mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-21 09:21:08 +00:00
88913c0139
This tries to make our code a bit more compliant with our code formatting conventions. For future use, this is the command I used: git ls-files "*.cpp" "*.h" | xargs sed -i -e 's/[ \t]*$//'
439 lines
12 KiB
C++
439 lines
12 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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* 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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* 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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#include "tsage/debugger.h"
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#include "tsage/globals.h"
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#include "tsage/graphics.h"
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#include "tsage/ringworld_logic.h"
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namespace tSage {
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Debugger::Debugger() : GUI::Debugger() {
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DCmd_Register("continue", WRAP_METHOD(Debugger, Cmd_Exit));
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DCmd_Register("scene", WRAP_METHOD(Debugger, Cmd_Scene));
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DCmd_Register("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions));
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DCmd_Register("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions));
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DCmd_Register("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag));
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DCmd_Register("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag));
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DCmd_Register("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag));
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DCmd_Register("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects));
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DCmd_Register("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject));
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DCmd_Register("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots));
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}
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static int strToInt(const char *s) {
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if (!*s)
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// No string at all
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return 0;
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else if (toupper(s[strlen(s) - 1]) != 'H')
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// Standard decimal string
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return atoi(s);
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// Hexadecimal string
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uint tmp = 0;
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int read = sscanf(s, "%xh", &tmp);
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if (read < 1)
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error("strToInt failed on string \"%s\"", s);
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return (int)tmp;
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}
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/**
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* This command loads up the specified new scene number
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*/
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bool Debugger::Cmd_Scene(int argc, const char **argv) {
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if (argc < 2) {
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DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]);
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return true;
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}
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if (argc == 3)
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_globals->_sceneManager._sceneNumber = strToInt(argv[2]);
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_globals->_sceneManager.changeScene(strToInt(argv[1]));
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return false;
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}
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/**
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* This command draws the walk regions onto the screen
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*/
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bool Debugger::Cmd_WalkRegions(int argc, const char **argv) {
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if (argc != 1) {
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DebugPrintf("Usage: %s\n", argv[0]);
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return true;
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}
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// Color index to use for the first walk region
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int color = 16;
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// Lock the background surface for access
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Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
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// Loop through drawing each walk region in a different color to the background surface
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Common::String regionsDesc;
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for (uint regionIndex = 0; regionIndex < _globals->_walkRegions._regionList.size(); ++regionIndex, ++color) {
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WalkRegion &wr = _globals->_walkRegions._regionList[regionIndex];
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for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) {
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LineSliceSet sliceSet = wr.getLineSlices(yp);
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for (uint idx = 0; idx < sliceSet.items.size(); ++idx)
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destSurface.hLine(sliceSet.items[idx].xs - _globals->_sceneOffset.x, yp,
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sliceSet.items[idx].xe - _globals->_sceneOffset.x, color);
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}
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regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n",
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regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom);
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}
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// Release the surface
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_globals->_sceneManager._scene->_backSurface.unlockSurface();
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// Mark the scene as requiring a full redraw
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_globals->_paneRefreshFlag[0] = 2;
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DebugPrintf("Total regions = %d\n", _globals->_walkRegions._regionList.size());
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DebugPrintf("%s\n", regionsDesc.c_str());
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return false;
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}
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/*
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* This command draws the priority regions onto the screen
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*/
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bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) {
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int regionNum = 0;
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// Check for an optional specific region to display
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if (argc == 2)
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regionNum = strToInt(argv[1]);
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// Color index to use for the first priority region
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int color = 16;
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int count = 0;
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// Lock the background surface for access
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Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
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Common::List<Region>::iterator i = _globals->_sceneManager._scene->_priorities.begin();
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Common::String regionsDesc;
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for (; i != _globals->_sceneManager._scene->_priorities.end(); ++i, ++color, ++count) {
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Region &r = *i;
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if ((regionNum == 0) || (regionNum == (count + 1))) {
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for (int y = 0; y < destSurface.h; ++y) {
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byte *destP = (byte *)destSurface.getBasePtr(0, y);
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for (int x = 0; x < destSurface.w; ++x) {
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if (r.contains(Common::Point(_globals->_sceneManager._scene->_sceneBounds.left + x,
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_globals->_sceneManager._scene->_sceneBounds.top + y)))
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*destP = color;
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++destP;
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}
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}
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}
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regionsDesc += Common::String::format("Region Priority = %d bounds=%d,%d,%d,%d\n",
