernel-boot-message* 'demo) (= *kernel-boot-message* 'demo-shared))
)
;; the "master-mode" is a single "mode" for the game:
;; - 'game: normal play
;; - 'pause: select pause (with PAUSE on screen)
;; - 'freeze: a pause, but without PAUSE on screen
;; - 'menu: debug menu system open
;; - 'progress: progress menu open (start menu)
(define *last-master-mode* 'game)
(defun set-master-mode ((arg0 symbol))
"Change the master mode, updating pause masks in the kernel/sound system as needed."
(when (!= arg0 *master-mode*)
(set! *last-master-mode* *master-mode*)
(set! *master-mode* arg0)
;; transition stuff:
(case *master-mode*
(('pause)
;; entering pause, set pause bit in masks
(if (not *debug-pause*)
(logior! (-> *setting-control* user-default process-mask) (process-mask pause))
)
(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze menu))
(set! *pause-lock* #f)
(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
)
(('freeze)
(logior! (-> *setting-control* user-default process-mask) (process-mask freeze))
(logclear! (-> *setting-control* user-default process-mask) (process-mask pause menu))
(sound-group-pause (sound-group sfx ambient))
(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
)
(('menu)
(logior! (-> *setting-control* user-default process-mask) (process-mask menu))
(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause progress))
(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
(set! *pause-lock* #f)
)
(('progress)
;; entering progress, start the process
(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause menu))
(sound-group-pause (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
(when (not *progress-process*)
(activate-progress *dproc* 'main)
(if (not *progress-process*) ;; process didn't start, back to game.
(set-master-mode 'game)
)
)
(set! (-> *game-info* pause-start-time) (-> *display* real-clock frame-counter))
)
(('game)
(logclear! (-> *setting-control* user-default process-mask) (process-mask freeze pause menu))
(sound-group-continue (sound-group sfx music dialog sog3 ambient dialog2 sog6 sog7))
)
)
;; update from setting-control to kernel
(apply-settings *setting-control*)
)
;; tell the debug menu system we changed modes.
(if *debug-segment*
(menu-respond-to-pause)
)
0
(none)
)
(defun pause-allowed? ()
"Are you allowed to pause?"
(not (or (< (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
(!= (-> *setting-control* user-current bg-a) 0.0)
(!= (-> *setting-control* user-current bg-a-force) 0.0)
(not (-> *setting-control* user-current allow-pause))
(handle->process (-> *game-info* auto-save-proc))
(= *master-mode* 'freeze)
(not *target*)
*master-exit*
(not *common-text*)
)
)
)
(defun toggle-pause ()
"Update the current master mode because a pause has been requested.
This can reject the transition, or decide to go to any mode."
(case *master-mode*
(('game)
(set-master-mode
(cond
((and (logtest? (-> *cpad-list* cpads 0 valid) 128)
*target*
(>= (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
(= (-> *setting-control* user-current bg-a) 0.0)
(and (= (-> *setting-control* user-current bg-a-force) 0.0)
(< (seconds 1003) (-> *display* real-clock frame-counter))
)
)
;; in 'game, controller fell out, target is spawned, can pause if it's allowed, and not in progress.
(if (or *progress-process* (not (-> *setting-control* user-current allow-pause)))
*master-mode*
'pause
)
)
;; game -> debug menu when pressing select/start with L3.
((and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
'menu
)
;; select in debug pauses (also check R2 here for the frame-advance feature)
((and (or (cpad-hold? 0 select) (cpad-hold? 0 r2)) *debug-segment*)
'pause
)
;; not debugging, not pressing start, should pause if possible
((and (not *debug-segment*) (not (logtest? (-> *cpad-list* cpads 0 button0-abs 0) (pad-buttons start))))
(if (pause-allowed?)
'pause
*master-mode* ;; and if we can't, reject
)
)
;; if we can't open progress, fall back to pause
((not (progress-allowed?))
(if (pause-allowed?)
