scummvm/sword2/debug.cpp
Torbjörn Andersson 7f4cda6622 Applied my own patch #1341495, in an attempt to fix alignment issues
reported by Crilith.

To elaborate a bit, the engine no longer accesses resource data through
packed structs. Instead it uses memory streams and the READ/WRITE
functions.

If data is mainly read, not written, I have replaced the old struct with a
new one with a read() function to read the whole thing from memory into the
struct's variables, and a write() function to dump the struct's variables
to memory. In fact, most of these write() functions remain unused.

If data is both read and written, I have replaced the struct with a class
with individual get/set functions to replace the old variables. This
manipulates memory directly.

Since I'm fairly sure that these structs are frequently stored as local
variables for a script, all script variables (both local and global) are
stored as little-endian and accessed through the READ/WRITE functions,
rather than being treated as arrays of 32-bit integers.

On a positive note, the functions for doing endian conversion of resources
and save games have been removed, and some general cleanups have been made
to assist in the rewrite.

Initial reports indicate that this patch indeed fixes alignment issues, and
that I have not - surprisingly - broken the game on big-endian platforms.
At least not in any immediately obvious way. And there's still plenty of
time to fix regressions before 0.9.0, too.

svn-id: r19366
2005-10-29 21:24:54 +00:00

377 lines
10 KiB
C++

/* Copyright (C) 1994-1998 Revolution Software Ltd.
* Copyright (C) 2003-2005 The ScummVM project
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $Header$
*/
#include "common/stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h"
#include "sword2/logic.h"
#include "sword2/maketext.h"
#include "sword2/memory.h"
#include "sword2/mouse.h"
#include "sword2/resman.h"
#include "sword2/router.h"
namespace Sword2 {
void Debugger::clearDebugTextBlocks() {
uint8 blockNo = 0;
while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0) {
// kill the system text block
_vm->_fontRenderer->killTextBloc(_debugTextBlocks[blockNo]);
// clear this element of our array of block numbers
_debugTextBlocks[blockNo] = 0;
blockNo++;
}
}
void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) {
uint8 blockNo = 0;
while (blockNo < MAX_DEBUG_TEXTS && _debugTextBlocks[blockNo] > 0)
blockNo++;
assert(blockNo < MAX_DEBUG_TEXTS);
_debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((byte *)text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION);
}
void Debugger::buildDebugText() {
char buf[128];
int32 showVarNo; // for variable watching
int32 showVarPos;
int32 varNo;
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// clear the array of text block numbers for the debug text
clearDebugTextBlocks();
// mouse coords
// print mouse coords beside mouse-marker, if it's being displayed
if (_displayMouseMarker) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
sprintf(buf, "%d,%d", mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y);
if (mouseX > 560)
makeDebugTextBlock(buf, mouseX - 50, mouseY - 15);
else
makeDebugTextBlock(buf, mouseX + 5, mouseY - 15);
}
// mouse area coords
// defining a mouse area the easy way, by creating a box on-screen
if (_draggingRectangle || _vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
// so we can see what's behind the lines
_rectFlicker = !_rectFlicker;
sprintf(buf, "x1=%d", _rectX1);
makeDebugTextBlock(buf, 0, 120);
sprintf(buf, "y1=%d", _rectY1);
makeDebugTextBlock(buf, 0, 135);
sprintf(buf, "x2=%d", _rectX2);
