scummvm/sword2/debug.cpp
Torbjörn Andersson 43cfe01f3d This is the second part of the BS2 restructuring. There are two new
classes: Screen and Mouse. Screen handles most of the drawing, except the
mouse cursor and in-game menus.

The old Graphics class is no more.

I've also fixed some "reverse stereo" regressions from the first part of
the restructuring.

I'm not sure what the next step will be, but hopefully it will be smaller
than this one was.

svn-id: r16812
2005-02-19 14:02:16 +00:00

382 lines
11 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
namespace Sword2 {
void Debugger::clearDebugTextBlocks(void) {
uint8 blockNo = 0;
while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) {
// kill the system text block
_vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]);
// clear this element of our array of block numbers
_debugTextBlocks[blockNo] = 0;
blockNo++;
}
}
void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) {
uint8 blockNo = 0;
while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0)
blockNo++;
assert(blockNo < MAX_DEBUG_TEXTS);
_debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
}
void Debugger::buildDebugText(void) {
char buf[128];
int32 showVarNo; // for variable watching
int32 showVarPos;
int32 varNo;
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// clear the array of text block numbers for the debug text
clearDebugTextBlocks();
// mouse coords
// print mouse coords beside mouse-marker, if it's being displayed
if (_displayMouseMarker) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
sprintf(buf, "%d,%d", mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y);
if (mouseX > 560)
makeDebugTextBlock(buf, mouseX - 50, mouseY - 15);
else
makeDebugTextBlock(buf, mouseX + 5, mouseY - 15);
}
// mouse area coords
// defining a mouse area the easy way, by creating a box on-screen
if (_draggingRectangle || Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
// so we can see what's behind the lines
_rectFlicker = !_rectFlicker;
sprintf(buf, "x1=%d", _rectX1);
makeDebugTextBlock(buf, 0, 120);
sprintf(buf, "y1=%d", _rectY1);
makeDebugTextBlock(buf, 0, 135);
sprintf(buf, "x2=%d", _rectX2);
makeDebugTextBlock(buf, 0, 150);
sprintf(buf, "y2=%d", _rectY2);
makeDebugTextBlock(buf, 0, 165);
}
// testingSnR indicator
if (_testingSnR) { // see fnAddHuman()
sprintf(buf, "TESTING LOGIC STABILITY!");
makeDebugTextBlock(buf, 0, 105);
}
#ifdef SWORD2_DEBUG
// speed-up indicator
if (_vm->_renderSkip) { // see sword2.cpp
sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
makeDebugTextBlock(buf, 0, 120);
}
#endif
// debug info at top of screen - enabled/disabled as one complete unit
if (_displayTime) {
int32 time = _vm->getMillis();
if ((time - _startTime) / 1000 >= 10000)
_startTime = time;
time -= _startTime;
sprintf(buf, "Time %.2d:%.2d:%.2d.%.3d", (time / 3600000) % 60, (time / 60000) % 60, (time / 1000) % 60, time % 1000);
makeDebugTextBlock(buf, 500, 360);
sprintf(buf, "Game %d", _vm->_gameCycle);
makeDebugTextBlock(buf, 500, 380);
}
// current text number & speech-sample resource id
if (_displayTextNumbers) {
if (_textNumber) {
if (Logic::_scriptVars[SYSTEM_TESTING_TEXT]) {
if (Logic::_scriptVars[SYSTEM_WANT_PREVIOUS_LINE])
sprintf(buf, "backwards");
else
sprintf(buf, "forwards");
makeDebugTextBlock(buf, 0, 340);
}
sprintf(buf, "res: %d", _textNumber / SIZE);
makeDebugTextBlock(buf, 0, 355);
sprintf(buf, "pos: %d", _textNumber & 0xffff);
makeDebugTextBlock(buf, 0, 370);
sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber);
makeDebugTextBlock(buf, 0, 385);
}
}
// resource number currently being checking for animation
if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
sprintf(buf, "trying resource %d", Logic::_scriptVars[SYSTEM_TESTING_ANIMS]);
makeDebugTextBlock(buf, 0, 90);
}
// general debug info
if (_displayDebugText) {
byte name[NAME_LEN];
/*
// CD in use
sprintf(buf, "CD-%d", currentCD);
makeDebugTextBlock(buf, 0, 0);
*/
// mouse coords & object pointed to
if (Logic::_scriptVars[CLICKED_ID])
sprintf(buf, "last click at %d,%d (id %d: %s)",
Logic::_scriptVars[MOUSE_X],
Logic::_scriptVars[MOUSE_Y],
Logic::_scriptVars[CLICKED_ID],
_vm->fetchObjectName(Logic::_scriptVars[CLICKED_ID], name));
else
sprintf(buf, "last click at %d,%d (---)",
Logic::_scriptVars[MOUSE_X],
Logic::_scriptVars[MOUSE_Y]);
makeDebugTextBlock(buf, 0, 15);
uint32 mouseTouching = _vm->_mouse->getMouseTouching();
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
if (mouseTouching)
sprintf(buf, "mouse %d,%d (id %d: %s)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y,
mouseTouching,
_vm->fetchObjectName(mouseTouching, name));
else
sprintf(buf, "mouse %d,%d (not touching)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y);