'pause
*master-mode* ;; otherwise reject
)
)
((cpad-hold? 0 start) ;; finally, if we're pressing start and pausing is impossible, open progress
'progress
)
(else
*master-mode* ;; otherwise reject
)
)
)
)
(('menu)
;; og:preserve-this Let the popup menu code handle inputs instead of the code written for the original debug menu
(when (not *popup-menu-open*)
(set-master-mode (cond
((and *debug-segment* (cpad-hold? 0 l3) (cpad-pressed? 0 select start))
'menu
)
((cpad-hold? 0 select r2)
(if *debug-segment*
'pause
*master-mode*
)
)
((cpad-hold? 0 r3 r2 triangle circle)
'game
)
((cpad-hold? 0 start)
'game
)
(else
*master-mode*
)
)
))
(set! *pause-lock* #f)
)
(('pause)
(set-master-mode (cond
((and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
'menu
)
((and (not *debug-segment*) (cpad-hold? 0 select))
'game
)
((and *cheat-mode* (cpad-hold? 0 select r2))
'game
)
((cpad-hold? 0 start)
'game
)
(else
*master-mode*
)
)
)
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
)
(('freeze)
(set-master-mode (if (and (cpad-pressed? 0 select start) (cpad-hold? 0 l3) *debug-segment*)
'menu
*master-mode*
)
)
)
(('progress)
(if (cpad-hold? 0 start)
(hide-progress-screen)
)
(set! *pause-lock* (and *cheat-mode* (cpad-hold? 0 r2)))
)
)
0
)
(define *screen-filter* (new 'static 'screen-filter :draw? #f :bucket (bucket-id screen-filter)))
(defmethod draw ((this screen-filter))
(local-vars (v1-1 float))
(rlet ((vf0 :class vf)
(vf1 :class vf)
(vf2 :class vf)
(vf3 :class vf)
(vf4 :class vf)
)
(init-vf0-vector)
(when (not (paused?))
(.lvf vf4 (&-> this extra quad))
(.lvf vf1 (&-> this color-dest quad))
(.lvf vf2 (&-> this color quad))
(.sub.vf vf3 vf1 vf2)
(.add.x.vf vf4 vf4 vf4 :mask #b10)
(.min.w.vf vf4 vf4 vf0 :mask #b10)
(.max.y.vf vf4 vf4 vf0 :mask #b10)
(.mul.y.vf vf3 vf3 vf4)
(.add.vf vf1 vf2 vf3)
(.svf (&-> this extra quad) vf4)
(.svf (&-> this color quad) vf1)
(.mov v1-1 vf1)
)
(with-dma-buffer-add-bucket ((s4-0 (-> *display* frames (-> *display* on-screen) global-buf))
(-> this bucket)
)
(dma-buffer-add-gs-set s4-0
(test-1 (new 'static 'gs-test :ate #x1 :afail #x3 :zte #x1 :ztst (gs-ztest always)))
)
(let ((t1-0 (new 'static 'rgba
:r (the int (-> this color x))
:g (the int (-> this color y))
:b (the int (-> this color z))
:a (the int (-> this color w))
)
)
)
(draw-sprite2d-xy s4-0 -256 -208 512 416 t1-0)
)
)
0
(none)
)
)
(defmethod setup ((this screen-filter) (arg0 vector) (arg1 vector) (arg2 float) (arg3 bucket-id))
(set! (-> this draw?) #t)
(set! (-> this color quad) (-> arg0 quad))
(set! (-> this color-src quad) (-> arg0 quad))
(set! (-> this color-dest quad) (-> arg1 quad))
(set! (-> this extra x) arg2)
(set! (-> this extra y) 0.0)
(set! (-> this bucket) arg3)
0
(none)
)
(defmethod disable ((this screen-filter))
(set! (-> this draw?) #f)
0
(none)
)
(define *cheat-temp* (the-as (pointer int32) (malloc 'global 20)))
(define *master-exit* #f)
(define *progress-cheat* #f)
(define *first-boot* #t)
(defun main-cheats ()
(when (and (cpad-hold? 0 l3) (or *cheat-mode* (not (demo?))))
