scummvm/sword2/debug.cpp
Torbjörn Andersson bb5f479a8c Added a WaitForFade() function, to replace numerous while-loops scattered
througout the code.

svn-id: r10127
2003-09-09 12:14:08 +00:00

555 lines
17 KiB
C++

/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 <stdarg.h> // for ExitWithReport, which stays in RELEASE version
#include <stdio.h>
#include "stdafx.h"
#include "driver/driver96.h"
#include "debug.h"
//--------------------------------------------------------------------------------------
#ifdef _SWORD2_DEBUG // this whole file (except ExitWithReport) only included on debug versions
#include <stdlib.h>
#include "build_display.h" // for 'fps' (frames-per-second counter)
#include "console.h"
#include "defs.h"
#include "events.h" // for CountEvents()
#include "layers.h"
#include "logic.h"
#include "maketext.h"
#include "mem_view.h"
#include "mouse.h"
#include "protocol.h"
#include "resman.h"
#include "router.h" // for PlotWalkGrid()
#include "speech.h" // for 'officialTextNumber' and 'speechScriptWaiting'
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// global variables
uint8 displayDebugText = 0; // "INFO" 0=off; 1=on
uint8 displayWalkGrid = 0; // "WALKGRID"
uint8 displayMouseMarker = 0; // "MOUSE"
uint8 displayTime = 0; // "TIME"
uint8 displayPlayerMarker = 0; // "PLAYER"
uint8 displayTextNumbers = 0; // "TEXT"
uint8 renderSkip = 0; // Toggled on 'S' key - to render only 1 in 4 frames, to speed up game
uint8 definingRectangles = 0; // "RECT"
uint8 draggingRectangle = 0; // 0=waiting to start new rect; 1=currently dragging a rectangle
int16 rect_x1 = 0;
int16 rect_y1 = 0;
int16 rect_x2 = 0;
int16 rect_y2 = 0;
uint8 rectFlicker=0;
uint8 testingSnR = 0; // "SAVEREST" - for system to kill all object resources (except player) in FN_add_human()
int32 startTime = 0; // "TIMEON" & "TIMEOFF" - system start time.
int32 gameCycle = 0; // Counter for game clocks.
int32 textNumber = 0; // current system text line number
int32 showVar[MAX_SHOWVARS]; // "SHOWVAR"
Object_graphic playerGraphic; // for displaying player object's current graphical info
uint32 player_graphic_no_frames=0; // no. of frames in currently displayed anim
uint8 debug_text_blocks[MAX_DEBUG_TEXT_BLOCKS];
//--------------------------------------------------------------------------------------
// function prototypes
void Clear_debug_text_blocks( void );
void Make_debug_text_block( char *text, int16 x, int16 y );
void Plot_cross_hair( int16 x, int16 y, uint8 pen );
void DrawRect( int16 x, int16 y, int16 x2, int16 y2, uint8 pen );
//--------------------------------------------------------------------------------------
#endif // _SWORD2_DEBUG
// THIS FUNCTION STAYS IN THE RELEASE VERSION
// IN FACT, CON_FATAL_ERROR IS MAPPED TO THIS AS WELL, SO WE HAVE A MORE PRESENTABLE ERROR REPORT
void ExitWithReport(const char *format,...) // (6dec96 JEL)
{
// Send a printf type string to Paul's windows routine
char buf[500];
va_list arg_ptr; // Variable argument pointer
va_start(arg_ptr,format);
vsprintf(buf, format, arg_ptr);
Zdebug("%s",buf); // send output to 'debug.txt' as well, just for the record
// wait for fade to finish before calling RestoreDisplay()
WaitForFade();
ReportFatalError((const uint8 *)buf); // display message box
CloseAppWindow();
// This looks like a bad idea, since our ServiceWindows() never
// returns RDERR_APPCLOSED.