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r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom);
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}
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// Release the surface
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_globals->_sceneManager._scene->_backSurface.unlockSurface();
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// Mark the scene as requiring a full redraw
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_globals->_paneRefreshFlag[0] = 2;
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DebugPrintf("Total regions = %d\n", count);
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DebugPrintf("%s", regionsDesc.c_str());
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return true;
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}
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/*
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* This command sets a flag
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*/
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bool Debugger::Cmd_SetFlag(int argc, const char **argv) {
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// Check for a flag to set
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if (argc != 2) {
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DebugPrintf("Usage: %s <flag number>\n", argv[0]);
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return true;
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}
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int flagNum = strToInt(argv[1]);
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_globals->setFlag(flagNum);
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return true;
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}
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/*
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* This command gets the value of a flag
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*/
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bool Debugger::Cmd_GetFlag(int argc, const char **argv) {
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// Check for an flag to display
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if (argc != 2) {
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DebugPrintf("Usage: %s <flag number>\n", argv[0]);
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return true;
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}
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int flagNum = strToInt(argv[1]);
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DebugPrintf("Value: %d\n", _globals->getFlag(flagNum));
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return true;
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}
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/*
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* This command clears a flag
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*/
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bool Debugger::Cmd_ClearFlag(int argc, const char **argv) {
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// Check for a flag to clear
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if (argc != 2) {
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DebugPrintf("Usage: %s <flag number>\n", argv[0]);
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return true;
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}
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int flagNum = strToInt(argv[1]);
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_globals->clearFlag(flagNum);
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return true;
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}
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/*
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* This command lists the objects available, and their ID
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*/
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bool Debugger::Cmd_ListObjects(int argc, const char **argv) {
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if (argc != 1) {
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DebugPrintf("Usage: %s\n", argv[0]);
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return true;
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}
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DebugPrintf("Available objects for this game are:\n");
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DebugPrintf("0 - Stunner\n");
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DebugPrintf("1 - Scanner\n");
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DebugPrintf("2 - Stasis Box\n");
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DebugPrintf("3 - Info Disk\n");
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DebugPrintf("4 - Stasis Negator\n");
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DebugPrintf("5 - Key Device\n");
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DebugPrintf("6 - Medkit\n");
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DebugPrintf("7 - Ladder\n");
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DebugPrintf("8 - Rope\n");
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DebugPrintf("9 - Key\n");
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DebugPrintf("10 - Translator\n");
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DebugPrintf("11 - Ale\n");
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DebugPrintf("12 - Paper\n");
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DebugPrintf("13 - Waldos\n");
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DebugPrintf("14 - Stasis Box 2\n");
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DebugPrintf("15 - Ring\n");
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DebugPrintf("16 - Cloak\n");
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DebugPrintf("17 - Tunic\n");
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DebugPrintf("18 - Candle\n");
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DebugPrintf("19 - Straw\n");
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DebugPrintf("20 - Scimitar\n");
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DebugPrintf("21 - Sword\n");
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DebugPrintf("22 - Helmet\n");
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DebugPrintf("23 - Items\n");
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DebugPrintf("24 - Concentrator\n");
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DebugPrintf("25 - Nullifier\n");
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DebugPrintf("26 - Peg\n");
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DebugPrintf("27 - Vial\n");
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DebugPrintf("28 - Jacket\n");
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DebugPrintf("29 - Tunic 2\n");
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DebugPrintf("30 - Bone\n");
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DebugPrintf("31 - Empty Jar\n");
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DebugPrintf("32 - Jar\n");
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return true;
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}
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/*
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* This command gets an item, or move it to a room
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*/
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bool Debugger::Cmd_MoveObject(int argc, const char **argv) {
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// Check for a flag to clear
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if ((argc < 2) || (argc > 3)){
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DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
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DebugPrintf("If no scene is specified, the object will be added to inventory\n");
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return true;
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}
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int objNum = strToInt(argv[1]);
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int sceneNum = 1;
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if (argc == 3)
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sceneNum = strToInt(argv[2]);
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switch (objNum) {
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case OBJECT_STUNNER:
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RING_INVENTORY._stunner._sceneNumber = sceneNum;
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break;
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case OBJECT_SCANNER:
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RING_INVENTORY._scanner._sceneNumber = sceneNum;
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break;
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case OBJECT_STASIS_BOX:
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RING_INVENTORY._stasisBox._sceneNumber = sceneNum;
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break;
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case OBJECT_INFODISK:
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RING_INVENTORY._infoDisk._sceneNumber = sceneNum;
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break;
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case OBJECT_STASIS_NEGATOR:
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RING_INVENTORY._stasisNegator._sceneNumber = sceneNum;
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break;
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case OBJECT_KEY_DEVICE:
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RING_INVENTORY._keyDevice._sceneNumber = sceneNum;
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break;
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case OBJECT_MEDKIT:
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RING_INVENTORY._medkit._sceneNumber = sceneNum;
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break;