((lambda ()
(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*)
)
(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)
(set! *cheat-mode* (if (= *cheat-mode* 'debug)
#t
'debug
)
)
(cheats-sound-play *cheat-mode*)
)
)
(none)
)
)
((lambda ()
(case (scf-get-territory)
((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*)
)
)
)
(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*)
)
(check-cheat-code (-> *cheat-temp* 4) 1 ;; note : this erroneously uses (-> *cheat-temp* 5) in the original game
(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-by-spec (static-sound-spec "menu-pick" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
(else
(set! *external-cam-mode* #f)
(sound-play-by-spec (static-sound-spec "menu-back" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
)
)
)
(none)
)
)
)
(if (and *cheat-mode* (not *debug-segment*) (cpad-hold? 1 l3))
((lambda ()
(cond
((cpad-pressed? 1 x)
(send-event *target* 'get-pickup (pickup-type ammo-yellow) 1000.0)
(send-event *target* 'get-pickup (pickup-type ammo-red) 1000.0)
(send-event *target* 'get-pickup (pickup-type ammo-blue) 1000.0)
(send-event *target* 'get-pickup (pickup-type ammo-dark) 1000.0)
(send-event *target* 'get-pickup (pickup-type eco-pill-dark) 1000.0)
(send-event *target* 'get-pickup (pickup-type skill) 1000.0)
(send-event *target* 'get-pickup (pickup-type gem) 1000.0)
(logior!
(-> *game-info* features)
(game-feature
gun
gun-yellow
gun-red
gun-blue
gun-dark
board
darkjak
darkjak-bomb0
darkjak-bomb1
darkjak-invinc
darkjak-giant
)
)
(logior!
(-> *game-info* debug-features)
(game-feature gun gun-yellow gun-red gun-blue gun-dark board darkjak)
)
(sound-play-by-spec (static-sound-spec "menu-pick" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
((cpad-pressed? 1 square)
(set! (-> *level* disk-load-timing?) (not (-> *level* disk-load-timing?)))
(if (-> *level* disk-load-timing?)
(sound-play-by-spec (static-sound-spec "menu-pick" :fo-curve 1) (new-sound-id) (the-as vector #t))
(sound-play-by-spec (static-sound-spec "menu-back" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
)
((cpad-pressed? 1 r1)
(set! *display-scene-control* (logxor *display-scene-control* (scene-controls bounds-spheres)))
(if (logtest? *display-scene-control* (scene-controls bounds-spheres))
(sound-play-by-spec (static-sound-spec "menu-pick" :fo-curve 1) (new-sound-id) (the-as vector #t))
(sound-play-by-spec (static-sound-spec "menu-back" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
)
((cpad-pressed? 1 circle)
(set! *display-bug-report* (not *display-bug-report*))
(if *display-bug-report*
(sound-play-by-spec (static-sound-spec "menu-pick" :fo-curve 1) (new-sound-id) (the-as vector #t))
(sound-play-by-spec (static-sound-spec "menu-back" :fo-curve 1) (new-sound-id) (the-as vector #t))
)
)
)
(none)
)
)
)
(if *display-bug-report*
(position->stream *stdcon* '*stdcon* #t)
)
(when (and (= *cheat-mode* 'debug) (not *debug-segment*))
(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-current-continue-forced *game-info*))
)
)
(if (and (cpad-hold? 0 left) (cpad-hold? 0 up) (cpad-pressed? 0 select))
(initialize! *game-info* 'game (the-as game-save #f) "title-restart")
)
(if (cpad-pressed? 1 r3)
(inspect global)
)
(when (cpad-hold? 1 r3)
(with-dma-buffer-add-bucket ((s5-1 (if *debug-segment*
(-> *display* frames (-> *display* on-screen) debug-buf)
(-> *display* frames (-> *display* on-screen) global-buf)
)
)
(bucket-id debug2)
)
(show-iop-memory s5-1)
)
)
(if (cpad-pressed? 1 triangle)
(set! *display-level-border* (not *display-level-border*))
)
)
(when (demo?)
