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Diffstat (limited to 'sword2/debug.cpp')
-rw-r--r--sword2/debug.cpp72
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