makeDebugTextBlock(buf, 0, 150);
sprintf(buf, "y2=%d", _rectY2);
makeDebugTextBlock(buf, 0, 165);
}
// testingSnR indicator
if (_testingSnR) { // see fnAddHuman()
sprintf(buf, "TESTING LOGIC STABILITY!");
makeDebugTextBlock(buf, 0, 105);
}
#ifdef SWORD2_DEBUG
// speed-up indicator
if (_vm->_renderSkip) { // see sword2.cpp
sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!");
makeDebugTextBlock(buf, 0, 120);
}
#endif
// debug info at top of screen - enabled/disabled as one complete unit
if (_displayTime) {
int32 time = _vm->getMillis();
if ((time - _startTime) / 1000 >= 10000)
_startTime = time;
time -= _startTime;
sprintf(buf, "Time %.2d:%.2d:%.2d.%.3d", (time / 3600000) % 60, (time / 60000) % 60, (time / 1000) % 60, time % 1000);
makeDebugTextBlock(buf, 500, 360);
sprintf(buf, "Game %d", _vm->_gameCycle);
makeDebugTextBlock(buf, 500, 380);
}
// current text number & speech-sample resource id
if (_displayTextNumbers) {
if (_textNumber) {
if (_vm->_logic->readVar(SYSTEM_TESTING_TEXT)) {
if (_vm->_logic->readVar(SYSTEM_WANT_PREVIOUS_LINE))
sprintf(buf, "backwards");
else
sprintf(buf, "forwards");
makeDebugTextBlock(buf, 0, 340);
}
sprintf(buf, "res: %d", _textNumber / SIZE);
makeDebugTextBlock(buf, 0, 355);
sprintf(buf, "pos: %d", _textNumber & 0xffff);
makeDebugTextBlock(buf, 0, 370);
sprintf(buf, "TEXT: %d", _vm->_logic->_officialTextNumber);
makeDebugTextBlock(buf, 0, 385);
}
}
// resource number currently being checking for animation
if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
sprintf(buf, "trying resource %d", _vm->_logic->readVar(SYSTEM_TESTING_ANIMS));
makeDebugTextBlock(buf, 0, 90);
}
// general debug info
if (_displayDebugText) {
byte name[NAME_LEN];
/*
// CD in use
sprintf(buf, "CD-%d", currentCD);
makeDebugTextBlock(buf, 0, 0);
*/
// mouse coords & object pointed to
if (_vm->_logic->readVar(CLICKED_ID))
sprintf(buf, "last click at %d,%d (id %d: %s)",
_vm->_logic->readVar(MOUSE_X),
_vm->_logic->readVar(MOUSE_Y),
_vm->_logic->readVar(CLICKED_ID),
_vm->_resman->fetchName(_vm->_logic->readVar(CLICKED_ID), name));
else
sprintf(buf, "last click at %d,%d (---)",
_vm->_logic->readVar(MOUSE_X),
_vm->_logic->readVar(MOUSE_Y));
makeDebugTextBlock(buf, 0, 15);
uint32 mouseTouching = _vm->_mouse->getMouseTouching();
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
if (mouseTouching)
sprintf(buf, "mouse %d,%d (id %d: %s)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y,
mouseTouching,
_vm->_resman->fetchName(mouseTouching, name));
else
sprintf(buf, "mouse %d,%d (not touching)",
mouseX + screenInfo->scroll_offset_x,
mouseY + screenInfo->scroll_offset_y);
makeDebugTextBlock(buf, 0, 30);
// player coords & graphic info
// if player objct has a graphic
if (_graphAnimRes)
sprintf(buf, "player %d,%d %s (%d) #%d/%d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_vm->_resman->fetchName(_graphAnimRes, name),
_graphAnimRes,
_graphAnimPc,
_graphNoFrames);
else
sprintf(buf, "player %d,%d --- %d",
screenInfo->player_feet_x,
screenInfo->player_feet_y,
_graphAnimPc);
makeDebugTextBlock(buf, 0, 45);
// frames-per-second counter
sprintf(buf, "fps %d", _vm->_screen->getFps());
makeDebugTextBlock(buf, 440, 0);
// location number
sprintf(buf, "location=%d", _vm->_logic->readVar(LOCATION));
makeDebugTextBlock(buf, 440, 15);
// "result" variable
sprintf(buf, "result=%d", _vm->_logic->readVar(RESULT));
makeDebugTextBlock(buf, 440, 30);
// no. of events in event list
sprintf(buf, "events=%d", _vm->_logic->countEvents());
makeDebugTextBlock(buf, 440, 45);
// sprite list usage
sprintf(buf, "bgp0: %d/%d", _vm->_screen->getCurBgp0(), MAX_bgp0_sprites);