// while (ServiceWindows() != RDERR_APPCLOSED);
exit(0);
}
#ifdef _SWORD2_DEBUG // all other functions only for _SWORD2_DEBUG version
//--------------------------------------------------------------------------------------
void Zdebug(const char *format,...) //Tony's special debug logging file March96
{
// Write a printf type string to a debug file
va_list arg_ptr; // Variable argument pointer
FILE * debug_filep=0; // Debug file pointer
static int first_debug = 1; // Flag for first time this is used
va_start(arg_ptr,format);
if (first_debug) //First time round delete any previous debug file
{
unlink("debug.txt");
first_debug = 0;
}
debug_filep = fopen("debug.txt","a+t");
if (debug_filep != NULL) // if it could be opened
{
vfprintf(debug_filep, format, arg_ptr);
fprintf(debug_filep,"\n");
fclose(debug_filep);
}
}
//--------------------------------------------------------------------------------------
void Zdebug(uint32 stream, const char *format,...) //Tony's special debug logging file March96
{
// Write a printf type string to a debug file
va_list arg_ptr; // Variable argument pointer
FILE * debug_filep=0; // Debug file pointer
static int first = 1; // Flag for first time this is used
int j;
static int first_debugs[100];
if (first==1) //first time run then reset the states
{ for (j=0;j<100;j++)
first_debugs[j]=0;
first=0;
}
char name[20];
sprintf(name, "debug%d.txt", stream);
va_start(arg_ptr,format);
if (!first_debugs[stream]) //First time round delete any previous debug file
{
unlink(name);
first_debugs[stream] = 1;
}
debug_filep = fopen(name,"a+t");
if (debug_filep != NULL) // if it could be opened
{
vfprintf(debug_filep, format, arg_ptr);
fprintf(debug_filep,"\n");
fclose(debug_filep);
}
}
//--------------------------------------------------------------------------------------
void Clear_debug_text_blocks( void ) // JAMES
{
uint8 blockNo=0;
while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0))
{
Kill_text_bloc(debug_text_blocks[blockNo]); // kill the system text block
debug_text_blocks[blockNo] = 0; // clear this element of our array of block numbers
blockNo++;
}
}
//--------------------------------------------------------------------------------------
void Make_debug_text_block( char *text, int16 x, int16 y) // JAMES
{
uint8 blockNo=0;
while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0))
blockNo++;
if (blockNo == MAX_DEBUG_TEXT_BLOCKS)
Con_fatal_error("ERROR: debug_text_blocks[] full in Make_debug_text_block() at line %d in file \"%s\"",__LINE__,__FILE__);
debug_text_blocks[blockNo] = Build_new_block( (uint8 *)text, x, y, 640-x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
}
//--------------------------------------------------------------------------------------
//
//
// PC Build_debug_info
//
//
//--------------------------------------------------------------------------------------
void Build_debug_text( void ) // JAMES
{
char buf[128];
int32 showVarNo; // for variable watching
int32 showVarPos;
int32 varNo;
int32 *varTable;
Clear_debug_text_blocks(); // clear the array of text block numbers for the debug text
//-------------------------------------------------------------------
// mouse coords
/*
if (displayMouseMarker) // print mouse coords beside mouse-marker, if it's being displayed
{
sprintf (buf, "%d,%d", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y);
if (mousex>560)
Make_debug_text_block (buf, mousex-50, mousey-15);
else
Make_debug_text_block (buf, mousex+5, mousey-15);
}
*/
//-------------------------------------------------------------------
// mouse area coords
if (draggingRectangle || SYSTEM_TESTING_ANIMS) // defining a mouse area the easy way, by creating a box on-screen
{
rectFlicker = 1-rectFlicker; // so we can see what's behind the lines
sprintf (buf, "x1=%d", rect_x1);
Make_debug_text_block (buf, 0, 120);
sprintf (buf, "y1=%d", rect_y1);
Make_debug_text_block (buf, 0, 135);
sprintf (buf, "x2=%d", rect_x2);
Make_debug_text_block (buf, 0, 150);
sprintf (buf, "y2=%d", rect_y2);
Make_debug_text_block (buf, 0, 165);
}
