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https://github.com/libretro/scummvm.git
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a772bbb3e1
KIA screen should be skipped when save games exist, but a valid boot param has been specified The boot param validation uses existing code in the debugger to ensure valid combination of chapter, set and scene
161 lines
4.8 KiB
C++
161 lines
4.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef BLADERUNNER_DEBUGGER_H
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#define BLADERUNNER_DEBUGGER_H
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#include "bladerunner/vector.h"
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#include "gui/debugger.h"
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namespace Graphics {
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struct Surface;
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}
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namespace BladeRunner {
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class BladeRunnerEngine;
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class View;
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enum DebuggerDrawnObjectType {
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debuggerObjTypeUndefined = 99,
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debuggerObjTypeActor = 0,
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debuggerObjType3dObject = 1,
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debuggerObjTypeItem = 2,
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debuggerObjTypeRegionNormal = 3,
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debuggerObjTypeRegionExit = 4,
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debuggerObjTypeWaypointNorm = 5,
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debuggerObjTypeWaypoingFlee = 6,
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debuggerObjTypeWaypointCover = 7,
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debuggerObjTypeWalkbox = 8,
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debuggerObjTypeEffect = 9,
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debuggerObjTypeLight = 10,
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debuggerObjTypeFog = 11
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};
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class Debugger : public GUI::Debugger{
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BladeRunnerEngine *_vm;
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static const uint kMaxSpecificObjectsDrawnCount = 100;
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struct DebuggerDrawnObject {
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int sceneId;
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int setId;
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int objId;
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DebuggerDrawnObjectType type;
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};
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public:
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bool _isDebuggerOverlay;
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bool _viewActorsToggle;
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bool _view3dObjectsToggle;
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bool _viewItemsToggle;
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bool _viewFogs;
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bool _viewLights;
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bool _viewScreenEffects;
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bool _viewObstacles;
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bool _viewRegionsNormalToggle;
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bool _viewRegionsExitsToggle;
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bool _viewUI;
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bool _viewWaypointsNormalToggle;
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bool _viewWaypointsFleeToggle;
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bool _viewWaypointsCoverToggle;
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bool _viewWalkboxes;
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bool _viewZBuffer;
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bool _playFullVk;
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bool _showStatsVk;
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bool _showMazeScore;
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bool _showMouseClickInfo;
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Debugger(BladeRunnerEngine *vm);
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~Debugger() override;
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bool cmdAnimation(int argc, const char **argv);
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bool cmdHealth(int argc, const char **argv);
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bool cmdChapter(int argc, const char **argv);
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bool cmdDraw(int argc, const char **argv);
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bool cmdFlag(int argc, const char **argv);
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bool cmdGoal(int argc, const char **argv);
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bool cmdLoop(int argc, const char **argv);
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bool cmdPosition(int argc, const char **argv);
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bool cmdSay(int argc, const char **argv);
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bool cmdScene(int argc, const char **argv);
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bool cmdVariable(int argc, const char **argv);
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bool cmdClue(int argc, const char **argv);
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bool cmdTimer(int argc, const char **argv);
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bool cmdFriend(int argc, const char **argv);
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bool cmdLoad(int argc, const char **argv);
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bool cmdSave(int argc, const char **argv);
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bool cmdOverlay(int argc, const char **argv);
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bool cmdSubtitle(int argc, const char **argv);
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bool cmdMazeScore(int argc, const char **argv);
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bool cmdObject(int argc, const char **argv);
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bool cmdItem(int argc, const char **argv);
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bool cmdRegion(int argc, const char **argv);
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bool cmdClick(int argc, const char **argv);
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bool cmdDifficulty(int argc, const char **argv);
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#if BLADERUNNER_ORIGINAL_BUGS
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#else
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bool cmdEffect(int argc, const char **argv);
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#endif // BLADERUNNER_ORIGINAL_BUGS
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bool cmdList(int argc, const char **argv);
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bool cmdVk(int argc, const char **argv);
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Common::String getDifficultyDescription(int difficultyValue);
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void drawDebuggerOverlay();
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void drawBBox(Vector3 start, Vector3 end, View *view, Graphics::Surface *surface, int color);
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void drawSceneObjects();
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void drawLights();
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void drawFogs();
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void drawRegions();
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void drawWaypoints();
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void drawWalkboxes();
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void drawScreenEffects();
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bool dbgAttemptToLoadChapterSetScene(int chapterId, int setId, int sceneId);
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private:
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Common::Array<DebuggerDrawnObject> _specificDrawnObjectsList;
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bool _specificActorsDrawn;
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bool _specific3dObjectsDrawn;
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bool _specificItemsDrawn;
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bool _specificEffectsDrawn;
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bool _specificLightsDrawn;
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bool _specificFogsDrawn;
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bool _specificRegionNormalDrawn;
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bool _specificRegionExitsDrawn;
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bool _specificWaypointNormalDrawn;
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bool _specificWaypointFleeDrawn;
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bool _specificWaypointCoverDrawn;
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bool _specificWalkboxesDrawn;
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void toggleObjectInDbgDrawList(DebuggerDrawnObject &drObj);
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int findInDbgDrawList(DebuggerDrawnObjectType objType, int objId, int setId, int sceneId);
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void updateTogglesForDbgDrawListInCurrentSetAndScene();
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};
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} // End of namespace BladeRunner
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#endif
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