/* Copyright (C) 1994-2003 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 // for ExitWithReport, which stays in RELEASE version #include #include "stdafx.h" #include "driver/driver96.h" #include "debug.h" //-------------------------------------------------------------------------------------- #ifdef _SWORD2_DEBUG // this whole file (except ExitWithReport) only included on debug versions #include #include "build_display.h" // for 'fps' (frames-per-second counter) #include "console.h" #include "defs.h" #include "events.h" // for CountEvents() #include "layers.h" #include "logic.h" #include "maketext.h" #include "mem_view.h" #include "mouse.h" #include "protocol.h" #include "resman.h" #include "router.h" // for PlotWalkGrid() #include "speech.h" // for 'officialTextNumber' and 'speechScriptWaiting' //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------- // global variables uint8 displayDebugText = 0; // "INFO" 0=off; 1=on uint8 displayWalkGrid = 0; // "WALKGRID" uint8 displayMouseMarker = 0; // "MOUSE" uint8 displayTime = 0; // "TIME" uint8 displayPlayerMarker = 0; // "PLAYER" uint8 displayTextNumbers = 0; // "TEXT" uint8 renderSkip = 0; // Toggled on 'S' key - to render only 1 in 4 frames, to speed up game uint8 definingRectangles = 0; // "RECT" uint8 draggingRectangle = 0; // 0=waiting to start new rect; 1=currently dragging a rectangle int16 rect_x1 = 0; int16 rect_y1 = 0; int16 rect_x2 = 0; int16 rect_y2 = 0; uint8 rectFlicker=0; uint8 testingSnR = 0; // "SAVEREST" - for system to kill all object resources (except player) in FN_add_human() int32 startTime = 0; // "TIMEON" & "TIMEOFF" - system start time. int32 gameCycle = 0; // Counter for game clocks. int32 textNumber = 0; // current system text line number int32 showVar[MAX_SHOWVARS]; // "SHOWVAR" Object_graphic playerGraphic; // for displaying player object's current graphical info uint32 player_graphic_no_frames=0; // no. of frames in currently displayed anim uint8 debug_text_blocks[MAX_DEBUG_TEXT_BLOCKS]; //-------------------------------------------------------------------------------------- // function prototypes void Clear_debug_text_blocks( void ); void Make_debug_text_block( char *text, int16 x, int16 y ); void Plot_cross_hair( int16 x, int16 y, uint8 pen ); void DrawRect( int16 x, int16 y, int16 x2, int16 y2, uint8 pen ); //-------------------------------------------------------------------------------------- #endif // _SWORD2_DEBUG // THIS FUNCTION STAYS IN THE RELEASE VERSION // IN FACT, CON_FATAL_ERROR IS MAPPED TO THIS AS WELL, SO WE HAVE A MORE PRESENTABLE ERROR REPORT void ExitWithReport(const char *format,...) // (6dec96 JEL) { // Send a printf type string to Paul's windows routine char buf[500]; va_list arg_ptr; // Variable argument pointer va_start(arg_ptr,format); vsprintf(buf, format, arg_ptr); Zdebug("%s",buf); // send output to 'debug.txt' as well, just for the record while (GetFadeStatus()) // wait for fade to finish before calling RestoreDisplay() ServiceWindows(); ReportFatalError((const uint8 *)buf); // display message box CloseAppWindow(); while (ServiceWindows() != RDERR_APPCLOSED); exit(0); } #ifdef _SWORD2_DEBUG // all other functions only for _SWORD2_DEBUG version //-------------------------------------------------------------------------------------- void Zdebug(const char *format,...) //Tony's special debug logging file March96 { // Write a printf type string to a debug file va_list arg_ptr; // Variable argument pointer FILE * debug_filep=0; // Debug file pointer static int first_debug = 1; // Flag for first time this is used va_start(arg_ptr,format); if (first_debug) //First time round delete any previous debug file { unlink("debug.txt"); first_debug = 0; } debug_filep = fopen("debug.txt","a+t"); if (debug_filep != NULL) // if it could be opened { vfprintf(debug_filep, format, arg_ptr); fprintf(debug_filep,"\n"); fclose(debug_filep); } } //-------------------------------------------------------------------------------------- void Zdebug(uint32 stream, const char *format,...) //Tony's special debug logging file March96 { // Write a printf type string to a debug file va_list arg_ptr; // Variable argument pointer FILE * debug_filep=0; // Debug file pointer static int first = 1; // Flag for first time this is used int j; static int first_debugs[100]; if (first==1) //first time run then reset the states { for (j=0;j<100;j++) first_debugs[j]=0; first=0; } char name[20]; sprintf(name, "debug%d.txt", stream); va_start(arg_ptr,format); if (!first_debugs[stream]) //First time round delete any previous debug file { unlink(name); first_debugs[stream] = 1; } debug_filep = fopen(name,"a+t"); if (debug_filep != NULL) // if it could be opened { vfprintf(debug_filep, format, arg_ptr); fprintf(debug_filep,"\n"); fclose(debug_filep); } } //-------------------------------------------------------------------------------------- void Clear_debug_text_blocks( void ) // JAMES { uint8 blockNo=0; while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0)) { Kill_text_bloc(debug_text_blocks[blockNo]); // kill