//-------------------------------------------------------------------
// testingSnR indicator
if (testingSnR) // see FN_add_human()
{
sprintf (buf, "TESTING LOGIC STABILITY!");
Make_debug_text_block (buf, 0, 105);
}
//---------------------------------------------
// speed-up indicator
if (renderSkip) // see sword.cpp
{
sprintf (buf, "SKIPPING FRAMES FOR SPEED-UP!");
Make_debug_text_block (buf, 0, 120);
}
//---------------------------------------------
// debug info at top of screen - enabled/disabled as one complete unit
if (displayTime)
{
int32 time = timeGetTime();
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);
Make_debug_text_block(buf, 500, 360);
sprintf(buf, "Game %d", gameCycle);
Make_debug_text_block(buf, 500, 380);
}
//---------------------------------------------
// current text number & speech-sample resource id
if (displayTextNumbers)
{
if (textNumber)
{
if (SYSTEM_TESTING_TEXT)
{
if (SYSTEM_WANT_PREVIOUS_LINE)
sprintf (buf, "backwards");
else
sprintf (buf, "forwards");
Make_debug_text_block (buf, 0, 340);
}
sprintf (buf, "res: %d", textNumber/SIZE);
Make_debug_text_block (buf, 0, 355);
sprintf (buf, "pos: %d", textNumber&0xffff);
Make_debug_text_block (buf, 0, 370);
sprintf (buf, "TEXT: %d", officialTextNumber);
Make_debug_text_block (buf, 0, 385);
}
}
//---------------------------------------------
// resource number currently being checking for animation
if (SYSTEM_TESTING_ANIMS)
{
sprintf (buf, "trying resource %d", SYSTEM_TESTING_ANIMS);
Make_debug_text_block (buf, 0, 90);
}
//---------------------------------------------
// general debug info
if (displayDebugText)
{
//---------------------------------------------
/*
// CD in use
sprintf (buf, "CD-%d", currentCD);
Make_debug_text_block (buf, 0, 0);
*/
//---------------------------------------------
// mouse coords & object pointed to
if (CLICKED_ID)
sprintf (buf, "last click at %d,%d (id %d: %s)", MOUSE_X, MOUSE_Y, CLICKED_ID, FetchObjectName(CLICKED_ID));
else
sprintf (buf, "last click at %d,%d (---)", MOUSE_X, MOUSE_Y);
Make_debug_text_block (buf, 0, 15);
if (mouse_touching)
sprintf (buf, "mouse %d,%d (id %d: %s)", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y, mouse_touching, FetchObjectName(mouse_touching));
else
sprintf (buf, "mouse %d,%d (not touching)", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y);
Make_debug_text_block (buf, 0, 30);
//---------------------------------------------
// player coords & graphic info
if (playerGraphic.anim_resource) // if player objct has a graphic
sprintf (buf, "player %d,%d %s (%d) #%d/%d", this_screen.player_feet_x, this_screen.player_feet_y, FetchObjectName(playerGraphic.anim_resource), playerGraphic.anim_resource, playerGraphic.anim_pc, player_graphic_no_frames);
else
sprintf (buf, "player %d,%d --- %d", this_screen.player_feet_x, this_screen.player_feet_y, playerGraphic.anim_pc);
Make_debug_text_block (buf, 0, 45);
//---------------------------------------------
// frames-per-second counter
sprintf (buf, "fps %d", fps);
Make_debug_text_block (buf, 440, 0);
//---------------------------------------------
// location number
sprintf (buf, "location=%d", LOCATION);
Make_debug_text_block (buf, 440, 15);
//---------------------------------------------
// "result" variable
sprintf (buf, "result=%d", RESULT);
Make_debug_text_block (buf, 440, 30);
//---------------------------------------------
// no. of events in event list
sprintf (buf, "events=%d", CountEvents());
Make_debug_text_block (buf, 440, 45);
//---------------------------------------------
// sprite list usage
sprintf (buf, "bgp0: %d/%d",cur_bgp0,MAX_bgp0_sprites);
Make_debug_text_block (buf, 560, 0);
sprintf (buf, "bgp1: %d/%d",cur_bgp1,MAX_bgp1_sprites);
Make_debug_text_block (buf, 560, 15);
sprintf (buf, "back: %d/%d",cur_back,MAX_back_sprites);
Make_debug_text_block (buf, 560, 30);
sprintf (buf, "sort: %d/%d",cur_sort,MAX_sort_sprites);
Make_debug_text_block (buf, 560, 45);
sprintf (buf, "fore: %d/%d",cur_fore,MAX_fore_sprites);
Make_debug_text_block (buf, 560, 60);
sprintf (buf, "fgp0: %d/%d",cur_fgp0,MAX_fgp0_sprites);