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case OBJECT_LADDER:
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RING_INVENTORY._ladder._sceneNumber = sceneNum;
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break;
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case OBJECT_ROPE:
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RING_INVENTORY._rope._sceneNumber = sceneNum;
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break;
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case OBJECT_KEY:
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RING_INVENTORY._key._sceneNumber = sceneNum;
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break;
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case OBJECT_TRANSLATOR:
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RING_INVENTORY._translator._sceneNumber = sceneNum;
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break;
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case OBJECT_ALE:
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RING_INVENTORY._ale._sceneNumber = sceneNum;
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break;
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case OBJECT_PAPER:
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RING_INVENTORY._paper._sceneNumber = sceneNum;
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break;
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case OBJECT_WALDOS:
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RING_INVENTORY._waldos._sceneNumber = sceneNum;
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break;
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case OBJECT_STASIS_BOX2:
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RING_INVENTORY._stasisBox2._sceneNumber = sceneNum;
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break;
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case OBJECT_RING:
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RING_INVENTORY._ring._sceneNumber = sceneNum;
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break;
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case OBJECT_CLOAK:
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RING_INVENTORY._cloak._sceneNumber = sceneNum;
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break;
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case OBJECT_TUNIC:
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RING_INVENTORY._tunic._sceneNumber = sceneNum;
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break;
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case OBJECT_CANDLE:
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RING_INVENTORY._candle._sceneNumber = sceneNum;
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break;
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case OBJECT_STRAW:
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RING_INVENTORY._straw._sceneNumber = sceneNum;
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break;
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case OBJECT_SCIMITAR:
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RING_INVENTORY._scimitar._sceneNumber = sceneNum;
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break;
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case OBJECT_SWORD:
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RING_INVENTORY._sword._sceneNumber = sceneNum;
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break;
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case OBJECT_HELMET:
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RING_INVENTORY._helmet._sceneNumber = sceneNum;
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break;
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case OBJECT_ITEMS:
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RING_INVENTORY._items._sceneNumber = sceneNum;
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break;
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case OBJECT_CONCENTRATOR:
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RING_INVENTORY._concentrator._sceneNumber = sceneNum;
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break;
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case OBJECT_NULLIFIER:
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RING_INVENTORY._nullifier._sceneNumber = sceneNum;
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break;
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case OBJECT_PEG:
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RING_INVENTORY._peg._sceneNumber = sceneNum;
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break;
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case OBJECT_VIAL:
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RING_INVENTORY._vial._sceneNumber = sceneNum;
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break;
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case OBJECT_JACKET:
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RING_INVENTORY._jacket._sceneNumber = sceneNum;
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break;
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case OBJECT_TUNIC2:
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RING_INVENTORY._tunic2._sceneNumber = sceneNum;
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break;
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case OBJECT_BONE:
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RING_INVENTORY._bone._sceneNumber = sceneNum;
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break;
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case OBJECT_EMPTY_JAR:
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RING_INVENTORY._emptyJar._sceneNumber = sceneNum;
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break;
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case OBJECT_JAR:
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RING_INVENTORY._jar._sceneNumber = sceneNum;
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break;
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default:
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DebugPrintf("Invalid object Id %s\n", argv[1]);
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break;
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}
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return true;
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}
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/**
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* Show any active hotspot areas in the scene
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*/
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bool Debugger::Cmd_Hotspots(int argc, const char **argv) {
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int colIndex = 16;
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const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds;
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// Lock the background surface for access
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Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
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// Iterate through the scene items
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SynchronizedList<SceneItem *>::iterator i;
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for (i = _globals->_sceneItems.reverse_begin(); i != _globals->_sceneItems.end(); --i, ++colIndex) {
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SceneItem *o = *i;
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// Draw the contents of the hotspot area
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if (o->_sceneRegionId == 0) {
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// Scene item doesn't use a region, so fill in the entire area
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destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top,
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o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex);
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} else {
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// Scene uses a region, so get it and use it to fill out only the correct parts
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SceneRegions::iterator ri = _globals->_sceneRegions.begin();
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while ((ri != _globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId))
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++ri;
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if (ri != _globals->_sceneRegions.end()) {
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// Fill out the areas defined by the region
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Region &r = *ri;
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for (int y = r._bounds.top; y < r._bounds.bottom; ++y) {
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LineSliceSet set = r.getLineSlices(y);
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for (uint p = 0; p < set.items.size(); ++p)
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destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top,
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set.items[p].xe - sceneBounds.left - 1, colIndex);
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}
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}
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}
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}
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// Release the surface
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_globals->_sceneManager._scene->_backSurface.unlockSurface();
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// Mark the scene as requiring a full redraw
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_globals->_paneRefreshFlag[0] = 2;
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return false;
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}
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} // End of namespace tSage
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