/* 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. * */ #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("hotspots", WRAP_METHOD(Debugger, Cmd_Hotspots)); } 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 [prior scene #]\n", argv[0]); return true; } 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::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 \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 \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 \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 []\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("Invalid object Id %s\n", argv[1]); break; } return true; } /** * Show any active hotspot areas in the scene */ bool Debugger::Cmd_Hotspots(int argc, const char **argv) { int colIndex = 16; const Rect &sceneBounds = _globals->_sceneManager._scene->_sceneBounds; // Lock the background surface for access Graphics::Surface destSurface = _globals->_sceneManager._scene->_backSurface.lockSurface(); // Iterate through the scene items SynchronizedList::iterator i; for (i = _globals->_sceneItems.reverse_begin(); i != _globals->_sceneItems.end(); --i, ++colIndex) { SceneItem *o = *i; // Draw the contents of the hotspot area if (o->_sceneRegionId == 0) { // Scene item doesn't use a region, so fill in the entire area destSurface.fillRect(Rect(o->_bounds.left - sceneBounds.left, o->_bounds.top - sceneBounds.top, o->_bounds.right - sceneBounds.left - 1, o->_bounds.bottom - sceneBounds.top - 1), colIndex); } else { // Scene uses a region, so get it and use it to fill out only the correct parts SceneRegions::iterator ri = _globals->_sceneRegions.begin(); while ((ri != _globals->_sceneRegions.end()) && ((*ri)._regionId != o->_sceneRegionId)) ++ri; if (ri != _globals->_sceneRegions.end()) { // Fill out the areas defined by the region Region &r = *ri; for (int y = r._bounds.top; y < r._bounds.bottom; ++y) { LineSliceSet set = r.getLineSlices(y); for (uint p = 0; p < set.items.size(); ++p) destSurface.hLine(set.items[p].xs - sceneBounds.left, y - sceneBounds.top, set.items[p].xe - sceneBounds.left - 1, colIndex); } } } } // Release the surface _globals->_sceneManager._scene->_backSurface.unlockSurface(); // Mark the scene as requiring a full redraw _globals->_paneRefreshFlag[0] = 2; return false; } } // End of namespace tSage