(let ((gp-2 (scf-get-timeout))
(v1-93 (scf-get-inactive-timeout))
)
(when (and (or (and (nonzero? gp-2)
(>= (+ -300000 (-> *display* real-clock frame-counter)) (the int (* 300.0 (the float gp-2))))
)
(and (nonzero? v1-93)
(or (and (>= (- (-> *display* base-clock frame-counter) (-> *cpad-list* cpads 0 change-time))
(the int (* 300.0 (the float v1-93)))
)
(>= (- (-> *display* game-clock frame-counter) (the-as int (-> *game-info* kiosk-timeout)))
(the int (* 300.0 (the float v1-93)))
)
)
(and (or (= *master-mode* 'pause) (= *master-mode* 'progress) (= *master-mode* 'freeze))
(>= (- (-> *display* real-clock frame-counter) (-> *game-info* pause-start-time))
(the int (* 300.0 (the float v1-93)))
)
)
)
)
(or (= *master-exit* 'force) (= *master-exit* 'movie))
)
(or *master-exit* (-> *setting-control* user-current allow-timeout))
(!= *master-exit* #t)
)
(cond
((and (= *kernel-boot-message* 'demo) (not *master-exit*))
(let ((v1-109 (level-get-target-inside *level*)))
(when (and v1-109 (!= (-> v1-109 name) 'demo) (not (logtest? (-> v1-109 info level-flags) 1)))
(persist-with-delay *setting-control* 'sfx-volume (seconds 0.5) 'sfx-volume 'abs 0.0 0)
(persist-with-delay *setting-control* 'music-volume (seconds 0.5) 'music-volume 'abs 0.0 0)
(persist-with-delay *setting-control* 'dialog-volume (seconds 0.5) 'dialog-volume 'abs 0.0 0)
(persist-with-delay *setting-control* 'ambient-volume (seconds 0.5) 'ambient-volume 'abs 0.0 0)
(set! (-> *setting-control* user-current sfx-volume) 0.01)
(set! (-> *setting-control* user-current music-volume) 0.01)
(set! (-> *setting-control* user-current dialog-volume) 0.01)
(set! (-> *setting-control* user-current ambient-volume) 0.01)
(apply-settings *setting-control*)
(set! (-> *game-info* mode) 'play)
(initialize! *game-info* 'game (the-as game-save #f) "demo-restart")
)
)
)
(else
(when (process-spawn-function
process
(lambda ((arg0 time-frame))
(set-blackout-frames (seconds 100))
(set! (-> *setting-control* user-default allow-pause) #f)
(set! (-> *setting-control* user-default allow-progress) #f)
(apply-settings *setting-control*)
(set! (-> *setting-control* user-default sfx-volume) 0.0)
(set! (-> *setting-control* user-default music-volume) 0.0)
(set! (-> *setting-control* user-default dialog-volume) 0.0)
(set! (-> *setting-control* user-default ambient-volume) 0.0)
(let ((s5-0 (current-time)))
(until (>= (- (current-time) s5-0) (seconds 0.1))
(suspend)
)
)
;; og:preserve-this
(kernel-shutdown (runtime-exit-status exit))
(none)
)
(if (= *master-exit* 'movie)
2
1
)
:to *display-pool*
)
(set! (-> *setting-control* user-default sfx-volume) 0.0)
(set! (-> *setting-control* user-default music-volume) 0.0)
(set! (-> *setting-control* user-default dialog-volume) 0.0)
(set! (-> *setting-control* user-default ambient-volume) 0.0)
(set! *master-exit* #t)
)
)
)
)
)
)
0
)
;; Rough loop outline:
;; (while *run*
;; - suspend ;; runs actors
;; - display-loop-main ;; runs the drawing/per frame updates
;; - per-frame updates for level, global effets
;; - draw-hook ;; generates DMA data
;; - sync-path ;; waits for previous frame to finish render
;; - end-display
;; - swap-display
;; - display-frame-finish
;; - display-sync
;; - display-frame-start
;; )
(defun end-display ((arg0 display))
"Update debug drawing:
- debug draws (triangles, spheres, etc)
- profile bars
- file info
- console
- other info (iop, memcard, pause)
This function runs after DMA sync.
