scummvm/engines/tsage/debugger.cpp
Max Horn 88913c0139 ALL: Remove trailing whitespaces
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]*$//'
2011-06-20 00:59:48 +02:00

439 lines
12 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "tsage/debugger.h"
#include "tsage/globals.h"
#include "tsage/graphics.h"
#include "tsage/ringworld_logic.h"
namespace tSage {
Debugger::Debugger() : GUI::Debugger() {
DCmd_Register("continue", WRAP_METHOD(Debugger, Cmd_Exit));
DCmd_Register("scene", WRAP_METHOD(Debugger, Cmd_Scene));
DCmd_Register("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions));
DCmd_Register("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions));
DCmd_Register("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag));
DCmd_Register("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag));
DCmd_Register("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag));
DCmd_Register("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects));
DCmd_Register("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject));
DCmd_Register("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots));
}
static int strToInt(const char *s) {
if (!*s)
// No string at all
return 0;
else if (toupper(s[strlen(s) - 1]) != 'H')
// Standard decimal string
return atoi(s);
// Hexadecimal string
uint tmp = 0;
int read = sscanf(s, "%xh", &tmp);
if (read < 1)
error("strToInt failed on string \"%s\"", s);
return (int)tmp;
}
/**
* This command loads up the specified new scene number
*/
bool Debugger::Cmd_Scene(int argc, const char **argv) {
if (argc < 2) {
DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]);
return true;
}
if (argc == 3)
_globals->_sceneManager._sceneNumber = strToInt(argv[2]);
_globals->_sceneManager.changeScene(strToInt(argv[1]));
return false;
}
/**
* This command draws the walk regions onto the screen
*/
bool Debugger::Cmd_WalkRegions(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
// Color index to use for the first walk region
int color = 16;
// Lock the background surface for access
Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
// Loop through drawing each walk region in a different color to the background surface
Common::String regionsDesc;
for (uint regionIndex = 0; regionIndex < _globals->_walkRegions._regionList.size(); ++regionIndex, ++color) {
WalkRegion &wr = _globals->_walkRegions._regionList[regionIndex];
for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) {
LineSliceSet sliceSet = wr.getLineSlices(yp);
for (uint idx = 0; idx < sliceSet.items.size(); ++idx)
destSurface.hLine(sliceSet.items[idx].xs - _globals->_sceneOffset.x, yp,
sliceSet.items[idx].xe - _globals->_sceneOffset.x, color);
}
regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n",
regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom);
}
// Release the surface
_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
_globals->_paneRefreshFlag[0] = 2;
DebugPrintf("Total regions = %d\n", _globals->_walkRegions._regionList.size());
DebugPrintf("%s\n", regionsDesc.c_str());
return false;
}
/*
* This command draws the priority regions onto the screen
*/
bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) {
int regionNum = 0;
// Check for an optional specific region to display
if (argc == 2)
regionNum = strToInt(argv[1]);
// Color index to use for the first priority region
int color = 16;
int count = 0;
// Lock the background surface for access
Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
Common::List<Region>::iterator i = _globals->_sceneManager._scene->_priorities.begin();
Common::String regionsDesc;
for (; i != _globals->_sceneManager._scene->_priorities.end(); ++i, ++color, ++count) {
