/* Copyright (C) 1994-2004 Revolution Software Ltd * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/resman.h" #include "sword2/driver/d_draw.h" namespace Sword2 { void Debugger::clearDebugTextBlocks(void) { uint8 blockNo = 0; while (blockNo < MAX_DEBUG_TEXT_BLOCKS && _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_TEXT_BLOCKS && _debugTextBlocks[blockNo] > 0) blockNo++; assert(blockNo < MAX_DEBUG_TEXT_BLOCKS); _debugTextBlocks[blockNo] = _vm->_fontRenderer->buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); } void Debugger::buildDebugText(void) { char buf[128]; int32 showVarNo; // for variable watching int32 showVarPos; int32 varNo; int32 *varTable; // 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) { sprintf(buf, "%d,%d", mousex + _thisScreen.scroll_offset_x, mousey + _thisScreen.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 || 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); } // speed-up indicator if (_vm->_renderSkip) { // see sword.cpp sprintf(buf, "SKIPPING FRAMES FOR SPEED-UP!"); makeDebugTextBlock(buf, 0, 120); } // debug info at top of screen - enabled/disabled as one complete unit if (_displayTime) { int32 time = _vm->_system->get_msecs(); 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 (SYSTEM_TESTING_TEXT) { if (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 (SYSTEM_TESTING_ANIMS) { sprintf(buf, "trying resource %d", SYSTEM_TESTING_ANIMS); makeDebugTextBlock(buf, 0, 90); } // general debug info if (_displayDebugText) { /* // CD in use sprintf(buf, "CD-%d", currentCD); makeDebugTextBlock(buf, 0, 0); */ // mouse coords & object pointed to if (CLICKED_ID) sprintf(buf, "last click at %d,%d (id %d: %s)", MOUSE_X, MOUSE_Y, CLICKED_ID, _vm->fetchObjectName(CLICKED_ID)); else sprintf(buf, "last click at %d,%d (---)", MOUSE_X, MOUSE_Y); makeDebugTextBlock(buf, 0, 15); if (_vm->_mouseTouching) sprintf(buf, "mouse %d,%d (id %d: %s)", _vm->_input->_mouseX + _vm->_thisScreen.scroll_offset_x, _vm->_input->_mouseY + _vm->_thisScreen.scroll_offset_y, _vm->_mouseTouching, _vm->fetchObjectName(_vm->_mouseTouching)); else sprintf(buf, "mouse %d,%d (not touching)", _vm->_input->_mouseX + _vm->_thisScreen.scroll_offset_x, _vm->_input->_mouseY + _vm->_thisScreen.scroll_offset_y); makeDebugTextBlock(buf, 0, 30); // player coords & graphic info // if player objct has a graphic if (_playerGraphic.anim_resource) sprintf(buf, "player %d,%d %s (%d) #%d/%d", _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", _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", _vm->_fps); makeDebugTextBlock(buf, 440, 0); // location number sprintf(buf, "location=%d", LOCATION); makeDebugTextBlock(buf, 440, 15); // "result" variable sprintf(buf, "result=%d", 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->_curBgp0, MAX_bgp0_sprites); makeDebugTextBlock(buf, 560, 0); sprintf(buf, "bgp1: %d/%d", _vm->_curBgp1, MAX_bgp1_sprites); makeDebugTextBlock(buf, 560, 15); sprintf(buf, "back: %d/%d", _vm->_curBack, MAX_back_sprites); makeDebugTextBlock(buf, 560, 30); sprintf(buf, "sort: %d/%d", _vm->_curSort, MAX_sort_sprites); makeDebugTextBlock(buf, 560, 45); sprintf(buf, "fore: %d/%d", _vm->_curFore, MAX_fore_sprites); makeDebugTextBlock(buf, 560, 60); sprintf(buf, "fgp0: %d/%d", _vm->_curFgp0, MAX_fgp0_sprites); makeDebugTextBlock(buf, 560, 75); 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(_vm->_largestLayerInfo, 0, 60); makeDebugTextBlock(_vm->_largestSpriteInfo, 0, 75); // "waiting for person" indicator - set form fnTheyDo and // fnTheyDoWeWait if (_vm->_logic->_speechScriptWaiting) { sprintf(buf, "script waiting for %s (%d)", _vm->fetchObjectName(_vm->_logic->_speechScriptWaiting), _vm->_logic->_speechScriptWaiting); makeDebugTextBlock(buf, 0, 90); } // variable watch display showVarPos = 115; // y-coord for first showVar // res 1 is the global variables resource varTable = (int32 *) (_vm->_resman->openResource(1) + sizeof(StandardHeader)); 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, varTable[varNo]); makeDebugTextBlock(buf, 530, showVarPos); showVarPos += 15; // next line down } } _vm->_resman->closeResource(1); // close global variables resource // memory indicator - this should come last, to show all the // sprite blocks above! _vm->_memory->memoryString(buf); makeDebugTextBlock(buf, 0, 0); } } void Debugger::drawDebugGraphics(void) { // walk-grid if (_displayWalkGrid) _vm->_logic->_router->plotWalkGrid(); // player feet coord marker if (_displayPlayerMarker) plotCrossHair(_vm->_thisScreen.player_feet_x, _vm->_thisScreen.player_feet_y, 215); // mouse marker & coords if (_displayMouseMarker) plotCrossHair(_vm->_input->_mouseX + _vm->_thisScreen.scroll_offset_x, _vm->_input->_mouseY + _vm->_thisScreen.scroll_offset_y, 215); // mouse area rectangle / sprite box rectangle when testing anims if (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->_graphics->plotPoint(x, y, pen); _vm->_graphics->drawLine(x - 2, y, x - 5, y, pen); _vm->_graphics->drawLine(x + 2, y, x + 5, y, pen); _vm->_graphics->drawLine(x, y - 2, x, y - 5, pen); _vm->_graphics->drawLine(x, y + 2, x, y + 5, pen); } void Debugger::drawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) { _vm->_graphics->drawLine(x1, y1, x2, y1, pen); // top edge _vm->_graphics->drawLine(x1, y2, x2, y2, pen); // bottom edge _vm->_graphics->drawLine(x1, y1, x1, y2, pen); // left edge _vm->_graphics->drawLine(x2, y1, x2, y2, pen); // right edge } void Debugger::printCurrentInfo(void) { // prints general stuff about the screen, etc. if (_vm->_thisScreen.background_layer_id) { DebugPrintf("background layer id %d\n", _vm->_thisScreen.background_layer_id); DebugPrintf("%d wide, %d high\n", _vm->_thisScreen.screen_wide, _vm->_thisScreen.screen_deep); DebugPrintf("%d normal layers\n", _vm->_thisScreen.number_of_layers); _vm->_logic->examineRunList(); } else DebugPrintf("No screen\n"); } } // End of namespace Sword2