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https://github.com/libretro/scummvm.git
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7c4cc25cec
console from the SCUMM engine. I decided that would be easier than to clean up the original console code. Unfortunately there's a bunch of code that I just copied - a pretty lousy form of code-reusal. It'd be nice if the console could be made part of the Engine class, or something like that. Most of the debug commands seem to be working. Some aren't relevant for ScummVM, and some are a bit obscure so I'm not quite sure what they're supposed to be doing. svn-id: r10978
413 lines
12 KiB
C++
413 lines
12 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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#include "stdafx.h"
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#include "bs2/driver/driver96.h"
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#include "bs2/sword2.h"
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#include "bs2/debug.h"
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#include "bs2/build_display.h" // for 'fps'
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#include "bs2/console.h"
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#include "bs2/defs.h"
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#include "bs2/events.h" // for CountEvents()
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#include "bs2/layers.h"
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#include "bs2/logic.h"
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#include "bs2/maketext.h"
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#include "bs2/mouse.h"
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#include "bs2/protocol.h"
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#include "bs2/resman.h"
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#include "bs2/router.h" // for plotWalkGrid()
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#include "bs2/speech.h" // for 'officialTextNumber' and
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// 'speechScriptWaiting'
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namespace Sword2 {
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bool displayDebugText = false; // "INFO"
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bool displayWalkGrid = false; // "WALKGRID"
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bool displayMouseMarker = false; // "MOUSE"
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bool displayTime = false; // "TIME"
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bool displayPlayerMarker = false; // "PLAYER"
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bool displayTextNumbers = false; // "TEXT"
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uint8 renderSkip = 0; // Toggled on 'S' key - to render only
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// 1 in 4 frames, to speed up game
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bool definingRectangles = false; // "RECT"
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uint8 draggingRectangle = 0; // 0 = waiting to start new rect;
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// 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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bool rectFlicker = false;
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bool testingSnR = false; // "SAVEREST" - for system to kill all
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// object resources (except player) in
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// fnAddHuman()
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int32 startTime = 0; // "TIMEON" & "TIMEOFF" - system start
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// 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
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// current graphical info
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uint32 player_graphic_no_frames = 0; // No. of frames in currently displayed
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// anim
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uint8 debug_text_blocks[MAX_DEBUG_TEXT_BLOCKS];
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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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void Clear_debug_text_blocks(void) {
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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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// kill the system text block
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fontRenderer.killTextBloc(debug_text_blocks[blockNo]);
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// clear this element of our array of block numbers
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debug_text_blocks[blockNo] = 0;
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blockNo++;
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}
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}
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void Make_debug_text_block(char *text, int16 x, int16 y) {
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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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error("ERROR: debug_text_blocks[] full in Make_debug_text_block()");
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debug_text_blocks[blockNo] = fontRenderer.buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
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}
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void Build_debug_text(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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int32 *varTable;
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// clear the array of text block numbers for the debug text
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Clear_debug_text_blocks();
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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 + 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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// 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 || 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", 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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// testingSnR indicator
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if (testingSnR) { // see fnAddHuman()
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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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// speed-up indicator
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if (renderSkip) { // see sword.cpp
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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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// debug info at top of screen - enabled/disabled as one complete unit
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if (displayTime) {
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int32 time = SVM_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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// current text number & speech-sample resource id
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if (displayTextNumbers) {
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if (textNumber) {
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if (SYSTEM_TESTING_TEXT) {
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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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// resource number currently being checking for animation
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if (SYSTEM_TESTING_ANIMS) {
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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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// general debug info
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if (displayDebugText) {
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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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// 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)",
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MOUSE_X, MOUSE_Y, CLICKED_ID,
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FetchObjectName(CLICKED_ID));
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else
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sprintf(buf, "last click at %d,%d (---)",
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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)",
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g_display->_mouseX + this_screen.scroll_offset_x,
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g_display->_mouseY + this_screen.scroll_offset_y,
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mouse_touching,
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FetchObjectName(mouse_touching));
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else
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sprintf(buf, "mouse %d,%d (not touching)",
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g_display->_mouseX + this_screen.scroll_offset_x,
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g_display->_mouseY + this_screen.scroll_offset_y);
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Make_debug_text_block(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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this_screen.player_feet_x,
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this_screen.player_feet_y,
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FetchObjectName(playerGraphic.anim_resource),
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playerGraphic.anim_resource,
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playerGraphic.anim_pc,
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player_graphic_no_frames);
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else
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sprintf(buf, "player %d,%d --- %d",
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this_screen.player_feet_x,
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this_screen.player_feet_y,
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playerGraphic.anim_pc);
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Make_debug_text_block(buf, 0, 45);
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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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// 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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// "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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// 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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// 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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// 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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// "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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FetchObjectName(speechScriptWaiting),
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speechScriptWaiting);
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Make_debug_text_block(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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// res 1 is the global variables resource
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varTable = (int32 *) (res_man.open(1) + sizeof(_standardHeader));
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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, 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.close(1); // close global variables resource
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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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memory.memoryString(buf);
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Make_debug_text_block(buf, 0, 0);
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}
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}
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void Draw_debug_graphics(void) {
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// walk-grid
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if (displayWalkGrid)
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router.plotWalkGrid();
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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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// mouse marker & coords
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if (displayMouseMarker)
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Plot_cross_hair(g_display->_mouseX + this_screen.scroll_offset_x, g_display->_mouseY + this_screen.scroll_offset_y, 215);
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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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// draw box around current frame
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DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 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(rect_x1, rect_y1, rect_x2, rect_y2, 184);
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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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g_display->plotPoint(x, y, pen); // driver function
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g_display->drawLine(x - 2, y, x - 5, y, pen); // driver function
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g_display->drawLine(x + 2, y, x + 5, y, pen);
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g_display->drawLine(x, y - 2, x, y - 5, pen);
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g_display->drawLine(x, y + 2, x, y + 5, pen);
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}
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void DrawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
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g_display->drawLine(x1, y1, x2, y1, pen); // top edge
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g_display->drawLine(x1, y2, x2, y2, pen); // bottom edge
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g_display->drawLine(x1, y1, x1, y2, pen); // left edge
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g_display->drawLine(x2, y1, x2, y2, pen); // right edge
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}
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void Print_current_info(void) {
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// prints general stuff about the screen, etc.
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if (this_screen.background_layer_id) {
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Debug_Printf("background layer id %d\n", this_screen.background_layer_id);
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Debug_Printf("%d wide, %d high\n", this_screen.screen_wide, this_screen.screen_deep);
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Debug_Printf("%d normal layers\n", this_screen.number_of_layers);
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g_logic.examineRunList();
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} else
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Debug_Printf("No screen\n");
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}
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} // End of namespace Sword2
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