It's not clear why they did this - in the Jak 1 PC port, it is fine to move this to before sync.
Possibly they wanted to leave the bus alone for graphics DMA."
;; DMA buffer for memory usage counting.
(let ((s5-0 (-> (if *debug-segment*
(-> arg0 frames (-> arg0 on-screen) debug-buf)
(-> arg0 frames (-> arg0 on-screen) global-buf)
)
base
)
)
)
;; debug draw, profile bars, deci count, file info
(when *debug-segment*
;; do all debug drawing.
(#when PC_PORT
(when (and (or (= *master-mode* 'game) (= *master-mode* 'pause)))
(when (-> *entity-debug-inspect* entity)
(define-extern entity-inspect-draw (function entity-debug-inspect object))
(entity-inspect-draw *entity-debug-inspect*)
)
;; go through active levels
(dotimes (lev-i (-> *level* length))
(let ((lev (-> *level* level lev-i)))
(when (= (-> lev status) 'active)
(let ((region-trees (-> lev bsp region-trees)))
(when (nonzero? region-trees)
(let* ((s3-5 (-> region-trees length))
(tree-i 0)
(region-tree (-> region-trees tree-i))
)
(while (< tree-i s3-5)
(let ((tree-name (-> region-tree name)))
(let* ((s0-4 (-> region-tree data2 (+ (-> region-tree length) -1) length))
(i 0)
(region (-> (the-as drawable-inline-array-region-prim (-> region-tree data2 (+ (-> region-tree length) -1))) data i))
)
(while (< i s0-4)
(let ((draw? #f))
(when (and *display-region-inside* (!= tree-name 'water) (point-in-region-debug! (-> region region) (target-pos 0)))
(true! draw?)
(format *stdcon* "~1kinside region-~D [~A] (l: ~A)~%" (-> region region id) tree-name (-> lev name)))
(when (and *region-debug-inspect* (or (= *region-debug-inspect* region) (and *merge-region-prims* (= (-> region region id) (-> *region-debug-inspect* region id)))))
(when (= *region-debug-inspect* region)
(format *stdcon* "~1kinspecting region-~D [~A] (l: ~A)~%" (-> *region-debug-inspect* region id) tree-name (-> lev name))
(format *stdcon* " on-enter: ~A~%" (-> *region-debug-inspect* region on-enter))
(format *stdcon* " on-inside: ~A~%" (-> *region-debug-inspect* region on-inside))
(format *stdcon* " on-exit: ~A~%" (-> *region-debug-inspect* region on-exit))
)
(true! draw?)
)
(when draw?
