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![Torbjörn Andersson](/assets/img/avatar_default.png)
This reverts commit ab15d010da587098fc1719efbb2080fcc23085a3. It's not needed, since AGS now has uint64_t.
179 lines
7.8 KiB
C++
179 lines
7.8 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "ags/engine/ac/global_debug.h"
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#include "ags/shared/ac/common.h"
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#include "ags/shared/ac/character_info.h"
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#include "ags/engine/ac/draw.h"
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#include "ags/engine/ac/game.h"
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#include "ags/engine/ac/game_setup.h"
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#include "ags/shared/ac/game_setup_struct.h"
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#include "ags/engine/ac/game_state.h"
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#include "ags/engine/ac/global_character.h"
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#include "ags/engine/ac/global_display.h"
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#include "ags/engine/ac/global_room.h"
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#include "ags/engine/ac/move_list.h"
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#include "ags/engine/ac/properties.h"
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#include "ags/engine/ac/sys_events.h"
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#include "ags/engine/ac/translation.h"
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#include "ags/engine/ac/walkable_area.h"
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#include "ags/engine/gfx/gfxfilter.h"
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#include "ags/engine/gui/gui_dialog.h"
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#include "ags/engine/debugging/debug_log.h"
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#include "ags/engine/debugging/debugger.h"
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#include "ags/engine/main/main.h"
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#include "ags/shared/ac/sprite_cache.h"
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#include "ags/shared/gfx/bitmap.h"
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#include "ags/shared/script/cc_common.h"
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#include "ags/engine/gfx/graphics_driver.h"
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#include "ags/engine/main/graphics_mode.h"
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namespace AGS3 {
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using namespace AGS::Shared;
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using namespace AGS::Engine;
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String GetRuntimeInfo() {
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DisplayMode mode = _G(gfxDriver)->GetDisplayMode();
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Rect render_frame = _G(gfxDriver)->GetRenderDestination();
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PGfxFilter filter = _G(gfxDriver)->GetGraphicsFilter();
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const size_t total_spr = _GP(spriteset).GetCacheSize();
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const size_t total_lockspr = _GP(spriteset).GetLockedSize();
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const size_t total_normspr = total_spr - total_lockspr;
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const size_t max_normspr = _GP(spriteset).GetMaxCacheSize() - total_lockspr;
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const unsigned norm_spr_filled = (uint64_t)total_normspr * 100 / max_normspr;
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String runtimeInfo = String::FromFormat(
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"Adventure Game Studio run-time engine[ACI version %s"
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"[Game resolution %d x %d (%d-bit)"
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"[Running %d x %d at %d-bit%s[GFX: %s; %s[Draw frame %d x %d["
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"Sprite cache KB: %zu, norm: %zu / %zu (%u%%), locked: %zu",
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_G(EngineVersion).LongString.GetCStr(), _GP(game).GetGameRes().Width, _GP(game).GetGameRes().Height, _GP(game).GetColorDepth(),
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mode.Width, mode.Height, mode.ColorDepth,
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mode.IsWindowed() ? " W" : "",
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_G(gfxDriver)->GetDriverName(), filter->GetInfo().Name.GetCStr(),
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render_frame.GetWidth(), render_frame.GetHeight(),
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total_spr / 1024, total_normspr / 1024, max_normspr / 1024, norm_spr_filled, total_lockspr / 1024);
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if (_GP(play).separate_music_lib)
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runtimeInfo.Append("[AUDIO.VOX enabled");
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if (_GP(play).voice_avail)
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runtimeInfo.Append("[SPEECH.VOX enabled");
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if (get_translation_tree().size() > 0) {
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runtimeInfo.Append("[Using translation ");
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runtimeInfo.Append(get_translation_name());
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}
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return runtimeInfo;
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}
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void script_debug(int cmdd, int dataa) {
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if (_GP(play).debug_mode == 0) return;
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int rr;
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if (cmdd == 0) {
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for (rr = 1; rr < _GP(game).numinvitems; rr++)
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_G(playerchar)->inv[rr] = 1;
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update_invorder();
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// Display("invorder decided there are %d items[display %d",_GP(play).inv_numorder,_GP(play).inv_numdisp);
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} else if (cmdd == 1) {
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String toDisplay = GetRuntimeInfo();
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Display(toDisplay.GetCStr());
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// Display("shftR: %d shftG: %d shftB: %d", _G(_rgb_r_shift_16), _G(_rgb_g_shift_16), _G(_rgb_b_shift_16));
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// Display("Remaining memory: %d kb",_go32_dpmi_remaining_virtual_memory()/1024);
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//Display("Play char bcd: %d",->GetColorDepth(_GP(spriteset)[_GP(views)[_G(playerchar)->view].frames[_G(playerchar)->loop][_G(playerchar)->frame].pic]));
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} else if (cmdd == 2) { // show walkable areas from here
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// TODO: support multiple viewports?!