the system text block debug_text_blocks[blockNo] = 0; // clear this element of our array of block numbers blockNo++; } } //-------------------------------------------------------------------------------------- void Make_debug_text_block( char *text, int16 x, int16 y) // JAMES { uint8 blockNo=0; while ((blockNo < MAX_DEBUG_TEXT_BLOCKS) && (debug_text_blocks[blockNo] > 0)) blockNo++; if (blockNo == MAX_DEBUG_TEXT_BLOCKS) Con_fatal_error("ERROR: debug_text_blocks[] full in Make_debug_text_block() at line %d in file \"%s\"",__LINE__,__FILE__); debug_text_blocks[blockNo] = Build_new_block( (uint8 *)text, x, y, 640-x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); } //-------------------------------------------------------------------------------------- // // // PC Build_debug_info // // //-------------------------------------------------------------------------------------- void Build_debug_text( void ) // JAMES { char buf[128]; int32 showVarNo; // for variable watching int32 showVarPos; int32 varNo; int32 *varTable; Clear_debug_text_blocks(); // clear the array of text block numbers for the debug text //------------------------------------------------------------------- // mouse coords /* if (displayMouseMarker) // print mouse coords beside mouse-marker, if it's being displayed { sprintf (buf, "%d,%d", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y); if (mousex>560) Make_debug_text_block (buf, mousex-50, mousey-15); else Make_debug_text_block (buf, mousex+5, mousey-15); } */ //------------------------------------------------------------------- // mouse area coords if (draggingRectangle || SYSTEM_TESTING_ANIMS) // defining a mouse area the easy way, by creating a box on-screen { rectFlicker = 1-rectFlicker; // so we can see what's behind the lines sprintf (buf, "x1=%d", rect_x1); Make_debug_text_block (buf, 0, 120); sprintf (buf, "y1=%d", rect_y1); Make_debug_text_block (buf, 0, 135); sprintf (buf, "x2=%d", rect_x2); Make_debug_text_block (buf, 0, 150); sprintf (buf, "y2=%d", rect_y2); Make_debug_text_block (buf, 0, 165); } //------------------------------------------------------------------- // testingSnR indicator if (testingSnR) // see FN_add_human() { sprintf (buf, "TESTING LOGIC STABILITY!"); Make_debug_text_block (buf, 0, 105); } //--------------------------------------------- // speed-up indicator if (renderSkip) // see sword.cpp { sprintf (buf, "SKIPPING FRAMES FOR SPEED-UP!"); Make_debug_text_block (buf, 0, 120); } //--------------------------------------------- // debug info at top of screen - enabled/disabled as one complete unit if (displayTime) { int32 time = timeGetTime(); 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); Make_debug_text_block(buf, 500, 360); sprintf(buf, "Game %d", gameCycle); Make_debug_text_block(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"); Make_debug_text_block (buf, 0, 340); } sprintf (buf, "res: %d", textNumber/SIZE); Make_debug_text_block (buf, 0, 355); sprintf (buf, "pos: %d", textNumber&0xffff); Make_debug_text_block (buf, 0, 370); sprintf (buf, "TEXT: %d", officialTextNumber); Make_debug_text_block (buf, 0, 385); } } //--------------------------------------------- // resource number currently being checking for animation if (SYSTEM_TESTING_ANIMS) { sprintf (buf, "trying resource %d", SYSTEM_TESTING_ANIMS); Make_debug_text_block (buf, 0, 90); } //--------------------------------------------- // general debug info if (displayDebugText) { //--------------------------------------------- /* // CD in use sprintf (buf, "CD-%d", currentCD); Make_debug_text_block (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, FetchObjectName(CLICKED_ID)); else sprintf (buf, "last click at %d,%d (---)", MOUSE_X, MOUSE_Y); Make_debug_text_block (buf, 0, 15); if (mouse_touching) sprintf (buf, "mouse %d,%d (id %d: %s)", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y, mouse_touching, FetchObjectName(mouse_touching)); else sprintf (buf, "mouse %d,%d (not touching)", mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y); Make_debug_text_block (buf, 0, 30); //--------------------------------------------- // player coords & graphic info if (playerGraphic.anim_resource) // if player objct has a graphic sprintf (buf, "player %d,%d %s (%d) #%d/%d", this_screen.player_feet_x, this_screen.player_feet_y, FetchObjectName(playerGraphic.anim_resource), playerGraphic.anim_resource, playerGraphic.anim_pc, player_graphic_no_frames); else sprintf (buf, "player %d,%d --- %d", this_screen.player_feet_x, this_screen.player_feet_y, playerGraphic.anim_pc); Make_debug_text_block (buf, 0, 45); //--------------------------------------------- // frames-per-second counter sprintf (buf, "fps %d", fps); Make_debug_text_block (buf, 440, 0); //--------------------------------------------- // location number sprintf (buf, "location=%d", LOCATION); Make_debug_text_block (buf, 440, 15); //--------------------------------------------- // "result" variable