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https://github.com/libretro/scummvm.git
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0f85cc3061
besides this way all our engines start with an "s" ;) svn-id: r9301
555 lines
17 KiB
C++
555 lines
17 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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//--------------------------------------------------------------------------------------
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#include <stdarg.h> // for ExitWithReport, which stays in RELEASE version
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#include <stdio.h>
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#include "stdafx.h"
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#include "driver/driver96.h"
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#include "debug.h"
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//--------------------------------------------------------------------------------------
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#ifdef _SWORD2_DEBUG // this whole file (except ExitWithReport) only included on debug versions
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#include <stdlib.h>
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#include "build_display.h" // for 'fps' (frames-per-second counter)
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#include "console.h"
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#include "defs.h"
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#include "events.h" // for CountEvents()
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#include "layers.h"
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#include "logic.h"
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#include "maketext.h"
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#include "mem_view.h"
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#include "mouse.h"
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#include "protocol.h"
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#include "resman.h"
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#include "router.h" // for PlotWalkGrid()
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#include "speech.h" // for 'officialTextNumber' and 'speechScriptWaiting'
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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// global variables
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uint8 displayDebugText = 0; // "INFO" 0=off; 1=on
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uint8 displayWalkGrid = 0; // "WALKGRID"
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uint8 displayMouseMarker = 0; // "MOUSE"
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uint8 displayTime = 0; // "TIME"
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uint8 displayPlayerMarker = 0; // "PLAYER"
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uint8 displayTextNumbers = 0; // "TEXT"
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uint8 renderSkip = 0; // Toggled on 'S' key - to render only 1 in 4 frames, to speed up game
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uint8 definingRectangles = 0; // "RECT"
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uint8 draggingRectangle = 0; // 0=waiting to start new rect; 1=currently dragging a rectangle
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int16 rect_x1 = 0;
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int16 rect_y1 = 0;
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int16 rect_x2 = 0;
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int16 rect_y2 = 0;
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uint8 rectFlicker=0;
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uint8 testingSnR = 0; // "SAVEREST" - for system to kill all object resources (except player) in FN_add_human()
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int32 startTime = 0; // "TIMEON" & "TIMEOFF" - system start time.
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int32 gameCycle = 0; // Counter for game clocks.
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int32 textNumber = 0; // current system text line number
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int32 showVar[MAX_SHOWVARS]; // "SHOWVAR"
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Object_graphic playerGraphic; // for displaying player object's current graphical info
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uint32 player_graphic_no_frames=0; // no. of frames in currently displayed anim
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uint8 debug_text_blocks[MAX_DEBUG_TEXT_BLOCKS];
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//--------------------------------------------------------------------------------------
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// function prototypes
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void Clear_debug_text_blocks( void );
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void Make_debug_text_block( char *text, int16 x, int16 y );
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void Plot_cross_hair( int16 x, int16 y, uint8 pen );
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void DrawRect( int16 x, int16 y, int16 x2, int16 y2, uint8 pen );
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//--------------------------------------------------------------------------------------
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#endif // _SWORD2_DEBUG
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// THIS FUNCTION STAYS IN THE RELEASE VERSION
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// IN FACT, CON_FATAL_ERROR IS MAPPED TO THIS AS WELL, SO WE HAVE A MORE PRESENTABLE ERROR REPORT
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void ExitWithReport(const char *format,...) // (6dec96 JEL)
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{
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// Send a printf type string to Paul's windows routine
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char buf[500];
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va_list arg_ptr; // Variable argument pointer
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va_start(arg_ptr,format);
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vsprintf(buf, format, arg_ptr);
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Zdebug("%s",buf); // send output to 'debug.txt' as well, just for the record
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while (GetFadeStatus()) // wait for fade to finish before calling RestoreDisplay()
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ServiceWindows();
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RestoreDisplay();
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ReportFatalError((const uint8 *)buf); // display message box
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CloseAppWindow();
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while (ServiceWindows() != RDERR_APPCLOSED);
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exit(0);
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}
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#ifdef _SWORD2_DEBUG // all other functions only for _SWORD2_DEBUG version
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//--------------------------------------------------------------------------------------
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void Zdebug(const char *format,...) //Tony's special debug logging file March96
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{
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// Write a printf type string to a debug file
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va_list arg_ptr; // Variable argument pointer
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FILE * debug_filep=0; // Debug file pointer
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static int first_debug = 1; // Flag for first time this is used
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va_start(arg_ptr,format);
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if (first_debug) //First time round delete any previous debug file
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{
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unlink("debug.txt");