(set! *debug-region-color-alt* (= tree-name 'camera))
(debug-draw-region region 0)))
(set! i (+ i 1))
(set! region (-> (the-as drawable-inline-array-region-prim (-> region-tree data2 (+ (-> region-tree length) -1))) data i))
)
)
)
(+! tree-i 1)
(set! region-tree (-> region-trees tree-i))
)
)
)
)
)
)
)
)
(if *debug-track-skill*
(debug-track-skill))
)
(debug-draw-buffers)
(with-dma-buffer-add-bucket ((s3-0 (-> arg0 frames (-> arg0 on-screen) debug-buf)) (bucket-id debug-no-zbuf2))
(when (or *display-profile* *stats-profile-bars*)
(postprocess-data! (-> arg0 frames (-> arg0 on-screen) profile-array))
(let ((a2-0 7))
(if *display-profile*
(draw-bars! *profile-array* s3-0 a2-0)
)
)
(if (and (!= *master-mode* 'menu) *stats-profile-bars*)
(draw-text! *profile-array*)
)
)
(when *display-deci-count*
(let ((s2-0 draw-string-xy))
(format (clear *temp-string*) "~D" *deci-count*)
(s2-0 *temp-string* s3-0 448 210 (font-color default) (font-flags shadow))
)
)
(#when PC_PORT
(draw *pc-settings* s3-0)
(draw-memory *pc-settings* s3-0)
(print-debug-misc *pc-settings*)
)
(display-file-info)
)
)
;; draw console buffer
(let ((buf (if *debug-segment*
(-> arg0 frames (-> arg0 on-screen) debug-buf)
(-> arg0 frames (-> arg0 on-screen) global-buf)
)
)
)
(with-dma-buffer-add-bucket ((s3-0 buf) (bucket-id debug-no-zbuf2))
(if (and (= *master-mode* 'pause)
(and (!= *cheat-mode* 'camera) (or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1)))
)
(draw-string-xy
(lookup-text! *common-text* (text-id pause) #f)
buf
256
(if (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time))
352
320
)
(font-color red)
(font-flags shadow kerning middle large)
)
)
(let ((s2-2 (the int (-> *font-context* origin y))))
(cond
;; og:preserve-this the console is drawn over the letterbox so this is pointless and has been disabled
((#if PC_PORT #f (or (movie?) (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time))))
(+! s2-2 56)
)
(*display-profile*
(+! s2-2 48)
)
)
(when (or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1))
(let* ((v1-82
(draw-string-xy
*stdcon0*
buf
(the int (-> *font-context* origin x))
s2-2
(font-color default)
(font-flags shadow)
)
)
(a3-6 (+ s2-2 (the int (* 2.0 (the-as float (-> v1-82 b))))))
)
(draw-string-xy
*stdcon1*
buf
(the int (-> *font-context* origin x))
a3-6
(font-color default)
(font-flags shadow)
)
)
)
)
(if *display-iop-info*
(show-iop-info buf)
)
(if *display-memcard-info*
(show-mc-info buf)
)
)
)
(let ((v1-101 *dma-mem-usage*))
(when (nonzero? v1-101)
(set! (-> v1-101 length) (max 88 (-> v1-101 length)))
(set! (-> v1-101 data 87 name) "debug")
(+! (-> v1-101 data 87 count) 1)
(+! (-> v1-101 data 87 used) (&-
(-> (if *debug-segment*
(-> arg0 frames (-> arg0 on-screen) debug-buf)
(-> arg0 frames (-> arg0 on-screen) global-buf)
)
base
)
(the-as uint s5-0)
)
)
(set! (-> v1-101 data 87 total) (-> v1-101 data 87 used))
)
)
)
(set! *stdcon* (clear *stdcon0*))
0
(none)
)
(defun display-loop-main ((arg0 display))
"Run the engine.
This function is called after actors update."
(local-vars (a0-94 int) (a0-96 int))
(with-pp
;; added for PC port : increment this to invalidate some weird task-control caches
(#when PC_PORT
(1+! (-> *game-info* task-counter)))
; ;; LOAD LEVEL
(if (-> *level* loading-level)
(load-continue (-> *level* loading-level))
)
; ;; Run blerc to modify foreground models
(with-profiler 'merc *profile-merc-color*
(blerc-execute)
(blerc-init)
)
; ;; Run other merc effects that modify vertices
(texscroll-execute)
(ripple-execute)
(region-execute)
;; final call to update joints before drawing.
(with-profiler 'joints *profile-joints-color*
(execute-math-engine)
)
;; execute the debug hook before doing the big updates
(with-profiler 'debug *profile-debug-color*
(let* ((s5-5 *debug-hook*)
(t9-12 (car s5-5)))
(while (not (null? s5-5))
((the-as (function none) t9-12))
(set! s5-5 (cdr s5-5))
(set! t9-12 (car s5-5))
)
)
(main-cheats)
)
;; using the position of the in-game camera, update visiblity and matrices for rendering.