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const int viewport_index = 0;
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const int camera_index = 0;
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Bitmap *tempw = BitmapHelper::CreateBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
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tempw->Blit(prepare_walkable_areas(-1), 0, 0, 0, 0, tempw->GetWidth(), tempw->GetHeight());
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const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
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const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
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Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
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Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
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view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
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IDriverDependantBitmap *ddb = _G(gfxDriver)->CreateDDBFromBitmap(view_bmp, false, true);
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render_graphics(ddb, viewport.Left, viewport.Top);
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delete tempw;
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delete view_bmp;
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_G(gfxDriver)->DestroyDDB(ddb);
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ags_wait_until_keypress();
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invalidate_screen();
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} else if (cmdd == 3) {
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int goToRoom = -1;
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if (_GP(game).roomCount == 0) {
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char inroomtex[80];
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snprintf(inroomtex, sizeof(inroomtex), "!Enter new room: (in room %d)", _G(displayed_room));
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setup_for_dialog();
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goToRoom = enternumberwindow(inroomtex);
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restore_after_dialog();
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} else {
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setup_for_dialog();
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goToRoom = roomSelectorWindow(_G(displayed_room), _GP(game).roomCount, _GP(game).roomNumbers, _GP(game).roomNames);
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restore_after_dialog();
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}
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if (goToRoom >= 0)
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NewRoom(goToRoom);
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} else if (cmdd == 4) {
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if (_G(display_fps) != kFPS_Forced)
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_G(display_fps) = (FPSDisplayMode)dataa;
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} else if (cmdd == 5) {
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if (dataa == 0) dataa = _GP(game).playercharacter;
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if (_GP(game).chars[dataa].walking < 1) {
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Display("Not currently moving.");
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return;
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}
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Bitmap *tempw = BitmapHelper::CreateTransparentBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight());
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int mlsnum = _GP(game).chars[dataa].walking;
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if (_GP(game).chars[dataa].walking >= TURNING_AROUND)
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mlsnum %= TURNING_AROUND;
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MoveList *cmls = &_GP(mls)[mlsnum];
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for (int i = 0; i < cmls->numstage - 1; i++) {
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short srcx = short((cmls->pos[i] >> 16) & 0x00ffff);
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short srcy = short(cmls->pos[i] & 0x00ffff);
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short targetx = short((cmls->pos[i + 1] >> 16) & 0x00ffff);
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short targety = short(cmls->pos[i + 1] & 0x00ffff);
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tempw->DrawLine(Line(srcx, srcy, targetx, targety), MakeColor(i + 1));
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}
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// TODO: support multiple viewports?!
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const int viewport_index = 0;
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const int camera_index = 0;
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const Rect &viewport = _GP(play).GetRoomViewport(viewport_index)->GetRect();
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const Rect &camera = _GP(play).GetRoomCamera(camera_index)->GetRect();
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Bitmap *view_bmp = BitmapHelper::CreateBitmap(viewport.GetWidth(), viewport.GetHeight());
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Rect mask_src = Rect(camera.Left / _GP(thisroom).MaskResolution, camera.Top / _GP(thisroom).MaskResolution, camera.Right / _GP(thisroom).MaskResolution, camera.Bottom / _GP(thisroom).MaskResolution);
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view_bmp->StretchBlt(tempw, mask_src, RectWH(0, 0, viewport.GetWidth(), viewport.GetHeight()), Shared::kBitmap_Transparency);
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IDriverDependantBitmap *ddb = _G(gfxDriver)->CreateDDBFromBitmap(view_bmp, false, true);
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render_graphics(ddb, viewport.Left, viewport.Top);
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delete tempw;
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delete view_bmp;
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_G(gfxDriver)->DestroyDDB(ddb);
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ags_wait_until_keypress();
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} else if (cmdd == 99)
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ccSetOption(SCOPT_DEBUGRUN, dataa);
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else quit("!Debug: unknown command code");
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}
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} // namespace AGS3
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