Region &r = *i;
if ((regionNum == 0) || (regionNum == (count + 1))) {
for (int y = 0; y < destSurface.h; ++y) {
byte *destP = (byte *)destSurface.getBasePtr(0, y);
for (int x = 0; x < destSurface.w; ++x) {
if (r.contains(Common::Point(_globals->_sceneManager._scene->_sceneBounds.left + x,
_globals->_sceneManager._scene->_sceneBounds.top + y)))
*destP = color;
++destP;
}
}
}
regionsDesc += Common::String::format("Region Priority = %d bounds=%d,%d,%d,%d\n",
r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom);
}
// Release the surface
_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
_globals->_paneRefreshFlag[0] = 2;
DebugPrintf("Total regions = %d\n", count);
DebugPrintf("%s", regionsDesc.c_str());
return true;
}
/*
* This command sets a flag
*/
bool Debugger::Cmd_SetFlag(int argc, const char **argv) {
// Check for a flag to set
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
_globals->setFlag(flagNum);
return true;
}
/*
* This command gets the value of a flag
*/
bool Debugger::Cmd_GetFlag(int argc, const char **argv) {
// Check for an flag to display
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
DebugPrintf("Value: %d\n", _globals->getFlag(flagNum));
return true;
}
/*
* This command clears a flag
*/
bool Debugger::Cmd_ClearFlag(int argc, const char **argv) {
// Check for a flag to clear
if (argc != 2) {
DebugPrintf("Usage: %s <flag number>\n", argv[0]);
return true;
}
int flagNum = strToInt(argv[1]);
_globals->clearFlag(flagNum);
return true;
}
/*
* This command lists the objects available, and their ID
*/
bool Debugger::Cmd_ListObjects(int argc, const char **argv) {
if (argc != 1) {
DebugPrintf("Usage: %s\n", argv[0]);
return true;
}
DebugPrintf("Available objects for this game are:\n");
DebugPrintf("0 - Stunner\n");
DebugPrintf("1 - Scanner\n");
DebugPrintf("2 - Stasis Box\n");
DebugPrintf("3 - Info Disk\n");
DebugPrintf("4 - Stasis Negator\n");
DebugPrintf("5 - Key Device\n");
DebugPrintf("6 - Medkit\n");
DebugPrintf("7 - Ladder\n");
DebugPrintf("8 - Rope\n");
DebugPrintf("9 - Key\n");
DebugPrintf("10 - Translator\n");
DebugPrintf("11 - Ale\n");
DebugPrintf("12 - Paper\n");
DebugPrintf("13 - Waldos\n");
DebugPrintf("14 - Stasis Box 2\n");
DebugPrintf("15 - Ring\n");
DebugPrintf("16 - Cloak\n");
DebugPrintf("17 - Tunic\n");
DebugPrintf("18 - Candle\n");
DebugPrintf("19 - Straw\n");
DebugPrintf("20 - Scimitar\n");
DebugPrintf("21 - Sword\n");
DebugPrintf("22 - Helmet\n");
DebugPrintf("23 - Items\n");
DebugPrintf("24 - Concentrator\n");
DebugPrintf("25 - Nullifier\n");
DebugPrintf("26 - Peg\n");
DebugPrintf("27 - Vial\n");
DebugPrintf("28 - Jacket\n");
DebugPrintf("29 - Tunic 2\n");
DebugPrintf("30 - Bone\n");
DebugPrintf("31 - Empty Jar\n");
DebugPrintf("32 - Jar\n");
return true;
}
/*
* This command gets an item, or move it to a room
*/
bool Debugger::Cmd_MoveObject(int argc, const char **argv) {
// Check for a flag to clear
if ((argc < 2) || (argc > 3)){
DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
DebugPrintf("If no scene is specified, the object will be added to inventory\n");
return true;
}
int objNum = strToInt(argv[1]);
int sceneNum = 1;
if (argc == 3)
sceneNum = strToInt(argv[2]);
switch (objNum) {
case OBJECT_STUNNER:
RING_INVENTORY._stunner._sceneNumber = sceneNum;
break;
case OBJECT_SCANNER:
RING_INVENTORY._scanner._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_BOX:
RING_INVENTORY._stasisBox._sceneNumber = sceneNum;
break;
case OBJECT_INFODISK:
RING_INVENTORY._infoDisk._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_NEGATOR:
RING_INVENTORY._stasisNegator._sceneNumber = sceneNum;
break;
case OBJECT_KEY_DEVICE:
RING_INVENTORY._keyDevice._sceneNumber = sceneNum;