(with-profiler 'camera *profile-camera-color*
(update-camera)
)
;; map texture stuff
(update *bigmap*)
;; continue loading level
(if (-> *level* loading-level)
(load-continue (-> *level* loading-level))
)
;; drawing - this runs foreground/background drawing.
(with-profiler 'draw-hook *profile-draw-hook-color*
(*draw-hook*)
)
;; another level load
(if (-> *level* loading-level)
(load-continue (-> *level* loading-level))
)
; (if *display-color-bars*
; (draw-color-bars)
; )
;; draw and update menus
(with-profiler 'menu-hook *profile-menu-hook-color*
;; og:preserve-this Let the popup menu code handle inputs instead of the code written for the original debug menu
(when (not *popup-menu-open*)
(*menu-hook*))
(when *speedrun-manager*
(draw-menu (-> *speedrun-manager* 0)))
)
;; load text files as needed from the menu update
(load-level-text-files -1)
;; post-processing filter drawing
(if (-> *screen-filter* draw?)
(draw *screen-filter*)
)
;; letterbox drawing
(when (or (movie?) (< (-> *display* base-clock frame-counter) (-> *game-info* letterbox-time)))
(if (< (-> *game-info* letterbox-time) (-> *display* base-clock frame-counter))
(set! (-> *game-info* letterbox-time) (-> *display* base-clock frame-counter))
)
(if (#if (not PC_PORT)
(and (= (-> *setting-control* user-current aspect-ratio) 'aspect4x3)
(or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1))
)
(or (and (= (-> *setting-control* user-current aspect-ratio) 'aspect4x3)
(or (zero? *screen-shot-work*) (= (-> *screen-shot-work* count) -1))
)
(not (-> *pc-settings* use-vis?))))
(letterbox)
)
)
;; send alp to C++ for blackout
(put-display-env (-> *display* pmode alp))
;; blackout drawing
(when (-> *setting-control* user-current render)
(if (< (-> *display* base-clock frame-counter) (-> *game-info* blackout-time))
(set! (-> *setting-control* user-default bg-a-force) 1.0)
(set! (-> *setting-control* user-default bg-a-force) 0.0)
)
)
;; generate DMA data for doing the main blit
(blit-displays)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; END of normal frame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; and we're done with the main frame! end profiling/stat collection
(when *debug-segment*
(let ((s5-13 (-> arg0 frames (-> arg0 on-screen) profile-array data 0)))
(when (and *dproc* *debug-segment*)
(let* ((v1-294 (+ (-> s5-13 depth) -1))
(s4-12 (-> s5-13 segment v1-294))
(s3-12 (-> s5-13 base-time))
)
(when (>= v1-294 0)
(set! (-> s4-12 end-time) (the-as int (- (timer-count (the-as timer-bank #x10000800)) (the-as uint s3-12))))
(+! (-> s5-13 depth) -1)
)
)
)
)
0
(read! (-> *perf-stats* data (perf-stat-bucket all-code)))
)
;; now wait for the previous frame to finish rendering...
(when (nonzero? (sync-path 0 0))
(*dma-timeout-hook*)
(reset-vif1-path)
)
;; debug drawing
(end-display arg0)
;; og:preserve-this
;; Added to push text below the imgui bar if it's currently open
(when (pc-is-imgui-visible?)
(format *stdcon* "~%~%"))
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; display the frame, and start a new one!
;; this will kick off the next dma transfer
(swap-display arg0)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; start profiling for the new frame
(when *debug-segment*
(start-frame! (-> arg0 frames (-> arg0 on-screen) profile-array data 0))
(reset! (-> *perf-stats* data (perf-stat-bucket all-code)))
)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; START of next frame
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; a few things before the actor updates...