makeDebugTextBlock(buf, 0, 30);
// player coords & graphic info
// if player objct has a graphic
if (_playerGraphic.anim_resource)
sprintf(buf, "player %d,%d %s (%d) #%d/%d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_vm->fetchObjectName(_playerGraphic.anim_resource, name),
_playerGraphic.anim_resource,
_playerGraphic.anim_pc,
_playerGraphicNoFrames);
else
sprintf(buf, "player %d,%d --- %d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_playerGraphic.anim_pc);
makeDebugTextBlock(buf, 0, 45);
// frames-per-second counter
sprintf(buf, "fps %d", _vm->_screen->getFps());
makeDebugTextBlock(buf, 440, 0);
// location number
sprintf(buf, "location=%d", Logic::_scriptVars[LOCATION]);
makeDebugTextBlock(buf, 440, 15);
// "result" variable
sprintf(buf, "result=%d", Logic::_scriptVars[RESULT]);
makeDebugTextBlock(buf, 440, 30);
// no. of events in event list
sprintf(buf, "events=%d", _vm->_logic->countEvents());
makeDebugTextBlock(buf, 440, 45);
// sprite list usage
sprintf(buf, "bgp0: %d/%d", _vm->_screen->getCurBgp0(), MAX_bgp0_sprites);
makeDebugTextBlock(buf, 560, 0);
sprintf(buf, "bgp1: %d/%d", _vm->_screen->getCurBgp1(), MAX_bgp1_sprites);
makeDebugTextBlock(buf, 560, 15);
sprintf(buf, "back: %d/%d", _vm->_screen->getCurBack(), MAX_back_sprites);
makeDebugTextBlock(buf, 560, 30);
sprintf(buf, "sort: %d/%d", _vm->_screen->getCurSort(), MAX_sort_sprites);
makeDebugTextBlock(buf, 560, 45);
sprintf(buf, "fore: %d/%d", _vm->_screen->getCurFore(), MAX_fore_sprites);
makeDebugTextBlock(buf, 560, 60);
sprintf(buf, "fgp0: %d/%d", _vm->_screen->getCurFgp0(), MAX_fgp0_sprites);
makeDebugTextBlock(buf, 560, 75);
sprintf(buf, "fgp1: %d/%d", _vm->_screen->getCurFgp1(), MAX_fgp1_sprites);
makeDebugTextBlock(buf, 560, 90);
// largest layer & sprite
// NB. Strings already constructed in Build_display.cpp
makeDebugTextBlock(_vm->_screen->getLargestLayerInfo(), 0, 60);
makeDebugTextBlock(_vm->_screen->getLargestSpriteInfo(), 0, 75);
// "waiting for person" indicator - set form fnTheyDo and
// fnTheyDoWeWait
if (_speechScriptWaiting) {
sprintf(buf, "script waiting for %s (%d)",
_vm->fetchObjectName(_speechScriptWaiting, name),
_speechScriptWaiting);
makeDebugTextBlock(buf, 0, 90);
}
// variable watch display
showVarPos = 115; // y-coord for first showVar
for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
varNo = _showVar[showVarNo]; // get variable number
// if non-zero ie. cannot watch 'id' but not needed
// anyway because it changes throughout the logic loop
if (varNo) {
sprintf(buf, "var(%d) = %d", varNo, Logic::_scriptVars[varNo]);
makeDebugTextBlock(buf, 530, showVarPos);
showVarPos += 15; // next line down
}
}
// memory indicator - this should come last, to show all the
// sprite blocks above!
_vm->_memory->memStatusStr(buf);
makeDebugTextBlock(buf, 0, 0);
}
}
void Debugger::drawDebugGraphics(void) {
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// walk-grid
if (_displayWalkGrid)
_vm->_logic->_router->plotWalkGrid();
// player feet coord marker
if (_displayPlayerMarker)
plotCrossHair(screenInfo->player_feet_x, screenInfo->player_feet_y, 215);
// mouse marker & coords
if (_displayMouseMarker) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
plotCrossHair(mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y, 215);
}
// mouse area rectangle / sprite box rectangle when testing anims
if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
// draw box around current frame
drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
} else if (_draggingRectangle) {
// defining a mouse area the easy way, by creating a box
// on-screen
if (_rectFlicker)
drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
}
}
void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
_vm->_screen->plotPoint(x, y, pen);
_vm->_screen->drawLine(x - 2, y, x - 5, y, pen);
_vm->_screen->drawLine(x + 2, y, x + 5, y, pen);
_vm->_screen->drawLine(x, y - 2, x, y - 5, pen);
_vm->_screen->drawLine(x, y + 2, x, y + 5, pen);
}
void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
_vm->_screen->drawLine(x1, y1, x2, y1, pen); // top edge
_vm->_screen->drawLine(x1, y2, x2, y2, pen); // bottom edge
_vm->_screen->drawLine(x1, y1, x1, y2, pen); // left edge
_vm->_screen->drawLine(x2, y1, x2, y2, pen); // right edge
}
void Debugger::printCurrentInfo(void) {
// prints general stuff about the screen, etc.
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
if (screenInfo->background_layer_id) {
DebugPrintf("background layer id %d\n", screenInfo->background_layer_id);
DebugPrintf("%d wide, %d high\n", screenInfo->screen_wide, screenInfo->screen_deep);
DebugPrintf("%d normal layers\n", screenInfo->number_of_layers);
_vm->_logic->examineRunList();
} else
DebugPrintf("No screen\n");
}
} // End of namespace Sword2