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authorMatthew Hoops2011-05-03 17:17:27 -0400
committerMatthew Hoops2011-05-03 17:25:41 -0400
commit9cb600099f4c29298707787cafad2741a1cd6686 (patch)
treefb1930fa56b611317831d66442cba19b18d2e57a /engines/tsage/debugger.cpp
parent3b2283daf850605ca897002afbafe44489c35473 (diff)
parent95a6098f672191dc0792bd4f9bfa18706bbe8e3a (diff)
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Merge remote branch 'upstream/master' into pegasus
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diff --git a/engines/tsage/debugger.cpp b/engines/tsage/debugger.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * 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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+#include "tsage/debugger.h"
+#include "tsage/globals.h"
+#include "tsage/graphics.h"
+#include "tsage/ringworld_logic.h"
+
+namespace tSage {
+
+Debugger::Debugger() : GUI::Debugger() {
+ DCmd_Register("continue", WRAP_METHOD(Debugger, Cmd_Exit));
+ DCmd_Register("scene", WRAP_METHOD(Debugger, Cmd_Scene));
+ DCmd_Register("walk_regions", WRAP_METHOD(Debugger, Cmd_WalkRegions));
+ DCmd_Register("priority_regions", WRAP_METHOD(Debugger, Cmd_PriorityRegions));
+ DCmd_Register("setflag", WRAP_METHOD(Debugger, Cmd_SetFlag));
+ DCmd_Register("getflag", WRAP_METHOD(Debugger, Cmd_GetFlag));
+ DCmd_Register("clearflag", WRAP_METHOD(Debugger, Cmd_ClearFlag));
+ DCmd_Register("listobjects", WRAP_METHOD(Debugger, Cmd_ListObjects));
+ DCmd_Register("moveobject", WRAP_METHOD(Debugger, Cmd_MoveObject));
+
+ DCmd_Register("item", WRAP_METHOD(Debugger, Cmd_Item));
+}
+
+static int strToInt(const char *s) {
+ if (!*s)
+ // No string at all
+ return 0;
+ else if (toupper(s[strlen(s) - 1]) != 'H')
+ // Standard decimal string
+ return atoi(s);
+
+ // Hexadecimal string
+ uint tmp = 0;
+ int read = sscanf(s, "%xh", &tmp);
+ if (read < 1)
+ error("strToInt failed on string \"%s\"", s);
+ return (int)tmp;
+}
+
+/**
+ * This command loads up the specified new scene number
+ */
+bool Debugger::Cmd_Scene(int argc, const char **argv) {
+ if (argc < 2) {
+ DebugPrintf("Usage: %s <scene number> [prior scene #]\n", argv[0]);
+ return true;
+ } else {
+ if (argc == 3)
+ _globals->_sceneManager._sceneNumber = strToInt(argv[2]);
+
+ _globals->_sceneManager.changeScene(strToInt(argv[1]));
+ return false;
+ }
+}
+
+/**
+ * This command draws the walk regions onto the screen
+ */
+bool Debugger::Cmd_WalkRegions(int argc, const char **argv) {
+ if (argc != 1) {
+ DebugPrintf("Usage: %s\n", argv[0]);
+ return true;
+ }
+
+ // Color index to use for the first walk region
+ int color = 16;
+
+ // Lock the background surface for access
+ Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
+
+ // Loop through drawing each walk region in a different color to the background surface
+ Common::String regionsDesc;
+
+ for (uint regionIndex = 0; regionIndex < _globals->_walkRegions._regionList.size(); ++regionIndex, ++color) {
+ WalkRegion &wr = _globals->_walkRegions._regionList[regionIndex];
+
+ for (int yp = wr._bounds.top; yp < wr._bounds.bottom; ++yp) {
+ LineSliceSet sliceSet = wr.getLineSlices(yp);
+
+ for (uint idx = 0; idx < sliceSet.items.size(); ++idx)
+ destSurface.hLine(sliceSet.items[idx].xs - _globals->_sceneOffset.x, yp,
+ sliceSet.items[idx].xe - _globals->_sceneOffset.x, color);
+ }
+
+ regionsDesc += Common::String::format("Region #%d d bounds=%d,%d,%d,%d\n",
+ regionIndex, wr._bounds.left, wr._bounds.top, wr._bounds.right, wr._bounds.bottom);
+ }
+
+ // Release the surface
+ _globals->_sceneManager._scene->_backSurface.unlockSurface();
+
+ // Mark the scene as requiring a full redraw
+ _globals->_paneRefreshFlag[0] = 2;
+
