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fc970b3c75
our other engines do this, so there is little reason for BS2 to. I did add a filtering mechanism so that mouse button releases and scroll wheeling is ignored during normal gameplay, but I don't know if that was necessary either. Since this left little more than an empty husk where the Input class used to be, I've eliminated that class and buried its remains in Sword2Engine. svn-id: r13812
360 lines
10 KiB
C++
360 lines
10 KiB
C++
/* Copyright (C) 1994-2004 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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#include "common/stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/console.h"
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#include "sword2/defs.h"
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#include "sword2/logic.h"
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#include "sword2/maketext.h"
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#include "sword2/resman.h"
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#include "sword2/driver/d_draw.h"
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namespace Sword2 {
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void Debugger::clearDebugTextBlocks(void) {
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uint8 blockNo = 0;
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while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) {
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// kill the system text block
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_vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]);
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// clear this element of our array of block numbers
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_debugTextBlocks[blockNo] = 0;
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blockNo++;
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}
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}
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void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) {
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uint8 blockNo = 0;
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while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0)
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blockNo++;
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assert(blockNo < MAX_DEBUG_TEXTS);
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_debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
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}
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void Debugger::buildDebugText(void) {
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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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// clear the array of text block numbers for the debug text
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clearDebugTextBlocks();
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// mouse coords
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/*
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// print mouse coords beside mouse-marker, if it's being displayed
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if (displayMouseMarker) {
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sprintf(buf, "%d,%d", mousex + _thisScreen.scroll_offset_x, mousey + _thisScreen.scroll_offset_y);
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if (mousex>560)
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makeDebugTextBlock(buf, mousex - 50, mousey - 15);
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else
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makeDebugTextBlock(buf, mousex + 5, mousey - 15);
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}
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*/
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// mouse area coords
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// defining a mouse area the easy way, by creating a box on-screen
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if (_draggingRectangle || Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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// so we can see what's behind the lines
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_rectFlicker = !_rectFlicker;
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sprintf(buf, "x1=%d", _rectX1);
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makeDebugTextBlock(buf, 0, 120);
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sprintf(buf, "y1=%d", _rectY1);
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makeDebugTextBlock(buf, 0, 135);
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sprintf(buf, "x2=%d", _rectX2);
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makeDebugTextBlock(buf, 0, 150);
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sprintf(buf, "y2=%d", _rectY2);
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makeDebugTextBlock(buf, 0, 165);
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}
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// testingSnR indicator
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if (_testingSnR) { // see fnAddHuman()
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sprintf(buf, "TESTING LOGIC STABILITY!");
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makeDebugTextBlock(buf, 0, 105);
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}
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// speed-up indicator
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if (_vm->_renderSkip) { // see sword.cpp
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sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
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makeDebugTextBlock(buf, 0, 120);
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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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int32 time = _vm->_system->get_msecs();
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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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makeDebugTextBlock(buf, 500, 360);
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sprintf(buf, "Game %d", _vm->_gameCycle);
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makeDebugTextBlock(buf, 500, 380);
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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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if (_textNumber) {
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if (Logic::_scriptVars[SYSTEM_TESTING_TEXT]) {
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if (Logic::_scriptVars[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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makeDebugTextBlock(buf, 0, 340);
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}
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sprintf(buf, "res: %d", _textNumber / SIZE);
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makeDebugTextBlock(buf, 0, 355);
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sprintf(buf, "pos: %d", _textNumber & 0xffff);
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makeDebugTextBlock(buf, 0, 370);
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sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber);
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makeDebugTextBlock(buf, 0, 385);
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}
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}
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// resource number currently being checking for animation
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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sprintf(buf, "trying resource %d", Logic::_scriptVars[SYSTEM_TESTING_ANIMS]);
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makeDebugTextBlock(buf, 0, 90);
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}
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// general debug info
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if (_displayDebugText) {
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byte name[NAME_LEN];
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/*
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// CD in use
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sprintf(buf, "CD-%d", currentCD);
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makeDebugTextBlock(buf, 0, 0);
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*/
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// mouse coords & object pointed to
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if (Logic::_scriptVars[CLICKED_ID])
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sprintf(buf, "last click at %d,%d (id %d: %s)",
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Logic::_scriptVars[MOUSE_X],
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Logic::_scriptVars[MOUSE_Y],
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Logic::_scriptVars[CLICKED_ID],
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_vm->fetchObjectName(Logic::_scriptVars[CLICKED_ID], name));
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else
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sprintf(buf, "last click at %d,%d (---)",
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Logic::_scriptVars[MOUSE_X],
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Logic::_scriptVars[MOUSE_Y]);
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makeDebugTextBlock(buf, 0, 15);
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if (_vm->_mouseTouching)
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sprintf(buf, "mouse %d,%d (id %d: %s)",
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_vm->_mouseX + _vm->_thisScreen.scroll_offset_x,
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_vm->_mouseY + _vm->_thisScreen.scroll_offset_y,
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_vm->_mouseTouching,
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_vm->fetchObjectName(_vm->_mouseTouching, name));
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else
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sprintf(buf, "mouse %d,%d (not touching)",
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_vm->_mouseX + _vm->_thisScreen.scroll_offset_x,
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_vm->_mouseY + _vm->_thisScreen.scroll_offset_y);
