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author | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
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committer | Torbjörn Andersson | 2003-11-08 15:47:51 +0000 |
commit | 688c80b0620ae5765355a4048864bb3de84ebf74 (patch) | |
tree | 497d8efc73b08f5a4d58c45c52b7a6bafa1975ff /sword2/debug.cpp | |
parent | b04ddef7506bfa08527da9e79040c583fb765b2e (diff) | |
download | scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.gz scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.tar.bz2 scummvm-rg350-688c80b0620ae5765355a4048864bb3de84ebf74.zip |
Moved more stuff into classes, changed some static allocation to dynamic,
and removed some of the references to global variables.
At this point I believe everything in the main game engine has been moved
into classes - not necessarily the correct ones, but still... However,
there is some stuff in the driver directory that need to be taken care of
as well.
svn-id: r11207
Diffstat (limited to 'sword2/debug.cpp')
-rw-r--r-- | sword2/debug.cpp | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/sword2/debug.cpp b/sword2/debug.cpp index 8d5861eaaa..3efe37747d 100644 --- a/sword2/debug.cpp +++ b/sword2/debug.cpp @@ -41,7 +41,7 @@ void Debugger::clearDebugTextBlocks(void) { while (blockNo < MAX_DEBUG_TEXT_BLOCKS && _debugTextBlocks[blockNo] > 0) { // kill the system text block - fontRenderer.killTextBloc(_debugTextBlocks[blockNo]); + fontRenderer->killTextBloc(_debugTextBlocks[blockNo]); // clear this element of our array of block numbers _debugTextBlocks[blockNo] = 0; @@ -58,7 +58,7 @@ void Debugger::makeDebugTextBlock(char *text, int16 x, int16 y) { assert(blockNo < MAX_DEBUG_TEXT_BLOCKS); - _debugTextBlocks[blockNo] = fontRenderer.buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); + _debugTextBlocks[blockNo] = fontRenderer->buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); } void Debugger::buildDebugText(void) { @@ -113,7 +113,7 @@ void Debugger::buildDebugText(void) { // speed-up indicator - if (g_sword2->_renderSkip) { // see sword.cpp + if (_vm->_renderSkip) { // see sword.cpp sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!"); makeDebugTextBlock(buf, 0, 120); } @@ -129,7 +129,7 @@ void Debugger::buildDebugText(void) { 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", g_sword2->_gameCycle); + sprintf(buf, "Game %d", _vm->_gameCycle); makeDebugTextBlock(buf, 500, 380); } @@ -178,23 +178,23 @@ void Debugger::buildDebugText(void) { if (CLICKED_ID) sprintf(buf, "last click at %d,%d (id %d: %s)", MOUSE_X, MOUSE_Y, CLICKED_ID, - g_sword2->fetchObjectName(CLICKED_ID)); + _vm->fetchObjectName(CLICKED_ID)); else sprintf(buf, "last click at %d,%d (---)", MOUSE_X, MOUSE_Y); makeDebugTextBlock(buf, 0, 15); - if (g_sword2->_mouseTouching) + if (_vm->_mouseTouching) sprintf(buf, "mouse %d,%d (id %d: %s)", - g_display->_mouseX + g_sword2->_thisScreen.scroll_offset_x, - g_display->_mouseY + g_sword2->_thisScreen.scroll_offset_y, - g_sword2->_mouseTouching, - g_sword2->fetchObjectName(g_sword2->_mouseTouching)); + g_display->_mouseX + _vm->_thisScreen.scroll_offset_x, + g_display->_mouseY + _vm->_thisScreen.scroll_offset_y, + _vm->_mouseTouching, + _vm->fetchObjectName(_vm->_mouseTouching)); else sprintf(buf, "mouse %d,%d (not touching)", - g_display->_mouseX + g_sword2->_thisScreen.scroll_offset_x, - g_display->_mouseY + g_sword2->_thisScreen.scroll_offset_y); + g_display->_mouseX + _vm->_thisScreen.scroll_offset_x, + g_display->_mouseY + _vm->_thisScreen.scroll_offset_y); makeDebugTextBlock(buf, 0, 30); @@ -203,23 +203,23 @@ void Debugger::buildDebugText(void) { if (_playerGraphic.anim_resource) sprintf(buf, "player %d,%d %s (%d) #%d/%d", - g_sword2->_thisScreen.player_feet_x, - g_sword2->_thisScreen.player_feet_y, - g_sword2->fetchObjectName(_playerGraphic.anim_resource), + _vm->_thisScreen.player_feet_x, + _vm->_thisScreen.player_feet_y, + _vm->fetchObjectName(_playerGraphic.anim_resource), _playerGraphic.anim_resource, _playerGraphic.anim_pc, _playerGraphicNoFrames); else