makeDebugTextBlock(buf, 560, 0);
sprintf(buf, "bgp1: %d/%d", _vm->_screen->getCurBgp1(), MAX_bgp1_sprites);
makeDebugTextBlock(buf, 560, 15);
sprintf(buf, "back: %d/%d", _vm->_screen->getCurBack(), MAX_back_sprites);
makeDebugTextBlock(buf, 560, 30);
sprintf(buf, "sort: %d/%d", _vm->_screen->getCurSort(), MAX_sort_sprites);
makeDebugTextBlock(buf, 560, 45);
sprintf(buf, "fore: %d/%d", _vm->_screen->getCurFore(), MAX_fore_sprites);
makeDebugTextBlock(buf, 560, 60);
sprintf(buf, "fgp0: %d/%d", _vm->_screen->getCurFgp0(), MAX_fgp0_sprites);
makeDebugTextBlock(buf, 560, 75);
sprintf(buf, "fgp1: %d/%d", _vm->_screen->getCurFgp1(), MAX_fgp1_sprites);
makeDebugTextBlock(buf, 560, 90);
// largest layer & sprite
// NB. Strings already constructed in Build_display.cpp
makeDebugTextBlock(_vm->_screen->getLargestLayerInfo(), 0, 60);
makeDebugTextBlock(_vm->_screen->getLargestSpriteInfo(), 0, 75);
// "waiting for person" indicator - set form fnTheyDo and
// fnTheyDoWeWait
if (_speechScriptWaiting) {
sprintf(buf, "script waiting for %s (%d)",
_vm->_resman->fetchName(_speechScriptWaiting, name),
_speechScriptWaiting);
makeDebugTextBlock(buf, 0, 90);
}
// variable watch display
showVarPos = 115; // y-coord for first showVar
for (showVarNo = 0; showVarNo < MAX_SHOWVARS; showVarNo++) {
varNo = _showVar[showVarNo]; // get variable number
// if non-zero ie. cannot watch 'id' but not needed
// anyway because it changes throughout the logic loop
if (varNo) {
sprintf(buf, "var(%d) = %d", varNo, _vm->_logic->readVar(varNo));
makeDebugTextBlock(buf, 530, showVarPos);
showVarPos += 15; // next line down
}
}
// memory indicator - this should come last, to show all the
// sprite blocks above!
uint32 totAlloc = _vm->_memory->getTotAlloc();
int16 numBlocks = _vm->_memory->getNumBlocks();
if (totAlloc < 1024)
sprintf(buf, "%u bytes in %d memory blocks", totAlloc, numBlocks);
else if (totAlloc < 1024 * 1024)
sprintf(buf, "%uK in %d memory blocks", totAlloc / 1024, numBlocks);
else
sprintf(buf, "%.02fM in %d memory blocks", totAlloc / 1048576., numBlocks);
makeDebugTextBlock(buf, 0, 0);
}
}
void Debugger::drawDebugGraphics() {
ScreenInfo *screenInfo = _vm->_screen->getScreenInfo();
// walk-grid
if (_displayWalkGrid)
_vm->_logic->_router->plotWalkGrid();
// player feet coord marker
if (_displayPlayerMarker)
plotCrossHair(screenInfo->player_feet_x, screenInfo->player_feet_y, 215);
// mouse marker & coords
if (_displayMouseMarker) {
int mouseX, mouseY;
_vm->_mouse->getPos(mouseX, mouseY);
plotCrossHair(mouseX + screenInfo->scroll_offset_x, mouseY + screenInfo->scroll_offset_y, 215);
}
// mouse area rectangle / sprite box rectangle when testing anims
if (_vm->_logic->readVar(SYSTEM_TESTING_ANIMS)) {
// draw box around current frame
drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
} else if (_draggingRectangle) {
// defining a mouse area the easy way, by creating a box
// on-screen
if (_rectFlicker)
drawRect(_rectX1, _rectY1, _rectX2, _rectY2, 184);
}
}
void Debugger::plotCrossHair(int16 x, int16 y, uint8 pen) {
_vm->_screen->plotPoint(x, y, pen);
_vm->_screen->drawLine(x - 2, y, x - 5, y, pen);
_vm->_screen->drawLine(x + 2, y, x + 5, y, pen);
_vm->_screen->drawLine(x, y - 2, x, y - 5, pen);
_vm->_screen->drawLine(x, y + 2, x, y + 5, pen);
}
void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) {
_vm->_screen->drawLine(x1, y1, x2, y1, pen); // top edge
_vm->_screen->drawLine(x1, y2, x2, y2, pen); // bottom edge
_vm->_screen->drawLine(x1, y1, x1, y2, pen); // left edge
_vm->_screen->drawLine(x2, y1, x2, y2, pen); // right edge
}
} // End of namespace Sword2