sprintf (buf, "result=%d", RESULT); Make_debug_text_block (buf, 440, 30); //--------------------------------------------- // no. of events in event list sprintf (buf, "events=%d", CountEvents()); Make_debug_text_block (buf, 440, 45); //--------------------------------------------- // sprite list usage sprintf (buf, "bgp0: %d/%d",cur_bgp0,MAX_bgp0_sprites); Make_debug_text_block (buf, 560, 0); sprintf (buf, "bgp1: %d/%d",cur_bgp1,MAX_bgp1_sprites); Make_debug_text_block (buf, 560, 15); sprintf (buf, "back: %d/%d",cur_back,MAX_back_sprites); Make_debug_text_block (buf, 560, 30); sprintf (buf, "sort: %d/%d",cur_sort,MAX_sort_sprites); Make_debug_text_block (buf, 560, 45); sprintf (buf, "fore: %d/%d",cur_fore,MAX_fore_sprites); Make_debug_text_block (buf, 560, 60); sprintf (buf, "fgp0: %d/%d",cur_fgp0,MAX_fgp0_sprites); Make_debug_text_block (buf, 560, 75); sprintf (buf, "fgp1: %d/%d",cur_fgp1,MAX_fgp1_sprites); Make_debug_text_block (buf, 560, 90); //--------------------------------------------- // largest layer & sprite // NB. Strings already constructed in Build_display.cpp Make_debug_text_block (largest_layer_info, 0, 60); Make_debug_text_block (largest_sprite_info, 0, 75); //--------------------------------------------- // "waiting for person" indicator - set form FN_they_do & FN_they_do_we_wait if (speechScriptWaiting) { sprintf (buf, "script waiting for %s (%d)", FetchObjectName(speechScriptWaiting), speechScriptWaiting); Make_debug_text_block (buf, 0, 90); } //--------------------------------------------- // variable watch display showVarPos = 115; // y-coord for first showVar varTable = (int32*)(res_man.Res_open(1) + sizeof(_standardHeader)); // res 1 is the global variables resource for (showVarNo=0; showVarNo < MAX_SHOWVARS; showVarNo++) { varNo = showVar[showVarNo]; // get variable number if (varNo) // if non-zero ie. cannot watch 'id' but not needed anyway because it changes throughout the logic loop { sprintf (buf, "var(%d) = %d", varNo, varTable[varNo]); Make_debug_text_block (buf, 530, showVarPos); showVarPos += 15; // next line down } } res_man.Res_close(1); // close global variables resource //--------------------------------------------- // memory indicator - this should come last, to show all the sprite blocks above! Create_mem_string (buf); Make_debug_text_block (buf, 0, 0); //--------------------------------------------- } //------------------------------------------------------------------- } //-------------------------------------------------------------------------------------- void Draw_debug_graphics( void ) // JAMES (08apr97) { //------------------------------- // walk-grid if (displayWalkGrid) PlotWalkGrid(); //------------------------------- // player feet coord marker if (displayPlayerMarker) Plot_cross_hair (this_screen.player_feet_x, this_screen.player_feet_y, 215); //------------------------------------------------------------------- // mouse marker & coords if (displayMouseMarker) Plot_cross_hair (mousex+this_screen.scroll_offset_x, mousey+this_screen.scroll_offset_y, 215); //------------------------------------------------------------------- // mouse area rectangle / sprite box rectangle when testing anims if (SYSTEM_TESTING_ANIMS) { DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184); // draw box around current frame } else if (draggingRectangle) // defining a mouse area the easy way, by creating a box on-screen { if (rectFlicker) DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184); } //------------------------------------------------------------------- } //-------------------------------------------------------------------------------------- void Plot_cross_hair( int16 x, int16 y, uint8 pen ) { PlotPoint(x,y,pen); // driver function DrawLine(x-2,y,x-5,y,pen); // driver function DrawLine(x+2,y,x+5,y,pen); DrawLine(x,y-2,x,y-5,pen); DrawLine(x,y+2,x,y+5,pen); } //-------------------------------------------------------------------------------------- void DrawRect( int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen ) { DrawLine(x1,y1,x2,y1,pen); // top edge DrawLine(x1,y2,x2,y2,pen); // bottom edge DrawLine(x1,y1,x1,y2,pen); // left edge DrawLine(x2,y1,x2,y2,pen); // right edge } //-------------------------------------------------------------------------------------- void Print_current_info(void) //Tony30Oct96 { //prints general stuff about the screen, etc. if (this_screen.background_layer_id) { Print_to_console(" background layer id %d", this_screen.background_layer_id); Print_to_console(" %d wide, %d high", this_screen.screen_wide, this_screen.screen_deep); Print_to_console(" %d normal layers", this_screen.number_of_layers); LLogic.Examine_run_list(); } else Print_to_console(" no screen"); Scroll_console(); } //-------------------------------------------------------------------------------------- #else // not debug void Draw_debug_graphics(void) {}; #endif // _SWORD2_DEBUG //--------------------------------------------------------------------------------------