break;
case OBJECT_MEDKIT:
RING_INVENTORY._medkit._sceneNumber = sceneNum;
break;
case OBJECT_LADDER:
RING_INVENTORY._ladder._sceneNumber = sceneNum;
break;
case OBJECT_ROPE:
RING_INVENTORY._rope._sceneNumber = sceneNum;
break;
case OBJECT_KEY:
RING_INVENTORY._key._sceneNumber = sceneNum;
break;
case OBJECT_TRANSLATOR:
RING_INVENTORY._translator._sceneNumber = sceneNum;
break;
case OBJECT_ALE:
RING_INVENTORY._ale._sceneNumber = sceneNum;
break;
case OBJECT_PAPER:
RING_INVENTORY._paper._sceneNumber = sceneNum;
break;
case OBJECT_WALDOS:
RING_INVENTORY._waldos._sceneNumber = sceneNum;
break;
case OBJECT_STASIS_BOX2:
RING_INVENTORY._stasisBox2._sceneNumber = sceneNum;
break;
case OBJECT_RING:
RING_INVENTORY._ring._sceneNumber = sceneNum;
break;
case OBJECT_CLOAK:
RING_INVENTORY._cloak._sceneNumber = sceneNum;
break;
case OBJECT_TUNIC:
RING_INVENTORY._tunic._sceneNumber = sceneNum;
break;
case OBJECT_CANDLE:
RING_INVENTORY._candle._sceneNumber = sceneNum;
break;
case OBJECT_STRAW:
RING_INVENTORY._straw._sceneNumber = sceneNum;
break;
case OBJECT_SCIMITAR:
RING_INVENTORY._scimitar._sceneNumber = sceneNum;
break;
case OBJECT_SWORD:
RING_INVENTORY._sword._sceneNumber = sceneNum;
break;
case OBJECT_HELMET:
RING_INVENTORY._helmet._sceneNumber = sceneNum;
break;
case OBJECT_ITEMS:
RING_INVENTORY._items._sceneNumber = sceneNum;
break;
case OBJECT_CONCENTRATOR:
RING_INVENTORY._concentrator._sceneNumber = sceneNum;
break;
case OBJECT_NULLIFIER:
RING_INVENTORY._nullifier._sceneNumber = sceneNum;
break;
case OBJECT_PEG:
RING_INVENTORY._peg._sceneNumber = sceneNum;
break;
case OBJECT_VIAL:
RING_INVENTORY._vial._sceneNumber = sceneNum;
break;
case OBJECT_JACKET:
RING_INVENTORY._jacket._sceneNumber = sceneNum;
break;
case OBJECT_TUNIC2:
RING_INVENTORY._tunic2._sceneNumber = sceneNum;
break;
case OBJECT_BONE:
RING_INVENTORY._bone._sceneNumber = sceneNum;
break;
case OBJECT_EMPTY_JAR:
RING_INVENTORY._emptyJar._sceneNumber = sceneNum;
break;
case OBJECT_JAR:
RING_INVENTORY._jar._sceneNumber = sceneNum;
break;
default:
DebugPrintf("Invalid object Id %s\n", argv[1]);
break;
}
return true;
}
/**
* Show any active hotspot areas in the scene
*/
bool Debugger::Cmd_Hotspots(int argc, const char **argv) {
int colIndex = 16;
const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds;
// Lock the background surface for access
Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
// Iterate through the scene items
SynchronizedList<SceneItem *>::iterator i;
for (i = _globals->_sceneItems.reverse_begin(); i != _globals->_sceneItems.end(); --i, ++colIndex) {
SceneItem *o = *i;
// Draw the contents of the hotspot area
if (o->_sceneRegionId == 0) {
// Scene item doesn't use a region, so fill in the entire area
destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top,
o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex);
} else {
// Scene uses a region, so get it and use it to fill out only the correct parts
SceneRegions::iterator ri = _globals->_sceneRegions.begin();
while ((ri != _globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId))
++ri;
if (ri != _globals->_sceneRegions.end()) {
// Fill out the areas defined by the region
Region &r = *ri;
for (int y = r._bounds.top; y < r._bounds.bottom; ++y) {
LineSliceSet set = r.getLineSlices(y);
for (uint p = 0; p < set.items.size(); ++p)
destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top,
set.items[p].xe - sceneBounds.left - 1, colIndex);
}
}
}
}
// Release the surface
_globals->_sceneManager._scene->_backSurface.unlockSurface();
// Mark the scene as requiring a full redraw
_globals->_paneRefreshFlag[0] = 2;
return false;
}
} // End of namespace tSage