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makeDebugTextBlock(buf, 0, 30);
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// player coords & graphic info
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// if player objct has a graphic
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if (_playerGraphic.anim_resource)
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sprintf(buf, "player %d,%d %s (%d) #%d/%d",
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_vm->_thisScreen.player_feet_x,
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_vm->_thisScreen.player_feet_y,
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_vm->fetchObjectName(_playerGraphic.anim_resource, name),
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_playerGraphic.anim_resource,
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_playerGraphic.anim_pc,
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_playerGraphicNoFrames);
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else
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sprintf(buf, "player %d,%d --- %d",
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_vm->_thisScreen.player_feet_x,
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_vm->_thisScreen.player_feet_y,
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_playerGraphic.anim_pc);
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makeDebugTextBlock(buf, 0, 45);
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// frames-per-second counter
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sprintf(buf, "fps %d", _vm->_fps);
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makeDebugTextBlock(buf, 440, 0);
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// location number
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sprintf(buf, "location=%d", Logic::_scriptVars[LOCATION]);
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makeDebugTextBlock(buf, 440, 15);
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// "result" variable
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sprintf(buf, "result=%d", Logic::_scriptVars[RESULT]);
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makeDebugTextBlock(buf, 440, 30);
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// no. of events in event list
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sprintf(buf, "events=%d", _vm->_logic->countEvents());
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makeDebugTextBlock(buf, 440, 45);
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// sprite list usage
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sprintf(buf, "bgp0: %d/%d", _vm->_curBgp0, MAX_bgp0_sprites);
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makeDebugTextBlock(buf, 560, 0);
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sprintf(buf, "bgp1: %d/%d", _vm->_curBgp1, MAX_bgp1_sprites);
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makeDebugTextBlock(buf, 560, 15);
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sprintf(buf, "back: %d/%d", _vm->_curBack, MAX_back_sprites);
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makeDebugTextBlock(buf, 560, 30);
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sprintf(buf, "sort: %d/%d", _vm->_curSort, MAX_sort_sprites);
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makeDebugTextBlock(buf, 560, 45);
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sprintf(buf, "fore: %d/%d", _vm->_curFore, MAX_fore_sprites);
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makeDebugTextBlock(buf, 560, 60);
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sprintf(buf, "fgp0: %d/%d", _vm->_curFgp0, MAX_fgp0_sprites);
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makeDebugTextBlock(buf, 560, 75);
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sprintf(buf, "fgp1: %d/%d", _vm->_curFgp1, MAX_fgp1_sprites);
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makeDebugTextBlock(buf, 560, 90);
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// largest layer & sprite
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// NB. Strings already constructed in Build_display.cpp
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makeDebugTextBlock(_vm->_largestLayerInfo, 0, 60);
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makeDebugTextBlock(_vm->_largestSpriteInfo, 0, 75);
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// "waiting for person" indicator - set form fnTheyDo and
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// fnTheyDoWeWait
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if (_speechScriptWaiting) {
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sprintf(buf, "script waiting for %s (%d)",
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_vm->fetchObjectName(_speechScriptWaiting, name),
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_speechScriptWaiting);
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makeDebugTextBlock(buf, 0, 90);
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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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for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
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varNo = _showVar[showVarNo]; // get variable number
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// if non-zero ie. cannot watch 'id' but not needed
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// anyway because it changes throughout the logic loop
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if (varNo) {
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sprintf(buf, "var(%d) = %d", varNo, Logic::_scriptVars[varNo]);
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makeDebugTextBlock(buf, 530, showVarPos);
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showVarPos += 15; // next line down
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}
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}
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// memory indicator - this should come last, to show all the
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// sprite blocks above!
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_vm->_memory->memStatusStr(buf);
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makeDebugTextBlock(buf, 0, 0);
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}
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}
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void Debugger::drawDebugGraphics(void) {
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// walk-grid
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if (_displayWalkGrid)
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_vm->_logic->_router->plotWalkGrid();
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// player feet coord marker
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if (_displayPlayerMarker)
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plotCrossHair(_vm->_thisScreen.player_feet_x, _vm->_thisScreen.player_feet_y, 215);
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// mouse marker & coords
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if (_displayMouseMarker)
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plotCrossHair(_vm->_mouseX + _vm->_thisScreen.scroll_offset_x, _vm->_mouseY + _vm->_thisScreen.scroll_offset_y, 215);
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// mouse area rectangle / sprite box rectangle when testing anims
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if (Logic::_scriptVars[SYSTEM_TESTING_ANIMS]) {
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// draw box around current frame
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drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
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} else if (_draggingRectangle) {
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// defining a mouse area the easy way, by creating a box
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// on-screen
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if (_rectFlicker)
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drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
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}
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}
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void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
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_vm->_graphics->plotPoint(x, y, pen);
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_vm->_graphics->drawLine(x - 2, y, x - 5, y, pen);
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_vm->_graphics->drawLine(x + 2, y, x + 5, y, pen);
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_vm->_graphics->drawLine(x, y - 2, x, y - 5, pen);
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_vm->_graphics->drawLine(x, y + 2, x, y + 5, pen);
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}
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void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
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_vm->_graphics->drawLine(x1, y1, x2, y1, pen); // top edge
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_vm->_graphics->drawLine(x1, y2, x2, y2, pen); // bottom edge
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_vm->_graphics->drawLine(x1, y1, x1, y2, pen); // left edge
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_vm->_graphics->drawLine(x2, y1, x2, y2, pen); // right edge
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}
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void Debugger::printCurrentInfo(void) {
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// prints general stuff about the screen, etc.
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if (_vm->_thisScreen.background_layer_id) {
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DebugPrintf("background layer id %d\n", _vm->_thisScreen.background_layer_id);
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DebugPrintf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep);
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DebugPrintf("%d normal layers\n", _vm->_thisScreen.number_of_layers);
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_vm->_logic->examineRunList();
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} else
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DebugPrintf("No screen\n");
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}
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} // End of namespace Sword2
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