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first_debug = 0;
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}
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debug_filep = fopen("debug.txt","a+t");
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if (debug_filep != NULL) // if it could be opened
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{
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vfprintf(debug_filep, format, arg_ptr);
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fprintf(debug_filep,"\n");
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fclose(debug_filep);
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}
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}
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//--------------------------------------------------------------------------------------
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void Zdebug(uint32 stream, const char *format,...) //Tony's special debug logging file March96
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{
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// Write a printf type string to a debug file
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va_list arg_ptr; // Variable argument pointer
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FILE * debug_filep=0; // Debug file pointer
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static int first = 1; // Flag for first time this is used
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int j;
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static int first_debugs[100];
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if (first==1) //first time run then reset the states
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{ for (j=0;j<100;j++)
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first_debugs[j]=0;
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first=0;
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}
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char name[20];
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sprintf(name, "debug%d.txt", stream);
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va_start(arg_ptr,format);
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if (!first_debugs[stream]) //First time round delete any previous debug file
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{
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unlink(name);
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first_debugs[stream] = 1;
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}
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debug_filep = fopen(name,"a+t");
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if (debug_filep != NULL) // if it could be opened
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{
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vfprintf(debug_filep, format, arg_ptr);
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fprintf(debug_filep,"\n");
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fclose(debug_filep);
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}
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}
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//--------------------------------------------------------------------------------------
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void Clear_debug_text_blocks( void ) // JAMES
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{
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uint8 blockNo=0;
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while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0))
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{
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Kill_text_bloc(debug_text_blocks[blockNo]); // kill the system text block
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debug_text_blocks[blockNo] = 0; // clear this element of our array of block numbers
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blockNo++;
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}
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}
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//--------------------------------------------------------------------------------------
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void Make_debug_text_block( char *text, int16 x, int16 y) // JAMES
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{
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uint8 blockNo=0;
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while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0))
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blockNo++;
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if (blockNo == MAX_DEBUG_TEXT_BLOCKS)
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Con_fatal_error("ERROR: debug_text_blocks[] full in Make_debug_text_block() at line %d in file \"%s\"",__LINE__,__FILE__);
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debug_text_blocks[blockNo] = Build_new_block( (uint8 *)text, x, y, 640-x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
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}
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//--------------------------------------------------------------------------------------
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//
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//
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// PC Build_debug_info
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//
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//
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//--------------------------------------------------------------------------------------
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void Build_debug_text( void ) // JAMES
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{
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char buf[128];
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int32 showVarNo; // for variable watching
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int32 showVarPos;
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int32 varNo;
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int32 *varTable;
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Clear_debug_text_blocks(); // clear the array of text block numbers for the debug text
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//-------------------------------------------------------------------
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// mouse coords
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/*
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if (displayMouseMarker) // print mouse coords beside mouse-marker, if it's being displayed
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{
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sprintf (buf, "%d,%d", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y);
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if (mousex>560)
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Make_debug_text_block (buf, mousex-50, mousey-15);
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else
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Make_debug_text_block (buf, mousex+5, mousey-15);
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}
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*/
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//-------------------------------------------------------------------
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// mouse area coords
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if (draggingRectangle || SYSTEM_TESTING_ANIMS) // defining a mouse area the easy way, by creating a box on-screen
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{
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rectFlicker = 1-rectFlicker; // so we can see what's behind the lines
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sprintf (buf, "x1=%d", rect_x1);
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Make_debug_text_block (buf, 0, 120);
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sprintf (buf, "y1=%d", rect_y1);
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Make_debug_text_block (buf, 0, 135);
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sprintf (buf, "x2=%d", rect_x2);