+ DebugPrintf("Total regions = %d\n", _globals->_walkRegions._regionList.size());
+ DebugPrintf("%s\n", regionsDesc.c_str());
+
+ return false;
+}
+
+/*
+ * This command draws the priority regions onto the screen
+ */
+bool Debugger::Cmd_PriorityRegions(int argc, const char **argv) {
+ int regionNum = 0;
+
+ // Check for an optional specific region to display
+ if (argc == 2)
+ regionNum = strToInt(argv[1]);
+
+ // Color index to use for the first priority region
+ int color = 16;
+ int count = 0;
+
+ // Lock the background surface for access
+ Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface();
+
+ Common::List<Region>::iterator i = _globals->_sceneManager._scene->_priorities.begin();
+ Common::String regionsDesc;
+
+ for (; i != _globals->_sceneManager._scene->_priorities.end(); ++i, ++color, ++count) {
+ Region &r = *i;
+
+ if ((regionNum == 0) || (regionNum == (count + 1))) {
+ for (int y = 0; y < destSurface.h; ++y) {
+ byte *destP = (byte *)destSurface.getBasePtr(0, y);
+
+ for (int x = 0; x < destSurface.w; ++x) {
+ if (r.contains(Common::Point(_globals->_sceneManager._scene->_sceneBounds.left + x,
+ _globals->_sceneManager._scene->_sceneBounds.top + y)))
+ *destP = color;
+ ++destP;
+ }
+ }
+ }
+
+ regionsDesc += Common::String::format("Region Priority = %d bounds=%d,%d,%d,%d\n",
+ r._regionId, r._bounds.left, r._bounds.top, r._bounds.right, r._bounds.bottom);
+ }
+
+ // Release the surface
+ _globals->_sceneManager._scene->_backSurface.unlockSurface();
+
+ // Mark the scene as requiring a full redraw
+ _globals->_paneRefreshFlag[0] = 2;
+
+ DebugPrintf("Total regions = %d\n", count);
+ DebugPrintf("%s", regionsDesc.c_str());
+
+ return true;
+}
+
+/*
+ * This command sets a flag
+ */
+bool Debugger::Cmd_SetFlag(int argc, const char **argv) {
+ // Check for a flag to set
+ if (argc != 2) {
+ DebugPrintf("Usage: %s <flag number>\n", argv[0]);
+ return true;
+ }
+
+ int flagNum = strToInt(argv[1]);
+ _globals->setFlag(flagNum);
+ return true;
+}
+
+/*
+ * This command gets the value of a flag
+ */
+bool Debugger::Cmd_GetFlag(int argc, const char **argv) {
+ // Check for an flag to display
+ if (argc != 2) {
+ DebugPrintf("Usage: %s <flag number>\n", argv[0]);
+ return true;
+ }
+
+ int flagNum = strToInt(argv[1]);
+ DebugPrintf("Value: %d\n", _globals->getFlag(flagNum));
+ return true;
+}
+
+/*
+ * This command clears a flag
+ */
+bool Debugger::Cmd_ClearFlag(int argc, const char **argv) {
+ // Check for a flag to clear
+ if (argc != 2) {
+ DebugPrintf("Usage: %s <flag number>\n", argv[0]);
+ return true;
+ }
+
+ int flagNum = strToInt(argv[1]);
+ _globals->clearFlag(flagNum);
+ return true;
+}
+
+/*
+ * This command lists the objects available, and their ID
+ */
+bool Debugger::Cmd_ListObjects(int argc, const char **argv) {
+ if (argc != 1) {
+ DebugPrintf("Usage: %s\n", argv[0]);
+ return true;
+ }
+
+ DebugPrintf("Available objects for this game are:\n");
+ DebugPrintf("0 - Stunner\n");
+ DebugPrintf("1 - Scanner\n");
+ DebugPrintf("2 - Stasis Box\n");
+ DebugPrintf("3 - Info Disk\n");
+ DebugPrintf("4 - Stasis Negator\n");
+ DebugPrintf("5 - Key Device\n");
+ DebugPrintf("6 - Medkit\n");
+ DebugPrintf("7 - Ladder\n");
+ DebugPrintf("8 - Rope\n");
+ DebugPrintf("9 - Key\n");
+ DebugPrintf("10 - Translator\n");
+ DebugPrintf("11 - Ale\n");
+ DebugPrintf("12 - Paper\n");
+ DebugPrintf("13 - Waldos\n");
+ DebugPrintf("14 - Stasis Box 2\n");
+ DebugPrintf("15 - Ring\n");
+ DebugPrintf("16 - Cloak\n");
+ DebugPrintf("17 - Tunic\n");
+ DebugPrintf("18 - Candle\n");
+ DebugPrintf("19 - Straw\n");
+ DebugPrintf("20 - Scimitar\n");
+ DebugPrintf("21 - Sword\n");
+ DebugPrintf("22 - Helmet\n");
+ DebugPrintf("23 - Items\n");
+ DebugPrintf("24 - Concentrator\n");