sprintf(buf, "player %d,%d --- %d", - g_sword2->_thisScreen.player_feet_x, - g_sword2->_thisScreen.player_feet_y, + _vm->_thisScreen.player_feet_x, + _vm->_thisScreen.player_feet_y, _playerGraphic.anim_pc); makeDebugTextBlock(buf, 0, 45); // frames-per-second counter - sprintf(buf, "fps %d", g_sword2->_fps); + sprintf(buf, "fps %d", _vm->_fps); makeDebugTextBlock(buf, 440, 0); // location number @@ -234,44 +234,44 @@ void Debugger::buildDebugText(void) { // no. of events in event list - sprintf(buf, "events=%d", g_sword2->countEvents()); + sprintf(buf, "events=%d", g_logic->countEvents()); makeDebugTextBlock(buf, 440, 45); // sprite list usage - sprintf(buf, "bgp0: %d/%d", g_sword2->_curBgp0, MAX_bgp0_sprites); + sprintf(buf, "bgp0: %d/%d", _vm->_curBgp0, MAX_bgp0_sprites); makeDebugTextBlock(buf, 560, 0); - sprintf(buf, "bgp1: %d/%d", g_sword2->_curBgp1, MAX_bgp1_sprites); + sprintf(buf, "bgp1: %d/%d", _vm->_curBgp1, MAX_bgp1_sprites); makeDebugTextBlock(buf, 560, 15); - sprintf(buf, "back: %d/%d", g_sword2->_curBack, MAX_back_sprites); + sprintf(buf, "back: %d/%d", _vm->_curBack, MAX_back_sprites); makeDebugTextBlock(buf, 560, 30); - sprintf(buf, "sort: %d/%d", g_sword2->_curSort, MAX_sort_sprites); + sprintf(buf, "sort: %d/%d", _vm->_curSort, MAX_sort_sprites); makeDebugTextBlock(buf, 560, 45); - sprintf(buf, "fore: %d/%d", g_sword2->_curFore, MAX_fore_sprites); + sprintf(buf, "fore: %d/%d", _vm->_curFore, MAX_fore_sprites); makeDebugTextBlock(buf, 560, 60); - sprintf(buf, "fgp0: %d/%d", g_sword2->_curFgp0, MAX_fgp0_sprites); + sprintf(buf, "fgp0: %d/%d", _vm->_curFgp0, MAX_fgp0_sprites); makeDebugTextBlock(buf, 560, 75); - sprintf(buf, "fgp1: %d/%d", g_sword2->_curFgp1, MAX_fgp1_sprites); + sprintf(buf, "fgp1: %d/%d", _vm->_curFgp1, MAX_fgp1_sprites); makeDebugTextBlock(buf, 560, 90); // largest layer & sprite // NB. Strings already constructed in Build_display.cpp - makeDebugTextBlock(g_sword2->_largestLayerInfo, 0, 60); - makeDebugTextBlock(g_sword2->_largestSpriteInfo, 0, 75); + makeDebugTextBlock(_vm->_largestLayerInfo, 0, 60); + makeDebugTextBlock(_vm->_largestSpriteInfo, 0, 75); // "waiting for person" indicator - set form fnTheyDo and // fnTheyDoWeWait if (g_logic->_speechScriptWaiting) { sprintf(buf, "script waiting for %s (%d)", - g_sword2->fetchObjectName(g_logic->_speechScriptWaiting), + _vm->fetchObjectName(g_logic->_speechScriptWaiting), g_logic->_speechScriptWaiting); makeDebugTextBlock(buf, 0, 90); } @@ -310,17 +310,17 @@ void Debugger::drawDebugGraphics(void) { // walk-grid if (_displayWalkGrid) - router.plotWalkGrid(); + g_logic->_router->plotWalkGrid(); // player feet coord marker if (_displayPlayerMarker) - plotCrossHair(g_sword2->_thisScreen.player_feet_x, g_sword2->_thisScreen.player_feet_y, 215); + plotCrossHair(_vm->_thisScreen.player_feet_x, _vm->_thisScreen.player_feet_y, 215); // mouse marker & coords if (_displayMouseMarker) - plotCrossHair(g_display->_mouseX + g_sword2->_thisScreen.scroll_offset_x, g_display->_mouseY + g_sword2->_thisScreen.scroll_offset_y, 215); + plotCrossHair(g_display->_mouseX + _vm->_thisScreen.scroll_offset_x, g_display->_mouseY + _vm->_thisScreen.scroll_offset_y, 215); // mouse area rectangle / sprite box rectangle when testing anims @@ -355,10 +355,10 @@ void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) { void Debugger::printCurrentInfo(void) { // prints general stuff about the screen, etc. - if (g_sword2->_thisScreen.background_layer_id) { - Debug_Printf("background layer id %d\n", g_sword2->_thisScreen.background_layer_id); - Debug_Printf("%d wide, %d high\n", g_sword2->_thisScreen.screen_wide, g_sword2->_thisScreen.screen_deep); - Debug_Printf("%d normal layers\n", g_sword2->_thisScreen.number_of_layers); + if (_vm->_thisScreen.background_layer_id) { + Debug_Printf("background layer id %d\n", _vm->_thisScreen.background_layer_id); + Debug_Printf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep); + Debug_Printf("%d normal layers\n", _vm->_thisScreen.number_of_layers); g_logic->examineRunList(); } else |