Make_debug_text_block (buf, 560, 75);
sprintf (buf, "fgp1: %d/%d",cur_fgp1,MAX_fgp1_sprites);
Make_debug_text_block (buf, 560, 90);
//---------------------------------------------
// largest layer & sprite
// NB. Strings already constructed in Build_display.cpp
Make_debug_text_block (largest_layer_info, 0, 60);
Make_debug_text_block (largest_sprite_info, 0, 75);
//---------------------------------------------
// "waiting for person" indicator - set form FN_they_do & FN_they_do_we_wait
if (speechScriptWaiting)
{
sprintf (buf, "script waiting for %s (%d)", FetchObjectName(speechScriptWaiting), speechScriptWaiting);
Make_debug_text_block (buf, 0, 90);
}
//---------------------------------------------
// variable watch display
showVarPos = 115; // y-coord for first showVar
varTable = (int32*)(res_man.Res_open(1) + sizeof(_standardHeader)); // res 1 is the global variables resource
for (showVarNo=0; showVarNo < MAX_SHOWVARS; showVarNo++)
{
varNo = showVar[showVarNo]; // get variable number
if (varNo) // if non-zero ie. cannot watch 'id' but not needed anyway because it changes throughout the logic loop
{
sprintf (buf, "var(%d) = %d", varNo, varTable[varNo]);
Make_debug_text_block (buf, 530, showVarPos);
showVarPos += 15; // next line down
}
}
res_man.Res_close(1); // close global variables resource
//---------------------------------------------
// memory indicator - this should come last, to show all the sprite blocks above!
Create_mem_string (buf);
Make_debug_text_block (buf, 0, 0);
//---------------------------------------------
}
//-------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
void Draw_debug_graphics( void ) // JAMES (08apr97)
{
//-------------------------------
// walk-grid
if (displayWalkGrid)
PlotWalkGrid();
//-------------------------------
// player feet coord marker
if (displayPlayerMarker)
Plot_cross_hair (this_screen.player_feet_x, this_screen.player_feet_y, 215);
//-------------------------------------------------------------------
// mouse marker & coords
if (displayMouseMarker)
Plot_cross_hair (mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y, 215);
//-------------------------------------------------------------------
// mouse area rectangle / sprite box rectangle when testing anims
if (SYSTEM_TESTING_ANIMS)
{
DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184); // draw box around current frame
}
else if (draggingRectangle) // defining a mouse area the easy way, by creating a box on-screen
{
if (rectFlicker)
DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184);
}
//-------------------------------------------------------------------
}
//--------------------------------------------------------------------------------------
void Plot_cross_hair( int16 x, int16 y, uint8 pen )
{
PlotPoint(x,y,pen); // driver function
DrawLine(x-2,y,x-5,y,pen); // driver function
DrawLine(x+2,y,x+5,y,pen);
DrawLine(x,y-2,x,y-5,pen);
DrawLine(x,y+2,x,y+5,pen);
}
//--------------------------------------------------------------------------------------
void DrawRect( int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen )
{
DrawLine(x1,y1,x2,y1,pen); // top edge
DrawLine(x1,y2,x2,y2,pen); // bottom edge
DrawLine(x1,y1,x1,y2,pen); // left edge
DrawLine(x2,y1,x2,y2,pen); // right edge
}
//--------------------------------------------------------------------------------------
void Print_current_info(void) //Tony30Oct96
{
//prints general stuff about the screen, etc.
if (this_screen.background_layer_id)
{ Print_to_console(" background layer id %d", this_screen.background_layer_id);
Print_to_console(" %d wide, %d high", this_screen.screen_wide, this_screen.screen_deep);
Print_to_console(" %d normal layers", this_screen.number_of_layers);
LLogic.Examine_run_list();
}
else
Print_to_console(" no screen");
Scroll_console();
}
//--------------------------------------------------------------------------------------
#else // not debug
void Draw_debug_graphics(void) {}
#endif // _SWORD2_DEBUG
//--------------------------------------------------------------------------------------