+ DebugPrintf("25 - Nullifier\n");
+ DebugPrintf("26 - Peg\n");
+ DebugPrintf("27 - Vial\n");
+ DebugPrintf("28 - Jacket\n");
+ DebugPrintf("29 - Tunic 2\n");
+ DebugPrintf("30 - Bone\n");
+ DebugPrintf("31 - Empty Jar\n");
+ DebugPrintf("32 - Jar\n");
+ return true;
+}
+
+/*
+ * This command gets an item, or move it to a room
+ */
+bool Debugger::Cmd_MoveObject(int argc, const char **argv) {
+ // Check for a flag to clear
+ if ((argc < 2) || (argc > 3)){
+ DebugPrintf("Usage: %s <object number> [<scene number>]\n", argv[0]);
+ DebugPrintf("If no scene is specified, the object will be added to inventory\n");
+ return true;
+ }
+
+ int objNum = strToInt(argv[1]);
+ int sceneNum = 1;
+ if (argc == 3)
+ sceneNum = strToInt(argv[2]);
+
+ switch (objNum) {
+ case OBJECT_STUNNER:
+ RING_INVENTORY._stunner._sceneNumber = sceneNum;
+ break;
+ case OBJECT_SCANNER:
+ RING_INVENTORY._scanner._sceneNumber = sceneNum;
+ break;
+ case OBJECT_STASIS_BOX:
+ RING_INVENTORY._stasisBox._sceneNumber = sceneNum;
+ break;
+ case OBJECT_INFODISK:
+ RING_INVENTORY._infoDisk._sceneNumber = sceneNum;
+ break;
+ case OBJECT_STASIS_NEGATOR:
+ RING_INVENTORY._stasisNegator._sceneNumber = sceneNum;
+ break;
+ case OBJECT_KEY_DEVICE:
+ RING_INVENTORY._keyDevice._sceneNumber = sceneNum;
+ break;
+ case OBJECT_MEDKIT:
+ RING_INVENTORY._medkit._sceneNumber = sceneNum;
+ break;
+ case OBJECT_LADDER:
+ RING_INVENTORY._ladder._sceneNumber = sceneNum;
+ break;
+ case OBJECT_ROPE:
+ RING_INVENTORY._rope._sceneNumber = sceneNum;
+ break;
+ case OBJECT_KEY:
+ RING_INVENTORY._key._sceneNumber = sceneNum;
+ break;
+ case OBJECT_TRANSLATOR:
+ RING_INVENTORY._translator._sceneNumber = sceneNum;
+ break;
+ case OBJECT_ALE:
+ RING_INVENTORY._ale._sceneNumber = sceneNum;
+ break;
+ case OBJECT_PAPER:
+ RING_INVENTORY._paper._sceneNumber = sceneNum;
+ break;
+ case OBJECT_WALDOS:
+ RING_INVENTORY._waldos._sceneNumber = sceneNum;
+ break;
+ case OBJECT_STASIS_BOX2:
+ RING_INVENTORY._stasisBox2._sceneNumber = sceneNum;
+ break;
+ case OBJECT_RING:
+ RING_INVENTORY._ring._sceneNumber = sceneNum;
+ break;
+ case OBJECT_CLOAK:
+ RING_INVENTORY._cloak._sceneNumber = sceneNum;
+ break;
+ case OBJECT_TUNIC:
+ RING_INVENTORY._tunic._sceneNumber = sceneNum;
+ break;
+ case OBJECT_CANDLE:
+ RING_INVENTORY._candle._sceneNumber = sceneNum;
+ break;
+ case OBJECT_STRAW:
+ RING_INVENTORY._straw._sceneNumber = sceneNum;
+ break;
+ case OBJECT_SCIMITAR:
+ RING_INVENTORY._scimitar._sceneNumber = sceneNum;
+ break;
+ case OBJECT_SWORD:
+ RING_INVENTORY._sword._sceneNumber = sceneNum;
+ break;
+ case OBJECT_HELMET:
+ RING_INVENTORY._helmet._sceneNumber = sceneNum;
+ break;
+ case OBJECT_ITEMS:
+ RING_INVENTORY._items._sceneNumber = sceneNum;
+ break;
+ case OBJECT_CONCENTRATOR:
+ RING_INVENTORY._concentrator._sceneNumber = sceneNum;
+ break;
+ case OBJECT_NULLIFIER:
+ RING_INVENTORY._nullifier._sceneNumber = sceneNum;
+ break;
+ case OBJECT_PEG:
+ RING_INVENTORY._peg._sceneNumber = sceneNum;
+ break;
+ case OBJECT_VIAL:
+ RING_INVENTORY._vial._sceneNumber = sceneNum;
+ break;
+ case OBJECT_JACKET:
+ RING_INVENTORY._jacket._sceneNumber = sceneNum;
+ break;
+ case OBJECT_TUNIC2:
+ RING_INVENTORY._tunic2._sceneNumber = sceneNum;
+ break;
+ case OBJECT_BONE:
+ RING_INVENTORY._bone._sceneNumber = sceneNum;
+ break;
+ case OBJECT_EMPTY_JAR:
+ RING_INVENTORY._emptyJar._sceneNumber = sceneNum;
+ break;
+ case OBJECT_JAR:
+ RING_INVENTORY._jar._sceneNumber = sceneNum;
+ break;
+ default:
+ DebugPrintf("Invlid object Id %s\n", argv[1]);
+ }
+
+ return true;
+}
+
+/**
+ * Give a specified item to the player
+ */
+bool Debugger::Cmd_Item(int argc, const char **argv) {
+ RING_INVENTORY._stasisBox._sceneNumber = 1;
+ return true;
+}
+
+
+} // End of namespace tSage