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Make_debug_text_block (buf, 0, 150);
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sprintf (buf, "y2=%d", rect_y2);
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Make_debug_text_block (buf, 0, 165);
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}
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//-------------------------------------------------------------------
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// testingSnR indicator
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if (testingSnR) // see FN_add_human()
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{
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sprintf (buf, "TESTING LOGIC STABILITY!");
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Make_debug_text_block (buf, 0, 105);
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}
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//---------------------------------------------
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// speed-up indicator
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if (renderSkip) // see sword.cpp
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{
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sprintf (buf, "SKIPPING FRAMES FOR SPEED-UP!");
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Make_debug_text_block (buf, 0, 120);
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}
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//---------------------------------------------
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// debug info at top of screen - enabled/disabled as one complete unit
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if (displayTime)
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{
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int32 time = timeGetTime();
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if ((time - startTime) / 1000 >= 10000)
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startTime = time;
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time -= startTime;
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sprintf(buf, "Time %.2d:%.2d:%.2d.%.3d",(time / 3600000) % 60,(time / 60000) % 60, (time / 1000) % 60,time%1000);
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Make_debug_text_block(buf, 500, 360);
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sprintf(buf, "Game %d", gameCycle);
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Make_debug_text_block(buf, 500, 380);
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}
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//---------------------------------------------
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// current text number & speech-sample resource id
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if (displayTextNumbers)
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{
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if (textNumber)
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{
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if (SYSTEM_TESTING_TEXT)
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{
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if (SYSTEM_WANT_PREVIOUS_LINE)
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sprintf (buf, "backwards");
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else
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sprintf (buf, "forwards");
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Make_debug_text_block (buf, 0, 340);
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}
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sprintf (buf, "res: %d", textNumber/SIZE);
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Make_debug_text_block (buf, 0, 355);
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sprintf (buf, "pos: %d", textNumber&0xffff);
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Make_debug_text_block (buf, 0, 370);
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sprintf (buf, "TEXT: %d", officialTextNumber);
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Make_debug_text_block (buf, 0, 385);
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}
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}
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//---------------------------------------------
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// resource number currently being checking for animation
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if (SYSTEM_TESTING_ANIMS)
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{
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sprintf (buf, "trying resource %d", SYSTEM_TESTING_ANIMS);
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Make_debug_text_block (buf, 0, 90);
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}
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//---------------------------------------------
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// general debug info
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if (displayDebugText)
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{
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//---------------------------------------------
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/*
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// CD in use
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sprintf (buf, "CD-%d", currentCD);
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Make_debug_text_block (buf, 0, 0);
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*/
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//---------------------------------------------
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// mouse coords & object pointed to
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if (CLICKED_ID)
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sprintf (buf, "last click at %d,%d (id %d: %s)", MOUSE_X, MOUSE_Y, CLICKED_ID, FetchObjectName(CLICKED_ID));
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else
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sprintf (buf, "last click at %d,%d (---)", MOUSE_X, MOUSE_Y);
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Make_debug_text_block (buf, 0, 15);
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if (mouse_touching)
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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));
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else
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sprintf (buf, "mouse %d,%d (not touching)", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y);
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Make_debug_text_block (buf, 0, 30);
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//---------------------------------------------
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// player coords & graphic info
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if (playerGraphic.anim_resource) // if player objct has a graphic
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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);
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else
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sprintf (buf, "player %d,%d --- %d", this_screen.player_feet_x, this_screen.player_feet_y, playerGraphic.anim_pc);
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Make_debug_text_block (buf, 0, 45);
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//---------------------------------------------
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// frames-per-second counter
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sprintf (buf, "fps %d", fps);
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Make_debug_text_block (buf, 440, 0);
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//---------------------------------------------
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// location number
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sprintf (buf, "location=%d", LOCATION);
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Make_debug_text_block (buf, 440, 15);
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//---------------------------------------------
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// "result" variable
