/* 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 "stdafx.h" #include "sword2/driver/driver96.h" #include "sword2/sword2.h" #include "sword2/debug.h" #include "sword2/console.h" #include "sword2/defs.h" #include "sword2/events.h" // for CountEvents() #include "sword2/layers.h" #include "sword2/logic.h" #include "sword2/maketext.h" #include "sword2/mouse.h" #include "sword2/protocol.h" #include "sword2/resman.h" #include "sword2/router.h" // for plotWalkGrid() #include "sword2/speech.h" // for 'officialTextNumber' and // 'speechScriptWaiting' namespace Sword2 { bool displayDebugText = false; // "INFO" bool displayWalkGrid = false; // "WALKGRID" bool displayMouseMarker = false; // "MOUSE" bool displayTime = false; // "TIME" bool displayPlayerMarker = false; // "PLAYER" bool displayTextNumbers = false; // "TEXT" uint8 renderSkip = 0; // Toggled on 'S' key - to render only // 1 in 4 frames, to speed up game bool definingRectangles = false; // "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; bool rectFlicker = false; bool testingSnR = false; // "SAVEREST" - for system to kill all // object resources (except player) in // fnAddHuman() 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]; 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); void Clear_debug_text_blocks(void) { uint8 blockNo = 0; while (blockNo < MAX_DEBUG_TEXT_BLOCKS && debug_text_blocks[blockNo] > 0) { // kill the system text block fontRenderer.killTextBloc(debug_text_blocks[blockNo]); // clear this element of our array of block numbers debug_text_blocks[blockNo] = 0; blockNo++; } } void Make_debug_text_block(char *text, int16 x, int16 y) { uint8 blockNo = 0; while (blockNo < MAX_DEBUG_TEXT_BLOCKS && debug_text_blocks[blockNo] > 0) blockNo++; if (blockNo == MAX_DEBUG_TEXT_BLOCKS) error("ERROR: debug_text_blocks[] full in Make_debug_text_block()"); debug_text_blocks[blockNo] = fontRenderer.buildNewBloc((uint8 *) text, x, y, 640 - x, 0, RDSPR_DISPLAYALIGN, CONSOLE_FONT_ID, NO_JUSTIFICATION); } void Build_debug_text(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 Clear_debug_text_blocks(); // mouse coords /* // print mouse coords beside mouse-marker, if it's being displayed if (displayMouseMarker) { 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 // 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", 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 fnAddHuman() 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 = SVM_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)", g_display->_mouseX + this_screen.scroll_offset_x, g_display->_mouseY + this_screen.scroll_offset_y, mouse_touching, FetchObjectName(mouse_touching)); else sprintf(buf, "mouse %d,%d (not touching)", g_display->_mouseX + this_screen.scroll_offset_x, g_display->_mouseY + this_screen.scroll_offset_y); Make_debug_text_block(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", 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", g_sword2->_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", g_sword2->_curBgp0, MAX_bgp0_sprites); Make_debug_text_block(buf, 560, 0); sprintf(buf, "bgp1: %d/%d", g_sword2->_curBgp1, MAX_bgp1_sprites); Make_debug_text_block(buf, 560, 15); sprintf(buf, "back: %d/%d", g_sword2->_curBack, MAX_back_sprites); Make_debug_text_block(buf, 560, 30); sprintf(buf, "sort: %d/%d", g_sword2->_curSort, MAX_sort_sprites); Make_debug_text_block(buf, 560, 45); sprintf(buf, "fore: %d/%d", g_sword2->_curFore, MAX_fore_sprites); Make_debug_text_block(buf, 560, 60); sprintf(buf, "fgp0: %d/%d", g_sword2->_curFgp0, MAX_fgp0_sprites); Make_debug_text_block(buf, 560, 75); sprintf(buf, "fgp1: %d/%d", g_sword2->_curFgp1, 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(g_sword2->_largestLayerInfo, 0, 60); Make_debug_text_block(g_sword2->_largestSpriteInfo, 0, 75); // "waiting for person" indicator - set form fnTheyDo and // fnTheyDoWeWait 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 // res 1 is the global variables resource varTable = (int32 *) (res_man.open(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]); Make_debug_text_block(buf, 530, showVarPos); showVarPos += 15; // next line down } } res_man.close(1); // close global variables resource // memory indicator - this should come last, to show all the // sprite blocks above! memory.memoryString(buf); Make_debug_text_block(buf, 0, 0); } } void Draw_debug_graphics(void) { // walk-grid if (displayWalkGrid) router.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(g_display->_mouseX + this_screen.scroll_offset_x, g_display->_mouseY + this_screen.scroll_offset_y, 215); // mouse area rectangle / sprite box rectangle when testing anims if (SYSTEM_TESTING_ANIMS) { // draw box around current frame DrawRect(rect_x1, rect_y1, rect_x2, rect_y2, 184); } 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) { g_display->plotPoint(x, y, pen); // driver function g_display->drawLine(x - 2, y, x - 5, y, pen); // driver function g_display->drawLine(x + 2, y, x + 5, y, pen); g_display->drawLine(x, y - 2, x, y - 5, pen); g_display->drawLine(x, y + 2, x, y + 5, pen); } void DrawRect(int16 x1, int16 y1, int16 x2, int16 y2, uint8 pen) { g_display->drawLine(x1, y1, x2, y1, pen); // top edge g_display->drawLine(x1, y2, x2, y2, pen); // bottom edge g_display->drawLine(x1, y1, x1, y2, pen); // left edge g_display->drawLine(x2, y1, x2, y2, pen); // right edge } void Print_current_info(void) { // prints general stuff about the screen, etc. if (this_screen.background_layer_id) { Debug_Printf("background layer id %d\n", this_screen.background_layer_id); Debug_Printf("%d wide, %d high\n", this_screen.screen_wide, this_screen.screen_deep); Debug_Printf("%d normal layers\n", this_screen.number_of_layers); g_logic.examineRunList(); } else Debug_Printf("No screen\n"); } } // End of namespace Sword2