(set! (-> *time-of-day-context* title-updated) #f)
;; update teleport counter
(set! *teleport* #f)
(when (nonzero? *teleport-count*)
(set! *teleport* #t)
(set! *teleport-count* (+ *teleport-count* -1))
)
;; update particles (we're racing the DMA transfer again, do this asap)
(let ((gp-1 (-> pp clock)))
(set! (-> pp clock) (-> *display* part-clock))
(process-particles)
(set! (-> pp clock) gp-1)
)
;; set up VU0's VIF for collision code run by actors
; (dma-send
; (the-as dma-bank #x10008000)
; (the-as uint (-> *collide-vif0-init* data))
; (the-as uint (/ (-> *collide-vif0-init* length) 4))
; )
;; send sound commands to IOP
(swap-sound-buffers (ear-trans 0) (ear-trans 1) (camera-pos) (camera-angle))
;; advance streaming animation
(str-play-kick)
;; handle spawning/despawning as needed.
(level-update *level*)
;; do some memory card operations, check auto-save
(mc-run)
;; for the same reasons as jak 1, we do not run this.
; (auto-save-check)
(none)
)
)
(defbehavior display-loop process ()
(stack-size-set! (-> self main-thread) 512)
;; it's unclear why this exists, when there's also a call to execute-math-engine
;; in display-loop-main
(process-spawn-function
process
(lambda :behavior process
()
(logclear! (-> self mask) (process-mask freeze pause menu progress entity))
(until #f
(with-profiler 'joints *profile-joints-color*
(execute-math-engine)
)
(suspend)
)
#f
(none)
)
:name "matrix"
:from *4k-dead-pool*
:to *mid-pool*
)
(let ((gp-1 *display*))
(set! *teleport* #t)
(update *setting-control*)
(init-time-of-day-context *time-of-day-context*)
(display-sync gp-1)
(swap-display gp-1)
(install-handler 3 vblank-handler)
(free-nodes *touching-list*)
(prepare *collide-rider-pool*)
(update-actor-hash)
(blerc-init)
; (dma-send
; (the-as dma-bank #x10008000)
; (the-as uint (-> *collide-vif0-init* data))
; (the-as uint (/ (-> *collide-vif0-init* length) 4))
; )
(suspend)
(set! (-> *setting-control* user-default bg-a) 0.0)
(set! (-> gp-1 frames 0 start-time) (the-as int (timer-count (the-as timer-bank #x10000800))))
(set! (-> gp-1 frames 1 start-time) (the-as int (timer-count (the-as timer-bank #x10000800))))
(set! (-> gp-1 dog-ratio) 1.0)
(while *run*
(display-loop-main gp-1)
(with-profiler 'actors *profile-actors-color*
(suspend)
)
(#when PC_PORT
(update *pc-settings*)
(if (and *display-sha* *debug-segment* (not-screen-shot?))
(draw-build-revision)))
)
)
(set! *dproc* #f)
(format 0 "display is off #<#x~X>.~%" self)
0
)
(defun on ((arg0 symbol))
"Start the display loop."
(when (not *dproc*)
(when (not arg0)
(if (= (-> *level* level0 status) 'inactive)
(bg 'halfpipe)
)
)
(set! *run* #t)
(set! *dproc* (ppointer->process (process-spawn-function
process
display-loop
:name "display"
:from *4k-dead-pool*
:to *display-pool*
:stack *kernel-dram-stack*
)
)
)
(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 arg0)
(let ((gp-1 (entity-by-type camera-start)))
(when (and gp-1 (type? gp-1 entity-actor))
(while (not (camera-teleport-to-entity gp-1))
(suspend)
)
)
)
)
; (if (and (= *kernel-boot-message* 'art-group) *kernel-boot-art-group*)
; (anim-tester-add-object *kernel-boot-art-group*)
; )
)
(else
(format 0 "startup failed, killing dproc~%")
(kill-by-name "display" *active-pool*)
(set! *dproc* #f)
)
)
)
*dproc*
)
(defun off ()
(stop 'debug)
(dotimes (gp-0 (-> *level* length))
(let ((a0-2 (-> *level* level gp-0)))
(if (= (-> a0-2 status) 'active)
(deactivate a0-2)
)
)
)
(set! *run* #f)
0
)