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sprintf (buf, "result=%d", RESULT);
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Make_debug_text_block (buf, 440, 30);
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//---------------------------------------------
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// no. of events in event list
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sprintf (buf, "events=%d", CountEvents());
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Make_debug_text_block (buf, 440, 45);
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//---------------------------------------------
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// sprite list usage
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sprintf (buf, "bgp0: %d/%d",cur_bgp0,MAX_bgp0_sprites);
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Make_debug_text_block (buf, 560, 0);
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sprintf (buf, "bgp1: %d/%d",cur_bgp1,MAX_bgp1_sprites);
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Make_debug_text_block (buf, 560, 15);
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sprintf (buf, "back: %d/%d",cur_back,MAX_back_sprites);
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Make_debug_text_block (buf, 560, 30);
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sprintf (buf, "sort: %d/%d",cur_sort,MAX_sort_sprites);
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Make_debug_text_block (buf, 560, 45);
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sprintf (buf, "fore: %d/%d",cur_fore,MAX_fore_sprites);
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Make_debug_text_block (buf, 560, 60);
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sprintf (buf, "fgp0: %d/%d",cur_fgp0,MAX_fgp0_sprites);
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Make_debug_text_block (buf, 560, 75);
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sprintf (buf, "fgp1: %d/%d",cur_fgp1,MAX_fgp1_sprites);
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Make_debug_text_block (buf, 560, 90);
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//---------------------------------------------
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// largest layer & sprite
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// NB. Strings already constructed in Build_display.cpp
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Make_debug_text_block (largest_layer_info, 0, 60);
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Make_debug_text_block (largest_sprite_info, 0, 75);
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//---------------------------------------------
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// "waiting for person" indicator - set form FN_they_do & FN_they_do_we_wait
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if (speechScriptWaiting)
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{
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sprintf (buf, "script waiting for %s (%d)", FetchObjectName(speechScriptWaiting), speechScriptWaiting);
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Make_debug_text_block (buf, 0, 90);
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}
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//---------------------------------------------
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// variable watch display
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showVarPos = 115; // y-coord for first showVar
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varTable = (int32*)(res_man.Res_open(1) + sizeof(_standardHeader)); // res 1 is the global variables resource
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for (showVarNo=0; showVarNo < MAX_SHOWVARS; showVarNo++)
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{
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varNo = showVar[showVarNo]; // get variable number
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if (varNo) // if non-zero ie. cannot watch 'id' but not needed anyway because it changes throughout the logic loop
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{
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sprintf (buf, "var(%d) = %d", varNo, varTable[varNo]);
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Make_debug_text_block (buf, 530, showVarPos);
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showVarPos += 15; // next line down
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}
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}
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res_man.Res_close(1); // close global variables resource
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//---------------------------------------------
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// memory indicator - this should come last, to show all the sprite blocks above!
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Create_mem_string (buf);
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Make_debug_text_block (buf, 0, 0);
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//---------------------------------------------
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}
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//-------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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void Draw_debug_graphics( void ) // JAMES (08apr97)
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{
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//-------------------------------
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// walk-grid
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if (displayWalkGrid)
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PlotWalkGrid();
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//-------------------------------
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// player feet coord marker
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if (displayPlayerMarker)
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Plot_cross_hair (this_screen.player_feet_x, this_screen.player_feet_y, 215);
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//-------------------------------------------------------------------
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// mouse marker & coords
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if (displayMouseMarker)
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Plot_cross_hair (mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y, 215);
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//-------------------------------------------------------------------
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// mouse area rectangle / sprite box rectangle when testing anims
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if (SYSTEM_TESTING_ANIMS)
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{
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DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184); // draw box around current frame
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}
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else if (draggingRectangle) // defining a mouse area the easy way, by creating a box on-screen
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{
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if (rectFlicker)
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DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184);
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}
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//-------------------------------------------------------------------
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}
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//--------------------------------------------------------------------------------------
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void Plot_cross_hair( int16 x, int16 y, uint8 pen )
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{
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PlotPoint(x,y,pen); // driver function
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DrawLine(x-2,y,x-5,y,pen); // driver function
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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
|
|
//--------------------------------------------------------------------------------------
|